V1265 Console Variables (CVars) - themeldingwars/Documentation GitHub Wiki
The following are all the cvars used in the Firefall V1265 R34871v0 Client.
Syntax displayed is < cvar name > = < default / example value > - < description text >
aag.acquireDistance = "40" - distance at when aag.acquireTime is reduced by half
aag.acquireTime = "3.0" - time it takes to acquire a target on AAG (w/o SIN) @ infinite distance
aag.focusCutoff = "0.1" - lower cutoffs = wider range at which aag can catch focus
aag.loseTime = "5.0" - time it takes to lose a target from AAG who is not in SIN
ability.ragdollHitStrength = "0.1" - Multiplier to impulse strength, when a ragdoll is hit by ability splash damage.
ability.ragdollMaxDamage = "1000" - Maximum damage to be used in ragdoll impulse.
ability.ragdollRadiusMult = "0.8" - Multiplier to damage radius, where ragdolls are affected.
ability.ragdollSqrtDamage = "300" - For damage greater than this, impulse varies along a sqrt curve.
ability.ragdollUpBias = "0.5" - Upwards bias to impulse direction.
accuracy.crouch = "0.6" - The crouching stance modifier
accuracy.fall = "4.0" - The falling stance modifier
accuracy.jetpack = "0" - User created variable
accuracy.move = "1.5" - The moving stance modifier
aim.maxzoomcalc = "20" - FOV where sensitivity is at scopemul.
aim.minzoomcalc = "60" - FOV where sensitivity begins lerping towards scopemul.
aim.sensitivity_pow = "0.0" - Player aim input sensitivity (mouse only).
aim.sensitivity_scopemul = "0.3" - Aim input sensitivity multiplier while scoped.
aim.sensitivity_vertmul = "1.0" - Player vertical aim input sensitivity multiplier (mouse only). Multiplies overall sensitivity.
aimsway.AimGrowthMult = "0.25" - Multiplier to pitchyaw deltas, which undecays sway
aimsway.DamageNorm = "200" - Damage that must be inflicted, to reach full sway
aimsway.DecayTime = "5" - How long it takes sway to decay, when standing still
aimsway.MoveUndecayTime = "1" - How long it takes sway to undecay, when moving
aimsway.PitchFreq = "4" - Period of the pitch sway
aimsway.Softening = "0.01" - Tolerance subtracted from aim sway
aimsway.YawFreq = "3" - Period of the yaw sway
anim.advanceSpeed = "1.0" - Advance speed for componented animation objects
anim.allowretargeting = "1" - Set to zero to disable animation retargeting.
anim.alwaysDrivenRagdollLocalPlayer = "1" - Whether ragdoll should be enabled for local character (regardless of LOD).
anim.alwaysDrivenRagdollLOD = "-1" - Maximum LOD at which ragdolls are always enabled.
anim.CameraIdle = "0" - Sets use of special camera poses for local character.
anim.damage.quadrantScale = "1.0" - Damage position parameter is divided by this.
anim.finalPoseSlerp = "1" - Enables animation subsample smoothing.
anim.headlook.endblend = "0.5" - Amount of time that the head look blend parameter takes to return to zero.
anim.headlook.lookblend = "0.5" - Amount of time that the head look target parameter takes to adjust.
anim.headlook.maxZ = "0.707" - Maximum angle cosine for head look's pitch.
anim.headlook.minY = "0.7" - Minimum angle cosine for head look's yaw.
anim.LODStart = "1" - LOD level at which timing LOD begins. See anim.updaterate for more info.
anim.MaxDeltaTime = "3.0" - Maximum delta-time for an animation update.
anim.MaxInvisibleFactor = "5.0" - Frameskip rate multiplier, increases linearly as invisible-time increases towards anim.MaxInvisibleTime.
anim.MaxInvisibleTime = "6.0" - If invisible for longer than this, an object won't update animation. Also clamps time that anim.InvisibleFactor can affect.
anim.MaxTimeSubStep = "0.75" - Maximum timestep for an animation update (delta-times exceeding this will be split into extra updates).
anim.movedamping = "0" - User created variable
anim.movethreshold.maxRotationSpeed = "1" - Maximum rotation move speed, which linear velocity must exceed.
anim.movethreshold.minSpeed = "0.25" - Minimum movement speed required to enter the Movement state.
anim.movethreshold.rotationRadius = "1" - Radius to use when calculating rotation move speed.
anim.networkBindpose = "0" - Displays the animation network rig's bindpose.
anim.SuppressLoading = "0" - Suppress animation loading (for debug)
anim.SuppressTrackCallbacks = "0" - Suppress animation event tracks from doing anything (but still process anmd)
anim.SuppressTracks = "0" - Suppress animation event tracks
anim.SuppressUpdate = "0" - Suppress animation updates (for performance profiling)
anim.SuppressZRotation = "0" - If enabled, animations and meshes are not rotated by 180 degrees around the z-axis
anim.UpdateRate = "2.0" - Animation frames skipped in LOD=anim.lodstart (in additional frames/update). Scales linearly with LOD numbers > anim.lodstart.
animbehavior.aircraft.turnblend = "250" - Duration of turning blend.
animbehavior.basecontrol.idlerunblend = "0.2" - Duration of changes to IdleRunBlend parameter
animbehavior.basecontrol.interact_shortduration = "2000" - Duration of a short fire-and-forget interaction sequence
animbehavior.basecontrol.interact_touchduration = "300" - Minimum duration of interaction
animbehavior.basecontrol.justShotDuration = "1500" - How long after shooting to set JustShot (in milliseconds).
animbehavior.basecontrol.justShotOffBlend = "0.2" - Duration of JustShot deactivation blend.
animbehavior.basecontrol.justShotOnBlend = "0.1" - Duration of JustShot activation blend.
animbehavior.basecontrol.turncenter = "0.0" - Center of turn direction blend.
animbehavior.basecontrol.turndps = "45" - Target degrees-per-second of animation.
animbehavior.basecontrol.turninterp = "0.3" - Duration of turning blend.
animbehavior.basecontrol.turnminspeed = "0" - Minimum degrees-per-second passed to turn animation.
animbehavior.creature.damagecalcinterval = "1000" - How often damage feedback should be recalculated.
animbehavior.creature.fidgetTime = "1000" - Minimum amount of time at idle, before fidgeting is allowed.
animbehavior.creature.heavydamagefrac = "0.25" - Fraction of max health, that more damage causes heavy damage feedback.
animbehavior.creature.mediumdamagefrac = "0.12" - Fraction of max health, that more damage causes medium damage feedback.
animbehavior.creature.turncenter = "0.5" - Center of turn direction blend.
animbehavior.creature.turndps = "90" - Target degrees-per-second of animation.
animbehavior.creature.turninterp = "0.1" - Duration of turning blend.
animbehavior.creature.turnminspeed = "90" - Minimum degrees-per-second passed to turn animation.
animbehavior.player.aimLookBlend = "0.2" - Duration of aim look blend.
animbehavior.player.aimLookMinForwardDist = "0.5" - Minimum value to clamp forward aiming at.
animbehavior.player.aimXMult = "0.707" - Multiplier for directional aim animation blend.
animbehavior.player.aimYMult = "0.707" - Multiplier for directional aim animation blend.
animbehavior.player.crossoverrange = "0.15" - Crossover range for movement blending.
animbehavior.player.crossoverrange_xbias = "0.0" - Can be used to adjust whether to use West or West2, East or East2, etc.
animbehavior.player.damagecalcinterval = "1000" - How often damage feedback should be recalculated.
animbehavior.player.fidgetTime = "3000" - Minimum amount of time at idle, before fidgeting is allowed.
animbehavior.player.glideblend_reversebias = "0.5" - Causes glide south to play, when not moving very fast
animbehavior.player.glideblend_xfactor = "-3.0" - Multiplier for glider movement x-axis
animbehavior.player.glideblend_yfactor = "2.0" - Multiplier for glider movement y-axis
animbehavior.player.heavydamagefrac = "0.25" - Fraction of max health, that more damage causes heavy damage feedback.
animbehavior.player.jetpack_accelblend = "400" - Amount of time to average acceleration over
animbehavior.player.jetpack_accelscale = "0.0" - Scale applied to acceleration (when summed with velocity)
animbehavior.player.jetpack_velocityscale = "1.0" - Scale applied to velocity
animbehavior.player.jump_accelblend = "400" - Amount of time to average acceleration over
animbehavior.player.jump_accelscale = "0.0" - Scale applied to acceleration (when summed with velocity)
animbehavior.player.jump_velocityscale = "1.0" - Scale applied to velocity
animbehavior.player.mediumdamagefrac = "0.12" - Fraction of max health, that more damage causes medium damage feedback.
animbehavior.player.movementblend_yfactor = "1.0" - Multiplier for the y-target
animbehavior.weapon.turninterp = "0.0" - Duration of turning blend.
application.advanceSpeed = "1.0" - Multiplier to application dtus, does not affect any actual timers
army.ResourceMult = "0" - User created variable
ascendant_female_cam_crouch_y = "0" - User created variable
ascendant_female_cam_dolly = "0" - User created variable
ascendant_female_cam_maxzoom = "0" - User created variable
ascendant_female_cam_minzoom = "0" - User created variable
ascendant_female_cam_target_x = "0" - User created variable
ascendant_female_cam_target_y = "0" - User created variable
ascendant_male_cam_crouch_y = "0" - User created variable
ascendant_male_cam_dolly = "0" - User created variable
ascendant_male_cam_maxzoom = "0" - User created variable
ascendant_male_cam_minzoom = "0" - User created variable
ascendant_male_cam_target_x = "0" - User created variable
ascendant_male_cam_target_y = "0" - User created variable
audio.obstrmaxdist = "35.0f" - Changes the max distance used for obstruction calculations.
audio.obstrsmoothingtime = "200" - Milliseconds used at the max attenuation distance to shift an emitter from one value to the next.
audio.speedOfSound = "343.0f" - Changes the simulated speed of sound.
Bullrush.Duration = "400" - Duration of the Bullrush ability (milliseconds) - MUST be synced with server!
Bullrush.ReflectCosine = "0.5" - Cosine of the reflect angle
Bullrush.Speed = "25" - Speed of the Bullrush ability (m/s) - MUST be synced with server!
Bullrush.SpeedSkew = "0.5" - How much extra speed (%) to start with, also how much less to end with.
BunnyJump.BaseEnergyCost = "0" - User created variable
BunnyJump.EnergyMultiplier = "0" - User created variable
BunnyJump.HeightMultiplier = "0" - User created variable
BunnyJump.SpeedMultiplier = "0" - User created variable
BunnyJump.Tolerance = "0" - User created variable
callForHelpCooldown = "5000" - How long a player must wait (ms) between calls for help
camera.1stPersonFOVOffset = "0" - Field of view offset for first person player camera.
camera.3rdPersonFOVOffset = "0" - Field of view offset for third person player camera.
camera.jitter = "1" - controls whether camera jitter is applied or not
cc.zoomPosX = "-0.87" -
cc.zoomPosY = "-2.80" -
cc.zoomPosZ = "1.07" -
celestial_cam_crouch_y = "0" - User created variable
celestial_cam_dolly = "0" - User created variable
celestial_cam_maxzoom = "0" - User created variable
celestial_cam_minzoom = "0" - User created variable
celestial_cam_target_x = "0" - User created variable
celestial_cam_target_y = "0" - User created variable
character.colorByHostility = "1" - Whether enemies should always be red.
character.dropWeaponProp = "1" - Whether characters will drop weapon props, when downed
character.dropWeaponProp.tossSpeed = "4" - Additional, random velocity to toss the weapon with
character.dropWeaponProp.tossSpeedVariance = "2" - Variance of random velocity
character.fadeoutDuration = "3000" - Duration of fade out when a dead character scopes out
character.fadeoutStart = "5000" - Duration until fade out, when a character dies
character.femaleBackpackScale = "0.8" - Scale for female backpacks (really!)
character.ghosthitboxes = "0" - Whether or not to create hitboxes for the local ghost.
character.gibs.lifetime = "10000" - Minimum lifetime of gib objects
character.gibs.lifetimeVariance = "3000" - Random variation in gib lifetime
character.holsteredWeaponScale = "0.0" - Scale that holstered weapon is displayed on the character (zero to disable).
character.holsterWeaponTime = "400" - Amount of time it takes to animate the weapon away.
character.spectatorLatencyCompensation = "1" - Applies latency compensation for the specatated character
cMacro = "" - press F12 to execute this line in the console. Separate commands with a ;
combatlog.maxsize = "32768" - Maximum size of combat log to keep in memory (in bytes).
combatlog.toUI = "0" - log non-kill events to the UI (0 = off, 1 = on, 2 = exclude status effects)
con.alpha = "0.8" - Set console translucency
con.enableAutoRefresh = "1" -
con.indentAmount = "2" -
con.indentChar = " " -
con.showDebug = "1" - Show debug messages
con.showInfo = "1" - Show info messages
con.showVerbose = "0" - Show verbose messages
console.loseinputfocus = "1" - Sets the input handlers to lose focus when the console is activated.
control.AbilitiesActivateOnSelect = "1" - Sets whether or not abilities should be automatically activated on selection.
control.AbilityKeyMovementAbilities = "0" - If true, the ability key will be able to trigger movement abilities.
control.AltFireKeyMovementAbilities = "0" - If true, the alt fire key will be able to trigger movement abilities.
control.CameraAllowAnim = "1" - Whether to allow animation-driven camera movement.
control.CameraDefault1stPerson = "0" - Whether or not the player camera defaults to first person mode.
control.CrouchModifierToggle = "0" - Sets whether or not the crouch key is a toggle.
control.FireKeyMovementAbilities = "0" - If true, the fire key will be able to trigger movement abilities.
control.FireModeToggle = "0" - Sets whether or not alt fire activation should toggle the fire mode or actually fire the weapon.
control.InstantActivateSelectPrevious = "0" - Sets whether the previous ability should be re-selected, after an instant activation.
control.ScopeAfterReload = "0" - If true, you will re-enter scope mode after reloading.
control.ScopeModeToggle = "1" - Sets whether or not iron sights/scopes should toggle or hold.
control.SprintExitFirstPerson = "0" - If true, sprinting exits first person mode.
control.SprintModifierToggle = "0" - Sets whether or not the sprint modifier key is a toggle.
darkone_female_cam_crouch_y = "0" - User created variable
darkone_female_cam_dolly = "0" - User created variable
darkone_female_cam_maxzoom = "0" - User created variable
darkone_female_cam_minzoom = "0" - User created variable
darkone_female_cam_target_x = "0" - User created variable
darkone_female_cam_target_y = "0" - User created variable
darkone_male_cam_crouch_y = "0" - User created variable
darkone_male_cam_dolly = "0" - User created variable
darkone_male_cam_maxzoom = "0" - User created variable
darkone_male_cam_minzoom = "0" - User created variable
darkone_male_cam_target_x = "0" - User created variable
darkone_male_cam_target_y = "0" - User created variable
deathcam.AutoNextTime = "3000" - How long (milliseconds) before the death camera automatically changes away from a dead character.
deathcam.BlockKeypadInput = "1" - When true, keypad inputs will be always marked as handled during deathcam.
deathcam.ChangeTime = "1.0" - Default change time passed into player camera.
deathcam.DefaultFirstPerson = "0" - Sets the default state of first person mode.
deathcam.DefaultFreeRotate = "1" - Sets the default state of free rotate mode.
deathcam.DefaultRotationLock = "0" - Sets the default state of rotation lock mode.
deathcam.DefaultZoom = "0.0" - Fraction between min/max zooms to start at.
deathcam.FOV = "60" - Field of view for death camera.
deathcam.InitialZoom = "1.0" - Initial fraction between min and max.
deathcam.MaxZoom = "10.0" - Maximum distance from object, for the death camera mode.
deathcam.MinZoom = "2.0" - Minimum distance from object, for the death camera mode.
deathcam.MoveAimLoft = "-45" - How much to change pitch during loft (degrees).
deathcam.MoveLoft = "0.5" - Amount of parabolic loft to give the movement.
deathcam.MoveTime = "1.3" - How long (seconds) that it takes the camera to move from one target to the next.
deathcam.ShoulderOffset = "0.15 0.1 0.0" - Offset from aim position when deathcam is presented over the shoulder.
deathcam.ShoulderYawRange = "0.3" - How close to behind the character before shoulder offset begins getting applied.
deathcam.ZoomClicks = "7" - Number of steps between min and max zoom.
deathcam.ZoomTime = "0.5" - Number of seconds it takes to adjust the zoom distance.
debug.animtaglog = "0" - Enables/disables verbose logging for triggered animation tags.
debug.everybodyDefaultLoadouts = "0" - User created variable
debug.ignorePoseBaseUpdate = "0" - Debug value to simulate dropping the pose base packets.
debug.testRndCharVisuals = "0" - Makes character appearance random, used to test high loads with different characters
debugabilities.client = "0" - Generate debug information from client executions.
debugabilities.client.abilitiesOnly = "1" - Only generate debug information from abilities (not status effects).
debugabilities.client.ignoreAbilityYield = "1" - Don't generate any results, if the ability is yielding.
debugabilities.filterAbilities = "1" - Display logs from abilities.
debugabilities.filterEffects = "1" - Display logs from status effects.
debugabilities.filterEffects_apply = "1" - Display logs from apply chains.
debugabilities.filterEffects_duration = "1" - Display logs from duration chains.
debugabilities.filterEffects_durationWithSuccess = "0" - Display logs from passing duration chains.
debugabilities.filterEffects_remove = "1" - Display logs from remove chains.
debugabilities.filterEffects_update = "0" - Display logs from update chains.
debugabilities.filterEffects_updateWithYield = "0" - Display logs from waiting update chains.
debugabilities.filterString = "" - Only ability logs relevant to this filter will be displayed.
debugabilities.server = "0" - Generate debug information from server executions.
debugabilities.showDamage = "0" - Display damage information for each snapshot.
debugabilities.showRegister = "1" - Display register information for each snapshot.
debugabilities.showTargets = "1" - Display target lists for each snapshot.
dialog.maxTravelDistance = "5.0" - How far a character can move with an open dialog window before it auto-closes
DoubleJump.InputStrength = "1.0" - Modifies the lateral strength of your double jump
DoubleJump.JumpModifier = "1.5" - Modifies the vertical strength of your double jump
drawui = "1" -
Energy.RechargeDelay = "0" - User created variable
Energy.RechargeRate = "0" - User created variable
eng.autoexec = "" - Set this variable on the command line to automatically execute a command after initialization
eng.autoSaveBindingsName = "GameKeyBindings" - Name of the key binding config to save automatically on exit
eng.autoSaveConfig = "0" - If set to 1, will automatically write out a settings.con file on shutdown, see eng_autoSaveConfigName
eng.autoSaveConfigName = "settings" - Name of the config to save automatically on exit
eng.logEvents = "1" - Log user input to events.log
eng.maxfps = "90" - Maximum FPS to run the engine at (0=turned off)
eng.statFreq = "500" - Sets the frequency (in ms) at which stats get printed (invoked with the "stat" command)
eng.useLocalassets = "0" - If true, the engine will search for assets in localassets first and then in system. Useful for shader development.
eng.xbox = "0" - Set to 1 if the game is running on the xbox
falcari_cam_crouch_y = "0" - User created variable
falcari_cam_dolly = "0" - User created variable
falcari_cam_maxzoom = "0" - User created variable
falcari_cam_minzoom = "0" - User created variable
falcari_cam_target_x = "0" - User created variable
falcari_cam_target_y = "0" - User created variable
flycam.fov = "60" - Fly camera FOV
flycam.horizontal = "0" - Orients keyboard movement horizontally (instead of aim-based)
flycam.maxspeed = "1000" - Max movement speed
flycam.minspeed = "0.01" - Min movement speed
flycam.sprintmult = "5" - Multiplier used when 'sprinting'
flycam.startspeed = "21.0" - Default speed of the fly camera
framesleep = "0" - Sleep N milliseconds at the end of oEngineSystem::Advance. For simulating effects of a low framerate
framesleep.probability = "0" - The inverse probability of a framesleep occurring
fs.autoTranslate = "0" - Enable automatic translation of paths to non SMB protocols
fx.advanceParticles = "1" - Stops particle simulation if set to 0.
fx.advanceSpeed = "1" - Advance particle simulation speed, 1 is normal.
fx.debugDecal = "0" - Debug decal.
fx.debugInvisibleNode = "0" - Debug showing invisible node, this flag affect new spawning particle system not current simulating
fx.debugParticleLOD = "-1" - Specified LOD level for particle debugging
fx.debugVelocity = "0" - Debug velocity, show velcity direction.
fx.maxPreSimulationMS = "5000" - Maximum amount of presimulation time (in ms) to allow on a spawning particle system.
fx.maxStepsPerFrame = "20" - The maximum number of steps a particle system can take in any given frame.
fx.maxTimeStep = "33" - The maximum time step for particle effects simulation (in msec).
fx.quality = "3" - Changes the particle definitions to spawn more or less of them
fx.showAreaShape = "0" - Show particle node position area shape.
fx.showBounds = "0" - Show particle bounding box.
fx.showCollisionTest = "0" - Show collision test object
fx.showLightNode = "0" - draw light node position and fade parameters
fx.showNoiseControlPoints = "0" - Debug showing ribbon noise control points, red for current group noise control points, green for nex group
fx.showOrbit = "0" - Show orbit
fx.showRibbonDirs = "0" - Draw directions at ribbon points with lines for debugging
fx.showRibbonPoints = "0" - Connect ribbon points with lines for debugging
fx.spawnParticles = "1" - Prevents spawning of new particles if set to 0.
fx.updateParticles = "1" - Stops particle scene update if set to 0.
g.calcCamera = "1" - Whether or not to calculate the player camera
g.physicsMaxStep = "0.5" - Maximum timestep for physics updates
g.physicsUpdateStep = "0.025" - Timestep for physics updates in seconds
g.skipPhysics = "0" - Skips physics calculations if enabled
gamesocket.cacheDestroyedViews = "1" - Whether to allow destroyed view caching or not.
glider.AirResistance = "0.96" - Amount of speed lost to air friction.
glider.AirResistanceLinearWeight = "0" - Amount of linear air resistance to apply.
glider.AirResistanceQuadraticWeight = "1" - Amount of quadratic air resistance to apply.
glider.DivePitch = "0" - User created variable
glider.DivePitchExponent = "1" - Exponent for divepitch curve.
glider.DivePitchHigh = "-0.5" - At high speed, added to downward aim direction, to determine how much gravity to apply.
glider.DivePitchHigh_Speed = "12.0" - Speed to use with DivePitchHigh.
glider.DivePitchLow = "1.5" - At low speed, added to downward aim direction, to determine how much gravity to apply.
glider.DivePitchLow_Speed = "4.0" - Speed to use with DivePitchLow.
glider.Efficiency = "0.95" - Fraction of energy which is converted between kinetic and potential.
glider.EnterStallSpeed = "4" - If the glider moves slower than this, it is in free fall.
glider.ExitStallSpeed = "10" - The glider must move faster than this, to exit a stall.
glider.MaxGravity = "1.0" - Maximum amount of gravity applied to the glider while diving.
glider.StallEfficiency = "1.0" - Energy conversion multiplier, while stalling.
glider.ThrustAccel = "6.0" - Extra acceleration applied while thrusting.
glider.ThrustEnergyUsage = "50" - Energy usage per second while thrusting (server cvar!).
glider.ThrustMaxSpeed = "15" - Maximum speed that the thrusters can be applied.
glider.TurnRate = "1.0" - About how long a glider takes to turn around
grapple.ClimbLoftConst = "1.5" - Amount of loft to always apply
grapple.ClimbLoftProportional = "1.0" - Amount of loft to apply, as a fraction of the climb height
grapple.ClimbSpeedMult = "2" - How fast the player moves while climbing
grapple.ClimbTargetInside = "0.5" - Distance to push inwards, over the targeted edge
Grapple.Cooldown = "0" - User created variable
Grapple.JumpModifier = "0" - User created variable
Grapple.MaxRange = "0" - User created variable
Grapple.PullSpeed = "0" - User created variable
hitshake.1stPersonMult = "1.0" - Amount of shake to apply while in first person.
hitshake.3rdPersonMult = "1.0" - Amount of shake to apply while in third person.
hitshake.ApplyTime = "0.1" - Approximately how long it takes the camera shake to spike.
hitshake.BaseShakeAmount = "45" - Base amount of hitshake (in degrees) applied at zero health and max damage, before any scaling curves are applied.
hitshake.ConstPitch = "0.0" - Constant amount of pitch to apply.
hitshake.ConstRoll = "0.0" - Constant amount of roll to apply.
hitshake.ConstYaw = "0.0" - Constant amount of yaw to apply.
hitshake.DamageScaleExponent = "1" - Exponent controlling the concavity of damage scale between min and max.
hitshake.DecayTime = "0.25" - Approximately how long it takes the camera shake to decay.
hitshake.DecayZeroTol = "0.001" - When the shake decays to this value, it's considered gone.
hitshake.DirectionPitch1 = "-1.0" - Amount of directional-based pitch to apply.
hitshake.DirectionPitch2 = "1.0" - Amount of directional-based pitch to apply.
hitshake.DirectionPitchAxis1 = "1" - Attack axis that generates camera pitch. Specify x, y, or z as 0, 1, or 2.
hitshake.DirectionPitchAxis2 = "2" - Attack axis that generates camera pitch. Specify x, y, or z as 0, 1, or 2.
hitshake.DirectionRoll1 = "0.5" - Amount of directional-based roll to apply.
hitshake.DirectionRoll2 = "0.0" - Amount of directional-based roll to apply.
hitshake.DirectionRollAxis1 = "0" - Attack axis that generates camera roll. Specify x, y, or z as 0, 1, or 2.
hitshake.DirectionRollAxis2 = "0" - Attack axis that generates camera roll. Specify x, y, or z as 0, 1, or 2.
hitshake.DirectionYaw1 = "0.5" - Amount of directional-based yaw to apply.
hitshake.DirectionYaw2 = "0.0" - Amount of directional-based yaw to apply.
hitshake.DirectionYawAxis1 = "0" - Attack axis that generates camera yaw. Specify x, y, or z as 0, 1, or 2.
hitshake.DirectionYawAxis2 = "0" - Attack axis that generates camera yaw. Specify x, y, or z as 0, 1, or 2.
hitshake.HealthScaleExponent = "1" - Exponent controlling the concavity of health scale between min and max.
hitshake.MaxClampInternal = "1" - Sets whether the maximums are internally enforced as well.
hitshake.MaxDamageScale = "1.0" - Scale applied to hitshake when damage is equal to maximum health.
hitshake.MaxHealthScale = "0.5" - Scale applied to hitshake when at maximum health.
hitshake.MaxPitch = "30" - Maximum amount of pitch to apply, in degrees.
hitshake.MaxRoll = "30" - Maximum amount of roll to apply, in degrees.
hitshake.MaxYaw = "30" - Maximum amount of yaw to apply, in degrees.
hitshake.MinDamageScale = "0.01" - Scale applied to hitshake when damage is zero.
hitshake.MinHealthScale = "1.0" - Scale applied to hitshake when at minimum health.
hitshake.RandomPitch = "0.0" - Maximum amount of random pitch to apply.
hitshake.RandomRoll = "0.0" - Maximum amount of random roll to apply.
hitshake.RandomYaw = "0.0" - Maximum amount of random yaw to apply.
hitshake.ScaleByDamage = "1.0" - If set to zero, damage is not considered. Otherwise is multiplied against damage.
hitshake.ScaleByHealth = "1.0" - If set to zero, health is not considered. Otherwise is multiplied against health.
human_female_cam_crouch_y = "0" - User created variable
human_female_cam_dolly = "0" - User created variable
human_female_cam_maxzoom = "0" - User created variable
human_female_cam_minzoom = "0" - User created variable
human_female_cam_target_x = "0" - User created variable
human_female_cam_target_y = "0" - User created variable
human_male_cam_crouch_y = "0" - User created variable
human_male_cam_dolly = "0" - User created variable
human_male_cam_maxzoom = "0" - User created variable
human_male_cam_minzoom = "0" - User created variable
human_male_cam_target_x = "0" - User created variable
human_male_cam_target_y = "0" - User created variable
impact.ragdollhitstrength = "1.0" - Multiplier to impulse strength, when a ragdoll is hit by a projectile.
impact.ragdollMaxDamage = "1000" - Maximum damage to be used in ragdoll impulse.
impact.ragdollSqrtDamage = "300" - For damage greater than this, impulse varies along a sqrt curve.
impactfx.FirstPersonShields = "0" - Sets whether shield effects are drawn in first person mode.
impactfx.hitdirweight = "0.2" - For hit pfx, how much the hit normal weighs against the attack direction.
impactfx.shieldshitdirweight = "1.0" - For hit pfx, how much the hit normal weighs against the attack direction.
Jetpack.EnergyUsage = "70" - Energy consumed per second while jetpacking
Jetpack.FallModifier = "7" - Thrust multiplier when vertical velocity is less than fall speed.
Jetpack.FallSpeed = "0" - Maximum vertical velocity where fall modifier is applied.
Jetpack.LateralStrength = "1" - Maximum strength of the force the character can apply to their lateral movement.
Jetpack.MaxSpeed = "5" - Maximum speed before jetpack thrust deactivates
Jetpack.StartEnergy = "25" - Energy required to begin jetpacking
Jetpack.StartSpeed = "0" - Maximum speed at which jetpack can be initially activated
Jetpack.ThrustAngle = "3" - Degrees from the Z-axis that the thruster force is applied (in the direction of the character's forward arc).
Jetpack.ThrustStrength = "1" - Strength of the force applied continuously to the character while the thruster is active.
Jetpack.TooFastEnergyMult = "0.3" - Modifier to jetpack energy consumption, when travelling faster than jetpack.MaxSpeed
Jetpack.TooFastForceMult = "0.3" - Modifier to jetpack force, when travelling faster than jetpack.MaxSpeed
killcam.DecayStart = "1000" - How long (ms) after death that the look time begins to decay.
killcam.Duration = "5000" - How long (ms) after death the killcam remains activated.
killcam.ExpireTime = "0" - User created variable
killcam.InputDecayStrength = "0.5" - Multiplier to user input velocity, which applies reduction to killcam rotation strength.
killcam.LookAtTime = "0.5" - Approximately how long (seconds) that it takes to look at your killer.
killcam.LookChangeTime = "0" - User created variable
killcam.Offset = "0" - User created variable
killcam.StartTime = "0" - User created variable
login.allowBadZoneProtocol = "0" -
logtimes = "0" -
lookingGlass.debugInfo = "0" - Display fly camera info
loot.alertRadius = "2.0" - radius around loot (in addition to pickupRadius) in which loot becomes visible in the UI
loot.collectSpeed = "10" - Speed that collected loot travels towards the looter
loot.collectSpeedMinDist = "0.5" - Minimum distance used in loot speed calculation
loot.crystiteMaxScale = "0.8" - maximum crystite scale
loot.crystiteMinScale = "0.3" - minimum crystite scale
loot.crystiteScaleRange = "50" - quantity of max-scale crystite
loot.floatDistance = "0.1" - magnitude of oscillation for loot floating off the ground
loot.floatPeriod = "0.4" - bobbing period for loot floating off the ground
loot.gravity = "22" - Amount of gravity applied to the client loot objects
loot.humanPlayerTable = "0" - User created variable
loot.interactTimeMs = "800" - milliseconds required to interact with loot in order to collect it
loot.maxFlips = "4" - Maximum number of flips to perform in the air
loot.maxLoft = "10.0" - Maximum vertical velocity of spawned loot
loot.minFlips = "1" - Maximum number of flips to perform in the air
loot.minLoft = "4.0" - Minimum vertical velocity of spawned loot
loot.pickupRadius = "2.0" - Radius around the character, where they can pick up loot
loot.showAAG = "1" - Whether to draw the AAG for loot objects
loot.showUncollectable = "0" - displays loot even if you can't collect it
loot.turnRate = "1" - rate at which loot spins when on the ground
map.playerHalfDistance = "200" - Default half-distance when minimap is in follow mode
markers.minimapScale = "45" -
markers.worldmapScale = "40" -
matrix.connectAsSpectator = "0" - Connect to zones as a spectator, by mooching from somebody else's gss connection.
matrix.connectAsSuperSpectator = "0" - Connect to zones as a super-spectator, instead of a player (requires a dev account).
matrix.debugBudgetCurveAdd = "0" - Amount to modify the budget curve by, for testing.
matrix.disallowSpectators = "0" - Don't allow other humans to spectate our connection (privacy please).
matrix.maxBytesPerSecond = "0" - Maximum bytes per second that the client should download from matrix.
matrix.statusUpdatePeriod = "1000" - Duration between sending status updates to matrix.
melee.attackrate = "0" - User created variable
melee.damage = "0" - User created variable
melee.range = "0" - User created variable
minimap.area_size = "0" - Don't edit - used to communicate to LUA.
minimap.area_x0 = "0" - Don't edit - used to communicate to LUA.
minimap.area_y0 = "0" - Don't edit - used to communicate to LUA.
minimap.defaultAreaSize = "0" - User created variable
minimap.renderTabMap = "0" - Don't edit - used to communicate to LUA. True if the TAB map is open in the UI.
missile.HomingConstOffset = "0" - User created variable
missile.HomingExponent = "0" - User created variable
missile.HomingScaleX = "0" - User created variable
missile.HomingScaleY = "0" - User created variable
missile.HomingTargetOffsetZ = "0" - User created variable
moduleRating.common = "0" - User created variable
moduleRating.epic = "0" - User created variable
moduleRating.legendary = "0" - User created variable
moduleRating.rare = "0" - User created variable
moduleRating.salvage = "0" - User created variable
moduleRating.uncommon = "0" - User created variable
movement.correctionSmoothing = "1" - Enables visual-only smooth fixup of movement correction.
movement.correctionSmoothing.remainderFrac = "0.1" - Fixed fraction of deviance to travel, per movement step.
movement.correctionSmoothing.speedAdd = "2" - Additional constant correction speed.
movement.correctionSmoothing.speedMult = "1.2" - Multiplier to movement speed for correction.
movement.relPoseInterval = "200" - How often secondary poses are transmitted.
paperdoll.ambientColorGround = "0.08 0.05 0.03" -
paperdoll.ambientColorSky = "0.03 0.05 0.08" -
paperdoll.backLightCol = "0.3 0.4 0.8" -
paperdoll.backLightPos = "-5 10 3" -
paperdoll.camPosX = "0 -3 0.9" -
paperdoll.canvasColor = "00000000" -
paperdoll.fov = "25" -
paperdoll.sunCol = "1 1 1" -
paperdoll.sunDir = "-0.5 1 -1" -
physicsprop.gravityMult = "1.5" - Multiplier to standard gravity, for physics props only.
ping = "100" -
ping_force = "" -
pocket.win_conditions = "0" - User created variable
profiler.specificAbilities = "0" - Generate 998 profiler info on a per-ability basis.
projectile.dynamicPhysicsQuality = "3" - Quality of projectile casts in the dynamic physics scene
projectile.fastForwardOffset = "0" - Adjustment in milliseconds, to the minimum projectile latency
projectile.visual.FastForward_ImpactMult = "2.0" - Multiplier to fast forwarding, after projectile has struck.
projectile.visual.FastForward_Max = "2.0" - Maximum fast forwarding to apply to projectiles, when visual time is lagging by the maximum amount.
projectile.visual.FastForward_MaxLagFrac = "0.6" - Fraction of maximum client latency, which translates to maximum fast forwarding.
projectile.visual.FastForward_MaxUpdateFrac = "0.0" - Fraction of update interval in the future, which translates to minimum fast forwarding.
projectile.visual.FastForward_Min = "0.0" - Minimum fast forwarding to apply to projectiles, when visual time exceeds last step time the specified update interval.
projectile.visual.FastForward_MinUpdateFrac = "1.0" - Fraction of update interval to try to main in the past, which translates to normal fast forwarding.
projectile.visual.FastForward_Normal = "1.0" - Normal fast forwarding to apply to projectiles, when visual time equal to the physical step.
projectile.visual.UseIllusionOffset = "1" - Whether projectiles are allowed to use the illusion offset.
projectile.visual.VelocityBlend = "100" - How far in the past to query position, when recalculating velocity for visuals.
radar.fade_min_alpha = "0" - User created variable
radar.fade_min_dist = "0" - User created variable
radar.fade_rate = "0" - User created variable
ragdoll.animationVelocity = "1" - Whether ragdoll bodies will take veloity from animation poses.
ragdoll.deathImpulse.damageMax = "1200" - Maximum domain for ragdoll death impulse curve.
ragdoll.deathImpulse.damageMin = "0" - Minimum domain for ragdoll death impulse curve.
ragdoll.deathImpulse.exponent = "-2" - Exponent for ragdoll death impulse curve.
ragdoll.deathImpulse.impulseMax = "600" - Maximum range for ragdoll death impulse curve.
ragdoll.deathImpulse.impulseMin = "50" - Minimum range for ragdoll death impulse curve.
ragdoll.deathImpulse.timeout = "1000" - Maximum amount of time that may elapse from damage until death, to get a death impulse.
ragdoll.deathImpulse.upBias = "0.5" - Upwards bias to impulse direction.
ragdoll.friction = "2.0" - Ragdoll friction.
ragdoll.frictionSelf = "0.25" - Ragdoll friction in self collisions.
ragdoll.gravityFactor = "2.0" - Ragdoll gravity multiplier.
ragdoll.maxSelfCollideSpeed = "10.0" - Self collisions faster than this will be ignored.
ragdoll.maxStressTotal = "500.0" - If the ragdoll's total stress exceeds this, it will not enter ragdoll.
ragdoll.minImpactSpeed = "2.5" - Minimum speed that a ragdoll must collide, to generate effects.
ragdoll.restitution = "0.25" - Ragdoll restitution.
ragdoll.restitutionSelf = "0.0" - Ragdoll restitution in self collisions.
rakshar_cam_crouch_y = "0" - User created variable
rakshar_cam_dolly = "0" - User created variable
rakshar_cam_maxzoom = "0" - User created variable
rakshar_cam_minzoom = "0" - User created variable
rakshar_cam_target_x = "0" - User created variable
rakshar_cam_target_y = "0" - User created variable
rd.3dmarks = "1000" - How many 3dMarks does our GPU have?
rd.ambientColorGround = "" - Overrides the corresponding oScene variable if set
rd.ambientColorSky = "" - Overrides the corresponding oScene variable if set
rd.antialias = "0" - Apply the post-process anti-aliasing filter.
rd.API = "d3d" - Sets the rendering API to use ("d3d" or "opengl")
rd.asEccentricity = "" - Overrides the corresponding oScene variable if set
rd.asMieCoeff = "" - Overrides the corresponding oScene variable if set
rd.asMieFalloff = "" - Overrides the corresponding environment variable if set
rd.asRayleighCoeff = "" - Overrides the corresponding oScene variable if set
rd.asRayleighFalloff = "" - Overrides the corresponding environment variable if set
rd.asSunColorBase = "" - Overrides the corresponding environment variable if set
rd.asSunColorHighHeight = "" - Overrides the corresponding environment variable if set
rd.asSunColorLowHeight = "" - Overrides the corresponding environment variable if set
rd.ati = "0" -
rd.bloom = "1" - Do bloom post processing effect
rd.bloomBrightness = "" - Overrides the corresponding oScene variable if set
rd.bloomThreshold = "" - Overrides the corresponding oScene variable if set
rd.clearColor = "" - If set to a 4-vector (e.g. 1 0 0 0), overrides the clear color for all views
rd.conformToPow2 = "0" - Always resize textures to power of 2 dimensions
rd.cullOOBBs = "1" - Perform frustum culling on oriented bounding boxes instead of axis-aligned bounding boxes.
rd.debugImage = "0" -
rd.debugRegisteredShaderParams = "0" -
rd.debugRenderTarget = "-1" -
rd.debugShader = "0" - 1: shows disassembly and records instruction count, 2: shows code, 3: shows both
rd.debugShaderOutFile = "" - Filename where debugShader output is written to
rd.debugTexture = "-1" - Displays the texture with given index (see ListTextures). Use ListTextures <idx> 1 to draw alpha textures.
rd.decalDrawDistance = "100" - Decals further than this distance from the camera will not be drawn
rd.decalGrowScale = "0.707" - Scale applied to decal radius when trying to grow into another type
rd.decalNumNear = "4" - Maximum number of decals that may occupy the same space
rd.defaultMaterial = "0" - Apply a default material to everything in the scene
rd.deferredLighting = "1" -
rd.depthComplexity = "0" - Debug render mode to analyze the depth complexity of the scene
rd.disable = "0" - Prevents the rendering API from initializing
rd.disableSLI = "0" - Disable SLI rendering
rd.distortion = "1" - Enable the distortion post-process pass
rd.dof = "0" - Enable depth of field effect
rd.dofBlurLerp = "0.33 0.33 0.34" - Controls how CoC values (0-1) map to blur levels. The three values must sum to 1.
rd.dofBlurSize = "small" - Valid values are 'big' and 'small'. Set based on screen resolution.
rd.dofDistances = "-1 0.01 400 1200" - Depth of field curve. In-focus region is the range between the 2nd and 3rd numbers.
rd.dofFarBlurRatio = "0.4" - Ratio of the max far blur radius to the max near blur radius.
rd.drawAsMiniMap = "0" -
rd.drawBones = "0" - Draw bones without (1) and with (2) depth test
rd.drawBonesFilter = "" - Only draw bones whose names contain this string
rd.drawBonesHierarchy = "1" - Draw edges to each bone's parent
rd.drawBonesSkinned = "0" - Use alternate math to find bone transforms
rd.drawBonesText = "1" - Draw the bone name text
rd.drawBounds = "0" - Show bounding boxes. Bit 0: AABBs, Bit 1: OOBBs, Bit 2: Terrain
rd.drawCullTreeBounds = "0" - Show bounding boxes of the culling tree if set to 1
rd.drawDebugName = "0" - Draw debug name without (1) and with (2) depth test
rd.drawDecals = "1" - Draw decals
rd.drawEditorWidgets = "1" - Draw editor widgets
rd.drawFadingGTs = "1" - Draw fading geometry trees
rd.drawForest = "1" - Draw trees
rd.drawGTs = "1" - Draw geometry trees
rd.drawHardPoints = "0" - Draw hard points without (1) and with (2) depth test
rd.drawHardPointsFilter = "" - Only draw hardpoints whose names contain this string
rd.drawLights = "0" - Draw lights
rd.drawLodManagerStats = "0" - If true, display stats of the lod manager.
rd.drawMeshes = "1" - Draw meshes
rd.drawModelObjects = "1" - Draw models
rd.drawNormals = "0" - Draw vertex normals without (1) and with (2) depth test
rd.drawNormalsScale = "1.0" - Scale of the vertex normals when drawNormals is active
rd.drawOccluders = "0" -
rd.drawParticles = "1" - Draw particles
rd.drawPolygons = "1" - Draw N-polygon objects
rd.drawProbes = "0" - Draw probes
rd.drawShadowCascades = "0" - Draw the sun shadow cascades' frustums, and some other useful debug info. 1 = draw all. 2, 3, 4, or 5 = draw only split n-2
rd.drawSkinnedObjects = "1" - Draw skinned models
rd.drawSky = "1" - Draw the skybox
rd.drawTangents = "0" - Draw vertex tangents without (1) and with (2) depth test
rd.drawTerrain = "1" - Draw terrain
rd.drawVegetation = "1" - Draw vegetation
rd.exactOcclusion = "0" -
rd.experiment = "0" -
rd.exposureScale = "" - Overrides the corresponding oScene variable if set
rd.exposureTarget = "" - Overrides the corresponding oScene variable if set
rd.farclip = "" - Overrides the corresponding view variable if set
rd.flush = "2" - Flush all commands to the GPU before refreshing. 0 = off, 1 = immediate sync, 2 = sync next frame
rd.fogColor = "" - Overrides the corresponding oScene variable if set
rd.fogFar = "" - Overrides the corresponding oScene variable if set
rd.fogInPost = "1" - Perform fog as a post process. If 0, does fog inline during regular shading.
rd.fogNear = "" - Overrides the corresponding oScene variable if set
rd.fogPlaneColor = "" - Overrides the corresponding oScene variable if set
rd.fogPlaneDensity = "" - Overrides the corresponding oScene variable if set
rd.fogPlaneZ = "" - Overrides the corresponding oScene variable if set
rd.fogType = "" - Overrides the corresponding oScene variable if set. 0=none, 1=standard, 2=atmoscat
rd.forceExposure = "" - Camera exposure setting, specified in stops. Empty string = use automatic exposure.
rd.forceSync = "0" - -1 default/custom sync method, 1==force to sync, 0==free run (no vsync)
rd.forceSyncLoads = "0" - Forces all file loads to be synchronous. I.e., no streaming.
rd.freezeLodUpdate = "0" - If true, the scene object lod update is skipped.
rd.freezeOcclusion = "0" -
rd.freezeShadowCascades = "0" - Only freezes them for the rendering step, not the lookup step.
rd.freezeVegetationRenderList = "0" -
rd.gamma = "1.9" -
rd.globalMaterial = "" - Specifies the name of a material to apply to everything in the scene
rd.gtCacheFlushSize = "96" -
rd.gtEarlyOut = "1" -
rd.gtLowTriMode = "0" -
rd.gtMaxTris = "9500000" -
rd.gtMinFragments = "1" -
rd.gtMinTris = "1500000" -
rd.gtNoCPUNodeCulling = "0" -
rd.gtNoCPUSurfaceCulling = "0" -
rd.gtNoGPUNodeCulling = "0" -
rd.gtNoGPUSurfaceCulling = "0" -
rd.gtSBMinFragments = "1" -
rd.gtShowBounds = "0" -
rd.gtShowMemUse = "0" -
rd.gtSort = "1" -
rd.gtThreaded = "1" -
rd.gtUploadLimit = "8192" -
rd.hwOcclusion = "1" -
rd.intel = "0" -
rd.laptop = "0" -
rd.LightFadeOutDistanceMultiplier = "2" - Changes light LOD distances. Values > 1 increase detail, values < 1 decrease detail.
rd.lodDistanceMultiplier = "1" - Changes LOD distances. Values > 1 increase detail, values < 1 decrease detail.
rd.maxAutoLod = "-100" - Highest LOD to allow automatic selection of (for debug, smaller is more detailed).
rd.maxInstanceBatches = "200" -
rd.maxInstanceVerts = "500" -
rd.maxMipLevels = "13" - Maximum mip map levels allowed
rd.maxShadowBufferRes = "4096" - Maximum height or width of a shadow map render texture
rd.maxWeights = "4" - Limits the number of influences on a vertex for skeletal animation
rd.mblurScaleWithFps = "0" - Lower the strength of the motion blur as the frame rate drops
rd.mblurStrength = "1" - The strength of the motion blur
rd.minStartMipLevel = "0" - Number of highest detail levels to be skipped when loading textures
rd.moonLightColor = "" - Overrides the corresponding environment variable if set
rd.moonLightMinMax = "" - Overrides the corresponding environment variable if set
rd.motionBlur = "0" - Apply motion blur to the scene (1), highlight where motion blur is used (2)
rd.nearclip = "" - Overrides the corresponding view variable if set
rd.nearclip_fp = "" - Overrides the corresponding view variable if set
rd.noCull = "0" - Don't cull any objects during rendering
rd.noFloat = "0" - Disable floating point textures
rd.noSceneLightShadows = "0" - Disables scene lines (non-sun lights)
rd.noTextures = "0" - Disable textures for everything in the scene
rd.occlusionReissueFrequency = "7" -
rd.onlyCascade = "-1" - only render a single cascade #
rd.outlines = "1" - Apply the post-process outline effect
rd.outlinesAsGeoTest = "0" -
rd.overwriteCVars = "1" - Set to 0 to stop the engine from overwriting cvars.
rd.particleShadows = "0" - Allow particles to cast shadows
rd.perspectiveShadows = "2" - Use light space perspective distortion on the sun shadows.
rd.postProcess = "1" - Enable post processing effects
rd.ppCryoFrz = "0" - User created variable
rd.ppCryoFrzFactor = "0" - User created variable
rd.ppDisplays = "1" - Perform post processing in ancillary displays
rd.psProfile = "" - Override default pixel shader profile (d3d specific)
rd.renderListSnapshot = "0" - 1 = main camera. 2-5 = sun shadow cameras. -1 = draw previously saved snapshot.
rd.sceneObjectInfo = "0" - Prints information about the scene object at the center of the screen
rd.shaderQuality = "1" - 0=low, 1=medium, 2=high, 3=very high
rd.shadowDisplacement = "0.1" - Shadow displacement strength
rd.shadowFovFlickerHack = "0" - Prevent shadows from flickering during FOV transitions. Lowers shadow resolution.
rd.shadowLightBleedReduction = "0.9" - Light bleeding reduction factor
rd.shadowLinearSpace = "1" - Shadows are computed in linear depth space, which can help with bias issues
rd.shadowMaxCasterDistance = "2000" - Max distance of casters that are rendered into the shadow map
rd.shadowMinVariance = "0.01" - Shadow min variance setting (for variance shadow maps)
rd.shadowNearClip = "0.1" - Near clip for shadow mapping
rd.shadowOpacity = "1" - Allows alpha tested surfaces to cast correct shadows
rd.shadows = "1" - Enable shadows
rd.shadowScale = "1" - Smaller = Faster rendering
rd.shadowSplitOverrideOrtho = "8 16 32 128" - For manually tweaking sun shadow cascade distances.
rd.shadowSplitOverridePersp = "8 16 32 128" - For manually tweaking sun shadow cascade distances.
rd.shadowSplitOverrideXpsm = "8 16 32 128" - For manually tweaking sun shadow cascade distances.
rd.sharedShadows = "1" - Share shadow map textures between lights
rd.showLightCoverage = "0" - Visualize how many lights affect each part of the screen
rd.showTextureMips = "0" - 0: off, 1: which mipmap the renderer wants to use, 2: size of the diffuse texture, 3: difference between 1 and 2
rd.skinningMethod = "-1" - -1 = auto, 0 = CPU, 1 = VTF, 2 = R2VB, 3 = Matrix palette skinning. Only takes effect if changed prior to startup, e.g. --cmd="rd.skinningMethod 0".
rd.skipDepth = "0" - Skip depth pass
rd.skipDrawScene = "0" - Skips rendering of the 3d scene
rd.skipIllum = "0" - Skip illuminance pass
rd.skipRender = "0" - Skips rendering completely
rd.skipTranslucent = "0" - Skip translucent object pass
rd.skipVolumetricFog = "0" - Skip fog volume pass
rd.ssao = "0" - Apply the post-process ambient occlusion effect. 0 = off. 1 = on. 2-4 = debug modes.
rd.stereo = "0" - Non-zero if stereo rendering is active
rd.sunShadowBias = "0.00005" - Shadow bias setting for the sun light's shadows.
rd.sunShadowSize = "64" -
rd.sunShadowSlopeScaleBias = "2" - Shadow slope-scale bias setting for the sun light's shadows.
rd.sunshafts = "0" - Apply the post-process sun shafts effect. 0 = off. 1 = on. 2-7 = debug modes.
rd.triangleDensity = "0" - Debug render mode to analyze the triangle density of each object
rd.triDensMaxRatio = "1.0" - The triangle-pixel ratio that maps to the bottom of the color ramp.
rd.triDensMinRatio = "0.0" - The triangle-pixel ratio that maps to the bottom of the color ramp.
rd.updateProbes = "1" - 0=disables updating cubic env map, 1=update if necessary, 2=always update
rd.useHilight = "1" - If set to 0, turns off usage of the hilight shader for objects with set ORF_HILIGHT flag
rd.uvRange = "0" - Debug render mode to check whether the UVs of each object is in the [0,1] range for virtual texturing
rd.vegClipDistMultiplier = "1.0" - Vegetation far clip distance multiplier
rd.viewportScale = "1" - Smaller = Faster rendering
rd.viewportScaleLatch = "1" - Internal Use
rd.viewportScaleMin = "0.8" - Smaller = Faster rendering
rd.viewportScaleVelocity = "1" - How fast does the camera have to be moving in order to update?
rd.virtualChunkLodScale = "1" -
rd.vsProfile = "" - Override default vertex shader profile (d3d specific)
rd.vsync = "0" - Enable VSync (requires rd_reset)
rd.vtBandwidthLimit = "0" -
rd.vtBias = "1" -
rd.vtCache = "1" -
rd.vtDoFeedback = "1" -
rd.vtFeedback = "0" - Enable virtual texturing feedback pass (required for virtual texturing)
rd.vtFeedbackNoLock = "0" -
rd.vtFeedbackType = "0" -
rd.vtLatency = "500" -
rd.vtParticles = "1" - Set to 1 to enable VTs on particles.
rd.vtProps = "1" - Set to 1 to enable VTs on props.
rd.vtQuality = "0" -
rd.vtSkip = "0" -
rd.vtSpeedLimit = "0" - Limits the speed of VT loading to simulate a slow internet connection
rd.vtStaticLocalPath = "" - Load the virtual texture for static props from this path.
rd.vtStaticRemotePath = "" - Load the virtual texture for static props from this path.
rd.vtThreads = "0" -
rd.vtType = "0" -
rd.vtUpdateTexture = "1" -
rd.vtUploadMsPerFrame = "2" -
rd.vtUploadsPerFrame = "4" -
rd.wind = "1" - Enables (1) or disables (0) wind. (2) will override wind with 'reasonable' values.
rd.wireframe = "0" - 0=solid, 1-4=wireframe, 1,3=white, 2,4=original color, 3,4=hidden face removal
rd.xpsmCoef = "1.0" - Trades off near for far quality.
rd.xpsmEpsilon = "0.85" - How close to infinity should be considered.
rd.xpsmOrtho = "0" -
recoil.bounceCubic = "0.2" - Coefficient to the cubic term in the recoil polynomial
recoil.bounceQuadratic = "0.5" - Coefficient to the quadratic term in the recoil polynomial
remoteControl = "0" - turn on remote controlling of this machine
replay.autoStart = "0" - Automatically start a replay recording, when joining a game.
replay.compressionLevel = "-1" - Sets the compression level used to initialize the replay writer (0-9).
replay.continuousFlush = "0" - When true, replay writer will be forcibly flushed to disk after each frame.
replay.flyCamera = "0" - Forces looking glass replay mode to always use a fly camera
Revive.HealthPercent = "0" - User created variable
Revive.ShieldPercent = "0" - User created variable
rope.MinSpeedDampFrac = "0.1" - Percent remaining in rope to begin damping tension.
rope.MinSpeedDampMin = "0.25" - Smallest allowed speed-fraction.
rope.ParallelDampTime = "0.3" - Approximate amount of time rope-parallel velocity takes to decay.
rope.TangentDampTime = "0" - User created variable
rope.TangentDampTimeEnd = "0.25" - Approximate amount of time rope-tangent velocity takes to decay (final).
rope.TangentDampTimeStart = "2" - Approximate amount of time rope-tangent velocity takes to decay (initial).
settings.animationQuality = "2" - 1=low, 2=medium, 3=high, 4=very high
settings.dynamicResolution = "0.8" - rd.viewportScaleMin
settings.firstRun = "1" - only non-zero on first run of executable
settings.mainFarClip = "1000" - Main scene far clip
settings.modelQuality = "2" - 1=very low, 2=low, 3=medium, 4=high, 5=very high, 6=ultra high
settings.particleQuality = "2" - 1=low, 2=medium, 3=high, 4=very high
settings.shaderQuality = "2" - 1=low, 2=medium, 3=high, 4=very high
settings.shadowQuality = "2" - 0=off, 1=low, 2=medium, 3=high, 4=very high
settings.terrainQuality = "2" - 1=very low, 2=low, 3=medium, 4=high, 5=very high, 6=ultra high
settings.textureQuality = "2" - 1=very low, 2=low, 3=medium, 4=high
settings.vegetationQuality = "2" - 0=off, 1=low, 2=medium, 3=high, 4=very high, 5=ultra high
settings.videoQuality = "2" - 1=very low, 2=low, 3=medium, 4=high, 5=very high, 6=ultra high, 7=custom
showAliases = "0" -
showfps = "0" - Display the framerate in the corner of the window
sin.basepool = "0" - User created variable
sin.char.falloff_begin = "0" - User created variable
sin.char.max_damage = "0" - User created variable
sin.char.max_range = "200.0" - Maximum distance to send SIN acquisition message
sin.char.min_damage = "0" - User created variable
sin.rechargeDelayMs = "0" - User created variable
sm.MusicLevelToDecreaseTime = "20000" - Amount of time in milliseconds before the music intensity level automatically decreases.
sm.WeaponAndImpactSounds = "1" - Enables playback of weapon and impact sounds.
spinup.minFireRateMod = "0" - User created variable
Sprint.JumpEnergyCost = "0" - User created variable
squad.default_public = "1" - Should squads we lead default to public
squad.maxplayers = "15" - Limit to squad size
st.farLod = "100" - Far LOD distance for trees
st.nearLod = "10" - Near LOD distance for trees
st.treeFadeOut = "0" - Tree fade out switch
st.treeFadeOutDistance = "1000" - Tree fade out distance
st.treeShadowLODMul = "1" - LOD will be multiplied by this value for tree shadow pass
st.useTreeBillboard = "0" - Turn on/off billboard of trees
st.useTreeLeafFizzle = "1" - Use tree leaf fizzle (smooth LOD transition)
stats.AnimByObject = "0" - Enable/disable animation profiling for each object.
statuseffects.enableQueue = "1" - Enables timecoded queueing of status effect events, on the client
sv.falldmgend = "0" - User created variable
sv.falldmgstart = "0" - User created variable
ter.atlasing = "0" - Set to enable texture atlasing (TEST)
ter.cull = "1" - Frustum cull terrain
ter.cullShadowFrontFaces = "1" - Culls front faces in the shadow mapping pass instead of backfaces
ter.fixCracks = "1" - Fix terrain cracks
ter.lodThreshold = "0.8" - LOD threshold
ter.occlusion = "0" - Occlusion culling for terrain patches
ter.useCullingCones = "0" - Uses front- and back facing cones to improve culling performance
traceAbilities = "0" - Toggles tracing of ability commands on the server.
trauma.maxRand_execute = "0" - User created variable
trauma.maxRand_kill = "0" - User created variable
trauma.minGain_execute = "0" - User created variable
trauma.minGain_kill = "0" - User created variable
trauma.minRand_execute = "0" - User created variable
trauma.minRand_kill = "0" - User created variable
trauma.seed_execute = "0" - User created variable
trauma.seed_kill = "0" - User created variable
turret.CameraFOV = "60" - Field of view for turret camera.
turret.CameraOffset = "0 -3 0" - Offset of turret camera from hardpoint.
tweak.AccelerationDuration = "0.3" - Duration of acceleration to base movement speed (NOTE: may be moved to battleframe instead).
tweak.AimAssistTimeBuffer = "300" - Duration that aim assist must be lost, before actually disconnecting.
tweak.AimCameraChangeTime = "0" - User created variable
tweak.AimCameraWorldFOV = "0" - User created variable
tweak.AimCameraX = "0" - User created variable
tweak.AimCameraY = "0" - User created variable
tweak.AimCameraZ = "0" - User created variable
tweak.AimSolverAddLength = "0.25" - Distance to aim past the reticle target.
tweak.AimSolverMinLength = "1.0" - Minimum length of aim direction used in solver.
tweak.AimSolverNumSteps = "8" - Maximum number of steps to use while solving for aim direction.
tweak.AirborneDistance = "0.6" - Height above which we are considered airborne.
tweak.AirControl = "1" - Changes the amount of air control the local player has.
tweak.AirResistanceCoefficient = "0.1" - Coefficient of air resistance.
tweak.AirResistanceMinSpeed = "8.0" - Minimum speed before air resistance begins taking effect.
tweak.AirResistanceXYScale = "1.0" - Scale of air resistance along world XY plane.
tweak.AirResistanceZDownScale = "0.01" - Scale of air resistance when falling downwards.
tweak.AirResistanceZUpScale = "0.5" - Scale of air resistance when rising upwards.
tweak.AlwaysSlideFriction = "0.2" - Beneath this level of friction, the player will always slide.
tweak.AutoSlideSlopeCos = "0" - User created variable
tweak.AutoSlideSlopeCos_HiFric = "0.707" - Angle past which you will slide, instead of standing still.
tweak.AutoSlideSlopeCos_LoFric = "0.707" - Angle past which you will slide, instead of standing still.
tweak.AutoSlideSlopeSprintCos = "0" - User created variable
tweak.AutoSlideSlopeSprintCos_HiFric = "0.707" - Angle past which you will slide, instead of standing still.
tweak.AutoSlideSlopeSprintCos_LoFric = "0.707" - Angle past which you will slide, instead of standing still.
tweak.BaseCameraBaseHeightFactor = "0.9" - Multiplier for player height, to determine base height of the camera.
tweak.BaseCameraCrouchHeightFactor = "0.6" - Multiplier for player height, to determine base height of the camera (while crouching).
tweak.BaseCameraHeadClipRange = "0.45" - How close a camera is allowed to get to the head bone, until we expect to begin clipping through geometry.
tweak.BaseCameraX = "0.25" - Base X offset of the camera (3rd person).
tweak.BaseCameraY = "0.0" - Base Y offset of the camera (3rd person).
tweak.BaseCameraYAdjZBackoffSpace = "1.5" - How much extra space is required to fully extend the YAdjZ.
tweak.BaseFOVChangeTime = "0" - User created variable
tweak.cam_camshellmult = "0.5" -
tweak.cam_hardshell = "0" - User created variable
tweak.cam_maxshell = "1.0" -
tweak.cam_maxzoom = "0" - User created variable
tweak.cam_minshell = "0.2" -
tweak.cam_minzoom = "0" - User created variable
tweak.cam_oldposetime = "0.0" - How long it takes for a new player camera to move from the old position
tweak.cam_pitchadjust = "0.0" -
tweak.cam_softshellmult = "0" - User created variable
tweak.cam_startcheck = "1" -
tweak.cam_targshell = "0" - User created variable
tweak.CamBobSpring = "0" - User created variable
tweak.CamBobTol = "0" - User created variable
tweak.CamChangeMaxReorient = "20" - Maximum angle that pitch-yaw will change, after changing view mode, to maintain the same target.
tweak.Camera1stPersonFOV = "0" - User created variable
tweak.Camera3rdPersonFOV = "0" - User created variable
tweak.CameraChangeTime_1stPerson2Crouch = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_1stPerson2Downed = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_1stPerson2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_1stPerson2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_1stPerson2Jump = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_1stPerson2Normal = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_1stPerson2Sprint = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_1stPerson2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2Downed = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2Jump = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2Normal = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2Sprint = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Crouch2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Default2Self = "2.0" - Change time from a camera to itself (should only occur initially, during login)
tweak.CameraChangeTime_Downed2Crouch = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Downed2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Downed2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Downed2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Downed2Jump = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Downed2Normal = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Downed2Sprint = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Downed2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Glider2Crouch = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Glider2Downed = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Glider2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Glider2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Glider2Jump = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Glider2Normal = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Glider2Sprint = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Glider2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2Crouch = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2Downed = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2Jump = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2Normal = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2Sprint = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Jetpack2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Jump2Crouch = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Jump2Downed = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Jump2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Jump2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Jump2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Jump2Normal = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Jump2Sprint = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Jump2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Normal2Crouch = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Normal2Downed = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Normal2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Normal2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Normal2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Normal2Jump = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Normal2Sprint = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Normal2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2Crouch = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2Downed = "3.0" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2Jump = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2Normal = "0.5" - Camera change time, between modes
tweak.CameraChangeTime_Sprint2Zoom = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2Crouch = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2Downed = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2FirstPerson = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2Glider = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2Jetpack = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2Jump = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2Normal = "0.25" - Camera change time, between modes
tweak.CameraChangeTime_Zoom2Sprint = "0.25" - Camera change time, between modes
tweak.CameraDolly = "0" - User created variable
tweak.CameraX = "0" - User created variable
tweak.CameraY = "0" - User created variable
tweak.CamShakeAim = "1.0" - Multiplier for camera shaking on aim.
tweak.CamShakePos = "1.0" - Multiplier for camera shaking on position.
tweak.CrouchAnimChangeTime = "0.2" - Change time for crouching value
tweak.CrouchCameraAdjPYR = "0 0 0" - Adjustment to camera angle.
tweak.CrouchCameraBaseYAdjZ = "-0.7" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.CrouchCameraPlayerFOV = "90" - Field of view for crouch camera (player).
tweak.CrouchCameraWorldFOV = "90" - Field of view for crouch camera (world).
tweak.CrouchCameraX = "0.25" - X offset of the crouch camera.
tweak.CrouchCameraY = "-1.0" - Y offset of the crouch camera.
tweak.CrouchCameraZ = "0.1" - Z offset of the crouch camera.
tweak.CrouchSpeedMod = "0" - User created variable
tweak.DecelerationDuration = "0.5" - Duration of deceleration from base movement speed (NOTE: may be moved to battleframe instead).
tweak.DownedCameraAdjPYR = "-45 0 0" - Adjustment to camera angle.
tweak.DownedCameraBaseYAdjZ = "-0.7" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.DownedCameraPlayerFOV = "60" - Field of view for downed camera (player).
tweak.DownedCameraWorldFOV = "60" - Field of view for downed camera (world).
tweak.DownedCameraX = "0.0" - X offset of the downed camera.
tweak.DownedCameraY = "-5.0" - Y offset of the downed camera.
tweak.DownedCameraZ = "-0.5" - Z offset of the downed camera.
tweak.EdgePushAccel = "2.0" - Acceleration of edge push speed.
tweak.EdgePushSpeed = "1.0" - Velocity to apply, when straddling an edge (no feet).
tweak.EnergyRechargeAirborne = "1" - When true, energy will recharge while in the air
tweak.FallDamageForwardMovementDuration = "250" - Duration that you can only move forwards after a hard landing.
tweak.FallDamageMultiplier = "0" - User created variable
tweak.FallDamageTier1DamageHealth = "0" - User created variable
tweak.FallDamageTier1DamageShields = "0" - User created variable
tweak.FallDamageTier1MovementAmount = "0.4" - Amount of movement allowed after a tier 1 landing.
tweak.FallDamageTier1MovementDuration = "500" - Duration of movement impediment for tier 1 landing.
tweak.FallDamageTier1Threshold = "18" - Velocity threshold for fall damage tier 1. Also exists on server.
tweak.FallDamageTier2DamageHealth = "0" - User created variable
tweak.FallDamageTier2DamageShields = "0" - User created variable
tweak.FallDamageTier2MovementAmount = "0.0" - Amount of movement allowed after a tier 2 landing.
tweak.FallDamageTier2MovementDuration = "1200" - Duration of movement impediment for tier 2 landing.
tweak.FallDamageTier2Threshold = "28" - Velocity threshold for fall damage tier 2. Also exists on server.
tweak.FallDamageTier3DamageHealth = "0" - User created variable
tweak.FallDamageTier3DamageShields = "0" - User created variable
tweak.FallDamageTier3MovementAmount = "0.0" - Amount of movement allowed after a tier 3 landing.
tweak.FallDamageTier3MovementDuration = "3000" - Duration of movement impediment for tier 3 landing.
tweak.FallDamageTier3Threshold = "42" - Velocity threshold for fall damage tier 3. Also exists on server.
tweak.FirstPersonCameraAdjPYR = "0 0 0" - Adjustment to camera angle.
tweak.FirstPersonCameraBaseYAdjZ = "0.0" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.FirstPersonCameraPlayerFOV = "90" - Field of view for first person camera (player).
tweak.FirstPersonCameraWorldFOV = "90" - Field of view for first person camera (world).
tweak.FirstPersonCameraX = "0.0" - X offset of the first person camera.
tweak.FirstPersonCameraY = "0.0" - Y offset of the first person camera.
tweak.FirstPersonCameraZ = "0.0" - Z offset of the first person camera.
tweak.FirstPersonSwitchModelRange = "0.3" - Distance at which the model switches to first person mode.
tweak.FlyModeEnable = "0" - User created variable
tweak.FlyModeStrength = "0" - User created variable
tweak.ForceSlideSlopeCos = "0" - User created variable
tweak.ForceSlideSlopeCos_HiFric = "0.6" - Angle past which sliding is unavoidable.
tweak.ForceSlideSlopeCos_LoFric = "0.6" - Angle past which sliding is unavoidable.
tweak.ForceSlideSlopeSprintCos = "0" - User created variable
tweak.ForceSlideSlopeSprintCos_HiFric = "0.6" - Angle past which sliding is unavoidable.
tweak.ForceSlideSlopeSprintCos_LoFric = "0.6" - Angle past which sliding is unavoidable.
tweak.ForceSlideStrength = "0" - User created variable
tweak.ForceSlideStrength_HiFric = "2.0" - Slide strength, when being forced to slide.
tweak.ForceSlideStrength_LoFric = "2.0" - Slide strength, when being forced to slide.
tweak.FPWeaponRelativeOffsetDecay = "0.25" - Decay time for relative position of weapon
tweak.FPWeaponRelDir = "0" - User created variable
tweak.FPWeaponRelOrient = "0.0 0.0 0.0" - Direction of the first person weapon relative to the camera (right, forward, up)
tweak.FPWeaponRelPos = "0.35 0.55 -0.33" - Position of the first person weapon relative to the camera (right, forward, up)
tweak.FPWeaponScopeInitialFromNormal = "0.2" - When switching directly from 3rd person to scope mode, how much of the normal weapon position to use
tweak.FPWeaponScopeRelDir = "0" - User created variable
tweak.FPWeaponScopeRelOrient = "0.0 0.0 0.0" - Direction of the first person weapon relative to the camera (right, forward, up)
tweak.FPWeaponScopeRelPos = "0 0.5 -0.05" - Position of the first person weapon relative to the camera (right, forward, up)
tweak.FPWeaponWorldOffsetDecay = "0.1" - Decay time for world position of weapon, relative to base transform
tweak.GliderCameraAdjPYR = "0 0 0" - Adjustment to camera angle.
tweak.GliderCameraBaseYAdjZ = "-0.7" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.GliderCameraPlayerFOV = "90" - Field of view for glider camera (player).
tweak.GliderCameraWorldFOV = "90" - Field of view for glider camera (world).
tweak.GliderCameraX = "0.25" - X offset of the glider camera.
tweak.GliderCameraY = "-3.0" - Y offset of the glider camera.
tweak.GliderCameraZ = "0.1" - Z offset of the glider camera.
tweak.IncapacitatedHealthPool = "5000" - blood pool; read-only
tweak.InteractExecuteMs = "0" - User created variable
tweak.InteractReviveMs = "0" - User created variable
tweak.JetpackCameraAdjPYR = "0 0 0" - Adjustment to camera angle.
tweak.JetpackCameraBaseYAdjZ = "-0.7" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.JetpackCameraPlayerFOV = "90" - Field of view for jetpack camera (player).
tweak.JetpackCameraWorldFOV = "90" - Field of view for jetpack camera (world).
tweak.JetpackCameraX = "0.45" - X offset of the jetpack camera.
tweak.JetpackCameraY = "-2.0" - Y offset of the jetpack camera.
tweak.JetpackCameraZ = "0.1" - Z offset of the aiming camera.
tweak.JumpCameraAdjPYR = "0 0 0" - Adjustment to camera angle.
tweak.JumpCameraBaseYAdjZ = "-0.7" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.JumpCameraPlayerFOV = "90" - Field of view for jump camera (player).
tweak.JumpCameraWorldFOV = "90" - Field of view for jump camera (world).
tweak.JumpCameraX = "0.45" - X offset of the jump camera.
tweak.JumpCameraY = "-1.5" - Y offset of the jump camera.
tweak.JumpCameraZ = "0.1" - Z offset of the jump camera.
tweak.JumpHeight = "0" - User created variable
tweak.JumpRollDamageFactor = "0" - User created variable
tweak.JumpRollTolerance = "400" - You must hold down the jump key within this threshold of hitting the ground to perform a rolling-landing.
tweak.LiftoffSpeedNormal = "2.0" - Speed normal to the ground must exceed this for liftoff.
tweak.LiftoffSpeedZ = "2.0" - Vertical velocity must exceed this for liftoff.
tweak.MaxSlideStrength = "0" - User created variable
tweak.MaxSlideStrength_HiFric = "5.0" - Slide strength, at the maximum sliding angle.
tweak.MaxSlideStrength_LoFric = "5.0" - Slide strength, at the maximum sliding angle.
tweak.MaxSlope = "0" - User created variable
tweak.MaxSlopeCos = "0.5" - The maximum slope a character can walk up.
tweak.MinMoveSpeed = "0.75" - Minimum speed a player can move at, if not trying to move.
tweak.MinSlideSlopeCos = "0" - User created variable
tweak.MinSlideSlopeCos_HiFric = "0.866" - Minimum slope angle, where you may begin sliding.
tweak.MinSlideSlopeCos_LoFric = "0.866" - Minimum slope angle, where you may begin sliding.
tweak.MinSlideSlopeSprintCos = "0" - User created variable
tweak.MinSlideSlopeSprintCos_HiFric = "0.866" - Minimum slope angle, where you may begin sliding.
tweak.MinSlideSlopeSprintCos_LoFric = "0.866" - Minimum slope angle, where you may begin sliding.
tweak.MinSlideStrength = "0" - User created variable
tweak.MinSlideStrength_HiFric = "2.0" - Slide strength, at the minimum sliding angle.
tweak.MinSlideStrength_LoFric = "2.0" - Slide strength, at the minimum sliding angle.
tweak.MinSlope = "0" - User created variable
tweak.NormalCameraAdjPYR = "0 0 0" - Adjustment to camera angle.
tweak.NormalCameraBaseYAdjZ = "-0.7" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.NormalCameraChangeTime = "0" - User created variable
tweak.NormalCameraPlayerFOV = "90" - Field of view for normal camera (player).
tweak.NormalCameraWorldFOV = "90" - Field of view for normal camera (world).
tweak.NormalCameraX = "0.45" - X offset of the normal camera.
tweak.NormalCameraY = "-1.5" - Y offset of the normal camera.
tweak.NormalCameraZ = "0.1" - Z offset of the normal camera.
tweak.PitchYawImpulseDecay = "0.2" - Rate that sudden pitchyaw changes are damped, such as weapon kick.
tweak.PlayerGravity = "18" - Changes the local player's gravity.
tweak.PovPopbackCancelDelay = "400" - How long PovPopback is cancelled for during teleports and the like.
tweak.PovPopbackTol = "0.5" - Aim tolerance (in degrees) after changing POV where it will still pop back to the previous view.
tweak.ReverseSpeedMod = "0" - User created variable
tweak.RunSpeed = "0" - User created variable
tweak.ScopeDofBaseDepth = "-3" - Extra offset added to all the other ScopeDof distance maths.
tweak.ScopeDofDecayTime = "0.5" - Decay time for depth of field target position.
tweak.ScopeDofMaxBlur = "400" - Maximum distance where objects are fully blurred. In meters.
tweak.ScopeDofMaxFocus = "150" - Maximum distance where objects are fully visible. In meters.
tweak.ScopeDofMaxTargetDist = "1000" - Maximum target distance. In meters.
tweak.ScopeDofMinBlur = "0" - Minimum distance where objects are fully blurred. Multiplier to 100/fov.
tweak.ScopeDofMinFocus = "5" - Minimum distance where objects are fully visible. Multiplier to 100/fov.
tweak.SlideAccelDuration = "0" - User created variable
tweak.SlideAccelDuration_HiFric = "0.5" - Acceleration duration, while sliding.
tweak.SlideAccelDuration_LoFric = "0.5" - Acceleration duration, while sliding.
tweak.SlideDecelDuration = "0" - User created variable
tweak.SlideDecelDuration_HiFric = "0.3" - Deceleration duration, while sliding.
tweak.SlideDecelDuration_LoFric = "0.3" - Deceleration duration, while sliding.
tweak.SlideMultiplier = "0" - User created variable
tweak.SlideStrengthSprintMult = "0" - User created variable
tweak.SlideStrengthSprintMult_HiFric = "1.5" - Multiplier to slide strength, while sprinting.
tweak.SlideStrengthSprintMult_LoFric = "1.5" - Multiplier to slide strength, while sprinting.
tweak.SlideTraction = "0" - User created variable
tweak.SlideTriggerAngleCos = "0" - User created variable
tweak.SlideTriggerAngleCos_HiFric = "0.5" - Downhill movement must be within this angle to enter a slide.
tweak.SlideTriggerAngleCos_LoFric = "0.5" - Downhill movement must be within this angle to enter a slide.
tweak.SlideTriggerSpeed = "0" - User created variable
tweak.SlideTriggerSpeed_HiFric = "0.6" - Downhill speed must exceed this multiplier to enter a slide.
tweak.SlideTriggerSpeed_LoFric = "0.6" - Downhill speed must exceed this multiplier to enter a slide.
tweak.SpeedCamChangeTime = "0" - User created variable
tweak.SpeedCamFactor = "0" - User created variable
tweak.SpeedCamMaxFOV = "0" - User created variable
tweak.SprintCameraAdjPYR = "0 0 0" - Adjustment to camera angle.
tweak.SprintCameraBaseYAdjZ = "-0.7" - Adjustment to camera Y base, depending on aiming in Z direction.
tweak.SprintCameraChangeTime = "0" - User created variable
tweak.SprintCameraPlayerFOV = "100" - Field of view for sprint camera (player).
tweak.SprintCameraWorldFOV = "100" - Field of view for sprint camera (world).
tweak.SprintCameraX = "0.25" - X offset of the sprint camera.
tweak.SprintCameraY = "-3.5" - Y offset of the sprint camera.
tweak.SprintCameraZ = "0.2" - Z offset of the sprint camera.
tweak.SprintForwardThreshold = "1.2" - How much more forward than sideways the input must be, in order to begin sprinting.
tweak.StepSpeedMult = "1.0" - Multiplier to run speed, which determines vertical velocity applied per meter, to push the player towards the ground height.
tweak.StepUpHeight = "0.5" - Maximum height that a character can step up.
tweak.StrafeSpeedMod = "0" - User created variable
tweak.TempForwardShieldDamageFrac = "0" - User created variable
tweak.TestAimSpeed = "0" - Adds to the local player's maximum turn rate.
tweak.TestJumpHeight = "0" - Adds to the local player's jump height, without affecting fall damage thresholds.
tweak.TestRunSpeed = "0" - Adds to the local player's run speed.
tweak.UphillPenalty = "0" - User created variable
tweak.UphillPenalty_HiFric = "0.2" - Speed multiplier while travelling uphill. Smaller is slower.
tweak.UphillPenalty_LoFric = "0.2" - Speed multiplier while travelling uphill. Smaller is slower.
tweak.UphillSlopeCos = "0" - User created variable
tweak.UphillSlopeCos_HiFric = "0.866" - Minimum slope where the uphill movement penalty begins being incurred.
tweak.UphillSlopeCos_LoFric = "0.866" - Minimum slope where the uphill movement penalty begins being incurred.
tweak.WallPushSpeed = "0" - User created variable
ui_post = "1" -
ui.nogameui = "0" -
ui.nologinui = "0" -
UNUSED = "0" - User created variable
updateui = "1" -
useGtZone = "1" - load the GT-baked zone
vcam.dropship.follow_dist = "0" - User created variable
vcam.dropship.free_view = "1" - Allow the camera left-right to be controlled by the mouse rather than the direction of the vehicle.
vcam.dropship.hfov = "60" - Horizontal FOV for vehicle camera
vcam.dropship.max_follow_dist = "60" - Camera can get no further than this number
vcam.dropship.min_follow_dist = "20" - Camera can get no closer than this number to prevent near clip problems
vcam.dropship.scroll_amt = "5" - Distance to move camera to/from vehicle with each scroll input event
vcam.dropship.turn_resist = "4.0" - determines range of vehicle camera turning (gamepad only)
vcam.drv.free_view = "1" - Allow the camera left-right to be controlled by the mouse rather than the direction of the vehicle.
vcam.drv.hfov = "60" - Horizontal FOV for vehicle camera
vcam.drv.max_follow_dist = "30" - Camera can get no further than this number
vcam.drv.min_follow_dist = "3" - Camera can get no closer than this number to prevent near clip problems
vcam.drv.scroll_amt = "5" - Distance to move camera to/from vehicle with each scroll input event
vcam.drv.turn_resist = "4.0" - determines range of vehicle camera turning (gamepad only)
vcam.lpf = "2" - Low pass filter constant for vehicle camera
vcam.lpf_damp = "5.0" - Damping for LPF for vehicle camera
vcam.psgr.free_view = "1" - Allow the camera left-right to be controlled by the mouse rather than the direction of the vehicle.
vcam.psgr.hfov = "60" - Horizontal FOV for vehicle camera
vcam.psgr.max_follow_dist = "30" - Camera can get no further than this number
vcam.psgr.min_follow_dist = "3" - Camera can get no closer than this number to prevent near clip problems
vcam.psgr.scroll_amt = "5" - Distance to move camera to/from vehicle with each scroll input event
vcam.psgr.turn_resist = "4.0" - determines range of vehicle camera turning (gamepad only)
vcam.zoom_damp = "5" - Damps mouse wheel zoom
vcam.zoom_rate = "60" - Adjusts mouse wheel zoom rate
ve.camdist = "0" - User created variable
ve.hfov = "0" - User created variable
veh_FullDamageSpeed = "100.0" - The collision speed (m/s) that results in 100% damage without vehicle bonuses
veh_SteerTorque = "0" - User created variable
vehicle.animSceneObjectFlip = "1" - Sets whether animated vehicle scene objects should be flipped 180 degrees or not.
vehicle.ImpulseCmdMult = "0.7" - Amount to multiply impulse command with before applying to a vehicle.
vehicle.ImpulseCmdPosLerp = "0.85" - Point impulse is applied at lerp(owner position, vehicle position, vehicle.ImpulseCmdPosLerp).
vendor.usedItemDepreciation = "0.5" - S
violence.enabled = "1" - When true, blood and gibs are enabled
WallJump.FlattenNormals = "1" - Flatten surface normals so they are on a horizontal plane
WallJump.InputStrength = "0.75" - Provides a single boost of lateral movement based on inputs
WallJump.JumpModifier = "1.6" - Modifies the vertical strength of your wall jump
WallJump.RayCastDensity = "16" - Number of casts to do around the character's base to find a wall
WallJump.RayCastRange = "1.5" - Maximum distance from the character's base to find a wall in
WallJump.Reflection = "0.5" - How much velocity is reflected by the wall. Between 0.0 (full absorption) and 1.0 (full reflection)
WallJump.Repulsion = "2" - Strength of the force which pushes you away from the wall
WallJump.UseWallDistance = "0" - Does your distance from a wall reduce it's influence?
weapon.chargeupVelocityMin = "0.3" - Minimum velocity that a charging weapon can be fired with
weapon.inheritVelocityMax = "1.0" - Maximum inherited velocity, (when aiming along velocity)
weapon.inheritVelocityMin = "0.0" - Minimum inherited velocity (when aiming away from velocity)
weapon.maxIllusionDuration = "5000" - Maximum illusion duration for projectiles (in ms)
weapon.minSpreadVariance = "0.4" - The spread of successive bullets, in the same burst, must vary by at least this distance (within the spread circle of r=1.0)
weapon.SwapDelay = "0" - User created variable
wm.aimSensitivity = "6.28" -
wm.dragSensitivity = "4.0" -
wm.fadeDuration = "0.5" -
wm.fovX = "45" - horizontal field-of-view of the world map
wm.y_adjust = "-0.066" -
wm.zoomRange = "0.4 1" - determines the zoom scale at fully zoomed in and out states
xml.printErrors = "0" - Prints all XML processing errors to the console, regardless of XmlParser.PrintErrors()