Console Commands and CVars
From CryWiki
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:
- _TestFormatMessage
- WIP
aa :
- aa_maxDist
- max lock distance
ac :
- ac_animErrorClamp
- Forces the animation to stay within the maximum error distance/angle.
- ac_animErrorMaxAngle
- Degrees animation orientation is allowed to stray from entity.
- ac_animErrorMaxDistance
- Meters animation location is allowed to stray from entity.
- ac_clampTimeAnimation
- Time it takes for carry clamping to reduce the deviation to zero.
- ac_clampTimeEntity
- Time it takes for carry clamping to reduce the deviation to zero.
- ac_ColliderModeAI
- Force override collider mode for all AI.
- ac_ColliderModePlayer
- Force override collider mode for all players.
- ac_debugAnimEffects
- Print log messages when anim events spawn effects.
- ac_debugAnimError
- Display debug history graphs of anim error distance and angle.
- ac_debugAnimTarget
- Display debug history graphs of anim target correction.
- ac_debugCarryCorrection
- .
- ac_debugColliderMode
- Display filtered and requested collider modes.
- ac_debugEntityParams
- Display entity params graphs
- ac_DebugFilter
- Debug specified entity name only.
- ac_debugFutureAnimPath
- Display future animation path given current motion parameters.
- ac_debugLocations
- Debug render entity (blue), animation (red) and prediction (yellow).
- ac_debugLocationsGraphs
- Display debug history graphs of anim and entity locations and movement.
- ac_debugMotionParams
- Display graph of motion parameters.
- ac_debugMovementControlMethods
- Display movement control methods.
- ac_debugPrediction
- Display graph of motion parameters.
- ac_debugSelection
- Display locomotion state selection as text.
- ac_debugSelectionParams
- Display graph of selection parameters values.
- ac_debugText
- Display entity/animation location/movement values, etc.
- ac_debugTweakTrajectoryFit
- Don't apply any movement to entity and animation, but allow calculations to think they are moving normally.
- ac_debugXXXValues
- Display some values temporarily hooked into temp history graphs.
- ac_disableFancyTransitions
- Disabled Idle2Move and Move2Idle special transition animations.
- ac_disableSlidingContactEvents
- Force disable sliding contact events.
- ac_enableExtraSolidCollider
- Enable extra solid collider (for non-pushable characters).
- ac_enableProceduralLeaning
- Enable procedural leaning (disabled asset leaning and curving slowdown).
- ac_entityAnimClamp
- Forces the entity movement to be limited by animation.
- ac_forceSimpleMovement
- Force enable simplified movement (not visible, dedicated server, etc).
- ac_frametime
- Display a graph of the frametime.
- ac_movementControlMethodFilter
- Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).
- ac_movementControlMethodHor
- Overrides the horizontal movement control method specified by AG (overrides filter).
- ac_movementControlMethodVer
- Overrides the vertical movement control method specified by AG (overrides filter).
- ac_predictionProbabilityOri
- .
- ac_predictionProbabilityPos
- .
- ac_predictionSmoothingOri
- .
- ac_predictionSmoothingPos
- .
- ac_targetcorrectiontimescale
- .
- ac_templateMCMs
- Use MCMs from AG state templates instead of AG state headers.
- ac_triggercorrectiontimescale
- .
ag :
- ag_action
- Force this action
- ag_adjustToCatchUp
- Adjust requested move direction of animation to catch up with entity
- ag_averageTravelSpeed
- Average travel speed over a few frames
- ag_breakmode
- 1=Enable debug break mode; 2=also lock inputs
- ag_breakOnQuery
- If we query for this state, enter break mode
- ag_debug
- Entity to display debug information for animation graph for
- ag_debugErrors
- Displays debug error info on the entities (0/1)
- ag_debugExactPos
- Enable/disable exact positioning debugger
- ag_debugLayer
- Animation graph layer to display debug information for
- ag_debugMusic
- Debug the music graph
- ag_drawActorPos
- Draw actor pos/dir
- ag_ep_correctMovement
- enable/disable position correction in exact positioning
- ag_ep_showPath
- WIP
- ag_forceAdjust
- Enable forced small step adjustments
- ag_forceInsideErrorDisc
- Force animation to stay within maximum error distance
- ag_fpAnimPop
- WIP
- ag_humanBlending
- Ivo's debug stuff. Don't ask!
- ag_item
- Force this item
- ag_lockToEntity
- Lock animation to entity (zero offsetting)
- ag_log
- Enable a log of animation graph decisions
- ag_log_entity
- Log only this entity
- ag_logeffects
- AGAttachmentEffect logging
- ag_logselections
- Log animation graph selection results
- ag_logsounds
- AGSound logging
- ag_logtransitions
- Log animation graph transition calls to the console
- ag_measureActualSpeeds
- Measure actual travel speeds of entity and animation origins
- ag_physErrorInnerRadiusFactor
- WIP
- ag_physErrorMaxOuterRadius
- WIP
- ag_physErrorMinOuterRadius
- WIP
- ag_physErrorOuterRadiusFactor
- WIP
- ag_queue
- Next state to force
- ag_reload_ag
- WIP
- ag_reload_xml
- WIP
- ag_safeExactPositioning
- Will teleport the entity to the requested position/orientation when EP think it's done.
- ag_showmovement
- Show movement requests
- ag_showPhysSync
- Show physics sync
- ag_signal
- Send this signal
- ag_stance
- Force this stance
- ag_step
- WIP
- ag_testplanner
- WIP
ai :
- ai_AdjustPathsAroundDynamicObstacles
- Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
- ai_AgentStatsDist
- Sets agent statistics draw distance, such as current goalpipe, command and target.
Usage: ai_AgentStatsDist [view distance] Default is 20 meters. Works with ai_DebugDraw enabled.
- ai_AllowAccuracyDecrease
- Set to 1 to enable AI accuracy decrease when target is moving lateraly.
- ai_AllowAccuracyIncrease
- Set to 1 to enable AI accuracy increase when target is standing still.
- ai_AllTime
- Displays the update times of all agents, in milliseconds.
Usage: ai_AllTime [0/1] Default is 0 (off). Times all agents and displays the time used updating each of them. The name is colour coded to represent the update time. Green: less than 1 ms (ok) White: 1 ms to 5 ms Red: more than 5 ms You must enable ai_DebugDraw before you can use this tool.
- ai_AmbientFireQuota
- Number of units allowed to hit the player at a time.
- ai_AmbientFireUpdateInterval
- Ambient fire update interval. Controls how often puppet's ambient fire status is updated.
- ai_AttemptStraightPath
- Toggles AI attempting a simple straight path when possible.
Default is 1 (on).
- ai_Autobalance
- Set to 1 to enable autobalancing.
- ai_BannedNavSoTime
- Time indicating how long invalid navsos should be banned.
- ai_BeautifyPath
- Toggles AI optimisation of the generated path.
Usage: ai_BeautifyPath [0/1] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimisation (AI uses non-optimised path).
- ai_BigBrushCheckLimitSize
- to be used for finding big objects not enclosed into forbidden areas
- ai_CalcHumanMovementTable
- WIP
- ai_CloakIncrementMod
- how fast cloak fades out
- ai_CloakMaxDist
- closer than that - cloak starts to fade out
- ai_CloakMinDist
- closer than that - cloak not effective
- ai_CrowdControlInPathfind
- Toggles AI using crowd control in pathfinding.
Usage: ai_CrowdControlInPathfind [0/1] Default is 1 (on).
- ai_DebugDraw
- Toggles the AI debugging view.
Usage: ai_DebugDraw [0/1] Default is 0 (off). ai_DebugDraw displays AI rays and targets and enables the view for other AI debugging tools.
- ai_DebugDrawAdaptiveUrgency
- Enables drawing the adaptive movement urgency.
- ai_DebugDrawAmbientFire
- Displays fire quota on puppets.
- ai_DebugDrawAStarOpenList
- Draws the A* open list for the specified AI agent.
Usage: ai_DebugDrawAStarOpenList [AI agent name] Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.
- ai_DebugDrawBannedNavsos
- Toggles drawing banned navsos [default 0 is off]
- ai_DebugDrawBulletEvents
- Debug draw the bullet events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawCollisionEvents
- Debug draw the collision events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawCrowdControl
- Draws crowd control debug information. 0=off, 1=on
- ai_DebugDrawDamageControl
- Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
- ai_DebugDrawDamageParts
- Draws the damage parts of puppets and vehicles.
- ai_DebugDrawDeadBodies
- Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).
- ai_DebugDrawDynamicHideObjectsRange
- Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).
- ai_DebugDrawExpensiveAccessoryQuota
- Displays expensive accessory usage quota on puppets.
- ai_DebugDrawGrenadeEvents
- Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawHashSpaceAround
- Validates and draws the navigation node hash space around specified entity.
- ai_DebugDrawHidespotRange
- Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).
- ai_DebugDrawLightLevel
- Debug AI light level manager
- ai_DebugDrawObstrSpheres
- Draws all the existing obstruction spheres.
- ai_DebugDrawPlayerActions
- Debug draw special player actions.
- ai_DebugDrawReinforcements
- Enables debug draw for reinforcement logic for specified group.
Usage: ai_DebugDrawReinforcements
- ai_DebugDrawSoundEvents
- Debug draw the sound events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawStanceSize
- Draws the game logic representation of the stance size of the AI agents.
- ai_DebugDrawVegetationCollisionDist
- Enables drawing vegetation collision closer than a distance projected onto the terrain.
- ai_DebugDrawVolumeVoxels
- Toggles the AI debugging drawing of voxels in volume generation.
Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc] Default is 0 (off) +n draws all voxels with original value >= n-n draws all voxels with original value = n
- ai_DebugInterestSystem
- Display debugging information on interest system
- ai_DebugPathfinding
- Toggles output of pathfinding information [default 0 is off]
- ai_DebugTargetSilhouette
- Draws the silhouette used for missing the target while shooting.
- ai_DrawagentFOV
- Toggles the vision cone of the AI agent.
Usage: ai_DrawagentFOV [0..1] Default is 0 (off), value 1 will draw the cone all the way to the sight range, value 0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used.
- ai_DrawAreas
- Enables/Disables drawing behavior related areas.
- ai_DrawBadAnchors
- Toggles drawing out of bounds AI objects of particular type for debugging AI.
- ai_DrawDistanceLUT
- Draws the distance lookup table graph overlay.
- ai_DrawExplosions
- enable displaying all the registered explosion-spots/craters
- ai_DrawFakeDamageInd
- Draws fake damage indicators on the player.
- ai_DrawFakeHitEffects
- Draws fake hit effects the player.
- ai_DrawFakeTracers
- Draws fake tracers around the player.
- ai_DrawFormations
- Draws all the currently active formations of the AI agents.
Usage: ai_DrawFormations [0/1] Default is 0 (off). Set to 1 to draw the AI formations.
- ai_DrawGetEnclosingFailures
- Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.
- ai_DrawGoals
- Draws all the active goal ops debug info.
Usage: ai_DrawGoals [0/1] Default is 0 (off). Set to 1 to draw the AI goal op debug info.
- ai_DrawGroup
- draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing
- ai_DrawGroupTactic
- draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.
- ai_DrawHidespots
- Draws latest hide-spot positions for all agents withing specified range.
- ai_DrawModifiers
- Toggles the AI debugging view of navigation modifiers.
- ai_DrawNode
- Toggles visibility of named agent's position on AI triangulation.
Usage: ai_DrawNode [ai agent's name] Default is 0. Set to 1 to show the current triangle on terrain level and closest vertex to player.
- ai_DrawNodeLinkCutoff
- Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.
- ai_DrawNodeLinkType
- Sets the link parameter to draw with ai_DrawNode.
Values are: 0 - pass radius (default) 1 - exposure 2 - water max depth 3 - water min depth
- ai_DrawOffset
- vertical offset during debug drawing
- ai_DrawPath
- Draws the generated paths of the AI agents.
Usage: ai_DrawPath [name] Default is none (nobody).
- ai_DrawPathAdjustment
- Draws the path adjustment for the AI agents.
Usage: ai_DrawPathAdjustment [name] Default is none (nobody).
- ai_DrawPatterns
- Draws all the currently active track patterns of the AI agents.
Usage: ai_DrawPatterns [0/1] Default is 0 (off). Set to 1 to draw the AI track patterns.
- ai_DrawProbableTarget
- Enables/Disables drawing the position of probable target.
- ai_DrawRadar
- Draws AI radar: 0=no radar, >0 = size of the radar on screen
- ai_DrawRadarDist
- AI radar draw distance in meters, default=20m.
- ai_DrawReadibilities
- Draws all the currently active readibilities of the AI agents.
Usage: ai_DrawReadibilities [0/1] Default is 0 (off). Set to 1 to draw the AI readibilities.
- ai_DrawRefPoints
- Toggles reference points view for debugging AI.
Usage: ai_DrawRefPoints [0/1] Default is 0 (off). Indicates the AI reference points by drawing cyan balls at their positions.
- ai_DrawShooting
- Name of puppet to show fire stats
- ai_DrawSmartObjects
- Draws smart object debug information.
Usage: ai_DrawSmartObjects [0/1] Default is 0 (off). Set to 1 to draw the smart objects.
- ai_DrawStats
- Toggles drawing stats for AI objects withing range.
- ai_DrawTargets
- WIP
- ai_DrawTrajectory
- Records and draws the trajectory of the stats target: 0=do not record, 1=record.
- ai_DrawType
- Toggles drawing AI objects of particular type for debugging AI.
- ai_DrawUpdate
- list of AI forceUpdated entities
- ai_DrawVisCheckQueue
- list of pending vis-check trace requests
- ai_DynamicTriangularUpdateTime
- How long (max) to spend updating triangular waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
- ai_DynamicVolumeUpdateTime
- How long (max) to spend updating dynamic volume regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
- ai_DynamicWaypointUpdateTime
- How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.0005 is a sensible value
- ai_EnableAsserts
- Enable AI asserts: 1 or 0
- ai_EnableWarningsErrors
- Enable AI warnings and errors: 1 or 0
- ai_ExtraForbiddenRadiusDuringBeautification
- Extra radius added to agents close to forbidden edges during beautification.
- ai_ExtraRadiusDuringBeautification
- Extra radius added to agents during beautification.
- ai_ExtraVehicleAvoidanceRadiusBig
- Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
- ai_ExtraVehicleAvoidanceRadiusSmall
- Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
- ai_ForceAllowStrafing
- Forces all AI characters to use/not use strafing (-1 disables)
- ai_ForceLookAimTarget
- Forces all AI characters to use/not use a fixed look/aim target
none disables x, y, xz or yz sets it to the appropriate direction otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))
- ai_ForceStance
- Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6
- ai_HideDraw
- Toggles the triangulation display.
Usage: ai_HideDraw [0/1] Default is 0 (off). Set to 1 to display the triangulation which the AI uses to hide (objects made 'hideable' affect AI triangulation). When ai_HideDraw is off, the normal obstacle triangulation is displayed instead. Used with ai_DebugDraw and other AI path tools.
- ai_IgnorePlayer
- Makes AI ignore the player.
Usage: ai_IgnorePlayer [0/1] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_DebugDraw enabled.
- ai_IgnoreVisibilityChecks
- Makes certain visibility checks (for teleporting etc) return false.
- ai_IncludeNonColEntitiesInNavigation
- Includes/Excludes noncolliding objects from navigation.
- ai_InterestDetectMovement
- Enable movement detection in interest system
- ai_InterestEnableScan
- Enable interest system scan mode
- ai_InterestScalingAmbient
- Scale the interest value given to Ambient interest items (e.g. static/passive objects)
- ai_InterestScalingEyeCatching
- Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)
- ai_InterestScalingMovement
- Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)
- ai_InterestScalingScan
- Scale the interest value given to passively scanning the environment
- ai_InterestScalingView
- Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)
- ai_InterestSwitchBoost
- Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)
- ai_InterestSystem
- Enable interest system
- ai_Locate
- ai_LogConsoleVerbosity
- None = 0, progress = 1, event = 2, comment = 3
- ai_LogFileVerbosity
- None = 0, progress = 1, event = 2, comment = 3
- ai_LogSignals
- Maximum radius at which player can interact with other entities
- ai_MaxSignalDuration
- Maximum radius at which player can interact with other entities
- ai_MaxVisRaysPerFrame
- Maximum allowed visibility rays per frame - the rest are all assumed to succeed
Usage: ai_MaxVisRaysPerFrame <number> Default is 100.
- ai_MovementSpeedDarkIllumMod
- Multiplier for movement speed when the target is in dark light condition.
- ai_MovementSpeedMediumIllumMod
- Multiplier for movement speed when the target is in medium light condition.
- ai_NoUpdate
- WIP
- ai_ObstacleSizeThreshold
- Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
- ai_OverlayMessageDuration
- How long (seconds) to overlay AI warnings/errors
- ai_PathfinderUpdateTime
- Maximum pathfinder time per AI update
- ai_PathfindTimeLimit
- Specifies how many seconds an individual AI can hold the pathfinder blocked
Usage: ai_PathfindTimeLimit 1.5 Default is 2. A lower value will result in more path requests that end in NOPATH - although the path may actually exist.
- ai_PredictivePathFollowing
- Sets if AI should use the predictive path following if allowed by the type's config.
- ai_ProfileGoals
- Toggles timing of AI goal execution.
Usage: ai_ProfileGoals [0/1] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_DebugDraw enabled.
- ai_ProtoROD
- Proto
- ai_ProtoRODAffectMove
- Proto
- ai_ProtoRODAliveTime
- Proto
- ai_ProtoRODFireRange
- Proto
- ai_ProtoRODGrenades
- Proto
- ai_ProtoRODHealthGraph
- Proto
- ai_ProtoRODLogScale
- Proto
- ai_ProtoRODReactionTime
- Proto
- ai_ProtoRODRegenTime
- Proto
- ai_ProtoRODSilhuette
- Proto
- ai_ProtoRODSpeedMod
- Proto
- ai_PuppetDirSpeedControl
- Does puppet speed control based on their current move dir
- ai_RadiusForAutoForbidden
- If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
- ai_ReadabilityReload
- Reloads readability xml files.
- ai_ReadabilityTest
- Tests the readability pack of specified entity.
If no readability name is specified all readabilities will be played. Usage: ai_ReadabilityTest <entity name> [readability name] - to play a readability
ai_ReadabilityTest stop - to stop the currently playing readability set.
- ai_Recorder
- Enables AI debug recording
- ai_Recorder_Buffer
- Set the size of the AI debug recording buffer
- ai_RecordFilter
- WIP
- ai_RecordLog
- log all the AI state changes on stats_target
- ai_ReloadLookUp
- Reloads perception distance scale look-up xml files.
- ai_RODAliveTime
- The base level time the player can survive under fire.
- ai_RODAmbientFireInc
- Increment for the alive time when the target is within the kill-zone of the target.
- ai_RODCombatRangeMod
- Combat-zone distance = attackRange * combatRangeMod.
- ai_RODCoverFireTimeMod
- Multiplier for cover fire times set in weapon descriptor.
- ai_RODDirInc
- Increment how the orientation of the target affects the alive time. 0=disable
- ai_RODKillRangeMod
- Kill-zone distance = attackRange * killRangeMod.
- ai_RODKillZoneInc
- Increment how the target is within the kill-zone of the target.
- ai_RODLowHealthMercyTime
- The amount of time the AI will not hit the target when the target crosses the low health threshold.
- ai_RODMoveInc
- Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
- ai_RODReactionDarkIllumInc
- Increase for reaction time when the target is in dark light condition.
- ai_RODReactionDirInc
- Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV.
The increment is doubled when the target is behind the player.
- ai_RODReactionDistInc
- Increase for the reaction time when the target is in combat-far-zone or warn-zone.
In warn-zone the increase is doubled.
- ai_RODReactionLeanInc
- Increase to the reaction to when the target is leaning.
- ai_RODReactionMediumIllumInc
- Increase for reaction time when the target is in medium light condition.
- ai_RODReactionTime
- Uses rate of death as damage control method.
- ai_RODStanceInc
- Increment how the stance of the target affects the alive time, 0=disable.
The base value is for crouch, and it is doubled for prone. The crouch inc is disable in kill-zone and prone in kill and combat-near -zones
- ai_SightRangeDarkIllumMod
- Multiplier for sightrange when the target is in dark light condition.
- ai_SightRangeMediumIllumMod
- Multiplier for sightrange when the target is in medium light condition.
- ai_SimpleWayptPassability
- Use simplified and faster passability recalculation for human waypoint links where possible.
- ai_SmartObjectUpdateTime
- How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002
- ai_SOMSpeedCombat
- Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.
Usage: ai_SOMSpeedCombat 4.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.
- ai_SOMSpeedRelaxed
- Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.
Usage: ai_SOMSpeedRelaxed 1.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.
- ai_SoundPerception
- Toggles AI sound perception.
Usage: ai_SoundPerception [0/1] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_DebugDraw enabled.
- ai_StatsTarget
- Focus debugging information on a specific AI
Usage: ai_StatsTarget AIName Default is 'none'. AIName is the name of the AI on which to focus.
- ai_SteepSlopeAcrossValue
- Indicates slope value that is borderline-walkable across.
Usage: ai_SteepSlopeAcrossValue 0.8 Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue
- ai_SteepSlopeUpValue
- Indicates slope value that is borderline-walkable up.
Usage: ai_SteepSlopeUpValue 0.5 Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue
- ai_SystemUpdate
- Toggles the regular AI system update.
Usage: ai_SystemUpdate [0/1] Default is 1 (on). Set to 0 to disable ai system updating.
- ai_ThreadedVolumeNavPreprocess
- Parallelizes volume navigation preprocessing by running it on multiple threads.
If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)
- ai_TickCounter
- Enables AI tick counter
- ai_UpdateAllAlways
- If non-zero then over-rides the auto-disabling of invisible/distant AI
- ai_UpdateInterval
- In seconds the amount of time between two full updates for AI
Usage: ai_UpdateInterval <number> Default is 0.1. Number is time in seconds
- ai_UpdateProxy
- Toggles update of AI proxy (model).
Usage: ai_UpdateProxy [0/1] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating.
- ai_UseAlternativeReadability
- Switch between normal and alternative SoundPack for AI readability.
- ai_UseCalculationStopperCounter
- Uses a (calibrated) counter instead of time in AI updates
- ai_UseObjectPosWithExactPos
- Use object position when playing exact positioning.
- ai_WaterOcclusion
- scales how much water hides player from AI
aim :
- aim_assistAimEnabled
- Enable/disable aim assitance on aim zooming
- aim_assistAutoCoeff
- The scale of auto weapons' aim assistance at continuous fire
- aim_assistCrosshairDebug
- debug crosshair aim assistance
- aim_assistCrosshairSize
- screen size used for crosshair aim assistance
- aim_assistMaxDistance
- The maximum range at which autoaim operates
- aim_assistRestrictionTimeout
- The restriction timeout on aim assistance after user uses a mouse
- aim_assistSearchBox
- The area autoaim looks for enemies within
- aim_assistSingleCoeff
- The scale of single-shot weapons' aim assistance
- aim_assistSnapDistance
- The maximum deviation autoaim is willing to compensate for
- aim_assistTriggerEnabled
- Enable/disable aim assistance on firing the weapon
- aim_assistVerticalScale
- The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)
aln :
- aln_debug_filter
- WIP
- aln_debug_movement
- WIP
ban :
- ban_remove
- Removes player from ban list.
- ban_status
- Shows currently banned players.
- ban_timeout
- Ban timeout in minutes
c :
- c_shakeMult
- WIP
ca :
- ca_AimIKFadeout
- if set to 0, the Aim-IK will not fade out when aiming in extreme directions
- ca_AnimationsUsageStatistics
- Output animations usage statistics
- ca_AnimWarningLevel
- if you set this to 0, there won't be any
frequest warnings from the animation system
- ca_AttachmentCullingRation
- ration between size of attachment and distance to camera
- ca_CharEditModel
- WIP
- ca_DeathBlendTime
- Specifies the blending time between low-detail dead body skeleton and current skeleton
- ca_DebugAnimUpdates
- shows the amount of skeleton-updates
- ca_DebugAnimUsage
- shows what animation assets are used in the level
- ca_debugCaps
- Display current blended motion capabilities.
- ca_DebugFacial
- Debug facial playback info
- ca_DebugFacialEyes
- Debug facial eyes info
- ca_DebugFootPlants
- if this is 1, it will print some debug text on the screen
- ca_DebugModelCache
- shows what models are currently loaded
- ca_DebugSkeletonEffects
- If true, dump log messages when skeleton effects are handled.
- ca_DebugText
- if this is 1, it will print some debug text on the screen
- ca_DecalSizeMultiplier
- The multiplier for the decal sizes
- ca_DisableAnimEvents
- If this is not 0, then the OnAnimationEvent methods are not called upon animation events
- ca_DrawAimPoses
- draws the wireframe of the aim poses
- ca_DrawAttachmentOBB
- if this is 0, will not draw the attachments objects
- ca_DrawAttachments
- if this is 0, will not draw the attachments objects
- ca_DrawBBox
- if set to 1, the own bounding box of the character is drawn
- ca_DrawBinormals
- draws the binormals of the rendered character
- ca_DrawBodyMoveDir
- if this is 1, we will draw the body and move-direction
- ca_DrawCharacter
- if this is 0, will not draw the characters
- ca_DrawDecalsBBoxes
- if set to 1, the decals bboxes are drawn
- ca_DrawEmptyAttachments
- draws a wireframe cube if there is no object linked to an attachment
- ca_DrawFaceAttachments
- if this is 0, will not draw the skin attachments objects
- ca_DrawFootPlants
- if this is 1, it will print some debug boxes at the feet of the character
- ca_DrawIdle2MoveDir
- if this is 1, we will draw the initial Idle2Move dir
- ca_DrawLookIK
- draws a visualization of look ik
- ca_DrawMotionBlurTest
- if this is 1, we draw the motion-blur test mesh
- ca_DrawNormals
- draws the normals of the rendered character
- ca_DrawPositionPost
- draws the world position of the character (after update)
- ca_DrawPositionPre
- draws the world position of the character (before update)
- ca_DrawSkeleton
- if set to 1, the skeleton is drawn
- ca_DrawTangents
- draws the tangents of the rendered character
- ca_DrawWireframe
- draws a wireframe on top of the rendered character
- ca_DumpAssetStatistics
- writes animation asset statistics to the disk
- ca_EnableAnimationLog
- enables a special kind of log: Animation.log file, solely for debugging
- ca_EnableAssetStrafing
- asset strafing is disabled by default
- ca_EnableAssetTurning
- asset tuning is disabled by default
- ca_EnableCoolReweighting
- If this is 1, then we re-weight all vertices to fix some issues with spherical skinning
- ca_EnableCoolTransitions
- If this is 1, then we adjust all transition-times for humans
- ca_eyes_procedural
- Enables/Disables procedural eyes animation
- ca_FacialAnimationRadius
- Maximum distance at which facial animations are updated - handles zooming correctly
- ca_FootAnchoring
- if this is 1, it will print some debug boxes at the feet of the character
- ca_ForceNullAnimation
- replaces the mocap-data by default position
- ca_FPWeaponInCamSpace
- if this is 1, then we attach the wepon to the camera
- ca_GameControlledStrafing
- Use game controlled strafing/curving flag, instead of low level calculated curving weight.
- ca_GroundAlignment
- if this is 1, the legs of human characters will align with the terrain
- ca_JustRootUpdate
- if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.
- ca_KeepModels
- If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character
- ca_lipsync_debug
- Enables facial animation debug draw
- ca_lipsync_phoneme_crossfade
- Cross fade time between phonemes in milliseconds
- ca_lipsync_phoneme_offset
- Offset phoneme start time by this value in milliseconds
- ca_lipsync_phoneme_strength
- LipSync phoneme strength
- ca_lipsync_vertex_drag
- Vertex drag coefficient when blending morph targets
- ca_LoadDatabase
- Enable loading animations from database
- ca_LoadUncompressedChunks
- If this 1, then uncompressed chunks prefer compressed while loading
- ca_lod_ratio
- Caharcters LOD ratio
- ca_LogAnimation
- WIP
- ca_MemoryUsageLog
- enables a memory usage log
- ca_NoAnim
- the animation isn't updated (the characters remain in the same pose)
- ca_NoDeform
- the skinning is not performed during rendering if this is 1
- ca_PrintDesiredSpeed
- if this is 1, it will print the desired speed of the human characters
- ca_Profile
- Enables a table of real-time profile statistics
- ca_RandomScaling
- If this is set to 1, then we apply ransom scaling to characters
- ca_SaveAABB
- if the AABB is invalid, replace it by the default AABB
- ca_SphericalSkinning
- If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex
- ca_travelSpeedScaleMax
- Maximum motion travel speed scale (default 2.0).
- ca_travelSpeedScaleMin
- Minimum motion travel speed scale (default 0.5).
- ca_UnloadAimPoses
- remove aim-poses from memory
- ca_UseAimIK
- If this is set to 1, then we are adding a look-at animation to the skeleton
- ca_UseAnimationsCache
- use dynamically unpacked animations cache
- ca_UseDecals
- if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals
- ca_UseFacialAnimation
- If this is set to 1, we can play facial animations
- ca_UseLookIK
- If this is set to 1, then we are adding a look-at animation to the skeleton
- ca_UseMorph
- the morph skinning step is skipped (it's part of overall skinning during rendering)
- ca_UsePhysics
- the physics is not applied (effectively, no IK)
capture :
- capture_file_format
- Specifies file format of captured files (jpg, bmp, tga, hdr).
- capture_folder
- Specifies sub folder to write captured frames.
- capture_frames
- Enables capturing of frames.
cl :
- cl_actorsafemode
- Enable/disable actor safe mode
- cl_bandwidth
- Bit rate on client
- cl_bob
- view/weapon bobbing multiplier
- cl_camera_nearz
- Overrides default near z-range for camera.
- cl_camera_noise
- Adds hand-held like camera noise to the camera view.
The higher the value, the higher the noise. A value
- cl_camera_noise_freq
- Defines camera noise frequency for the camera view.
The higher the value, the higher the noise.
- cl_crouchToggle
- To make the crouch key work as a toggle
- cl_debugFreezeShake
- Toggle freeze shake debug draw
- cl_debugSwimming
- enable swimming debugging
- cl_fov
- field of view.
- cl_fpBody
- first person body
- cl_frozenAngleMax
- Frozen clamp angle max
- cl_frozenAngleMin
- Frozen clamp angle min
- cl_frozenKeyMult
- Frozen movement keys multiplier
- cl_frozenMouseMult
- Frozen mouseshake multiplier
- cl_frozenSensMax
- Frozen sensitivity max
- cl_frozenSensMin
- Frozen sensitivity min
- cl_frozenSoundDelta
- Threshold for unfreeze shake to trigger a crack sound
- cl_frozenSteps
- Number of steps for unfreeze shaking
- cl_gs_cdkey
- CDKey for gamespy auth
- cl_gs_email
- Email address for Gamespy login
- cl_gs_nick
- Nickname for Gamespy login
- cl_gs_password
- Password for Gamespy login
- cl_headBob
- head bobbing multiplier
- cl_headBobLimit
- head bobbing distance limit
- cl_hitBlur
- blur on hit
- cl_hitShake
- hit shake
- cl_hud
- Show/Hide the HUD
- cl_invertController
- Controller Look Up-Down invert
- cl_invertMouse
- mouse invert?
- cl_motionBlur
- motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
- cl_nearPlane
- overrides the near clipping plane if != 0, just for testing.
- cl_packetRate
- Packet rate on client
- cl_righthand
- Select right-handed weapon!
- cl_screeneffects
- Enable player screen effects (depth-of-field, motion blur, ...).
- cl_sensitivity
- Set mouse sensitivity!
- cl_sensitivityZeroG
- Set mouse sensitivity in ZeroG!
- cl_serveraddr
- Server address
- cl_serverpassword
- Server password
- cl_serverport
- Server address
- cl_shallowWaterDepthHi
- Shallow water depth high (above has full slowdown)
- cl_shallowWaterDepthLo
- Shallow water depth low (below has zero slowdown)
- cl_shallowWaterSpeedMulAI
- Shallow water speed multiplier (AI only)
- cl_shallowWaterSpeedMulPlayer
- shallow water speed multiplier (Players only)
- cl_sprintBlur
- sprint blur
- cl_sprintShake
- sprint shake
- cl_strengthscale
- nanosuit strength scale
- cl_tpvDist
- camera distance in 3rd person view
- cl_tpvYaw
- camera angle offset in 3rd person view
- cl_voice_recording
- Enable client voice recording
- cl_voice_volume
- Set VOIP playback volume: 0-1
con :
- con_debug
- Log call stack on every GetCVar call
- con_display_last_messages
- WIP
- con_line_buffer_size
- WIP
- con_restricted
- 0=normal mode / 1=restricted access to the console
- con_showonload
- Show console on level loading
connect :
- connect_crynet
- Connect to online game server
demo :
- demo_ai
- Enable/Disable AI during the demo
- demo_file
- Time Demo Filename
- demo_fixed_timestep
- number of updates per second
- demo_max_frames
- Max number of frames to save
- demo_noinfo
- Disable info display during demo playback
- demo_num_runs
- Number of times to loop timedemo
- demo_panormaic
- Panormaic view when playing back demo
- demo_profile
- Enable profiling
- demo_quit
- Quit game after demo runs finished
- demo_restart_level
- Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start
- demo_savestats
- Save level stats at the end of the loop
- demo_screenshot_frame
- Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame
- demo_scroll_pause
- ScrollLock pauses demo play/record
- demo_StartDemoChain
- Load`s a file at 1st argument with the list of levels and play time demo on each
- demo_time_of_day
- Sets the time of day to override in game settings if not negative
- demo_vtune
- Enables VTune profiling when running time demo
ds :
- ds_AutoReloadScripts
- Automatically reload DialogScripts when jumping into GameMode from Editor
- ds_Dump
- WIP
- ds_DumpSessions
- WIP
- ds_LoadExcelScripts
- Load legacy Excel based dialogs.
- ds_LoadSoundsSync
- Load Sounds synchronously
- ds_LogLevel
- Set the verbosity of DiaLOG Messages
- ds_PrecacheSounds
- Precache sounds on Dialog Begin
- ds_Reload
- WIP
- ds_WarnOnMissingLoc
- Warn on Missing Localization Entries
dt :
- dt_enable
- suit actions activated by double-tapping
- dt_meleeTime
- time in seconds between double taps for melee
- dt_time
- time in seconds between double taps
dump :
- dump_action_maps
- WIP
- dump_maps
- Dumps currently scanned maps
- dump_stats
- Dumps some player statistics
e :
- e_allow_cvars_serialization
- If set to zero - will not save cvars to cfg file
- e_ambient_occlusion
- Activate non deferred terrain occlusion and indirectional lighitng system
- e_bboxes
- Activates drawing of bounding boxes
- e_brushes
- Draw brushes
- e_cbuffer
- Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check
- e_cbuffer_bias
- Coverage buffer z-biasing
- e_cbuffer_clip_planes_num
- Debug
- e_cbuffer_debug
- Display content of main camera coverage buffer
- e_cbuffer_debug_draw_scale
- Debug
- e_cbuffer_debug_freeze
- Freezes viewmatrix/-frustum
- e_cbuffer_draw_occluders
- Debug draw of occluders for coverage buffer
- e_cbuffer_hw
- Debug
- e_cbuffer_lazy_test
- Dont test visible objects every frame
- e_cbuffer_lc
- Debug
- e_cbuffer_lights_debug_side
- Debug
- e_cbuffer_max_add_render_mesh_time
- Max time for unlimited AddRenderMesh
- e_cbuffer_occluders_lod_ratio
- Debug
- e_cbuffer_occluders_test_min_tris_num
- Debug
- e_cbuffer_occluders_view_dist_ratio
- Debug
- e_cbuffer_resolution
- Resolution of software coverage buffer
- e_cbuffer_terrain
- Activates usage of coverage buffer for terrain
- e_cbuffer_terrain_elevation_shift
- Shift low lods down in order to avoid false occlusion
- e_cbuffer_terrain_lod_ratio
- Terrain lod ratio for mesh rendered into cbuffer
- e_cbuffer_terrain_lod_shift
- Controlls tesselation of terrain mesh
- e_cbuffer_terrain_max_distance
- Only near sectors are rasterized
- e_cbuffer_test_mode
- Debug
- e_cbuffer_tree_debug
- Debug
- e_cbuffer_tree_depth
- Debug
- e_cbuffer_version
- 1 Vladimir's, 2MichaelK's
- e_clouds
- Enable clouds rendering
- e_cull_lights_per_triangle_min_obj_radius
- Debug
- e_cull_veg_activation
- Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
- e_debug_draw
- Draw helpers with information for each object (same number negative hides the text)
1: Name of the used cgf, polycount, used LOD 2: Color coded polygon count 3: Show color coded LODs count, flashing color indicates no Lod 4: Display object texture memory usage 5: Display color coded number of render materials 6: Display ambient color 7: Display tri count, number of render materials, texture memory 8: RenderWorld statistics (with view cones) 9: RenderWorld statistics (with view cones without lights)
10: Render geometry with simple lines and triangles 11: Render occlusion geometry additionally 12: Render occlusion geometry without render geometry 13: Render occlusion ammount (used during AO computations) 15: Display helpers
- e_debug_lights
- Use different colors for objects affected by different number of lights
black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
- e_debug_mask
- debug variable to activate certain features for debugging (each bit represents one feature
bit 0(1): use EFSLIST_TERRAINLAYER bit 1(2): bit 3(4): bit 4(8):
- e_decals
- Activates drawing of decals (game decals and hand-placed)
- e_decals_allow_game_decals
- Allows creation of decals by game (like weapon bullets marks)
- e_decals_clip
- Clip decal geometry by decal bbox
- e_decals_hit_cache
- Use smart hit cacheing for bullet hits (may cause no decals in some cases)
- e_decals_life_time_scale
- Allows to increase or reduce decals life time for different specs
- e_decals_merge
- Combine pieces of decals into one render call
- e_decals_neighbor_max_life_time
- If not zero - new decals will force old decals to fade in X seconds
- e_decals_overlapping
- If zero - new decals will not be spawned if the distance to nearest decals less than X
- e_decals_precreate
- Pre-create decals at load time
- e_decals_range
- Less precision for decals outside this range
- e_decals_wrap_around_min_size
- Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used
- e_default_material
- use gray illum as default
- e_deformable_objects
- Enable / Disable morph based deformable objects
- e_detail_materials
- Activates drawing of detail materials on terrain ground
- e_detail_materials_debug
- Shows number of materials in use per terrain sector
- e_detail_materials_view_dist_xy
- Max view distance of terrain XY materials
- e_detail_materials_view_dist_z
- Max view distance of terrain Z materials
- e_detail_objects
- Turn detail objects on/off
- e_dissolve
- Objects alphatest_noise_fading out on distance
- e_dissolve_transition_threshold
- Controls disabling of smooth transition if camera moves too fast
- e_dissolve_transition_time
- Lod switch duration
- e_dynamic_light
- Activates dynamic light sources
- e_dynamic_light_consistent_sort_order
- Debug
- e_dynamic_light_frame_id_vis_test
- Use based on last draw frame visibility test
- e_entities
- Activates drawing of entities and brushes
- e_EntitySuppressionLevel
- Defines the level at which entities are spawned.
Entities marked with lower level will not be spawned - 0 means no level. Usage: e_EntitySuppressionLevel [0-infinity] Default is 0 (off).
- e_flocks
- Enable Flocks (Birds/Fishes)
- e_flocks_hunt
- Birds will fall down...
- e_fog
- Activates global height/distance based fog
- e_fogvolumes
- Activates local height/distance based fog volumes
- e_foliage_branches_damping
- Damping of branch ropes
- e_foliage_branches_stiffness
- Stiffness of branch ropes
- e_foliage_branches_timeout
- Maximum lifetime of branch ropes (if there are no collisions)
- e_foliage_broken_branches_damping
- Damping of branch ropes of broken vegetation
- e_foliage_stiffness
- Stiffness of the spongy obstruct geometry
- e_foliage_wind_activation_dist
- If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
- e_force_detail_level_for_resolution
- Force sprite distance and other values used for some specific screen resolution, 0 means current
- e_gsm_cache
- Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
- e_gsm_cache_lod_offset
- Makes first X GSM lods not cached
- e_gsm_combined
- Variable to tweak the performace of directional shadow maps
0=individual textures are used for each GSM level, 1=texture are combined into one texture
- e_gsm_depth_bounds_debug
- Debug GSM bounds regions calculation
- e_gsm_lods_num
- Number of GSM lods (0..5)
- e_gsm_range
- Size of LOD 0 GSM area (in meters)
- e_gsm_range_step
- Range of next GSM lod is previous range multiplied by step
- e_gsm_range_step_terrain
- gsm_range_step for last gsm lod containg terrain
- e_gsm_scatter_lod_dist
- Size of Scattering LOD GSM in meters
- e_gsm_stats
- Show GSM statistics 0=off, 1=enable debug to the screens
- e_gsm_view_space
- 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
- e_hw_occlusion_culling_objects
- Activates usage of HW occlusion test for objects
- e_hw_occlusion_culling_water
- Activates usage of HW occlusion test for ocean
- e_joint_strength_scale
- Scales the strength of prebroken objects' joints (for tweaking)
- e_level_auto_precache_camera_jump_dist
- When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start
- e_level_auto_precache_terrain_and_proc_veget
- Force auro pre-cache of terrain textures and procedural vegetation
- e_level_auto_precache_textures_and_shaders
- Force auro pre-cache of general textures and shaders
- e_lod_max
- Max LOD for objects
- e_lod_min
- Min LOD for objects
- e_lod_min_tris
- LODs with less triangles will not be used
- e_lod_ratio
- LOD distance ratio for objects
- e_lods
- Load and use LOD models for static geometry
- e_lowspec_mode
- Enables lowspec mode
- e_materials
- Activates material support for non animated objects
- e_max_entity_lights
- Set maximum number of lights affecting object
- e_max_view_dst
- Far clipping plane distance
- e_max_view_dst_full_dist_cam_height
- Debug
- e_max_view_dst_spec_lerp
- 1 - use max view distance set by designer for very high spec
0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances
- e_mesh_simplify
- Mesh simplification debugging
- e_obj
- Render or not all objects
- e_obj_fast_register
- Debug
- e_obj_quality
- Current object detail quality
- e_obj_stats
- Show instances count
- e_obj_tree_max_node_size
- Debug draw of object tree bboxes
- e_obj_tree_min_node_size
- Debug draw of object tree bboxes
- e_occlusion_culling_view_dist_ratio
- Skip per object occlusion test for very far objects - culling on tree level will handle it
- e_occlusion_volumes
- Enable occlusion volumes(antiportals)
- e_occlusion_volumes_view_dist_ratio
- Controls how far occlusion volumes starts to occlude objects
- e_on_demand_maxsize
- Specifies the maximum size of vegetation objects that are physicalized on-demand
- e_on_demand_physics
- Turns on on-demand vegetation physicalization
- e_particles
- Activates drawing of particles
- e_particles_debug
- Particle debug flags:
1 = show basic stats f+ = show fill rate stats r+ = show reuse/reject stats b+ = draw bounding boxes and labels s+ = log emitter and particle counts by effect (for 1 frame) e+ = log particle system timing info (for 1 frame) t+ = log particle texture usage z+ = freeze particle system
- e_particles_lights
- Allows to have simpe light source attached to every article
- e_particles_lod
- Multiplier to particle count
- e_particles_max_emitter_draw_screen
- Max screen fill per emitter -- fade out earlier
- e_particles_min_draw_pixels
- Pixel size cutoff for rendering particles -- fade out earlier
- e_particles_object_collisions
- Enable particle/object collisions for SimpleCollision
- e_particles_preload
- Enable preloading of all particle effects at the begining
- e_particles_quality
- Current particles detail quality
- e_particles_receive_shadows
- Enable shadow maps receiving for particles
- e_particles_thread
- Enable particle threading
- e_phys_foliage
- Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)
- e_phys_ocean_cell
- Cell size for ocean approximation in physics, 0 assumes flat plane
- e_portals
- Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
- e_portals_big_entities_fix
- Enables special processing of big entities like vehicles intersecting portals
- e_precache_level
- Pre-render objects right after level loading
- e_proc_vegetation
- Show procedurally distributed vegetation
- e_proc_vegetation_max_view_distance
- Debug
- e_profile_level_loading
- Output level loading stats into log
0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info
- e_ram_DumpDXF
- Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs
- e_ram_maps
- Use RAM (realtime ambient maps) on brushes
- e_recursion
- If 0 - will skip recursive render calls like render into texture
- e_recursion_occlusion_culling
- If 0 - will disable occlusion tests for recursive render calls like render into texture
- e_recursion_view_dist_ratio
- Set all view distances shorter by factor of X
- e_reloadSurfaces
- WIP
- e_render
- Enable engine rendering
- e_roads
- Activates drawing of road objects
- e_ropes
- Turn Rendering of Ropes on/off
- e_scene_merging
- Merge marked brushes during loading
- e_scene_merging_compact_vertices
- Minimize number of vertices in decals and merged brushes
- e_scene_merging_max_time_ms
- Spend only X ms per frame on merging
- e_scene_merging_max_tris_in_chunk
- Only objects having less than X triangles per chunk will me merged
- e_scene_merging_min_merge_distance
- Don't merge nodes closer than X
- e_scene_merging_show_onlymerged
- Show only merged brushes
- e_scissor_debug
- Debug
- e_screenshot
- Make screenshot combined up of multiple rendered frames
(negative values for multiple frames, positive for a a single frame)
1 highres 2 360 degree panorama 3 Map top-down view
see:
e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x, e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug
- e_screenshot_debug
- 0 off
1 show stiching borders 2 show overlapping areas
- e_screenshot_file_format
- Set output image file format for hires screen shots. Can be JPG or TGA
- e_screenshot_height
- used for e_panorama_screenshot to define the height of the destination image, 1500 default
- e_screenshot_map_camheight
- param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map
defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
- e_screenshot_map_center_x
- param for the centerX position of the camera, see e_screenshot_map
defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
- e_screenshot_map_center_y
- param for the centerX position of the camera, see e_screenshot_map
defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
- e_screenshot_map_size_x
- param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
- e_screenshot_map_size_y
- param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
- e_screenshot_min_slices
- used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- e_screenshot_quality
- used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- e_screenshot_width
- used for e_panorama_screenshot to define the width of the destination image, 2000 default
- e_shadows
- Activates drawing of shadows
- e_shadows_cast_view_dist_ratio
- View dist ratio for shadow maps
- e_shadows_clouds
- Cloud shadows
- e_shadows_debug
- 0=off, 2=visualize shadow maps on the screen
- e_shadows_from_terrain_in_all_lods
- Enable shadows from terrain
- e_shadows_frustums
- Debug
- e_shadows_max_texture_size
- Set maximum resolution of shadow map
256(faster), 512(medium), 1024(better quality)
- e_shadows_occ_check
- Enable/disable shadow-caster test against the occlusion buffer
- e_shadows_occ_cutCaster
- Clips the caster extrusion to the zoro height.
- e_shadows_on_alpha_blended
- Enable shadows on aplhablended
- e_shadows_slope_bias
- Shadows slope bias for shadowgen
- e_shadows_water
- Enable/disable shadows on water
- e_sketch_mode
- Enables Sketch mode drawing
- e_sky_box
- Activates drawing of skybox and moving cloud layers
- e_sky_quality
- Quality of dynamic sky: 1 (very high), 2 (high).
- e_sky_type
- Type of sky used: 0 (static), 1 (dynamic).
- e_sky_update_rate
- Percentage of a full dynamic sky update calculated per frame (0..100].
- e_sleep
- Sleep X in C3DEngine::Draw
- e_stat_obj_merge
- Enable CGF sub-objects meshes merging
- e_stream_areas
- Stream content of terrain and indoor sectors
- e_stream_cgf
- Debug
- e_stream_for_physics
- Debug
- e_stream_for_visuals
- Debug
- e_sun
- Activates sun light source
- e_sun_angle_snap_dot
- Sun dir snap control
- e_sun_angle_snap_sec
- Sun dir snap control
- e_sun_clipplane_range
- Max range for sun shadowmap frustum
- e_terrain
- Activates drawing of terrain ground
- e_terrain_ao
- Activate deferred terrain ambient occlusion
- e_terrain_bboxes
- Show terrain nodes bboxes
- e_terrain_deformations
- Allows in-game terrain surface deformations
- e_terrain_draw_this_sector_only
- 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
- e_terrain_lm_gen_threshold
- Debug
- e_terrain_lod_ratio
- Set heightmap LOD
- e_terrain_log
- Debug
- e_terrain_normal_map
- Use terrain normal map for base pass if available
- e_terrain_occlusion_culling
- heightmap occlusion culling with time coherency 0=off, 1=on
- e_terrain_occlusion_culling_debug
- Draw sphere onevery terrain height sample
- e_terrain_occlusion_culling_max_dist
- Max length of ray (for version 1)
- e_terrain_occlusion_culling_max_steps
- Max number of tests per ray (for version 0)
- e_terrain_occlusion_culling_precision
- Density of rays
- e_terrain_occlusion_culling_precision_dist_ratio
- Controlls density of rays depending on distance to the object
- e_terrain_occlusion_culling_step_size
- Initial size of single step (in heightmap units)
- e_terrain_occlusion_culling_step_size_delta
- Step size scale on every next step (for version 1)
- e_terrain_occlusion_culling_version
- 0 - old, 1 - new
- e_terrain_texture_debug
- Debug
- e_terrain_texture_lod_ratio
- Adjust terrain base texture resolution on distance
- e_terrain_texture_streaming_debug
- Debug
- e_time_of_day
- Current Time of Day
- e_time_of_day_speed
- Time of Day change speed
- e_time_smoothing
- 0=no smoothing, 1=smoothing
- e_timedemo_frames
- Will quit appication in X number of frames, r_DisplayInfo must be also enabled
- e_timer_debug
- Timer debug
- e_vegetation
- Activates drawing of distributed objects like trees
- e_vegetation_alpha_blend
- Allow alpha blending for vegetations
- e_vegetation_bending
- Debug
- e_vegetation_mem_sort_test
- Debug
- e_vegetation_min_size
- Minimal size of static object, smaller objects will be not rendered
- e_vegetation_node_level
- Debug
- e_vegetation_sphericalskinning
- Activates vegetation spherical skinning support
- e_vegetation_sprites
- Activates drawing of sprites instead of distributed objects at far distance
- e_vegetation_sprites_distance_custom_ratio_min
- Clamps SpriteDistRatio setting in vegetation properties
- e_vegetation_sprites_distance_ratio
- Allows changing distance on what vegetation switch into sprite
- e_vegetation_sprites_min_distance
- Sets minimal distance when distributed object can be replaced with sprite
- e_vegetation_static_instancing
- Enable 3dengine side static instancing
- e_vegetation_use_terrain_color
- Allow blend with terrain color for vegetations
- e_vegetation_wind
- Activates vegetation with wind support
- e_view_dist_custom_ratio
- View distance ratio for special marked objects (Players,AI,Vehicles)
- e_view_dist_min
- Min distance on what far objects will be culled out
- e_view_dist_ratio
- View distance ratio for objects
- e_view_dist_ratio_detail
- View distance ratio for detail objects
- e_view_dist_ratio_vegetation
- View distance ratio for vegetation
- e_volobj_shadow_strength
- Self shadow intensity of volume objects [0..1].
- e_voxel
- Render voxels
- e_voxel_ao_radius
- Ambient occlusion test range in units
- e_voxel_ao_scale
- Ambient occlusion amount
- e_voxel_build
- Regenerate voxel world
- e_voxel_debug
- Draw voxel debug info
- e_voxel_fill_mode
- Use create brush as fill brush
- e_voxel_lods_num
- Generate LODs for voxels
- e_voxel_make_physics
- Physicalize geometry
- e_voxel_make_shadows
- Calculate per vertex shadows
- e_voxel_rasterize_selected_brush
- Debug
- e_water_ocean
- Activates drawing of ocean
- e_water_ocean_bottom
- Activates drawing bottom of ocean
- e_water_ocean_fft
- Activates fft based ocean
- e_water_ocean_soft_particles
- Enables ocean soft particles
- e_water_tesselation_amount
- Set tesselation amount
- e_water_tesselation_swath_width
- Set the swath width for the boustrophedonic mesh stripping
- e_water_volumes
- Activates drawing of water volumes
- e_water_waves
- Activates drawing of water waves
- e_water_waves_tesselation_amount
- Sets water waves tesselation amount
- e_wind
- Debug
- e_wind_areas
- Debug
eqp :
- eqp_DumpPacks
- WIP
es :
- es_activateEntity
- Activates an entity
- es_bboxes
- Toggles entity bounding boxes.
Usage: es_bboxes [0/1] Default is 0 (off). Set to 1 to display bounding boxes.
- es_CharZOffsetSpeed
- sets the character Z-offset change speed (in m/s), used for IK
- es_compile_area_grid
- Trigger a recompile of the area grid
- es_deactivateEntity
- Deactivates an entity
- es_DebrisLifetimeScale
- Usage: es_DebrisLifetimeScale 1.0
- es_debug
- Enable entity debugging info
Usage: es_debug [0/1] Default is 0 (on).
- es_debug_not_seen_timeout
- if true, log messages when entities undergo not seen timeout
- es_DebugEvents
- Enables logging of entity events
- es_DebugFindEntity
- WIP
- es_DebugTimers
- This is for profiling and debugging (for game coders and level designer)
By enabling this you get a lot of console printouts that show all entities that receive OnTimer events - it's good to minimize the call count. Certain entities might require this feature and using less active entities can often be defined by the level designer. Usage: es_DebugTimers 0/1
- es_DrawAreaGrid
- Enables drawing of Area Grid
- es_DrawAreas
- Enables drawing of Areas
- es_dump_entities
- Dumps current entities and their states!
- es_dump_entity_classes_in_use
- Dumps all used entity classes
- es_enable_full_script_save
- Enable (experimental) full script save functionality
- es_FarPhysTimeout
- Timeout for faraway physics forceful deactivation
- es_helpers
- Toggles helpers.
Usage: es_helpers [0/1] Default is 0 (off). Set to 1 to display entity helpers.
- es_HitCharacters
- specifies whether alive characters are affected by bullet hits (0 or 1)
- es_HitDeadBodies
- specifies whether dead bodies are affected by bullet hits (0 or 1)
- es_ImpulseScale
- Usage: es_ImpulseScale 0.0
- es_log_collisions
- Enables collision events logging
- es_MaxImpulseAdjMass
- Usage: es_MaxImpulseAdjMass 2000.0
- es_MaxPhysDist
- Physical entities farther from the camera than this are forcefully deactivated
- es_MaxPhysDistInvisible
- Invisible physical entities farther from the camera than this are forcefully deactivated
- es_MinImpulseVel
- Usage: es_MinImpulseVel 0.0
- es_not_seen_timeout
- number of seconds after which to cleanup temporary render buffers in entity
- es_OnDemandPhysics
- Usage: es_OnDemandPhysics [0/1]
Default is 1 (on).
- es_profileentities
- Usage: 1,2,3
Default is 0 (off).
- es_removeEntity
- Removes an entity
- es_sortupdatesbyclass
- Sort entity updates by class (possible optimization)
- es_SplashThreshold
- minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
- es_SplashTimeout
- minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
- es_UpdateAI
- Toggles updating of AI entities.
Usage: es_UpdateAI [0/1] Default is 1 (on). Set to 0 to prevent AI entities from updating.
- es_UpdateCollision
- Toggles updating of entity collisions.
Usage: es_UpdateCollision [0/1] Default is 1 (on). Set to 0 to disable entity collision updating.
- es_UpdateCollisionScript
- Usage: es_UpdateCollisionScript [0/1]
Default is 1 (on).
- es_UpdateContainer
- Usage: es_UpdateContainer [0/1]
Default is 1 (on).
- es_UpdateEntities
- Toggles entity updating.
Usage: es_UpdateEntities [0/1] Default is 1 (on). Set to 0 to prevent all entities from updating.
- es_UpdatePhysics
- Toggles updating of entity physics.
Usage: es_UpdatePhysics [0/1] Default is 1 (on). Set to 0 to prevent entity physics from updating.
- es_UpdateScript
- Usage:
Default is 1 (on).
- es_UpdateTimer
- Usage: es_UpdateTimer [0/1]
Default is 1 (on).
- es_UsePhysVisibilityChecks
- Activates physics quality degradation and forceful sleeping for invisible and faraway entities
- es_VisCheckForUpdate
- Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).
fg :
- fg_abortOnLoadError
- Abort on load error of flowgraphs
2:abort, 1:dialog, 0:log only
- fg_InspectAction
- Inspects the specified AIAction graph
- fg_InspectEntity
- Inspects the specified Entity graph
- fg_Inspector
- Toggles FlowGraph System DefaultInspector.
Usage: fg_Inspector [0/1] Default is 0 (off).
- fg_inspectorLog
- Log inspector on console.
- fg_noDebugText
- Don't show debug text [0/1]
Default is 0 (show debug text).
- fg_profile
- Flow graph profiling enable/disable
- fg_SystemEnable
- Toggles FlowGraph System Updates.
Usage: fg_SystemEnable [0/1] Default is 1 (on).
fixed :
- fixed_time_step
- Game updated with this fixed frame time
g :
- g_aimdebug
- Enable/disable debug drawing for aiming direction
- g_AiSuitArmorModeHealthRegenTime
- Modify suit health recharge for AI in armor mode.
- g_AiSuitEnergyRechargeTime
- Modify suit energy recharge for AI.
- g_AiSuitHealthRegenTime
- Modify suit health recharge for AI.
- g_AiSuitStrengthMeleeMult
- Modify AI strength mode melee damage relative to player damage.
- g_alienPhysicsAnimRatio
- WIP
- g_autoteambalance
- Enables auto team balance.
- g_avmine_limit
- Max avmines a player can place (recycled above this value)
- g_battleDust_debug
- 0: off, 1: text, 2: text+gfx
- g_battleDust_effect
- Sets the effect to use for battledust
- g_battleDust_enable
- Enable/Disable battledust
- g_battleDust_reload
- Reload the battle dust parameters xml
- g_battleRange
- sets the battle range in meters
- g_blood
- Toggle blood effects
- g_breakage_particles_limit
- Imposes a limit on particles generated during 2d surfaces breaking
- g_breakagelog
- Log break events
- g_breakImpulseScale
- How big do explosions need to be to break things?
- g_breaktimeoutframes
- WIP
- g_buddyMessagesIngame
- Output incoming buddy messages in chat while playing game.
- g_claymore_limit
- Max claymores a player can place (recycled above this value)
- g_combatFadeTime
- sets the battle fade time in seconds
- g_combatFadeTimeDelay
- waiting time before the battle starts fading out, in seconds
- g_cutsceneSkipDelay
- Skip Delay for Cutscenes.
- g_debug_fscommand
- Print incoming fscommands to console
- g_debugaimlook
- Debug aim/look direction
- g_debugCollisionDamage
- Log collision damage
- g_debugDirectMPMenu
- Jump directly to MP menu on application start.
- g_debugHits
- Log hits
- g_debugMines
- Enable debug output for mines and claymores
- g_debugNetPlayerInput
- Show some debug for player input
- g_detachCamera
- Detach camera
- g_difficultyHintSystem
- Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)
- g_difficultyLevel
- Difficulty level
- g_difficultyRadius
- Radius in which player needs to die to display lower difficulty level hint.
- g_difficultyRadiusThreshold
- Number of times player has to die within radius to trigger difficulty hint.
- g_difficultySaveThreshold
- Number of times player has to die with same savegame active to trigger difficulty hint.
- g_displayIgnoreList
- Display ignore list in chat tab.
- g_dof_averageAdjustSpeed
- Speed that the average between min and max can be approached. Default = 20
- g_dof_distAppart
- Minimum distance that max and min can be apart. Default = 10
- g_dof_ironsight
- Enable ironsight dof. Default = 1
- g_dof_maxAdjustSpeed
- Speed that DoF can adjust the max value with. Default = 200
- g_dof_maxHitScale
- Scale of ray hit distance which Max tries to approach. Default = 2.0f
- g_dof_minAdjustSpeed
- Speed that DoF can adjust the min value with. Default = 100
- g_dof_minHitScale
- Scale of ray hit distance which Min tries to approach. Default = 0.25
- g_dof_sampleAngle
- Sample angle in degrees. Default = 5
- g_dofset_limitScale
- Scale Dof_FocusLimit param when it gets set Default = 9
- g_dofset_maxScale
- Scale Dof_FocusMax param when it gets set Default = 3
- g_dofset_minScale
- Scale Dof_FocusMin param when it gets set Default = 1
- g_dump_stats
- WIP
- g_ec_enable
- Enable/Disable explosion culling of small objects. Default = 1
- g_ec_extent
- Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
- g_ec_radiusScale
- Explosion culling scale to apply to explosion radius for object query.
- g_ec_removeThreshold
- At how many items in exploding area will it start removing items.
- g_ec_volume
- Explosion culling volume which needs to be exceed for objects to not be culled.
- g_emp_nanosuit_downtime
- Time that the nanosuit is deactivated after leaving the EMP field.
- g_emp_style
- WIP
- g_enableAlternateIronSight
- Enable/Disable alternate ironsight mode
- g_enableFriendlyFallAndPlay
- Enables fall&play feedback for friendly actors.
- g_enableIdleCheck
- WIP
- g_enableitems
- Enable/disable the item system
- g_enableloadingscreen
- Enable/disable the loading screen
- g_enableMPStealthOMeter
- Enables the stealth-o-meter to detect enemies in MP matches.
- g_enableSpeedLean
- Enables player-controlled curve leaning in speed mode.
- g_enableTracers
- Enable/Disable tracers.
- g_energy_scale_income
- Scales incoming energy.
- g_energy_scale_price
- Scales energy prices.
- g_fallAndPlayThreshold
- Minimum damage for fall and play.
- g_fraglead
- Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.
- g_fraglimit
- Number of frags before a round restarts. Default is 0, 0 means no frag-limit.
- g_friendlyfireratio
- Sets friendly damage ratio.
- g_frostDecay
- Frost decay speed when freezing actors
- g_godMode
- God Mode
- g_goForceFastUpdate
- GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
- g_grabLog
- verbosity for grab logging (0-2)
- g_groundeffectsdebug
- Enable/disable logging for GroundEffects
- g_joint_breaking
- Toggles jointed objects breaking
- g_language
- WIP
- g_loadMod
- WIP
- g_localPacketRate
- Packet rate locally on faked network connection
- g_meleeWhileSprinting
- Enables option to melee while sprinting, using left mouse button.
- g_minplayerlimit
- Minimum number of players to start a match.
- g_minteamlimit
- Minimum number of players in each team to start a match.
- g_MPDeathCam
- Enables / disables the MP death camera (shows the killer's location)
- g_mpSpeedRechargeDelay
- Toggles delay when sprinting below 20% energy.
- g_nextlevel
- Switch to next level in rotation or restart current one.
- g_playerFallAndPlay
- When enabled, the player doesn't die from direct damage, but goes to fall and play.
- g_playerHealthValue
- Maximum player health.
- g_playerInteractorRadius
- Maximum radius at which player can interact with other entities
- g_playerLowHealthThreshold
- The player health threshold when the low health effect kicks in.
- g_playerRespawns
- Sets the player lives.
- g_playerSuitArmorModeHealthRegenTime
- Modify suit health recharge for Player in armor mode.
- g_playerSuitArmorModeHealthRegenTimeMoving
- Modify suit health recharge for Player moving in armor mode.
- g_playerSuitEnergyRechargeDelay
- Delay of energy recharge after the player has been hit.
- g_playerSuitEnergyRechargeTime
- Modify suit energy recharge for Player.
- g_playerSuitEnergyRechargeTimeArmor
- Modify suit energy recharge for Player in singleplayer in armor mode.
- g_playerSuitEnergyRechargeTimeArmorMoving
- Modify suit energy recharge for Player in singleplayer in armor mode while moving.
- g_playerSuitEnergyRechargeTimeMultiplayer
- Modify suit energy recharge for Player in multiplayer.
- g_playerSuitHealthRegenDelay
- Delay of health regeneration after the player has been hit.
- g_playerSuitHealthRegenTime
- Modify suit health recharge for Player.
- g_playerSuitHealthRegenTimeMoving
- Modify suit health recharge for moving Player.
- g_pp_scale_income
- Scales incoming PP.
- g_pp_scale_price
- Scales PP prices.
- g_preroundtime
- Frozen time before round starts. Default is 8, 0 Disables freeze time.
- g_procedural_breaking
- Toggles procedural mesh breaking (except explosion-breaking)
- g_proneAimAngleRestrict_Enable
- Test fix for matching aim restrictions between 1st and 3rd person
- g_proneNotUsableWeapon_FixType
- Test various fixes for not selecting hurricane while prone
- g_PSTutorial_Enabled
- Enable/disable powerstruggle tutorial
- g_punishFriendlyDeaths
- The player gets punished by death when killing a friendly unit.
- g_quickGame
- Quick connect to good server.
- g_quickGame_debug
- QuickGame option
- g_quickGame_map
- QuickGame option
- g_quickGame_min_players
- QuickGame option
- g_quickGame_mode
- QuickGame option
- g_quickGame_ping1_level
- QuickGame option
- g_quickGame_ping2_level
- QuickGame option
- g_quickGame_prefer_favorites
- QuickGame option
- g_quickGame_prefer_lan
- QuickGame option
- g_quickGame_prefer_mycountry
- QuickGame option
- g_quickGameStop
- Cancel quick game search.
- g_radialBlur
- Radial blur on explosions. Default = 1, 0 to disable
- g_ragdollDistance
- distance in meters that the player has to be away from the ragdoll before it can disappear
- g_ragdollMinTime
- minimum time in seconds that a ragdoll will be visible
- g_ragdollPollTime
- time in seconds where 'unseen' polling is done
- g_ragdollUnseenTime
- time in seconds that the player has to look away from the ragdoll before it disappears
- g_reloadGameRules
- Reload GameRules script
- g_resetActionmapOnStart
- Resets Keyboard mapping on application start.
- g_revivetime
- Revive wave timer.
- g_roundlimit
- Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
- g_roundtime
- Duration of a round (in minutes). Default is 0, 0 means no time-limit.
- g_show_laptop_status
- Show laptop status
- g_show_laptop_status_test
- Show fake laptop status for testing
- g_showIdleStats
- WIP
- g_showUpdateState
- Show the game object update state of any activated entities; 3-4 -- AI objects only
- g_skipIntro
- Skip all the intro videos.
- g_spectate_TeamOnly
- If true, you can only spectate players on your team
- g_spectatorcollisions
- If set, spectator camera will not be able to pass through buildings
- g_stanceTransitionSpeed
- Set speed of camera transition from stance to stance
- g_startFirstTime
- 1 before the game was started first time ever.
- g_suddendeathtime
- Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.
- g_suitArmorHealthValue
- This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and
- g_suitCloakEnergyDrainAdjuster
- Multiplier for energy reduction in cloak mode.
- g_suitRecoilEnergyCost
- Subtracted energy when weapon is fired in strength mode.
- g_suitSpeedEnergyConsumption
- Energy reduction in speed mode per second.
- g_suitSpeedEnergyConsumptionMultiplayer
- Energy reduction in speed mode per second in multiplayer.
- g_suitSpeedMult
- Modify speed mode effect.
- g_suitSpeedMultMultiplayer
- Modify speed mode effect for Multiplayer.
- g_teamlock
- Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.
- g_tentacle_joint_limit
- forces specific tentacle limits; used for tweaking
- g_timelimit
- Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.
- g_tk_punish
- Turns on punishment for team kills
- g_tk_punish_limit
- Number of team kills user will be banned for
- g_tree_cut_reuse_dist
- Maximum distance from a previously made cut that allows reusing
- g_trooperBankingMultiplier
- Trooper banking multiplier coeff (0..x)
- g_trooperProneMinDistance
- Distance to move for trooper to switch to prone stance
- g_trooperTentacleAnimBlend
- Trooper tentacle physic_anim blend (0..1) - overrides the physic_blend AG parameter when it's not 0
- g_useProfile
- Don't save anything to or load anything from profile.
- g_VisibilityTimeout
- Adds visibility timeout to IsProbablyVisible() calculations
- g_VisibilityTimeoutTime
- Visibility timeout time used by IsProbablyVisible() calculations
- g_walkMultiplier
- Modify movement speed
gamedata :
- gamedata_playback
- WIP
- gamedata_record
- WIP
- gamedata_stop_record_or_playback
- WIP
gpu :
- gpu_particle_physics
- Enable GPU physics if available (0=off / 1=enabled).
gt :
- gt_debug
- Debug Game Tokens
- gt_show
- Show Game Tokens with values started from specified parameter
h :
- h_drawSlippers
- Red ball when tentacle is lifted, green when on ground
- h_turnSpeed
- WIP
- h_useIK
- Hunter uses always IK
hit :
- hit_assistMultiplayerEnabled
- Enable/disable minimum damage hit assistance in multiplayer games
- hit_assistSingleplayerEnabled
- Enable/disable minimum damage hit assistance
hr :
- hr_dotAngle
- max angle for FOV change
- hr_fovAmt
- goal FOV when hit
- hr_fovTime
- fov time
- hr_rotateFactor
- rotate factor
- hr_rotateTime
- rotate time
http :
- http_password
- WIP
- http_startserver
- Starts an HTTP server
- http_stopserver
- Stops an HTTP server
hud :
- hud_alienInterferenceStrength
- Scales alien interference effect strength.
- hud_aspectCorrection
- Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse
- hud_attachBoughEquipment
- Attach equipment in PS equipment packs to the last bought/selected weapon.
- hud_binocsScanningWidth
- Defines the width/height in which the binocular raycasts are offset from the center to scan objects.
- hud_chDamageIndicator
- Switch crosshair-damage indicator... (1 on, 0 off)
- hud_colorLine
- HUD line color.
- hud_colorOver
- HUD hovered color.
- hud_colorText
- HUD text color.
- hud_crosshair
- Select the crosshair (1-8)
- hud_crosshair_enable
- Toggles singleplayer crosshair visibility.
- hud_ctrl_Coeff_X
- Analog controller X rotation scale
- hud_ctrl_Coeff_Z
- Analog controller Z rotation scale
- hud_ctrl_Curve_X
- Analog controller X rotation curve
- hud_ctrl_Curve_Z
- Analog controller Z rotation curve
- hud_ctrlZoomMode
- Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release
- hud_enableAlienInterference
- Switched the alien interference effect.
- hud_faderDebug
- Show Debug Information for FullScreen Faders.
- hud_godFadeTime
- sets the fade time of the god mode message
- hud_mpNamesDuration
- MP names will fade after this duration.
- hud_mpNamesFarDistance
- MP names will be fully invisible when farther than this.
- hud_mpNamesNearDistance
- MP names will be fully visible when nearer than this.
- hud_nightVisionConsumption
- Scales the energy consumption of the night vision.
- hud_nightVisionRecharge
- Scales the energy recharge of the night vision.
- hud_onScreenFarDistance
- On screen icons won't scale anymore, when farther than this.
- hud_onScreenFarSize
- On screen icon size when farthest.
- hud_onScreenNearDistance
- On screen icons won't scale anymore, when nearer than this.
- hud_onScreenNearSize
- On screen icon size when nearest.
- hud_panoramicHeight
- Set screen border for 'cinematic view' in percent.
- hud_radarBackground
- Switches the miniMap-background for the radar.
- hud_radarJammingEffectScale
- Scales the intensity of the radar jamming effect.
- hud_radarJammingThreshold
- Threshold to disable the radar (independent from effect).
- hud_radarScanningDelay
- Defines the delay in seconds the binoculars take to scan an object.
- hud_showAllObjectives
- Show all on screen objectives, not only the active one.
- hud_showBigVehicleReload
- Enables an additional reload bar around the crosshair in big vehicles.
- hud_startPaused
- The game starts paused, waiting for user input.
- hud_subtitles
- Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly
- hud_subtitlesDebug
- Debug subtitles
- hud_subtitlesFontSize
- FontSize for Subtitles.
- hud_subtitlesHeight
- Height of Subtitles in Percent. Normally same as hud_PanoramicHeight
- hud_subtitlesQueueCount
- Maximum amount of subtitles in Update Queue
- hud_subtitlesRenderMode
- Subtitle RenderMode. 0==Flash, 1=3DEngine
- hud_subtitlesShowCharName
- Show Character talking along with Subtitle
- hud_subtitlesVisibleCount
- Maximum amount of subtitles in Visible Queue
- hud_voicemode
- Usage of the voice when switching of Nanosuit mode.
i :
- i_auto_turret_target
- Enables/Disables auto turrets aquiring targets.
- i_auto_turret_target_tacshells
- Enables/Disables auto turrets aquiring TAC shells as targets
- i_debug_mp_flowgraph
- Displays info on the MP flowgraph node
- i_debug_projectiles
- Displays info about projectile status, where available.
- i_debug_sounds
- Enable item sound debugging
- i_debug_turrets
- Enable GunTurret debugging.
Values: 0: off1: basics 2: prediction 3: sweeping 4: searching 5: deviation
- i_debug_zoom_mods
- Use zoom mode spread/recoil mods
- i_debuggun_1
- Command to execute on primary DebugGun fire
- i_debuggun_2
- Command to execute on secondary DebugGun fire
- i_giveallitems
- Gives all available items to the player!
- i_givedebugitems
- Gives special debug items to the player!
- i_giveitem
- Gives specified item to the player!
- i_iceeffects
- Enable/Disable specific weapon effects for ice environments
- i_lighteffects
- Enable/Disable lights spawned during item effects.
- i_lying_item_limit
- Max number of items lying around in a level. Only works in multiplayer.
- i_noweaponlimit
- Player can carry all weapons he wants
- i_offset_front
- Item position front offset
- i_offset_right
- Item position right offset
- i_offset_up
- Item position up offset
- i_particleeffects
- Enable/Disable particles spawned during item effects.
- i_precache
- Enables precaching of items during level loading.
- i_rejecteffects
- Enable/Disable ammo reject effects during weapon firing.
- i_reload
- Reloads item XML scripts (weapons, etc).
- i_soundeffects
- Enable/Disable playing item sound effects.
- i_staticfiresounds
- Enable/Disable static fire sounds. Static sounds are not unloaded when idle.
- i_unlimitedammo
- unlimited ammo
int :
- int_moveZoomTime
- Number of seconds it takes to zoom out when moving. Default = 0.2
- int_zoomAmount
- Maximum zoom, between 0.0 and 1.0. Default = .75
- int_zoomInTime
- Number of seconds it takes to zoom in. Default = 5.0
- int_zoomOutTime
- Number of seconds it takes to zoom out when you stop firing. Default = 0.5
join :
- join_game
- Enter the current ongoing game.
log :
- log_FileVerbosity
- defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used)
0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments
- log_IncludeTime
- Toggles time stamping of log entries.
Usage: log_IncludeTime [0/1/2/3/4]
0=off (default) 1=current time 2=relative time 3=current+relative time 4=absolute time in seconds since this mode was started
- log_Verbosity
- defines the verbosity level for console log messages (use log_FileVerbosity for file logging)
0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments
login :
- login_profile
- Log in as to CryNetwork using email, profile and password as arguments
lua :
- lua_debugger
- Enables the script debugger.
1 to trigger on breakpoints and errors 2 to only trigger on errors Usage: lua_debugger [0/1/2]
- lua_debugger_show
- WIP
- lua_dump_state
- WIP
- lua_stackonmalloc
- WIP
- lua_StopOnError
- Stops on error.
max :
- max_time_step
- Game systems clamped to this frame time
mfx :
- mfx_Debug
- Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both
- mfx_Enable
- Enables MaterialEffects.
- mfx_EnableFGEffects
- Enabled Flowgraph based Material effects. Default: On
- mfx_ParticleImpactThresh
- Impact threshold for particle effects. Default: 2.0
- mfx_pfx_maxDist
- Max dist (how far away before scale is clamped)
- mfx_pfx_maxScale
- Max scale (when particle is far)
- mfx_pfx_minScale
- Min scale (when particle is close)
- mfx_RaisedSoundImpactThresh
- Impact threshold for sound effects if we're rolling. Default: 3.5
- mfx_Reload
- Reload MFX Spreadsheet
- mfx_ReloadFGEffects
- Reload MaterialEffect's FlowGraphs
- mfx_SerializeFGEffects
- Serialize Flowgraph based effects. Default: On
- mfx_SoundImpactThresh
- Impact threshold for sound effects. Default: 1.5
- mfx_Timeout
- Timeout (in seconds) to avoid playing effects too often
net :
- net_backofftimeout
- Maximum time to allow a remote machine to stall for before disconnecting
- net_bw_aggressiveness
- Balances TCP friendlyness versus prioritization of game traffic
- net_channelstats
- Display bandwidth statistics per-channel
- net_check_for_patch
- Check whether a patch is available for download
- net_connectivity_detection_interval
- WIP
- net_defaultChannelBitRateDesired
- WIP
- net_defaultChannelBitRateToleranceHigh
- WIP
- net_defaultChannelBitRateToleranceLow
- WIP
- net_defaultChannelIdlePacketRateDesired
- WIP
- net_defaultChannelPacketRateDesired
- WIP
- net_defaultChannelPacketRateToleranceHigh
- WIP
- net_defaultChannelPacketRateToleranceLow
- WIP
- net_disconnect_on_rmi_error
- Disconnect remote connections on script exceptions during RMI calls
- net_download_patch
- If patch available, starts it downloading
- net_dump_object_state
- WIP
- net_enable_tfrc
- WIP
- net_enable_voice_chat
- WIP
- net_highlatencythreshold
- WIP
- net_highlatencytimelimit
- WIP
- net_inactivitytimeout
- Set's how many seconds without receiving a packet a connection will stay alive for (can only be set on server)
- net_input_dump
- write net_input_trace output to a file (netinput.log)
- net_input_trace
- trace an entities input processing to assist finding sync errors
- net_install_patch
- Quits Crysis and installs a downloaded patch
- net_lan_scanport_first
- Starting port for LAN games scanning
- net_lan_scanport_num
- Num ports for LAN games scanning
- net_lanbrowser
- enable lan games browser
- net_log
- Logging level of network system
- net_log_remote_methods
- Log remote method invocations
- net_next_map
- Notify clients of the next map to play
- net_pb_cl_enable
- Sets PunkBuster client enabled state
- net_pb_sv_enable
- Sets PunkBuster server enabled state
- net_phys_debug
- WIP
- net_phys_lagsmooth
- WIP
- net_phys_pingsmooth
- WIP
- net_rtt_convergence_factor
- WIP
- net_scheduler_debug
- Show scheduler debugger for some channel
- net_set_cdkey
- WIP
- net_stats_login
- Login for reporting stats on dedicated server
- net_stats_pass
- Password for reporting stats on dedicated server
- net_voice_lead_packets
- WIP
- net_voice_proximity
- WIP
- net_voice_trail_packets
- WIP
No Prefix :
- ban
- Bans player for 30 minutes from server.
- Bind
- WIP
- connect
- Start a client and connect to a server
- ConsoleHide
- WIP
- ConsoleShow
- WIP
- demo
- Plays a time demo from file.
Usage: demo demoname
- disconnect
- Stop a game (or a client or a server)
- DumpCommandsVars
- This console command dumps all console variables and commands to disk
DumpCommandsVars [prefix]
- dumpitem
- My help message here
- dumpnt
- Dump ItemString table.
- dumpss
- test synched storage.
- exec
- executes a batch file of console commands
- ExitOnQuit
- WIP
- freeze
- Freezes player
- goto
- Sets current player position.
- gotoe
- Sets current player position.
- kick
- Kicks player from game
- kickid
- Kicks player from game
- kill
- Kills the player.
- lastinv
- Selects last inventory item used.
- load
- Load game
- loadactionmap
- Loads a key configuration file
- LoadConfig
- Load .cfg file from disk (from the Game/Config directory)
e.g. LoadConfig lowspec.cfg Usage: LoadConfig
- loadLastSave
- Loads the last savegame if available.
- login
- Log in as to CryNetwork using nickname and password as arguments
- map
- Load a map
- MemInfo
- Display memory information by modules
- MemStats
- 0/x=refresh rate in milliseconds
Use 1000 to switch on and 0 to switch off Usage: MemStats [0..]
- MemStatsMaxDepth
- WIP
- MemStatsThreshold
- WIP
- name
- Sets player name.
- play
- Play back a recorded game
- preloadforstats
- Preload multiplayer assets for memory statistics.
- profile
- Enable profiling.
Usage: profile # Where # sets the profiling to: 0: Profiling off 1: Self Time 2: Hierarchical Time 3: Extended Self Time 4: Extended Hierarchical Time 5: Peaks Time 6: Subsystem Info 7: Calls Numbers 8: Standard Deviation -1: Profiling enabled, but not displayed Default is 0 (off).
- quit
- Quits the game
- record
- Starts recording of a time demo.
Usage: record demoname File 'demoname.tmd' will be created.
- ReloadDialogData
- WIP
- restartgame
- Restarts Crysis completely.
- save
- Save game
- SaveLevelStats
- Calling this command creates multiple XML files with level statistics.
The data includes file usage, dependencies, size in more/disk. The files can be loaded in Excel.
- Screenshot
- Create a screenshot with annotation
e.g. Screenshot beach scene with shark Usage: Screenshot
- spectator
- Sets the player as a spectator.
- startKickVoting
- Initiate voting.
- startNextMapVoting
- Initiate voting.
- status
- Shows connection status
- stopdemo
- Stop playing a time demo.
- stoprecording
- Stops recording of a time demo.
Usage: stoprecording File 'demoname.?' will be saved.
- team
- Sets player team.
- unload
- Unload current map
- viewnote
- View Note
- vote
- Vote on current topic.
open :
- open_url
- WIP
p :
- p_accuracy_LCPCG
- Desired accuracy of LCP CG solver (velocity-related, m/s)
- p_accuracy_LCPCG_no_improvement
- Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
- p_accuracy_MC
- Desired accuracy of microcontact solver (velocity-related, m/s)
- p_approx_caps_len
- Breakable trees are approximated with capsules of this length (0 disables approximation)
- p_break_on_validation
- Toggles break on validation error.
Usage: p_break_on_validation [0/1] Default is 0 (off). Issues DebugBreak() call in case of a physics parameter validation error.
- p_characterik
- Toggles character IK.
Usage: p_characterik [0/1] Default is 1 (on). Set to 0 to disable inverse kinematics.
- p_collision_mode
- This variable is obsolete.
- p_cull_distance
- Culling distance for physics helpers rendering
- p_damping_group_size
- Sets contacting objects group size
before group damping is used.Usage: p_damping_group_size 3 Used for internal tweaking only.
- p_debug_explosions
- Turns on explosions debug mode
- p_debug_joints
- If set, breakable objects will log tensions at the weakest spots
- p_do_step
- Steps physics system forward when in single step mode.
Usage: p_do_step 1 Default is 0 (off). Each 'p_do_step 1' instruction allows the physics system to advance a single step.
- p_draw_helpers
- Same as p_draw_helpers_num, but encoded in letters
Usage [Entity_Types]_[Helper_Types] - [t
- p_draw_helpers_num
- Toggles display of various physical helpers. The value is a bitmask:
bit 0 - show contact points bit 1 - show physical geometry bit 8 - show helpers for static objects bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls) bit 10 - show helpers for active physicalized objects bit 11 - show helpers for players bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes) bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry) Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050
- p_enforce_contacts
- This variable is obsolete.
- p_fixed_timestep
- Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
Forces fixed time step when set to 1. When set to 0, the time step is variable, based on the frame rate.
- p_fly_mode
- Toggles fly mode.
Usage: p_fly_mode [0/1]
- p_GEB_max_cells
- Specifies the cell number threshold after which GetEntitiesInBox issues a warning
- p_gravity_z
- WIP
- p_group_damping
- Toggles damping for object groups.
Usage: p_group_damping [0/1] Default is 1 (on). Used for internal tweaking only.
- p_jump_to_profile_ent
- Move the local player next to the corresponding entity in the p_profile_entities list
- p_lattice_max_iters
- Limits the number of iterations of lattice tension solver
- p_limit_simple_solver_energy
- Specifies whether the energy added by the simple solver is limited (0 or 1)
- p_list_active_objects
- WIP
- p_log_lattice_tension
- If set, breakable objects will log tensions at the weakest spots
- p_max_approx_caps
- Maximum number of capsule approximation levels for breakable trees
- p_max_contact_gap
- Sets the gap, enforced whenever possible, between
contacting physical objects.Usage: p_max_contact_gap 0.01 This variable is used for internal tweaking only.
- p_max_contact_gap_player
- Sets the safe contact gap for player collisions with
the physical environment.Usage: p_max_contact_gap_player 0.01 This variable is used for internal tweaking only.
- p_max_contact_gap_simple
- Specifies the maximum contact gap for objects that use the simple solver
- p_max_contacts
- Maximum contact number, after which contact reduction mode is activated
- p_max_debris_mass
- Broken pieces with mass
- p_max_entity_cells
- Limits the number of entity grid cells an entity can occupy
- p_max_LCPCG_contacts
- Maximum number of contacts that LCPCG solver is allowed to handle
- p_max_LCPCG_fruitless_iters
- Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
- p_max_LCPCG_iters
- Maximum number of LCP CG iterations
- p_max_LCPCG_microiters
- Limits the total number of per-contact iterations during one LCP CG iteration
(number of microiters = number of subiters * number of contacts)
- p_max_LCPCG_microiters_final
- Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
- p_max_LCPCG_subiters
- Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
- p_max_LCPCG_subiters_final
- Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
- p_max_MC_iters
- Specifies the maximum number of microcontact solver iterations
- p_max_MC_mass_ratio
- Maximum mass ratio between objects in an island that MC solver is considered safe to handle
- p_max_MC_vel
- Maximum object velocity in an island that MC solver is considered safe to handle
- p_max_object_splashes
- Specifies how many splash events one entity is allowed to generate
- p_max_plane_contacts
- Maximum number of contacts lying in one plane between two rigid bodies
(the system tries to remove the least important contacts to get to this value)
- p_max_plane_contacts_distress
- Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
- p_max_player_velocity
- Clamps players' velocities to this value
- p_max_substeps
- Limits the number of substeps allowed in variable time step mode.
Usage: p_max_substeps 5 Objects that are not allowed to perform time steps beyond some value make several substeps.
- p_max_substeps_large_group
- Limits the number of substeps large groups of objects can make
- p_max_unproj_vel
- Limits the maximum unprojection velocity request
- p_max_velocity
- Clamps physicalized objects' velocities to this value
- p_max_world_step
- Specifies the maximum step physical world can make (larger steps will be truncated)
- p_min_LCPCG_improvement
- Defines a required residual squared length improvement, in fractions of 1
- p_min_separation_speed
- Used a threshold in some places (namely, to determine when a particle
goes to rest, and a sliding condition in microcontact solver)
- p_net_angsnapmul
- Multiplier to expand the p_net_minsnapdot based on the objects angular velocity
- p_net_minsnapdist
- Minimum distance between server position and client position at which to start snapping
- p_net_minsnapdot
- Minimum quat dot product between server orientation and client orientation at which to start snapping
- p_net_smoothtime
- How much time should non-snapped positions take to synchronize completely?
- p_net_velsnapmul
- Multiplier to expand the p_net_minsnapdist based on the objects velocity
- p_num_bodies_large_group
- Group size to be used with p_max_substeps_large_group, in bodies
- p_penalty_scale
- Scales the penalty impulse for objects that use the simple solver
- p_players_can_break
- Whether living entities are allowed to break static objects with breakable joints
- p_profile_entities
- Enables per-entity time step profiling
- p_profile_functions
- Enables detailed profiling of physical environment-sampling functions
- p_prohibit_unprojection
- This variable is obsolete.
- p_ray_fadein
- Fade-in time for ray physics helpers
- p_ray_peak_time
- Rays that take longer then this (in ms) will use different color
- p_single_step_mode
- Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
Default is 0 (off). Set to 1 to switch physics system (except players) to single step mode. Each step must be explicitly requested with a 'p_do_step' instruction.
- p_skip_redundant_colldet
- Specifies whether to skip furher collision checks between two convex objects using the simple solver
when they have enough contacts between them
- p_splash_dist0
- Range start for splash event distance culling
- p_splash_dist1
- Range end for splash event distance culling
- p_splash_force0
- Minimum water hit force to generate splash events at p_splash_dist0
- p_splash_force1
- Minimum water hit force to generate splash events at p_splash_dist1
- p_splash_vel0
- Minimum water hit velocity to generate splash events at p_splash_dist0
- p_splash_vel1
- Minimum water hit velocity to generate splash events at p_splash_dist1
- p_tick_breakable
- Sets the breakable objects structure update interval
- p_time_granularity
- Sets physical time step granularity.
Usage: p_time_granularity [0..0.1] Used for internal tweaking only.
- p_unproj_vel_scale
- Requested unprojection velocity is set equal to penetration depth multiplied by this number
- p_use_distance_contacts
- Allows to use distance-based contacts (is forced off in multiplayer)
- p_use_unproj_vel
- internal solver tweak
- p_wireframe_distance
- Maximum distance at which wireframe is drawn on physics helpers
pl :
- pl_curvingSlowdownSpeedScale
- Player only slowdown speedscale when curving/leaning extremely.
- pl_debug_filter
- WIP
- pl_debug_jumping
- WIP
- pl_debug_ladders
- WIP
- pl_debug_movement
- WIP
- pl_debugFallDamage
- Enables console output of fall damage information.
- pl_fallDamage_SpeedBias
- Damage bias for medium fall speed: =1 linear,
- pl_fallDamage_SpeedFatal
- Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).
- pl_fallDamage_SpeedSafe
- Safe fall speed (in all modes, including strength jump on flat ground).
- pl_inputAccel
- Movement input acceleration
- pl_swimBackSpeedMul
- Swimming backwards speed mul.
- pl_swimBaseSpeed
- Swimming base speed.
- pl_swimJumpSpeedBaseMul
- Swimming speed normal jump velocity mul (dolphin rocket).
- pl_swimJumpSpeedCost
- Swimming speed shift+jump energy cost (dolphin rocket).
- pl_swimJumpSpeedSprintMul
- Swimming speed shift+jump velocity mul (dolphin rocket).
- pl_swimJumpStrengthBaseMul
- Swimming strength normal jump velocity mul (dolphin rocket).
- pl_swimJumpStrengthCost
- Swimming strength shift+jump energy cost (dolphin rocket).
- pl_swimJumpStrengthSprintMul
- Swimming strength shift+jump velocity mul (dolphin rocket).
- pl_swimNormalSprintSpeedMul
- Swimming Non-Speed sprint speed mul.
- pl_swimSideSpeedMul
- Swimming sideways speed mul.
- pl_swimSpeedSprintSpeedMul
- Swimming Speed sprint speed mul.
- pl_swimUpSprintSpeedMul
- Swimming sprint while looking up (dolphin rocket).
- pl_swimVertSpeedMul
- Swimming vertical speed mul.
- pl_zeroGAimResponsiveness
- ZeroG aim responsiveness vs. inertia (default is 8.0).
- pl_zeroGBaseSpeed
- Maximum player speed request limit for zeroG.
- pl_zeroGDashEnergyConsumption
- Percentage consumed when doing a dash in ZeroG.
- pl_zeroGEnableGBoots
- Switch G-Boots action on/off (if button assigned).
- pl_zeroGEnableGyroFade
- Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).
- pl_zeroGFloatDuration
- Floating duration until full stop (after stopped thrusting).
- pl_zeroGGyroFadeAngleInner
- ZeroG gyro inner angle (default is 20).
- pl_zeroGGyroFadeAngleOuter
- ZeroG gyro outer angle (default is 60).
- pl_zeroGGyroFadeExp
- ZeroG gyro angle bias (default is 2.0).
- pl_zeroGGyroStrength
- ZeroG gyro strength (default is 1.0).
- pl_zeroGParticleTrail
- Enable particle trail when in zerog.
- pl_zeroGSpeedMaxSpeed
- (DEPRECATED) Maximum player speed request l