Black Ops 1 Server Commands
Black Ops 1 Server Commands
To edit the game-mode after you've started open the console and enter; "/g_gamet
ype xxxxx"
Profit :3
Maps:
Code:
Map Name: Array
File Name: MP_ARRAY
Map Name: Havana
File Name: MP_CAIRO
Map Name: Launch
File Name: MP_COSMODROME
Map Name: Cracked
File Name: MP_CRACKED
Map Name: Crisis
File Name: MP_CRISIS
Map Name: Grid
File Name: MP_DUGA
Map Name: Firing Range
File Name: MP_FIRINGRANGE
Map Name: Hanoi
File Name: MP_HANOI
Map Name: Jungle
File Name: MP_HAVOC
Map Name: Summit
File Name: MP_MOUNTAIN
Map Name: Nuketown
File Name: MP_NUKED
Map Name: Radiation
File Name: MP_RADIATION
Map Name: WMD
File Name: MP_RUSSIANBASE
Map Name: Villa
File Name: MP_VILLA
Game-modes:
Code:
Game type: Free-for-All
Abbreviation: dm
Game type: Team Deathmatch
Abbreviation: tdm
Game type: Search and Destroy
Abbreviation: sd
bcmp_incoming_grenade_probability "5"
bcmp_killstreak_incoming_probability "100"
bcmp_kill_inform_probability "40"
bcmp_last_stand_delay "3"
bcmp_pain_delay ".5"
bcmp_pain_small_probability "0"
bcmp_perk_call_probability "100"
bcmp_sniper_kill_probability "20"
bcmp_toss_grenade_probability "20"
bcmp_weapon_delay "2000"
bcmp_weapon_fire_probability "80"
bcmp_weapon_fire_threat_probability "80"
bcmp_weapon_reload_probability "60"
bg_aimSpreadMoveSpeedThreshold // When player is moving faster than this speed,
the aim spread will increase
bg_blendTimeOverride // Force all player animations to have this blendtime
bg_bobMax // The maximum allowed bob amplitude
bg_disableWeaponPlantingInWater // Disables being able to plant mines in the wat
er.
bg_drawGrenadeInHand // Whether or not to draw grenade in hand for grenade anima
tions
bg_fallDamageMaxHeight // The height that a player will take maximum damage when
falling
bg_fallDamageMinHeight // The height that a player will start to take minimum da
mage if they fall
bg_foliagesnd_fastinterval // The time between each foliage sound when moving qu
ickly
bg_foliagesnd_maxspeed // The speed that a player must be going to make maximum
noise while moving through foliage
bg_foliagesnd_minspeed // The speed that a player must be going to make minimum
noise while moving through foliage
bg_foliagesnd_resetinterval // The time interval before foliage sounds are reset
after the player has stopped moving
bg_foliagesnd_slowinterval // The time between each foliage sound when moving sl
owly
bg_forceDurationOverride // Force all player animations to have this duration
bg_forceExplosiveBullets // When set, all bullet weapons will fire explosive rou
nds (Simulates Perk)
bg_freeCamClipToHeliPatch // Toggles clipping to the heli patch rectangle.
bg_gravity // Gravity in inches per second per second
bg_gunXOffset // This will offset where the bullets come out of the gun
bg_ladder_yawcap // The maximum angle that a player can look around while on a l
adder
bg_legYawCrouchTolerance // The amount the player's leg yaw can differ from his
torso before moving to match
bg_legYawProneTolerance // The amount the player's leg yaw can differ from his t
orso before moving to match while prone
bg_legYawTolerance // The amount the player's leg yaw can differ from his torso
before moving to match
bg_lowGravity // Low gravity for slow or floaty objects, in inches per second pe
r second
bg_maxGrenadeIndicatorSpeed // Maximum speed of grenade that will show up in ind
icator and can be thrown back.
bg_maxWeaponAnimScale // The amount which weapon timers can cause player animati
ons to scale their playback speed by
bg_plantInWaterDepth // Min distance a penetrated bullet must travel before it'l
l trigger the effects
bg_playStandToCrouchAnims // Whether or not to use animations to transition betw
een stand and crouch, if not it just blends
bg_proneSwingSpeed // The rate at which the player's legs swing around when turn
on
cg_hudChatPosition // Position of the HUD chat box
cg_hudDamageDirectionalIconTime // The amount of time for the damage icon to sta
y on screen after damage is taken
cg_hudDamageIconHeight // The height of the damage icon
cg_hudDamageIconInScope // Draw damage icons when aiming down the sight of a sco
ped weapon
cg_hudDamageIconOffset // The offset from the center of the damage icon
cg_hudDamageIconTime // The amount of time for the damage icon to stay on screen
after damage is taken
cg_hudDamageIconWidth // The width of the damage icon
cg_hudGrenadeIconEnabledFlash // Show the grenade indicator for flash grenades
cg_hudGrenadeIconHeight // The height of the grenade indicator icon
cg_hudGrenadeIconInScope // Show the grenade indicator when aiming down the sigh
t of a scoped weapon
cg_hudGrenadeIconMaxHeight // The minimum height difference between a player and
a grenade for the grenade to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFlash // The minimum distance that a flashbang has to b
e from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag // The minimum distance that a grenade has to be f
rom a player in order to be shown on the grenade indicator
cg_hudGrenadeIconOffset // The offset from the center of the screen for a grenad
e icon
cg_hudGrenadeIconWidth // The width of the grenade indicator icon
cg_hudGrenadeIndicatorFadeUp // Draw grenade indicator with distance fade(COD3 s
tyle)
cg_hudGrenadeIndicatorStartColor
cg_hudGrenadeIndicatorTargetColor
cg_hudGrenadePointerHeight // The height of the grenade indicator pointer
cg_hudGrenadePointerPivot // The pivot point of th grenade indicator pointer
cg_hudGrenadePointerPulseFreq // The number of times per second that the grenade
indicator flashes in Hertz
cg_hudGrenadePointerPulseMax // The maximum alpha of the grenade indicator pulse
. Values higher than 1 will cause the indicator to remain at full brightness for
longer
cg_hudGrenadePointerPulseMin // The minimum alpha of the grenade indicator pulse
. Values lower than 0 will cause the indicator to remain at full transparency fo
r longer
cg_hudGrenadePointerWidth // The width of the grenade indicator pointer
cg_hudLegacySplitscreenScale // Screen scale for hud elements in splitscreen
cg_hudLegacyStereo3DScale // Screen scale for hud elements in stereo 3D
cg_hudMapBorderWidth // The size of the full map's border, filled by the CG_PLAY
ER_FULLMAP_BORDER ownerdraw
cg_hudMapFriendlyHeight // The size of the friendly icon on the full map
cg_hudMapFriendlyWidth // The size of the friendly icon on the full map
cg_hudMapPlayerHeight // The size of the player's icon on the full map
cg_hudMapPlayerWidth // The size of the player's icon on the full map
cg_hudMapRadarLineThickness // Thickness, relative to the map width, of the rada
r texture that sweeps across the full screen map
cg_hudObjectiveTextScale "0.3"
cg_hudProneY // Virtual screen y coordinate of the prone blocked message
cg_hudSayPosition // Position of the HUD say box
cg_hudSplitscreenBannerScoreboardScale // Scale value to apply to the splitscree
n banner scoreboard
cg_hudSplitscreenCompassElementScale // Scale value to apply to compass elements
in splitscreen
cg_hudSplitscreenCompassScale // Scale value to apply to the compass in splitscr
een
cg_hudSplitscreenOffsetsUseScale // Use splitscreen scaling for element offsets
cg_hudSplitscreenScoreboardScale // Scale value to apply to the scoreboard in sp
litscreen
cg_hudSplitscreenStanceScale // Scale value to apply to the stance HUD element i
n splitscreen
cg_hudStanceFlash // The background color of the flash when the stance changes
cg_hudStanceHintPrints // Draw helpful text to say how to change stances
cg_hudVotePosition // Position of the HUD vote box
cg_infraredBlurTime // Time [in millisecs] that the infrared blur lasts.
cg_infraredHighlightOffset // Offset to the player highlight when using infrared
scope
cg_infraredHighlightScale // Scale of the player highlight when using infrared s
cope
cg_invalidCmdHintBlinkInterval // Blink rate of an invalid command hint
cg_invalidCmdHintDuration // Duration of an invalid command hint
cg_laserEndOffset // How far from the point of collision the end of the beam is.
cg_laserFlarePct // Percentage laser widens over distance from viewer.
cg_laserForceOn // Force laser sights on in all possible places (for debug purpo
ses).
cg_laserLight // Whether to draw the light emitted from a laser (not the laser i
tself)
cg_laserLightBeginOffset // How far from the true beginning of the beam the ligh
t at the beginning is.
cg_laserLightBodyTweak // Amount to add to length of beam for light when laser h
its a body (for hitboxes).
cg_laserLightEndOffset // How far from the true end of the beam the light at the
end is.
cg_laserLightRadius // The radius of the light at the far end of a laser beam
cg_laserRadius // The size (radius) of a laser beam
cg_laserRange // The maximum range of a laser beam
cg_laserRangePlayer // The maximum range of the player's laser beam
cg_lastSpectatorSelectedThirdPerson // Saves last spectator view selected
cg_mapLocationSelectionCursorSpeed // Speed of the cursor when selecting a locat
ion on the map
cg_mapLocationSelectionRotationSpeed // Rotation speed of the cursor when select
ing a location on the map
cg_marks_ents_player_only // Marks on entities from players' bullets only.
cg_mature // Show Mature Content
cg_MaxDownedPulseRate // The amount of alpha to fade per second, at most for dow
ned allies
cg_MinDownedPulseRate // The amount of alpha to fade per second, at minimum for
downed allies
cg_motionblur_duration // Sets radial motion blur duration
cg_motionblur_fadeout // Sets fade time for radial motion blur
cg_nopredict // Don't do client side prediction
cg_overheadIconSize // The maximum size to show overhead icons like 'rank'
cg_overheadNamesFarDist // The far distance at which name sizes are scaled by cg
_overheadNamesFarScale
cg_overheadNamesFarScale // The amount to scale overhead name sizes at cg_overhe
adNamesFarDist
cg_overheadNamesFont // Font for overhead names ( see menudefinition.h )
cg_overheadNamesGlow // Glow color for overhead names
cg_overheadNamesMaxDist // The maximum distance for showing friendly player name
s
cg_overheadNamesNearDist // The near distance at which names are full size
cg_overheadNamesSize // The maximum size to show overhead names
cg_overheadNamesTagUpdateInterval // How often the friendly visibility head tag
is updated for the on screen frustum check
cg_overheadRankSize // The size to show rank text
cg_playerFrustumHalfHeight // The radius used to calculate frustum target center
for a player. Used for fast "is on screen" tests
cg_playerHighlightBlinkTime // The speed (in ms) at which the player highlights
blink.
cg_playerHighlightBrightness // Brightness of highlights.
cg_playerHighlightEnemyColor // Color of enemy player highlights.
cg_playerHighlightMinFade // The minimum fade for player highlight blinking.
cg_playerHighlightTargetSize // Size of player target highlights.
cg_predictItems // Turn on client side prediction for item pickup
cg_proneFeetCollisionHull // Enables the use of the extra physics collision hull
s on the feet while prone.
cg_readTitleStorageLocally // Read title storage locally, instead of from the Xb
ox Live server
cg_retrieveHintTime // Time in milliseconds between the landing of a retrievable
object and the start of the pulse shader to hint that the object is retrievable
cg_retrieveHintTimeStuck // Time in milliseconds between the retrievable object
being stuck in an entity and the start of the pulse shader to hint that the obje
ct is retrievable
cg_rocketKillCamBackDist // Rocket kill camera: distance of camera backwards fro
m rocket.
cg_rocketKillCamUpDist // Rocket kill camera: distance of camera vertically from
rocket.
cg_scoreboardBannerHeight // Banner height of the scoreboard
cg_scoreboardFont // Scoreboard font enum ( see menudefinition.h )
cg_scoreboardHeaderFontScale // Scoreboard header font scale
cg_scoreboardHeight // Height of the scoreboard
cg_scoreboardItemHeight // Item height of each item
cg_scoreboardMyColor // The local player's font color when shown in scoreboard
cg_scoreboardPingGraph // Whether to show graphical ping
cg_scoreboardPingHeight // Height of the ping graph as a % of the scoreboard row
height
cg_scoreboardPingText // Whether to show numeric ping value
cg_scoreboardPingWidth // Width of the ping graph as a % of the scoreboard
cg_scoreboardQuarterscreenWidth // Width of the scoreboard for a quarter of the
screen splitscreen
cg_scoreboardRankFontScale // Scale of rank font
cg_scoreboardScrollStep // Scroll step amount for the scoreboard
cg_scoreboardSplitscreenWidth // Width of the scoreboard in splitscreen
cg_scoreboardTextOffset // Scoreboard text offset
cg_scoreboardWidth // Width of the scoreboard
cg_ScoresPing_BgColor // Background color of ping
cg_ScoresPing_HighColor // Color for high ping
cg_ScoresPing_Interval // Number of milliseconds each bar represents
cg_ScoresPing_LowColor // Color for low ping
cg_ScoresPing_MaxBars // Number of bars to show in ping graph
cg_ScoresPing_MedColor // Color for medium ping
cg_scriptedKillCamCloseXYDist // Scripted kill camera closest distance in front
of the bomb.
cg_scriptedKillCamCloseZDist // Scripted kill camera closest distance above the
target.
cg_scriptedKillCamFarBlur // Sets the radius of the gaussian blur used by depth
of field, in pixels at 640x480
cg_scriptedKillCamFarBlurDist // Scripted kill camera distance above the airplan
e.
cg_scriptedKillCamFarBlurStart // Scripted kill camera distance above the airpla
ne.
cg_scriptedKillCamFov // Scripted kill camera field of view.
cg_scriptedKillCamNearBlur // Sets the radius of the gaussian blur used by depth
of field, in pixels at 640x480
cg_scriptedKillCamNearBlurEnd // Scripted kill camera distance above the airplan
e.
cg_scriptedKillCamNearBlurStart // Scripted kill camera distance above the airpl
ane.
ts will appear.
compassMinRange // The minimum range from the player in world space that objects
will appear on the compass
compassObjectiveArrowHeight // The size of the objective arrow on the compass
compassObjectiveArrowOffset // The offset of the objective arrow inward from the
edge of the compass map
compassObjectiveArrowRotateDist // Distance from the corner of the compass map a
t which the objective arrow rotates to 45 degrees
compassObjectiveArrowWidth // The size of the objective arrow on the compass
compassObjectiveDetailDist // When an objective is closer than this distance (in
meters), the icon will not be drawn on the tickertape.
compassObjectiveDrawLines // Draw horizontal and vertical lines to the active ta
rget, if it is within the minimap boundries
compassObjectiveHeight // The size of the objective on the compass
compassObjectiveIconHeight // The size of the objective on the full map
compassObjectiveIconHeightZombie // The size of the objective on the full map
compassObjectiveIconWidth // The size of the objective on the full map
compassObjectiveIconWidthZombie // The size of the objective on the full map
compassObjectiveMaxHeight // The maximum height that an objective is considered
to be on this level
compassObjectiveMaxRange // The maximum range at which an objective is visible o
n the compass
compassObjectiveMinAlpha // The minimum alpha for an objective at the edge of th
e compass
compassObjectiveMinDistRange // The distance that objective transition effects p
lay over, centered on compassObjectiveNearbyDist.
compassObjectiveMinHeight // The minimum height that an objective is considered
to be on this level
compassObjectiveNearbyDist // When an objective is closer than this distance (in
meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveNumRings // The number of rings when a new objective appears
compassObjectiveRingSize // The maximum objective ring sige when a new objective
appears on the compass
compassObjectiveRingTime // The amount of time between each ring when an objecti
ve appears
compassObjectiveTextHeight // Objective text height
compassObjectiveTextScale // Scale to apply to hud objectives
compassObjectiveWidth // The size of the objective on the compass
compassPartialType // The style of compass to use 2d or 3d
compassPlayerHeight // The size of the player's icon on the compass
compassPlayerWidth // The size of the player's icon on the compass
compassRadarLineThickness // Thickness, relative to the compass size, of the rad
ar texture that sweeps across the map
compassRadarPingFadeTime // How long an enemy is visible on the compass after it
is detected by radar
compassRadarUpdateFastTime // Time between radar updates for fast update killstr
eak
compassRadarUpdateTime // Time between radar updates
compassRotation // Style of compass
compassSatellitePingFadeTime // How long an enemy is visible on the compass afte
r it is detected by Satellite
compassSatelliteScanTime // Time taken for Satellite t scans
compassSatelliteStaticImageFadeTime // How long the static image is visible on t
he compass after it is detected by Satellite
compassScaleDiff // Difference from original compass max range in world space.
compassScaleDuration // The amount of time to take scaling the compass map.
compassScaleReset // Whether to reset compassMaxRange to its default value.
compassScaleTimer // Time scaling started.
compassShowEnemies // Enables enemies showing on the compass.
compassSize // Scale the compass
compassSoundPingFadeTime // The time in seconds for the sound overlay on the com
pass to fade
compassSpectatorsSeeEnemies // Spectators always see enemies on the map.
compassStaticImageUpdateTime // Time between static image updates
compassTickertapeStretch // How far the tickertape should stretch from its cente
r.
com_animCheck // Check anim tree
com_attractmode // Run attract mode
com_attractmodeduration // Time when controller is unused before attract mode is
enabled
com_desiredMenu // Target menu to navigate to when possible
com_errorMessage
com_filter_output // Use console filters for filtering output.
com_first_time // non zero if the profile has never run the game before (only ac
curate after the iis)
com_freemoveScale // Scale how fast you move in com_freemove mode
com_introPlayed // Intro movie has been played
com_isNotice "0"
com_maxclients // Maximum amount of clients on the server
com_maxfps // Cap frames per second
com_maxFrameTime // Time slows down if a frame takes longer than this many milli
seconds
com_movieIsPlaying // Is a movie playiner.
com_startupIntroPlayed // Game startup intro movie(s) has been played
com_statmon // Draw stats monitor
com_timescale // Scale time of each frame
com_useConfig // Use configuration files
com_voip_bandwidth_restricted // Use VOIP inhibitor during high bandwidth usage
com_voip_disable_threshold // Message size at which voip becomes disabled
com_voip_resume_time // Time at which voip can resume
consoleGame "true"
consoleStatAction // The action to take if console stat fails
consoleStatCheck // The console stat check to preform. off, console id check, ex
ternal ip, internal ip
con_default_console_filter "*"
con_errormessagetime // Onscreen time for error messages in seconds
con_gameMsgWindow0FadeInTime // Time to fade in new messages in game message win
dow 0
con_gameMsgWindow0FadeOutTime // Time to fade out old messages in game message w
indow 0
con_gameMsgWindow0Filter "gamenotify obituary"
con_gameMsgWindow0LineCount // Maximum number of lines of text visible at once i
n game message window 0
con_gameMsgWindow0MsgTime // On screen time for game messages in seconds in game
message window 0
con_gameMsgWindow0ScrollTime // Time to scroll messages when the oldest message
is removed in game message window 0
con_gameMsgWindow0SplitscreenScale // Scaling of game message window 0 in splits
creen
con_gameMsgWindow1FadeInTime // Time to fade in new messages in game message win
dow 1
con_gameMsgWindow1FadeOutTime // Time to fade out old messages in game message w
indow 1
con_gameMsgWindow1Filter "boldgame"
con_gameMsgWindow1LineCount // Maximum number of lines of text visible at once i
n game message window 1
con_gameMsgWindow1MsgTime // On screen time for game messages in seconds in game
message window 1
con_gameMsgWindow1ScrollTime // Time to scroll messages when the oldest message
is removed in game message window 1
custom_custom_killstreak_1 "0"
custom_custom_killstreak_1_kills "0"
custom_custom_killstreak_2 "0"
custom_custom_killstreak_2_kills "0"
custom_custom_killstreak_3 "0"
custom_custom_killstreak_3_kills "0"
custom_custom_killstreak_mode "0"
custom_custom_perks_allow_pro "0"
custom_killstreak_1 "0"
custom_killstreak_1_kills "0"
custom_killstreak_2 "0"
custom_killstreak_2_kills "0"
custom_killstreak_3 "0"
custom_killstreak_3_kills "0"
custom_killstreak_mode // Set to 1 for no killstreaks and 2 for custom
custom_killstreak_numkills // used to communicate killstreak num from feeders
custom_koth_autodestroytime "1000"
custom_koth_kothmode "0"
custom_koth_spawntime "45"
custom_numlives "0"
custom_perks_allow_pro "0"
custom_perk_armorpiercing "40"
custom_perk_bulletpenetrationmultiplier "2"
custom_perk_damagekickreduction "0.2"
custom_perk_delayexplosivetime "0.2"
custom_perk_disarmexplosivetime "2"
custom_perk_extrabreath "5"
custom_perk_fallheightunits
custom_perk_fireproof "95"
custom_perk_flakJacket "35"
custom_perk_healthregenmultiplier "1.5"
custom_perk_interactspeedmultiplier "1.15"
custom_perk_killstreakreduction "1"
custom_perk_mantlereduction "0.5"
custom_perk_shellshockreduction "0.5"
custom_perk_speedmultiplier "1.07"
custom_perk_sprintmultiplier "2"
custom_perk_sprintrecoverymultiplier "0.6"
custom_perk_weapadsmultiplier "0.5"
custom_perk_weapmeleemultiplier "0.5"
custom_perk_weapratemultiplier "0.75"
custom_perk_weapreloadmultiplier "0.5"
custom_perk_weapspreadmultiplier "0.65"
custom_perk_weapswitchmultiplier "0.5"
custom_playerrespawndelay "0"
custom_player_laststandbleedouttime "30"
custom_player_laststandbleedouttimenorevive "100"
custom_revive_time_taken "1.15"
custom_roundlimit "1"
custom_scorelimit "30000"
custom_scr_allowannouncer "1"
custom_scr_allowbattlechatter "1"
custom_scr_bot_difficulty
custom_scr_ctf_enemycarriervisible "0"
custom_scr_ctf_idleflagreturntime "30"
custom_scr_ctf_roundswitch "1"
custom_scr_ctf_touchreturn "1"
custom_scr_custom_score_assist "-1"
custom_scr_dem_bombtimer "45"
custom_scr_dem_defusetime "5"
custom_scr_dem_extratime "3"
custom_scr_dem_planttime "5"
custom_scr_dem_roundswitch "1"
custom_scr_dm_bonus_leader "0"
custom_scr_dm_score_assist "0"
custom_scr_dm_score_death "0"
custom_scr_dm_score_headshot "0"
custom_scr_dm_score_kill "50"
custom_scr_dm_score_suicide "0"
custom_scr_dom_flagcapturetime "100"
custom_scr_game_allowkillcam "1"
custom_scr_game_forceradar "0"
custom_scr_game_hardpoints "1"
custom_scr_game_onlyheadshots "0"
custom_scr_game_perks "1"
custom_scr_game_spectatetype "1"
custom_scr_hardcore "0"
custom_scr_num_bots
custom_scr_num_bots_enemy
custom_scr_num_bots_friendly
custom_scr_player_forcerespawn "1"
custom_scr_player_healthregentime "5"
custom_scr_player_maxhealth "10000"
custom_scr_player_sprintTime "10000"
custom_scr_rcbomb_notimeout "0"
custom_scr_sab_bombtimer "30"
custom_scr_sab_defusetime "5"
custom_scr_sab_hotpotato "0"
custom_scr_sab_planttime "2.5"
custom_scr_sab_roundswitch "1"
custom_scr_sd_bombtimer "45"
custom_scr_sd_defusetime "5"
custom_scr_sd_multibomb "0"
custom_scr_sd_planttime "5"
custom_scr_sd_roundswitch "3"
custom_scr_tdm_bonus_leader "0"
custom_scr_tdm_score_death "0"
custom_scr_tdm_score_headshot "0"
custom_scr_tdm_score_kill "10000"
custom_scr_tdm_score_suicide "0"
custom_scr_team_fftype "0"
custom_scr_team_teamkillspawndelay "20"
custom_scr_vehicles_enabled "1"
custom_timelimit "0"
custom_waverespawndelay "0"
dcacheSimulateNoHDD // When turned on, simulated no HDD for caching.
ddl_verbose // Verbose DDL output.
DebugFireManager // Display fire manager cell information.
debugRenderBrushes // Render brushes
debugRenderBulletMeshes // Render bullet meshes (point to entity)
debugRenderCollisionDistance // Distance to render debug brushes and patches
debugRenderColoredPatches // Render each patch with a different color (Render Pa
tches must be on)
debugRenderEntityBrushes // Render the brushes associated with the entity you ar
e looking at
debugRenderGjkTraceGeom // Render gjk trace meshes
debugRenderMask // Mask for collision rendering
debugRenderPatches // Render patches
debugRenderStaticModelsBounds // Render the bounds of the nearby static models
debugStats // Print messages showing when persistent stats are set
debug_dogs "0"
debug_dog_anims "0"
debug_dog_anims_ent "0"
debug_dog_notetracks "0"
debug_dog_orient "0"
debug_dog_sound "0"
debug_dog_turns "0"
debug_dog_usage "1"
debug_rope // Enables the debug rendering for the ropes
debug_trace // Does a trace and draws the hit point
dec20_Enabled // enable dec20 terminal
defaultDamageDuration // default duration in milliseconds that damage should con
tinue to get delivered
defaultDamageInterval // default interval in milliseconds that damage should con
tinue to get delivered
defaultHitDamage // default initial damage delivered by getting hit by a flame b
all
defragGlassIndices // Enable glass memory defragmentation
defragGlassMemory // Enable glass memory defragmentation
demo_bookmarkEventThresholdTime // The time duration for which we want to show t
he bookmark event image in the demo timeline.
demo_bytesPerSecondMax // Max amount of bytes to send per second before throttli
ng.
demo_bytesPerSecondMin // Min amount of bytes to send per second before throttli
ng.
demo_client // Current viewing player
demo_cmdnum // The number of the command sent from console/ingame menu.
demo_controllerConfig // The number of the command sent from console/ingame menu
.
demo_debug // Debug info for the Server Snapshot Demo system
demo_defaultSegmentTag
demo_drawdebuginformation // Used to draw debug information.
demo_enabled // Used to turn the system on/off.
demo_errormessage
demo_errortitle
demo_filesizeLimit // The maximum filesize (in MB) of the demos which we support
.
demo_keyframerate // Used to specify the rate(in sec) at which we generate a key
frame during playback.
demo_packetsPerSecondMax // Max amount of packets to send per second before thro
ttling.
demo_packetsPerSecondMin // Min amount of packets to send per second before thro
ttling.
demo_pause // Used to pause a demo playback.
demo_recordBasicTraining // Used to turn the basic training recording on/off.
demo_recordingrate // Used to tweak the rate(in msec) at which we write a super
snapshot
demo_recordPrivateMatch // Used to turn the private match recording on/off.
demo_save_smp // Used to toggle threaded save for the demo system.
demo_selectedSegmentIndex // Used in the Manage Segments UI. This will be used t
o know which segment index we have selected.
demo_timescale // The rate at which we want to scale time. For slo-mo it will be
time/rate, fast mo. it will be time * rate
demo_timeScaleRate // The rate at which we want to scale time. For slo-mo it wil
l be time/rate, fast mo. it will be time * rate
demo_usefilesystem // Used to turn HDD write ON or OFF.
developer // Enable development environment
developer_script // Enable developer script comments
didyouknow "@MPTIP_MOTION_SENSOR_TIP"
disconnected_ctrls
ne explosion
dynEnt_explodeMinForce // Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale // Scale of the random offset from the center of mass fo
r explosion forces.
dynEnt_explodeUpbias // Upward bias applied to force directions from explosion h
its
dynEnt_sentientAutoActivate // This allows the player and AI to push around dyn
ents
dynEnt_spawnedLimit // The max number of extra dynents (not placed on Radiant, s
pawned from script, or destructibles)
emblem_scroll_delay_first // First repeat delay for emblem editor
emblem_scroll_delay_rest // Repeat delay for emblem editor
enableDvarWhitelist // enable dvar white-list for profile settings
enable_global_wind // enable wind effect
enable_grass_wind // enable grass wind effect
enable_moving_paths // enable moving paths
enable_new_prone_check // enable new prone check
error_menu_info
eventMessageLastFetchTime // Time in milliseconds of the last event message file
fetch operation
facepaintLodDist // Distance to stop drawing the player facepaint.
fire_audio_random_max_duration // This is the max duration in msec in between pl
ayer fire hurt sounds, a random msec from 0 to this is added to the repeat time
fire_audio_repeat_duration // The duration in msec in between player fire hurt s
ounds
fire_burn_time // the duration in ms that a burn cell will persist
fire_world_damage // the amount of damage to apply from a damage volume caused b
y world fire
fire_world_damage_duration // the number of seconds over which world fire damage
is applied
fire_world_damage_rate // the number of seconds interval over which wolrd fire d
amage is applied
fixedtime // Use a fixed time rate for each frame
flameVar_editingFlameTable "none"
flameVar_lastFlameTable "none"
flame_config_valid // Internal use only
flame_debug_render // Turn on/off Flamethrower debug rendering
flame_kick_offset // Origin offset for flamethrower view model while firing.
flame_kick_recover_speed // Speed at which the flamethrower view model transitio
ns back from flame_kick_offset.
flame_kick_speed // Speed at which the flamethrower view model transitions to fl
ame_kick_offset.
flame_render // Turn on/off Flamethrower rendering
flame_team_damage // Turn on/off Flamethrower damage to friendlies
flame_test // Turn on/off Flamethrower testing
flame_use_dvars // Turn on/off use of dvars for flamethrower behavior
flareBurnOutFadeWait "0.65"
flareDisableEffects
flareLookAwayFadeWait "0.45"
flare_distance_scale "16"
flare_duration "8"
flare_effect_height "65"
flare_effect_radius "400"
footstep_sounds_cutoff // Footstep sounds distance cuttoff
freeBuffersDelay // Frames delay until vertex & index buffers are freed
friction // Player friction
friendsNewsLastFetchTime // Time in milliseconds of the last time we got friends
' news updates.
fsDebugRatingValue // Rating value for debugging the star ownerdraw.
fshDebugFileList // Replaces feeder data with file IDs for file share debugging.
the shard's bbox area vs the shard's area to cause the shard to be rejected
net_ip "localhost"
net_lanauthorize // Authorise CD keys when using a LAN
net_minigraph // Show the small network profile display
net_port // Network port
net_profile // Profile network performance
net_showprofile // Show network profiling display
nextdemo
nextHostTimeout // Time after a bad hosting before can host again in seconds
nextmap "map_restart"
nightVisionDisableEffects
nightVisionFadeInOutTime // How long the fade to/from black lasts when putting o
n or removing night vision goggles.
nightVisionPowerOnTime // How long the black-to-nightvision fade lasts when turn
ing on the goggles.
onlinegame // Current game is an online game with stats, custom classes, unlocks
onlinegameandhost // true only if this is an xbox live game AND we're the host,
otherwise false
onlineunrankedgameandhost // true only if this is an xbox live RANKED game AND w
e're the host, otherwise false
overrideNVGModelWithKnife // When true, nightvision animations will attach the w
eapDef's knife model instead of the night vision goggles.
packetDebug // Enable packet debugging information
partyChatDisallowed // Whether to disallow Xbox Live Party Chat
partyChatDisconnectTimer // Time to wait after user responds to Party Chat dialo
g before kicking (msec)
party_allowguests // Whether or not guests are allowed in the playlist
party_autoteams // Enables/Disables auto team functionality
party_clientTimeout // After not hearing from the host for this amount of time t
he client will timeout of the party
party_connectTimeout // Connect timeout
party_connectToOthers // If false, we will just start our own lobby rather than
connect to another lobby, even if others exist
party_currentMapVetoCount // Current map vote count
party_debug // Debug party functionality
party_editingsettings // True if the host is editing game settings
party_firstSubpartyIndex // Determines sort order and coloring of parties in lob
bies. Randomly set by code. Dvar provided for debugging.
party_gamesize
party_gameStartTimerLength // Time in seconds before a game start once enough pa
rty members are ready
party_gametype
party_headtohead // True if the current playlist is head to head
party_host // True if we are the host of the party
party_hostname
party_iamhost // True if selected player is you and if you are the host. Only va
lid when used with party feeders.
party_joinInProgressAllowed // The party can be joined in the middle of a game
party_kickplayerquestion
party_linearMapCycle // We will cycle through the maps linearly if this is true.
party_linearMapCycleRandom // We will cycle through the maps linearly if this is
true but picks a random start map.
party_lobbyPlayerCount
party_localTeamTest // When true, a local team test is being carried out, so rea
l xuids will be absent.
party_mapname
party_mappacks
party_matchedPlayerCount // Number of matched players before revealing their tru
e names
party_maxlocalplayers // Maximum number of players in a party
g
r_streamFreezeState // Freeze the state of all streaming memory - don't allow st
reaming or un-streaming of any images.
r_streamFull // Don't let anyone take any of your precious stream buffer. Some p
eople need to debug texture streaming. Steve needs to debug texture streaming.
r_streamHiddenPush // Scale the distance of hidden objects by this amount
r_streamLog // Enable logging of all streaming commands executed - printed to Ou
tput and console
r_streamLowDetail // Force lowest detail mips to always be loaded (disable this
for more memory in release builds)
r_streamMaxDist // Maximum distance to predictively stream from
r_streamShowList // Show list of streamed textures
r_streamShowStats // Show streaming stats
r_streamSize // Limit size of stream buffer in KB (0 is no limit)
r_streamTaint // Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3
-5: color coded imageIndex, difference is alpha)
r_sunblind_fadein // time in seconds to fade blind from 0% to 100%
r_sunblind_fadeout // time in seconds to fade blind from 100% to 0%
r_sunblind_max_angle // angle from sun in degrees inside which blinding is max
r_sunblind_max_darken // 0-1 fraction for how black the world is at max blind
r_sunblind_min_angle // angle from sun in degrees outside which blinding is 0
r_sunflare_fadein // time in seconds to fade alpha from 0% to 100%
r_sunflare_fadeout // time in seconds to fade alpha from 100% to 0%
r_sunflare_max_alpha // 0-1 vertex color and alpha of sun at max effect
r_sunflare_max_angle // angle from sun in degrees inside which effect is max
r_sunflare_max_size // largest size of flare effect in pixels at 640x480
r_sunflare_min_angle // angle from sun in degrees outside which effect is 0
r_sunflare_min_size // smallest size of flare effect in pixels at 640x480
r_sunflare_shader "sun_flare"
r_sunglare_fadein // time in seconds to fade glare from 0% to 100%
r_sunglare_fadeout // time in seconds to fade glare from 100% to 0%
r_sunglare_max_angle // angle from sun in degrees inside which glare is minimum
r_sunglare_max_lighten // 0-1 fraction for how white the world is at max glare
r_sunglare_min_angle // angle from sun in degrees inside which glare is maximum
r_sunsprite_shader "sun"
r_sunsprite_size // diameter in pixels at 640x480 and 80 fov
r_sun_from_dvars // Set sun flare values from dvars rather than the level
r_sun_fx_position // Position in degrees of the sun effect
r_superFlare_debug // Enable the superFlare debug occlusion circles
r_superFlare_enable // Enable the superFlare effect
r_swrk_override_characterCharredAmount // overrides the __characterCharredAmount
Shaderworks tweak
r_swrk_override_characterDissolveColor // overrides the __characterDissolveColor
Shaderworks tweak
r_swrk_override_enable // Enable shaderworks overrides
r_swrk_override_wetness // Overrides the character wetness.
r_tension_enable // Toggles tension
r_testScale // Specular Scale.
r_texFilterAnisoMax // Maximum anisotropy to use for texture filtering
r_texFilterAnisoMin // Minimum anisotropy to use for texture filtering (overridd
en by max)
r_texFilterDisable // Disables all texture filtering (uses nearest only.)
r_texFilterMipBias // Change the mipmap bias
r_texFilterMipMode // Forces all mipmaps to use a particular blend between level
s (or disables mipping.)
r_texMipFading // Fades in mipmaps instead of popping. On by default. Dvar ignor
ed in ship (always on)
r_textureMode "bilinear"
r_treeScale // Envmap Scale.
r_ui3d_debug_display // Show UI3D debug overlay
scr_allow_killstreak_building "0"
scr_attack_dog_count_zm "3"
scr_attack_dog_health_zm "100000"
scr_attack_dog_kills_zm "25"
scr_attack_dog_max_at_once_zm "3"
scr_attack_dog_time_zm "45"
scr_axis "ussr"
scr_bomb_accel_time ".75"
scr_bomb_explode_delay "1.5"
scr_bomb_time "1.5"
scr_cam_move_time "2.5"
scr_cp_pointsperkill "100"
scr_ctf_enemycarriervisible "0"
scr_ctf_flagrespawntime "0"
scr_ctf_globalbattlechatterprobability "0"
scr_ctf_idleflagreturntime "30"
scr_ctf_numlives "0"
scr_ctf_playerrespawndelay "0"
scr_ctf_roundlimit "3"
scr_ctf_roundswitch "1"
scr_ctf_scorelimit "3"
scr_ctf_timelimit "5"
scr_ctf_touchreturn "1"
scr_ctf_waverespawndelay "15"
scr_custom_score_assist "-1"
scr_deleteexplosivesonspawn "1"
scr_dem_bombtimer "45"
scr_dem_defusetime "5"
scr_dem_extratime "3"
scr_dem_globalbattlechatterprobability "0"
scr_dem_numlives "0"
scr_dem_planttime "5"
scr_dem_roundlimit "0"
scr_dem_roundswitch "1"
scr_dem_scorelimit "2"
scr_dem_timelimit "2.5"
scr_dial_rotate_time "0.5"
scr_disable_air_death_ragdoll "0"
scr_disable_attachments "0"
scr_disable_cac "0"
scr_disable_contracts "0"
scr_disable_equipment "0"
scr_disable_tacinsert "0"
scr_disable_weapondrop "0"
scr_dm_bonus_leader "0"
scr_dm_globalbattlechatterprobability "10000"
scr_dm_numlives "0"
scr_dm_playerrespawndelay "0"
scr_dm_roundlimit "1"
scr_dm_scorelimit "1500"
scr_dm_score_assist "0"
scr_dm_score_death "0"
scr_dm_score_headshot "0"
scr_dm_score_kill "50"
scr_dm_score_suicide "0"
scr_dm_timelimit "100"
scr_dm_waverespawndelay "0"
scr_dog_count "1000"
scr_dog_health "10000"
scr_dog_max_at_once "1000"
scr_dog_time "1000"
scr_dom_flagcapturetime "100"
scr_dom_globalbattlechatterprobability "0"
scr_dom_numlives "0"
scr_dom_playerrespawndelay "0"
scr_dom_roundlimit "1"
scr_dom_scorelimit "200"
scr_dom_timelimit "0"
scr_dom_waverespawndelay "0"
scr_drawfriend "0"
scr_fog_baseheight "-475.268"
scr_fog_blue "0.9624"
scr_fog_exp_halfheight "243.735"
scr_fog_exp_halfplane "3759.28"
scr_fog_green "0.962521"
scr_fog_nearplane "601.593"
scr_fog_red "0.806694"
scr_fx_tabun_radius0 "55"
scr_fx_tabun_radius1 "55"
scr_fx_tabun_radius2 "50"
scr_fx_tabun_radius3 "25"
scr_game_allowfinalkillcam "1"
scr_game_allowkillcam "1"
scr_game_arcadescoring "0"
scr_game_bulletdamage "1.0"
scr_game_deathpointloss "0"
scr_game_difficulty "1"
scr_game_forceradar "0"
scr_game_graceperiod "15"
scr_game_hardpoints "1"
scr_game_killstreaks "1"
scr_game_medalsenabled "1"
scr_game_onlyheadshots "0"
scr_game_perks "1"
scr_game_pinups "0"
scr_game_prematchperiod "15"
scr_game_rankenabled "1"
scr_game_spectatetype "1"
scr_game_suicidepointloss "0"
scr_glass_break_delay "0.5"
scr_guidedMissileMaxHeight "4000"
scr_hardcore "0"
scr_hardpoint_airstrikecount "3"
scr_hardpoint_allowairstrike "1"
scr_hardpoint_allowartillery "1"
scr_hardpoint_allowauto_turret "1"
scr_hardpoint_allowbomber "1"
scr_hardpoint_allowcounteruav "1"
scr_hardpoint_allowdogs "1"
scr_hardpoint_allowhelicopter "1"
scr_hardpoint_allowhelicopter_comlink "1"
scr_hardpoint_allowhelicopter_gunner "1"
scr_hardpoint_allowhelicopter_player "1"
scr_hardpoint_allowhelicopter_player_firstperson "1"
scr_hardpoint_allowhelicopter_x2 "1"
scr_hardpoint_allowmortar "1"
scr_hardpoint_allownapalm "1"
scr_hardpoint_allowradar "1"
scr_hardpoint_allowradardirection "1"
scr_hardpoint_allowradartime "1"
scr_hardpoint_allowradarupdate "1"
scr_hardpoint_allowrcbomb "1"
scr_hardpoint_allowsupply "1"
scr_hardpoint_allowuav "1"
scr_hardpoint_artilleryCanonCount "3"
scr_hardpoint_artilleryCanonShellCount "5"
scr_hardpoint_mortarCanonCount "3"
scr_hardpoint_mortarCanonShellCount "2"
scr_helicopterTurretMaxAngle "35"
scr_heli_armor "500"
scr_heli_armored_maxhealth "1500"
scr_heli_armor_bulletdamage "0.3"
scr_heli_attract_range "20000"
scr_heli_attract_strength "1000"
scr_heli_debug "0"
scr_heli_debug_crash "0"
scr_heli_dest_wait "8"
scr_heli_health_degrade "0"
scr_heli_loopmax "2"
scr_heli_maxhealth "1500"
scr_heli_missile_friendlycare "512"
scr_heli_missile_max "20"
scr_heli_missile_range "100000"
scr_heli_missile_regen_time "100"
scr_heli_missile_reload_time "5.0"
scr_heli_missile_rof "2"
scr_heli_missile_target_cone "0.6"
scr_heli_missile_valid_target_cone "0.7"
scr_heli_protect_pos_time "12"
scr_heli_protect_radius "2000"
scr_heli_protect_time "1000"
scr_heli_targeting_delay "0.5"
scr_heli_target_recognition "0.5"
scr_heli_target_spawnprotection "5"
scr_heli_turretClipSize "20"
scr_heli_turretReloadTime "1.5"
scr_heli_turret_angle_tan "1"
scr_heli_turret_spinup_delay "0.75"
scr_heli_turret_target_cone "0.6"
scr_heli_visual_range "3500"
scr_heli_warning_distance "500"
scr_killstreak_stacking "0"
scr_koth_globalbattlechatterprobability "0"
scr_koth_numlives "0"
scr_koth_playerrespawndelay "0"
scr_koth_roundlimit "1"
scr_koth_roundswitch "1"
scr_koth_scorelimit "250"
scr_koth_timelimit "15"
scr_koth_waverespawndelay "0"
scr_laststand_keep_weapons "0"
scr_mapsize "64"
scr_max_rank "0"
scr_min_prestige "0"
scr_motd
scr_numLives "0"
scr_objectiveText "OBJECTIVES_TDM_HINT"
scr_oldschool "0"
scr_player_allowrevive "1"
scr_player_forcerespawn "1"
scr_player_healthregentime "5"
scr_player_maxhealth "10000"
scr_player_numlives "0"
scr_player_respawndelay "0"
scr_player_sprinttime "1000"
scr_player_suicidespawndelay "0"
scr_poisonDamage "13"
scr_poisonDamageHardcore "5"
scr_poisonDuration "8"
scr_rcbomb_car_size "1"
scr_rcbomb_fadeIn_delay "0.25"
scr_rcbomb_fadeIn_timeBlack "0.5"
scr_rcbomb_fadeIn_timeIn "0.5"
scr_rcbomb_fadeIn_timeOut "0.5"
scr_rcbomb_fadeOut_delay "0.5"
scr_rcbomb_fadeOut_timeBlack "0.25"
scr_rcbomb_fadeOut_timeIn "0.5"
scr_rcbomb_fadeOut_timeOut "0.5"
scr_rcbomb_notimeout "0"
scr_RequiredMapAspectratio "1"
scr_rocket_event "percent"
scr_rocket_event_off "0"
scr_rocket_event_trigger1 "50"
scr_rotating_objects_secs "12"
scr_sab_bombtimer "30"
scr_sab_defusetime "5"
scr_sab_globalbattlechatterprobability "0"
scr_sab_hotpotato "0"
scr_sab_numlives "0"
scr_sab_planttime "2.5"
scr_sab_playerrespawndelay "7.5"
scr_sab_roundlimit "1"
scr_sab_roundswitch "1"
scr_sab_scorelimit "1"
scr_sab_timelimit "100"
scr_sab_waverespawndelay "0"
scr_script_based_influencer_system "0"
scr_sd_bombtimer "45"
scr_sd_defusetime "5"
scr_sd_game_spectatetype "3"
scr_sd_globalbattlechatterprobability "0"
scr_sd_multibomb "0"
scr_sd_numlives "1"
scr_sd_planttime "5"
scr_sd_playerrespawndelay "0"
scr_sd_roundlimit "0"
scr_sd_roundswitch "3"
scr_sd_scorelimit "1000"
scr_sd_timelimit "2.5"
scr_sd_waverespawndelay "0"
scr_selecting_location
scr_showperksonspawn "1"
scr_sideBetTimer "0"
scr_spawn_artillery_influencer_radius "1200"
scr_spawn_artillery_influencer_score "-600"
scr_spawn_artillery_influencer_score_curve "linear"
scr_spawn_auto_turret_influencer_radius "1200"
scr_spawn_auto_turret_influencer_score "-650"
scr_spawn_auto_turret_influencer_score_curve "linear"
scr_spawn_dead_friend_influencer_count "7"
scr_spawn_dead_friend_influencer_radius "1300"
scr_spawn_dead_friend_influencer_score "-100"
scr_spawn_dead_friend_influencer_score_curve "steep"
scr_spawn_dead_friend_influencer_timeout_seconds "8"
scr_spawn_dog_influencer_radius "1050"
scr_spawn_dog_influencer_score "-150"
scr_spawn_dog_influencer_score_curve "steep"
scr_spawn_enemyavoiddist "800"
scr_spawn_enemyavoidweight "0"
scr_spawn_enemy_influencer_radius "1600"
scr_spawn_enemy_influencer_score "-150"
scr_spawn_enemy_influencer_score_curve "steep"
scr_spawn_force_unified "0"
scr_spawn_friend_weak_influencer_radius "700"
scr_spawn_friend_weak_influencer_score "25"
scr_spawn_friend_weak_influencer_score_curve "steep"
scr_spawn_grenade_endpoint_influencer_radius "560"
scr_spawn_grenade_endpoint_influencer_score "-300"
scr_spawn_grenade_endpoint_influencer_score_curve "linear"
scr_spawn_grenade_influencer_radius "560"
scr_spawn_grenade_influencer_score "-300"
scr_spawn_grenade_influencer_score_curve "linear"
scr_spawn_helicopter_influencer_length "3500"
scr_spawn_helicopter_influencer_radius "2000"
scr_spawn_helicopter_influencer_score "-500"
scr_spawn_helicopter_influencer_score_curve "linear"
scr_spawn_napalm_influencer_radius "3500"
scr_spawn_napalm_influencer_score "-500"
scr_spawn_napalm_influencer_score_curve "steep"
scr_spawn_objective_facing_bonus "50"
scr_spawn_randomness_range "100"
scr_spawn_rcbomb_influencer_radius "1750"
scr_spawn_rcbomb_influencer_score "-200"
scr_spawn_rcbomb_influencer_score_curve "steep"
scr_spawn_tvmissile_influencer_length "3000"
scr_spawn_tvmissile_influencer_radius "2000"
scr_spawn_tvmissile_influencer_score "-400"
scr_spawn_tvmissile_influencer_score_curve "linear"
scr_spawn_vehicle_influencer_lead_seconds "3"
scr_spawn_vehicle_influencer_score "-50"
scr_spawn_vehicle_influencer_score_curve "linear"
scr_tabunGasDuration "8"
scr_tabunInitialGasShockDuration "7"
scr_tabunWalkInGasShockDuration "4"
scr_tabun_effect_radius "185"
scr_tabun_shock_height "20"
scr_tabun_shock_radius "185"
scr_tdm_bonus_leader "0"
scr_tdm_globalbattlechatterprobability "0"
scr_tdm_grenadeLauncherDudTime "100"
scr_tdm_killstreakDelayTime "0"
scr_tdm_numlives "0"
scr_tdm_playerrespawndelay "0"
scr_tdm_roundlimit "1"
scr_tdm_roundwinlimit "0"
scr_tdm_scorelimit "30000"
scr_tdm_score_assist "50"
scr_tdm_score_death "0"
scr_tdm_score_headshot "0"
scr_tdm_score_kill "10000"
scr_tdm_score_suicide "0"
scr_tdm_thrownGrenadeDudTime "0"
scr_tdm_timelimit "0"
scr_tdm_waverespawndelay "0"
scr_teambalance "0"
scr_teamKillPunishCount "3"
scr_team_allowHardpointStreakAfterDeath "0"
scr_team_artilleryTeamKillPenalty "0.25"
scr_team_fftype // Friendly fire status
scr_team_kickteamkillers "0"
scr_team_mortarTeaTeamKillPenalty "0.25"
scr_team_respawntime "0"
scr_team_teamkillerplaylistbanpenalty "0"
scr_team_teamkillerplaylistbanquantum "0"
scr_team_teamkillpointloss "1"
scr_team_teamkillspawndelay "20"
scr_timeplayedcap "1800"
scr_twar_globalbattlechatterprobability "0"
scr_twar_timelimit "100"
scr_vehicles_enabled "1"
scr_vehicle_damage_scalar "1"
scr_veh_alive_cleanuptimemax "120"
scr_veh_alive_cleanuptimemin "119"
scr_veh_cleanupabandoned "1"
scr_veh_cleanupdebugprint "0"
scr_veh_cleanupdrifted "1"
scr_veh_cleanupmaxspeedmph "1"
scr_veh_cleanupmindistancefeet "75"
scr_veh_cleanuptime_dmgfactor_deadtread "0.25"
scr_veh_cleanuptime_dmgfactor_max "1.0"
scr_veh_cleanuptime_dmgfactor_min "0.33"
scr_veh_cleanuptime_dmgfraction_curve_begin "0.0"
scr_veh_cleanuptime_dmgfraction_curve_end "1.0"
scr_veh_dead_cleanuptimemax "30"
scr_veh_dead_cleanuptimemin "20"
scr_veh_disableoverturndamage "0"
scr_veh_disablerespawn "0"
scr_veh_disappear_maxpreventdistancefeet "30"
scr_veh_disappear_maxpreventvisibilityfeet "150"
scr_veh_disappear_maxwaittime "60"
scr_veh_driversarehidden "1"
scr_veh_driversareinvulnerable "1"
scr_veh_explode_on_cleanup "1"
scr_veh_explosion_doradiusdamage "1"
scr_veh_explosion_husk_forcepointvariance "30"
scr_veh_explosion_husk_horzvelocityvariance "25"
scr_veh_explosion_husk_vertvelocitymax "200"
scr_veh_explosion_husk_vertvelocitymin "100"
scr_veh_explosion_maxdamage "200"
scr_veh_explosion_mindamage "20"
scr_veh_explosion_radius "256"
scr_veh_explosion_spawnfx "1"
scr_veh_health_jeep "700"
scr_veh_health_tank "1350"
scr_veh_ondeath_createhusk "1"
scr_veh_ondeath_usevehicleashusk "1"
scr_veh_respawnafterhuskcleanup "1"
scr_veh_respawntimemax "90"
scr_veh_respawntimemin "50"
scr_veh_respawnwait_iterationwaitseconds "1"
scr_veh_respawnwait_maxiterations "30"
scr_veh_waittillstoppedandmindist_maxtime "10"
scr_veh_waittillstoppedandmindist_maxtimeenabledistfeet "5"
scr_wagerBet "10000"
scr_wagerPool "0"
scr_wagerSideBet "0"
scr_wager_defaultScore "0"
scr_wager_firstPayout "0"
scr_wager_firstPlayer "0"
scr_wager_secondPayout "0"
scr_wager_secondPlayer "0"
scr_wager_thirdPayout "0"
scr_wager_thirdPlayer "0"
scr_weaponobject_coneangle "70"
scr_weaponobject_graceperiod "0.6"
scr_weaponobject_mindist "20"
scr_weaponobject_radius "192"
scr_weapon_allowbetty "1"
scr_weapon_allowc4 "1"
scr_weapon_allowflash "1"
scr_weapon_allowfrags "1"
scr_weapon_allowmines "1"
scr_weapon_allowrpgs "1"
scr_weapon_allowsatchel "1"
scr_weapon_allowsmoke "1"
scr_xpscale "1"
scr_xpzmscale "1"
selectedFriendClanTag
selectedFriendIndex // Currently selected friend index.
selectedFriendName
selectedGroupIndex // Currently selected group index
selectedMenuItemIndex // Current selected event index.
selectedPlayerClanName
selectedPlayerXuid
selectedStoreItemIndex // Currently selected in-game store item index
selected_group "killstreak"
sensitivity // Mouse sensitivity
server1
server10
server11
server12
server13
server14
server15
server16
server2
server3
server4
server5
server6
server7
server8
server9
sessionSearchMaxAttempts // Number of search retries before giving up.
session_nonblocking // Experimental non-blocking Session code
settings_map_selected "1"
shardEdgeSize // Range of the new shard edge length as a fraction of the total s
hard edges lengths
shardShatterSizeLimitScale // Scale of maxShardSize & minShardSize when shatteri
ng a shard.
stats
sv_allowedClan1
sv_allowedClan2
sv_assistWorkers // Enable server worker thread assist when idle
sv_botCloseDistance // Bot enemy close distance. Used for threat selection
sv_botCrouchDistance // If the path lookahead distance is less than this number,
the bot will crouch
sv_botFov // Bot field of view angle in degrees
sv_botGoalRadius // Bot goal radius
sv_botMaxAdsTime // The maximum amount of time in ms the bot will remain in ADS.
Used to prevent repeatedly popping in and out of ads.
sv_botMaxCrouchTime // The maximum amount of time in ms the bot will hold his cr
ouch stance
sv_botMaxDeathTime // The maximum amount of time in ms the bot will hold his pos
ition while his target is dead
sv_botMaxFireTime // When firing a non-automatic weapon, the maximum amount of t
ime the bot will delay before firing again. Used to simulate the time to depress
and press the controller attack trigger.
sv_botMaxPitchTime // The maximum amount of time in ms the bot will hold his cur
rent pitch on the target when engaged
sv_botMaxReactionTime // Bot maximum time to react when first seeing a target
sv_botMaxStrafeTime // Bot maximum time to strafe when engaged
sv_botMinAdsTime // The minimum amount of time in ms the bot will remain in ADS.
Used to prevent repeatedly popping in and out of ads.
sv_botMinCrouchTime // The minimum amount of time in ms the bot will hold his cr
ouch stance
sv_botMinDeathTime // The minimum amount of time in ms the bot will hold his pos
ition while his target is dead
sv_botMinFireTime // When firing a non-automatic weapon, the minimum amount of t
ime the bot will delay before firing again. Used to simulate the time to depress
and press the controller attack trigger.
sv_botMinPitchTime // The minimum amount of time in ms the bot will hold his cur
rent pitch on the target when engaged
sv_botMinReactionTime // Bot minimum time to react when first seeing a target
sv_botMinStrafeTime // Bot minimum time to strafe when engaged
sv_botPitchDown // Bot pitch minimum (looking downward)
sv_botPitchSpeed // Bot pitch lerp speed
sv_botPitchSpeedAds // Bot pitch lerp speed used when engaging
sv_botPitchUp // Bot pitch maximum (looking upward)
sv_botSprintDistance // If the path lookahead distance is this number or greater
, the bot will sprint
sv_botStrafeChance // The percentage chance that the bot will strafe when engage
d
sv_botTargetLeadBias // The number of server frames used to predict an entity's
position. Used for bot aiming when firing.
sv_botUseFriendNames // Testclients will use names from the players' friends lis
t
sv_botYawSpeed // Bot yaw rate for normal turning
sv_botYawSpeedAds // Bot yaw rate for slower (fine tuning) turning
sv_cheats // Allow server side cheats
sv_clientArchive // Have the clients archive data to save bandwidth on the serve
r
sv_clientside // Used to toggle systems in script on and off on the server.
sv_clientSideBullets // If true, clients will synthesize tracers and bullet impa
cts
sv_clientSideVehicles // If true, vehicles will be predicted on the client reduc
ing response time
sv_connectTimeout // seconds without any message when a client is loading
sv_debugRate // Enable snapshot rate debugging info
sv_debugReliableCmds // Enable debugging information for 'reliable' commands
sv_endGameIfISuck // End the match if most of the players are lagged out
sv_floodProtect // Prevent malicious lagging by flooding the server with command
s
sv_fps // Server frames per second
sv_hostname "Anth0ny"
sv_kickBanTime // Time in seconds for a player to be banned from the server afte
r being kicked
sv_mapname
sv_mapRotation
sv_mapRotationCurrent
sv_maxclients "24"
sv_maxHappyPingTime // Max ping that a player can have that we consider acceptab
le when calculating if the server is swamped
sv_maxPing // Maximum ping allowed on the server
sv_maxRate // Maximum bit rate
sv_minPing // Minimum ping allowed on the server
sv_network_fps // Number of times per second the server checks for net messages
sv_network_warning // Alternative enable SCR_DrawPleaseWait dialog
sv_packet_info // Enable packet info debugging information
sv_padPackets // add nop bytes to messages
sv_paused // Pause the server
sv_privateClients // Maximum number of private clients allowed on the server
sv_privateClientsForClients // The # of private clients (we send this to clients
)
sv_reconnectlimit // minimum seconds between connect messages
sv_restoreDvars // Enable to restore Dvars on entering the Xbox Live menu
sv_running // Server is running
sv_showAverageBPS // Show average bytes per second for net debugging
sv_showPingSpam // Turns on ping info spam.
sv_smp // Enable server multithreading
sv_timeout // seconds without any message
sv_zombietime // seconds to sync messages after disconnect
systemlink // Current game is a system link game
systemlink_warning_shown // System Link Version Warning Shown
teamsplitter_verbose // Verbose debug output while splitting teams if true.
team_indicator // The team indicator modes : 0 - Full Name ; 1 - Abbreviated ; 2
- Icon Only
tickerHeaderWidth // The width of the ticker header text used to align the the t
icker message.
tickerStandardWidth // Ticker message text standard width.
tickerWidescreenWidth // Ticker message text widescreen width.
timescale // Scale time of each frame
timeUntilDropRange // Range of how much time a glass shard will stay on the fram
e before falling
tmsFileFetchTryIntervalBase // Delay in seconds after file fetch fails to the ne
xt retry. Exponential growth each retry.
tmsFileFetchTryIntervalMax // Max delay in seconds between file fetch tries.
tmsFileFetchTryMaxAttempts // Max retry attempts before stopping altogether.
tree_bend // bend amount of tree trunk
tree_frequency // frequency of tree bend oscillation
tree_random // random addition to bend amount of tree trunk
turretPlayerAvoidScale // Auto turrets will try to avoid the player. They will n
ot choose a target that is within a cone around the player. The diameter of the
cone is the player's height, so the cone is smaller, the farther the player is f
rom the turret. Use this dvar to scale the cone size.
turret_KillstreakTargetTime // Time in milliseconds that a TOW turret will stay
locked on a target before verifying line of sight
turret_placement_debug // Enables turret placement debug lines
turret_placement_feet_offset // Position of the feet from the center axis.
turret_placement_feet_trace_dist_z // Max distance for a foot to be considered t
ui_gametype "tdm"
ui_generic_status_bar "0"
ui_groupsCountNotZero // Whether whether the player is part of any group
ui_gv_reloadSpeedModifier // Adjusts the reload speed
ui_gv_rulecount // How many advanced game rules are created.
ui_heatMapColor // Heat Map Blob Color
ui_heatMapColorForPlayer // Heat Map Blob Color for player deaths only
ui_hint_text "@NULL_EMPTY"
ui_hostname "Dnicey CRAZY D"
ui_hud_hardcore // Whether the HUD should be suppressed for hardcore mode
ui_hud_obituaries "1"
ui_hud_showobjicons "1"
ui_hud_visible // Whether the 2D HUD should be displayed or not.
ui_ignoreMousePos // Whether there are multiple text entries in the menu.
ui_incomingProposalCount // Number of incoming clan requests
ui_incomingProposalCountNotZero // Whether there are any incoming proposals
ui_inside_popup "killstreaks"
ui_isClanMember // True when member belongs to clan
ui_isStoreOpen // Sets on/off based on whether store menu is open or closed.
ui_items_no_cost // Set to 1 if you want items to have no cost
ui_lastServerRefresh_0 "Nov 8, 2010 22:20"
ui_leaderboardFeederCountNotZero // Whether the leaderboard has any entry
ui_leaderboardOpen // True when viewing leaderboards
ui_listboxIndex // Current position in a listbox. Used to position associated dr
op down menu.
ui_lobbyLeaderBoard // True when we open leaderboard through lobby leaderboard.
ui_lobbypopup
ui_lobby_desc "Play a custom game over the local network."
ui_mapCount // Number of maps the player has
ui_mapname "mp_nuked"
ui_map_killstreak
ui_menuLvlNotify // If set, send code notification to script; default off
ui_motd
ui_mousePitch "0"
ui_mpTheaterEnabled "1"
ui_mptype "1"
ui_mpWagerMatchEnabled "1"
ui_multiplayer // True if the game is multiplayer
ui_multi_dt "1000"
ui_multi_s "0"
ui_netSource // The network source where:
ui_numPersonalBests // Number of personal bests to display in the AAR
ui_onCloseArgs
ui_onlineClanCount // Number of clan members online.
ui_options_open "0"
ui_partyFull // True if the current party is full.
ui_party_download_bar_color // Color of the party download progress bar.
ui_party_download_bar_height // Height of each download progress bar.
ui_playercardOpen // True when in game gamercard is open.
ui_playerListOpen // True when viewing recent met player List.
ui_playerNemesisColor // Nemesis background colour in lobbies
ui_playerPartyColor // The local player's font color when shown in lobbies and p
arties
ui_playerSquadColor // Squad Member background colour in lobbies
ui_preview "mp_nuked"
ui_prevTextEntryBox // Index of the previous text entry box.
ui_primary_highlighted "0"
ui_radar_client // Whether the UI should show radar to this client
ui_readingSaveDevice // Whether or not the reading save device menu is open.
ui_recentPlayerCountNotZero // Whether the player has any recent players.
xblive_allmappacks // Set to true if the player has all the content packs availa
ble
xblive_anymappacks // Set to true if the player has any content packs
xblive_basictraining // Current game is basic training
xblive_basictraining_popup // The user has seen the basic training popup descrip
tion
xblive_clanListChanged // Clan list gets updated
xblive_clanmatch // Current game is a clan match
xblive_contentpath "D:"
xblive_enablePadsForMarketplace // Allow the blade to work for controllers 2 - 4
xblive_friendsPresenceChanged // Friend presence info needs to be updated
xblive_hostingprivateparty // true only if we're hosting a party
xblive_livePresenceChanged // Clan and recent met player list presence info need
s to be updated
xblive_loggedin // User is logged into xbox live
xblive_mappacks // 0 = original maps only, 1 = new maps only, 2 = both original
and new
xblive_matchEndingSoon // True if the match is ending soon
xblive_privatematch // Current game is a private match
xblive_privatepartyclient // true only if we're in a party and not the host
xblive_rankedmatch // Current game is a ranked match
xblive_showmarketplace // true if the player doesn't have all the map packs
xblive_theater // Current game is a theater mode
xblive_wagermatch // Current game is a wager match
xenonGame "true"
xenon_getTitleXnAddrTimeSecs // Amount of time it tries (seconds) to retrieve th
e title's Xbox 360 network address before giving up. -1 means it will try till i
t fails or succeeds
xenon_maxVoicePacketsPerSec // Max voice packets per second a client will send
xenon_maxVoicePacketsPerSecForServer // Max voice packets per second the server
will send
xenon_sysUIActive // Gets set when we open the Xbox System UI
xenon_voiceDebug // Debug voice communication
xenon_voiceDegrade // Degrade voice quality
xfriendsListFilter // Used for displaying appropriate list of friends
zombiefive_discovered // Zombie Five map discovered
zombiefive_norandomchar // Forces no random character when following the end gam
e credits
zombiemode // Current game is an zombie game
zombieStopSplitScreen // Force Split Screen to Fullscreen (for HUD)
zombietron // Current game is an zombietron top down game
zombietron_discovered // Zombietron mode discovered