Sweetening

Call of Duty MW2 All Console Commands

Feb 6th, 2024
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  1. actionSlotsHide "0" // Hide the actionslots.
  2. activeAction // Action to execute in first frame
  3. aim_accel_turnrate_debug "0" // Turn on debugging info for the acceleration
  4. aim_accel_turnrate_enabled "1" // Enable/disable acceleration of the turnrates
  5. aim_accel_turnrate_lerp "1200" // The acceleration of the turnrates
  6. aim_aimAssistRangeScale "1" // Scales the weapon's aim assist range
  7. aim_autoAimRangeScale "1" // Scales the weapon's auto aim range
  8. aim_autoaim_debug "0" // Turn on auto aim debugging
  9. aim_autoaim_enabled "0" // Turn on auto aim
  10. aim_autoaim_lerp "40" // The rate in degrees per second that the auto aim will converge to its target
  11. aim_autoaim_region_height "120" // The height of the auto aim region in virtual screen coordinates (0 - 480)
  12. aim_autoaim_region_width "160" // The width of the auto aim region in virtual screen coordinates (0 - 640)
  13. aim_automelee_debug "0" // Turn on auto melee debugging
  14. aim_automelee_enabled "1" // Turn on auto melee
  15. aim_automelee_lerp "40" // The rate in degrees per second that the auto melee will converge to its target
  16. aim_automelee_range "128" // The range of the auto melee
  17. aim_automelee_region_height "240" // The height of the auto melee region in virtual screen coordinates (0 - 480)
  18. aim_automelee_region_width "320" // The width of the auto melee region in virtual screen coordinates (0 - 640)
  19. aim_input_graph_debug "0" // Debug the view input graphs
  20. aim_input_graph_enabled "1" // Use graph for adjusting view input
  21. aim_input_graph_index "3" // Which input graph to use
  22. aim_lockon_debug "0" // Turn on debugging info for aim lock on
  23. aim_lockon_deflection "0.05" // The amount of stick deflection for the lockon to activate
  24. aim_lockon_enabled "1" // Aim lock on helps the player to stay on target
  25. aim_lockon_region_height "90" // The height of the auto aim region in virtual screen coordinates(0-480)
  26. aim_lockon_region_width "90" // The width of the auto aim region in virtual screen coordinates(0-640)
  27. aim_lockon_strength "0.6" // The amount of aim assistance given by the target lock on
  28. aim_scale_view_axis "1" // Scale the influence of each input axis so that the major axis has more influence on the control
  29. aim_slowdown_debug "0" // Turn on debugging info for aim slowdown
  30. aim_slowdown_enabled "1" // Slowdown the turn rate when the cross hair passes over a target
  31. aim_slowdown_pitch_scale "0.4" // The vertical aim assist slowdown ratio from the hip
  32. aim_slowdown_pitch_scale_ads "0.5" // The vertical aim assist slowdown ratio when aiming down the sight
  33. aim_slowdown_region_height "90" // The screen height of the aim assist slowdown region
  34. aim_slowdown_region_width "90" // The screen width of the aim slowdown region
  35. aim_slowdown_yaw_scale "0.4" // The horizontal aim assist slowdown ratio from the hip
  36. aim_slowdown_yaw_scale_ads "0.5" // The horizontal aim assist slowdown ratio when aiming down the sight
  37. aim_turnrate_pitch "90" // The vertical turn rate for aim assist when firing from the hip
  38. aim_turnrate_pitch_ads "55" // The turn rate up and down for aim assist when aiming down the sight
  39. aim_turnrate_yaw "260" // The horizontal turn rate for aim assist when firing from the hip
  40. aim_turnrate_yaw_ads "90" // The horizontal turn rate for aim assist when aiming down the sight
  41. ai_corpseCount "16"
  42. ammoCounterHide "0" // Hide the Ammo Counter
  43. authPort "20800"
  44. authServerName "cod4master.activision.com"
  45. badhost_debug "0" // Bad host debugging
  46. badhost_endGameIfISuck "1" // End the match if most of the players are lagged out
  47. badhost_maxDoISuckFrames "300" // Max lagged frames need to end match
  48. badhost_maxHappyPingTime "400" // Max ping that a player can have that we consider acceptable when calculating if the server is swamped
  49. badhost_minPercentClientsUnhappyToSuck "0.51" // What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts
  50. badhost_minTotalClientsForHappyTest "3" // Minimum number of clients before it does the 'suck as host' test
  51. bandwidthtest_announceinterval "200"
  52. bandwidthtest_duration "500"
  53. bandwidthtest_enable "1"
  54. bandwidthtest_fudge "1"
  55. bandwidthtest_ingame_enable "1"
  56. bandwidthtest_ingame_fudge "1"
  57. bandwidthtest_maxpacketsize "1000"
  58. bandwidthtest_quota "0.5"
  59. bandwidthtest_rounds "10"
  60. bandwidthtest_scalar "2"
  61. bandwidthtest_timeout "1500"
  62. band_12players "384000" // 12 player bandwidth req'd
  63. band_18players "580000" // 18 player bandwidth req'd
  64. band_2players "64000" // 2 player bandwidth req'd
  65. band_4players "128000" // 4 player bandwidth req'd
  66. band_8players "256000" // 8 player bandwidth req'd
  67. bg_aimSpreadMoveSpeedThreshold "11" // When player is moving faster than this speed, the aim spread will increase
  68. bg_bulletExplDmgFactor "1" // Weapon damage multiplier that will be applied at the center of the slash damage area.
  69. bg_bulletExplRadius "250" // The radius of the bullet splash damage, where the damage gradually falls off to 0.
  70. bg_debugProne "0" // Show prone debug information
  71. bg_fallDamageMaxHeight "300" // The height that a player will take maximum damage when falling
  72. bg_fallDamageMinHeight "128" // The height that a player will start to take minimum damage if they fall
  73. bg_foliagesnd_fastinterval "500" // The time between each foliage sound when moving quickly
  74. bg_foliagesnd_maxspeed "180" // The speed that a player must be going to make maximum noise while moving through foliage
  75. bg_foliagesnd_minspeed "40" // The speed that a player must be going to make minimum noise while moving through foliage
  76. bg_foliagesnd_resetinterval "500" // The time interval before foliage sounds are reset after the player has stopped moving
  77. bg_foliagesnd_slowinterval "1500" // The time between each foliage sound when moving slowly
  78. bg_forceDualWield "0" // Force akimbo for all possible weapons
  79. bg_forceExplosiveBullets "0" // When set, all bullet weapons will fire explosive rounds (Simulates Perk)
  80. bg_ladder_yawcap "100" // The maximum angle that a player can look around while on a ladder
  81. bg_legYawTolerance "20" // The amount the player's leg yaw can differ from his torso before moving ta match
  82. bg_lowGravity "800" // Low gravity for slow or floaty objects, in inches per second per second
  83. bg_maxGrenadeIndicatorSpeed "100" // Maximum speed of grenade that will show up in indicator and can be thrown back.
  84. bg_prone_yawcap "85" // The maximum angle that a player can look around quickly while prone
  85. bg_shieldHitEncodeHeightVM "-10"
  86. bg_shieldHitEncodeHeightWorld "-25" // The encoding range, in height, of a client's world shield. A hit in this range is encoded into one of 8 rows.
  87. bg_shieldHitEncodeWidthVM "-16"
  88. bg_shieldHitEncodeWidthWorld "-14" // The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns.
  89. bg_shock_lookControl "1"
  90. bg_shock_lookControl_fadeTime "2"
  91. bg_shock_lookControl_maxpitchspeed "90"
  92. bg_shock_lookControl_maxyawspeed "90"
  93. bg_shock_lookControl_mousesensitivityscale "0.5"
  94. bg_shock_movement "1"
  95. bg_shock_screenBlurBlendFadeTime "1"
  96. bg_shock_screenBlurBlendTime "0.4"
  97. bg_shock_screenFlashShotFadeTime "1"
  98. bg_shock_screenFlashWhiteFadeTime "1"
  99. bg_shock_screenType "blurred"
  100. bg_shock_sound "1"
  101. bg_shock_soundDryLevel "1"
  102. bg_shock_soundEnd "shellshock_end"
  103. bg_shock_soundEndAbort "shellshock_end_abort"
  104. bg_shock_soundFadeInTime "0.25"
  105. bg_shock_soundFadeOutTime "2.5"
  106. bg_shock_soundLoop "shellshock_loop"
  107. bg_shock_soundLoopEndDelay "-3"
  108. bg_shock_soundLoopFadeTime "1.5"
  109. bg_shock_soundLoopSilent "shellshock_loop_silent"
  110. bg_shock_soundModEndDelay "2"
  111. bg_shock_soundRoomType "generic"
  112. bg_shock_soundWetLevel "0.5"
  113. bg_shock_viewKickFadeTime "3"
  114. bg_shock_viewKickPeriod "0.75"
  115. bg_shock_viewKickRadius "0.05"
  116. bg_shock_volume_ambdist1 "0.5"
  117. bg_shock_volume_ambdist2 "0.5"
  118. bg_shock_volume_ambient "0.5"
  119. bg_shock_volume_announcer "0.5"
  120. bg_shock_volume_auto "0.5"
  121. bg_shock_volume_auto2 "0.5"
  122. bg_shock_volume_auto2d "0.5"
  123. bg_shock_volume_autodog "0.5"
  124. bg_shock_volume_body "0.5"
  125. bg_shock_volume_body2d "0.5"
  126. bg_shock_volume_bulletimpact "0.5"
  127. bg_shock_volume_bulletwhizby "0.5"
  128. bg_shock_volume_effects1 "0.5"
  129. bg_shock_volume_effects2 "0.5"
  130. bg_shock_volume_element "0.5"
  131. bg_shock_volume_explosiveimpact "0.5"
  132. bg_shock_volume_hurt "0.5"
  133. bg_shock_volume_item "0.5"
  134. bg_shock_volume_local "0.5"
  135. bg_shock_volume_local2 "0.5"
  136. bg_shock_volume_local3 "0.5"
  137. bg_shock_volume_menu "0.5"
  138. bg_shock_volume_mission "0.5"
  139. bg_shock_volume_music "0.5"
  140. bg_shock_volume_musicnopause "0.5"
  141. bg_shock_volume_nonshock "0.5"
  142. bg_shock_volume_physics "0.5"
  143. bg_shock_volume_player1 "0.5"
  144. bg_shock_volume_player2 "0.5"
  145. bg_shock_volume_reload "0.5"
  146. bg_shock_volume_reload2d "0.5"
  147. bg_shock_volume_shellshock "0.5"
  148. bg_shock_volume_vehicle "0.5"
  149. bg_shock_volume_vehiclelimited "0.5"
  150. bg_shock_volume_voice "0.5"
  151. bg_shock_volume_weapon "0.5"
  152. bg_shock_volume_weapon2d "0.5"
  153. bg_softLandingMaxDamage "0.1" // The max amount of damage (as % of max health) if soft landing is in effect
  154. bg_softLandingMaxHeight "300" // The height that a player will start to take max damage if soft landing is in effect
  155. bg_softLandingMinHeight "128" // The height that a player will start to take minimum damage if soft landing is in effect
  156. bg_swingSpeed "0.2" // The rate at which the player's legs swing around when strafing(multi-player only)
  157. bg_viewBobAmplitudeBase "0.16" // The base speed-based view bob amplitude
  158. bg_viewBobAmplitudeDucked "0.0075" // The multiplier to apply to the player's speed to get the view bob amplitude while ducking
  159. bg_viewBobAmplitudeDuckedAds "0.0075" // The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
  160. bg_viewBobAmplitudeProne "0.02" // The multiplier to apply to the player's speed to get the view bob amplitude while prone
  161. bg_viewBobAmplitudeRoll "1.5" // The amplitude applied to the roll for view bobbing
  162. bg_viewBobAmplitudeSprinting "0.02" // The multiplier to apply to the player's speed to get the view bob amplitude while sprinting
  163. bg_viewBobAmplitudeStanding "0.007" // The multiplier to apply to the player's speed to get the view bob amplitude while standing
  164. bg_viewBobAmplitudeStandingAds "0.007" // The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
  165. bg_viewBobLag "0.25" // The lag that will be applied the view bob cycle
  166. bg_viewBobMax "8" // The maximum allowed bob amplitude
  167. bg_viewKickMax "90" // The maximum view kick
  168. bg_viewKickMin "5" // The minimum view kick
  169. bg_viewKickRandom "0.4" // The random direction scale view kick
  170. bg_viewKickScale "0.2" // The scale to apply to the damage done to calculate damage view kick
  171. bg_weaponBobAmplitudeBase "0.16" // The base speed-based weapon bob amplitude
  172. bg_weaponBobAmplitudeDucked "0.045" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking
  173. bg_weaponBobAmplitudeProne "0.02" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone
  174. bg_weaponBobAmplitudeRoll "1.5" // The amplitude applied to the roll for weapon bobbing
  175. bg_weaponBobAmplitudeSprinting "0.02" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting
  176. bg_weaponBobAmplitudeStanding "0.055" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing
  177. bg_weaponBobLag "0.25" // The lag that will be applied the weapon bob cycle
  178. bg_weaponBobMax "8" // The maximum allowed weapon/viewmodel bob amplitude
  179. bind
  180. bullet_penetrationMinFxDist "30" // Min distance a penetrated bullet must travel before it'll trigger the effects
  181. bullet_penetration_enabled "1" // When false, disables bullet penetration completely.
  182. bullet_ricochetBaseChance "0.5" // The base chance a bullet has of ricocheting off of a riot shield.
  183. cameraShakeRemoteHelo_Angles "0.221" // Remote helicopter gunner cam, range to shake the view.
  184. cameraShakeRemoteHelo_Freqs "31" // Remote helicopter gunner cam, how fast to shake.
  185. cameraShakeRemoteHelo_SpeedRange "2000" // Remote helicopter gunner cam, range of missile speed to scale the shaking.
  186. cameraShakeRemoteMissile_Angles "0.05" // Remote missile-cam, range to shake the view.
  187. cameraShakeRemoteMissile_Freqs "42" // Remote missile-cam, how fast to shake.
  188. cameraShakeRemoteMissile_SpeedRange "1000" // Remote missile-cam, range of missile speed to scale the shaking.
  189. camera_thirdPerson "0" // Use third person view globally
  190. camera_thirdPersonAdsTransScale "2" // Scale applied to ADS transition time when in third person mode
  191. camera_thirdPersonCrosshairOffset "0.35" // Amount to vertically offset the crosshair from the center when in third person mode
  192. camera_thirdPersonFovScale "0.9" // Scale applied to the field of view when in global third person view
  193. camera_thirdPersonOffset "-120" // The offset of the camera from the player in global third person view
  194. camera_thirdPersonOffsetAds "-60" // The ADS offset of the camera from the player in global third person view
  195. camera_thirdPersonOffsetTurretAds "-80" // The ADS offset of the camera from the player when on a turret in global third person view
  196. cg_airstrikeKillCamCloseXYDist "24" // Airstrike kill camera closest distance in front of the bomb.
  197. cg_airstrikeKillCamCloseZDist "24" // Airstrike kill camera closest distance above the target.
  198. cg_airstrikeKillCamFarBlur "2"
  199. cg_airstrikeKillCamFarBlurDist "300"
  200. cg_airstrikeKillCamFarBlurStart "100" // Airstrike kill camera distance above the airplane.
  201. cg_airstrikeKillCamFov "50" // Airstrike kill camera field of view.
  202. cg_airstrikeKillCamNearBlur "4"
  203. cg_airstrikeKillCamNearBlurEnd "100"
  204. cg_airstrikeKillCamNearBlurStart "0"
  205. cg_blood "1" // Show Blood
  206. cg_brass "1" // Weapons eject brass
  207. cg_centertime "5" // The time for a center printed message to fade
  208. cg_chatHeight "4" // The font height of a chat message
  209. cg_chatTime "12000" // The amount of time that a chat message is visible
  210. cg_chatWithOtherTeams "0" // If true, players can talk to other players regardless of their teams
  211. cg_connectionIconSize "0" // Size of the connection icon
  212. cg_constantSizeHeadIcons "0" // Head icons are the same size regardless of distance from the player
  213. cg_crosshairAlpha "1" // The alpha value of the crosshair
  214. cg_crosshairAlphaMin "0.5" // The minimum alpha value of the crosshair when it fades in
  215. cg_crosshairDynamic "0" // Crosshair is Dynamic
  216. cg_crosshairEnemyColor "1" // The crosshair color when over an enemy
  217. cg_crosshairVerticalOffset "0" // Amount to vertically offset the crosshair from the center.
  218. cg_cullBulletAngle "50" // Cull bullet trajectories that don't fall within this fov
  219. cg_cullBullets "1" // Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
  220. cg_cursorHints "4" // Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static
  221. cg_deadChatWithDead "0" // If true, dead players can all chat together, regardless of team
  222. cg_deadChatWithTeam "0" // If true, dead players can talk to living players on their team
  223. cg_deadHearAllLiving "0" // If true, dead players can hear all living players talk
  224. cg_deadHearTeamLiving "0" // If true, dead players can hear living players on their team talk
  225. cg_debugevents "-1" // Output event debug information. EV_NONE turns it off. EV_MAX_EVENTS shows all events. Otherwise, show only specified value.
  226. cg_debugInfoCornerOffset "0" // Offset from top-right corner, for cg_drawFPS, etc
  227. cg_debugposition "0" // Output position debugging information
  228. cg_debug_overlay_viewport "0" // Remove the sniper overlay so you can check that the scissor window is correct.
  229. cg_descriptiveText "1" // Draw descriptive spectator messages
  230. cg_dobjdump "-1" // Output dobj info for the given entity id
  231. cg_draw2D "1" // Draw 2D screen elements
  232. cg_drawBreathHint "1" // Draw a 'hold breath to steady' hint
  233. cg_drawCrosshair "1" // Turn on weapon crosshair
  234. cg_drawCrosshairNames "1" // Draw the name of an enemy under the crosshair
  235. cg_drawCrosshairNamesPosX "300" // Virtual screen space position of the crosshair name
  236. cg_drawCrosshairNamesPosY "180"
  237. cg_drawDamageDirection "1" // Draw hit direction arrow.
  238. cg_drawDamageFlash "0" // Draw flash when hit.
  239. cg_drawFPS "Off" // Draw frames per second
  240. cg_drawFPSLabels "1" // Draw FPS Info Labels
  241. cg_drawFriendlyNames "1" // Whether to show friendly names in game
  242. cg_drawGun "1"
  243. cg_drawHealth "0" // Draw health bar
  244. cg_drawMantleHint "1" // Draw a 'press key to mantle' hint
  245. cg_drawMaterial "Off" // Draw debugging information for materials
  246. cg_drawpaused "1" // Draw paused screen
  247. cg_drawScriptUsage "0" // Draw debugging information for scripts
  248. cg_drawShellshock "1" // Draw shellshock & flashbang screen effects.
  249. cg_drawSnapshot "0" // Draw debugging information for snapshots
  250. cg_drawSplatter "0" // Draw on-camera splatter effects.
  251. cg_drawSplatterTest "0" // Test out on-camera splatter effects.
  252. cg_drawStatsSource "0" // Draw stats source
  253. cg_drawTalk "ALL" // Controls which icons CG_TALKER ownerdraw draws
  254. cg_drawThroughWalls "0" // Whether to draw friendly names through walls or not
  255. cg_drawTurretCrosshair "1" // Draw a cross hair when using a turret
  256. cg_drawViewpos "0" // Draw viewpos
  257. cg_dumpAnims "-1" // Output animation info for the given entity id
  258. cg_enemyNameFadeIn "250" // Time in milliseconds to fade in enemy names
  259. cg_enemyNameFadeOut "250" // Time in milliseconds to fade out enemy names
  260. cg_errordecay "100" // Decay for predicted error
  261. cg_everyoneHearsEveryone "0" // If true, all players can all chat together, regardless of team or death
  262. cg_explosiveKillCamBackDist "35" // Explosive kill camera: distance of camera backwards from explosive.
  263. cg_explosiveKillCamGroundBackDist "30" // Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
  264. cg_explosiveKillCamGroundUpDist "15" // Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
  265. cg_explosiveKillCamStopDecelDist "100" // Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
  266. cg_explosiveKillCamStopDist "350" // Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
  267. cg_explosiveKillCamUpDist "5" // Explosive kill camera: distance of camera vertically from explosive.
  268. cg_explosiveKillCamWallOutDist "10" // Explosive kill camera when stuck to wall: distance of camera out from wall.
  269. cg_explosiveKillCamWallSideDist "30" // Explosive kill camera when stuck to wall: distance of camera along wall from explosive.
  270. cg_flashbangNameFadeIn "1000" // Time in milliseconds to fade in friendly names after a flashbang
  271. cg_flashbangNameFadeOut "50" // Time in milliseconds to fade out friendly names when flash banged
  272. cg_footsteps "1" // Play footstep sounds
  273. cg_fov "65" // The field of view angle in degrees
  274. cg_fovMin "1" // The minimum possible field of view
  275. cg_fovScale "1" // Scale applied to the field of view
  276. cg_friendlyNameFadeIn "0" // Time in milliseconds to fade in friendly names
  277. cg_friendlyNameFadeOut "1500" // Time in milliseconds to fade out friendly names
  278. cg_gameBoldMessageWidth "390" // The maximum character width of the bold game messages
  279. cg_gameMessageWidth "455" // The maximum character width of the game messages
  280. cg_gun_x "0" // Forward position of the viewmodel
  281. cg_gun_y "0" // Right position of the viewmodel
  282. cg_gun_z "0" // Up position of the viewmodel
  283. cg_headIconMinScreenRadius "0.015" // The minumum radius of a head icon on the screen
  284. cg_heliKillCamFarBlur "2"
  285. cg_heliKillCamFarBlurDist "300"
  286. cg_heliKillCamFarBlurStart "100" // Helicopter kill camera distance above the helicopter.
  287. cg_heliKillCamFov "15" // Helicopter kill camera field of view.
  288. cg_heliKillCamNearBlur "4" // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
  289. cg_heliKillCamNearBlurEnd "100"
  290. cg_heliKillCamNearBlurStart "0"
  291. cg_hintFadeTime "100" // Time in milliseconds for the cursor hint to fade
  292. cg_hudChatIntermissionPosition "5" // Position of the HUD chat box during intermission
  293. cg_hudChatPosition "5" // Position of the HUD chat box
  294. cg_hudDamageIconHeight "64" // The height of the damage icon
  295. cg_hudDamageIconInScope "0" // Draw damage icons when aiming down the sight of a scoped weapon
  296. cg_hudDamageIconOffset "128" // The offset from the center of the damage icon
  297. cg_hudDamageIconTime "6000" // The amount of time for the damage icon to stay on screen after damage is taken
  298. cg_hudDamageIconWidth "128" // The width of the damage icon
  299. cg_hudGrenadeIconEnabledFlash "0" // Show the grenade indicator for flash grenades
  300. cg_hudGrenadeIconHeight "25" // The height of the grenade indicator icon
  301. cg_hudGrenadeIconInScope "0" // Show the grenade indicator when aiming down the sight of a scoped weapon
  302. cg_hudGrenadeIconMaxHeight "104" // The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
  303. cg_hudGrenadeIconMaxRangeFlash "500" // The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
  304. cg_hudGrenadeIconMaxRangeFrag "250" // The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
  305. cg_hudGrenadeIconOffset "50" // The offset from the center of the screen for a grenade icon
  306. cg_hudGrenadeIconWidth "25" // The width of the grenade indicator icon
  307. cg_hudGrenadePointerHeight "12" // The height of the grenade indicator pointer
  308. cg_hudGrenadePointerPivot "12" // The pivot point of th grenade indicator pointer
  309. cg_hudGrenadePointerPulseFreq "1.7" // The number of times per second that the grenade indicator flashes in Hertz
  310. cg_hudGrenadePointerPulseMax "1.85" // The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer
  311. cg_hudGrenadePointerPulseMin "0.3" // The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer
  312. cg_hudGrenadePointerWidth "25" // The width of the grenade indicator pointer
  313. cg_hudlegacysplitscreenscale "2"
  314. cg_hudMapBorderWidth "2" // The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
  315. cg_hudMapFriendlyHeight "15"
  316. cg_hudMapFriendlyWidth "15" // The size of the friendly icon on the full map
  317. cg_hudMapPlayerHeight "20"
  318. cg_hudMapPlayerWidth "20" // The size of the player's icon on the full map
  319. cg_hudMapRadarLineThickness "0.15" // Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
  320. cg_hudObjectiveTextScale "0.3"
  321. cg_hudProneY "-160" // Virtual screen y coordinate of the prone blocked message
  322. cg_hudSayPosition "5" // Position of the HUD say box
  323. cg_hudsplitscreencompassscale "1.5"
  324. cg_hudsplitscreenstancescale "2"
  325. cg_hudStanceFlash "1" // The background color of the flash when the stance changes
  326. cg_hudStanceHintPrints "0" // Draw helpful text to say how to change stances
  327. cg_hudVotePosition "5" // Position of the HUD vote box
  328. cg_invalidCmdHintBlinkInterval "600" // Blink rate of an invalid command hint
  329. cg_invalidCmdHintDuration "1800" // Duration of an invalid command hint
  330. cg_javelinKillCamCloseZDist "128" // Javelin kill camera: closest distance above the target.
  331. cg_javelinKillCamDownDist "150" // Javelin kill camera: distance to follow during descent.
  332. cg_javelinKillCamFov "60" // Javelin kill camera: fov
  333. cg_javelinKillCamLookLerpDist "3000" // Javelin kill camera: distance over which to lerp to look at player during descent. A value of zero means don't lerp at all.
  334. cg_javelinKillCamPassDist "50" // Javelin kill camera: distance away when passing.
  335. cg_javelinKillCamPassTime "5" // Javelin kill camera: time in seconds to pass javelin on the way up
  336. cg_javelinKillCamUpDist "200" // Javelin kill camera: distance to follow during ascent.
  337. cg_killCamDefaultLerpTime "300" // Default time used to lerp between killcam entities.
  338. cg_killCamTurretLerpTime "900" // Time used to lerp to a killcam entity of the TURRET type.
  339. cg_laserlight "1"
  340. cg_levelReverbDryLevel "0.9" // Level reverb dry level.
  341. cg_levelReverbEnabled "1" // Enables level reverb.
  342. cg_levelReverbRoomType "city" // Level reverb room type.
  343. cg_levelReverbWetLevel "0.15" // Level reverb wet level.
  344. cg_mapLocationSelectionCursorSpeed "0.6" // Speed of the cursor when selecting a location on the map
  345. cg_marks_ents_player_only "0" // Marks on entities from players' bullets only.
  346. cg_minCullBulletDist "128" // Don't cull bullet trajectories that are within this distance to you.
  347. cg_nopredict "0" // Don't do client side prediction
  348. cg_overheadIconSize "0.7" // The maximum size to show overhead icons like 'rank'
  349. cg_overheadNamesFarDist "1024" // The far distance at which name sizes are scaled by cg_overheadNamesFarScale
  350. cg_overheadNamesFarScale "0.75" // The amount to scale overhead name sizes at cg_overheadNamesFarDist
  351. cg_overheadNamesFont "2" // Font for overhead names ( see menudefinition.h )
  352. cg_overheadNamesGlow "0" // Glow color for overhead names
  353. cg_overheadNamesMaxDist "10000" // The maximum distance for showing friendly player names
  354. cg_overheadNamesNearDist "256" // The near distance at which names are full size
  355. cg_overheadNamesSize "0.5" // The maximum size to show overhead names
  356. cg_overheadRankSize "0.5" // The size to show rank text
  357. cg_overheadTitlesFont "2" // Font for overhead titles ( see menudefinition.h )
  358. cg_overheadTitleSize "0.5" // The size to show title text
  359. cg_predictItems "1" // Turn on client side prediction for item pickup
  360. cg_predictItemsDuration "5" // The amount of time to wait after an item pickup prediction to show the item again if it failed.
  361. cg_remoteMissileKillCamBackDist "300" // Remote missile kill camera: distance of camera backwards from rocket.
  362. cg_remoteMissileKillCamUpDist "60" // Remote missile kill camera: distance of camera vertically from rocket.
  363. cg_rocketKillCamBackDist "70" // Rocket kill camera: distance of camera backwards from rocket.
  364. cg_rocketKillCamUpDist "10" // Rocket kill camera: distance of camera vertically from rocket.
  365. cg_scoreboardBannerHeight "35" // Banner height of the scoreboard
  366. cg_scoreboardFont "0" // Scoreboard font enum ( see menudefinition.h )
  367. cg_scoreboardHeaderFontScale "0.35" // Scoreboard header font scale
  368. cg_scoreboardHeight "435" // Height of the scoreboard
  369. cg_scoreboardItemHeight "18" // Item height of each item
  370. cg_scoreboardMyColor "1" // The local player's font color when shown in scoreboard
  371. cg_scoreboardPingGraph "1" // Whether to show graphical ping
  372. cg_scoreboardPingHeight "0.7" // Height of the ping graph as a % of the scoreboard row height
  373. cg_scoreboardPingText "0" // Whether to show numeric ping value
  374. cg_scoreboardPingWidth "0.036" // Width of the ping graph as a % of the scoreboard
  375. cg_scoreboardRankFontScale "0.25" // Scale of rank font
  376. cg_scoreboardScrollStep "3" // Scroll step amount for the scoreboard
  377. cg_scoreboardTextOffset "0.5" // Scoreboard text offset
  378. cg_scoreboardWidth "500" // Width of the scoreboard
  379. cg_ScoresPing_BgColor "0.25098" // Background color of ping
  380. cg_ScoresPing_HighColor "0.8" // Color for high ping
  381. cg_ScoresPing_Interval "100" // Number of milliseconds each bar represents
  382. cg_ScoresPing_LowColor "0" // Color for low ping
  383. cg_ScoresPing_MaxBars "4" // Number of bars to show in ping
  384. cg_ScoresPing_MedColor "0.8" // Color for medium ping
  385. cg_scriptIconSize "0" // Size of Icons defined by script
  386. cg_showmiss "0" // Show prediction errors
  387. cg_splatterHitAlpha "1" // Alpha to add for each splatter hit indicator
  388. cg_splatterHitFadeInTime "0.05" // Ratio of time spent fading hit indicator in
  389. cg_splatterHitFadeOutTime "0.1" // Ratio of time spent fading hit indicator out
  390. cg_splatterHitFullInTime "0" // Ratio of time spent with hit indicator at full alpha
  391. cg_splatterHitInnerAngle "15" // Angle from hit direction at which splatter hit indicator is at full alpha
  392. cg_splatterHitInnerRadius "0" // Distance from center (0 to 1) at which splatter hit indicator is at zero alpha
  393. cg_splatterHitOntoScreen "0" // Show blood on screen when on-screen guy shoots you.
  394. cg_splatterHitOuterAngle "30" // Angle from hit direction at which splatter hit indicator is at zero alpha
  395. cg_splatterHitOuterRadius "0.6" // Distance from center (0 to 1) at which splatter hit indicator is at full alpha
  396. cg_splatterTrackAlpha "1" // Alpha to add for each splatter tracking indicator
  397. cg_splatterTrackFadeInTime "0" // Ratio of time spent fading tracking indicator in
  398. cg_splatterTrackFadeOutTime "0.5" // Ratio of time spent fading tracking indicator out
  399. cg_splatterTrackFullInTime "0.3" // Ratio of time spent with tracking indicator at full alpha
  400. cg_splatterTrackIndependent "1" // Background portion of hit effect tracks independently of splatter portion.
  401. cg_splatterTrackInnerAngle "5" // Angle from hit direction at which splatter tracking indicator is at full alpha
  402. cg_splatterTrackInnerRadius "0.4" // Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha
  403. cg_splatterTrackOntoScreen "0" // Show tracking on screen when on-screen guy shoots you.
  404. cg_splatterTrackOuterAngle "20" // Angle from hit direction at which splatter tracking indicator is at zero alpha
  405. cg_splatterTrackOuterRadius "0.6" // Distance from center (0 to 1) at which splatter tracking indicator is at full alpha
  406. cg_sprintMeterDisabledColor "0.8" // The color of the sprint meter when the sprint meter is disabled
  407. cg_sprintMeterEmptyColor "0.7" // The color of the sprint meter when the sprint meter is empty
  408. cg_sprintMeterFullColor "0.8" // The color of the sprint meter when the sprint meter is full
  409. cg_subtitleMinTime "3" // The minimum time that the subtitles are displayed on screen in seconds
  410. cg_subtitleWidthStandard "520" // The width of the subtitles on a non wide-screen
  411. cg_subtitleWidthWidescreen "520" // The width of the subtitle on a wide-screen
  412. cg_teamChatsOnly "0" // Allow chatting only on the same team
  413. cg_thirdPerson "0" // Use third person view
  414. cg_thirdPersonAngle "0" // The angle of the camera from the player in third person view
  415. cg_thirdPersonMode "Fixed" // How the camera behaves in third person
  416. cg_thirdPersonRange "120" // The range of the camera from the player in third person view
  417. cg_turretKillCamBackDist "10" // Turret kill camera: distance of camera backwards from Turret.
  418. cg_turretKillCamFov "50" // Turret kill camera field of view.
  419. cg_turretKillCamUpDist "10" // Turret kill camera: distance of camera vertically from Turret.
  420. cg_viewVehicleInfluence "1" // The influence on the view angles from being in a vehicle
  421. cg_viewZSmoothingMax "16" // Threshhold for the maximum smoothing distance we'll do
  422. cg_viewZSmoothingMin "1" // Threshhold for the minimum smoothing distance it must move to smooth
  423. cg_viewZSmoothingTime "0.1" // Amount of time to spread the smoothing over
  424. cg_voiceIconSize "0" // Size of the 'voice' icon
  425. cg_watersheeting "1" // Enables/disables the watersheeting fullscreen effect
  426. cg_waterSheeting_brightness "0" // Tweak dev var; film color brightness
  427. cg_waterSheeting_contrast "1" // Tweak dev var; film color contrast
  428. cg_waterSheeting_darkTint "1" // Tweak dev var; film color dark tint color
  429. cg_waterSheeting_desaturation "0" // Tweak dev var; Desaturation applied after all 3D drawing
  430. cg_waterSheeting_distortionScaleFactor "0.021961" // Distortion uv scales (Default to 1)
  431. cg_waterSheeting_enable "0" // Enable the water sheeting effect
  432. cg_waterSheeting_fadeDuration "2" // Sets fade duration in seconds
  433. cg_waterSheeting_lightTint "0.780261" // Tweak dev var; film color light tint color
  434. cg_waterSheeting_magnitude "0.0655388" // Distortion magnitude
  435. cg_waterSheeting_radius "4.44051" // Tweak dev var; Glow radius in pixels at 640x480
  436. cg_weapHitCullAngle "45" // Angle of cone within which to cull back facing weapon hit effects
  437. cg_weapHitCullEnable "1" // When true, cull back facing weapon hit fx.
  438. cg_weaponCycleDelay "0" // The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
  439. cg_weaponHintsCoD1Style "1" // Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
  440. cg_weaponVisInterval "4" // Do weapon vis checks once per this many frames, per centity
  441. cg_youInKillCamSize "6" // Size of the 'you' Icon in the kill cam
  442. clientSideEffects "1" // Enable loading _fx.gsc files on the client
  443. cl_analog_attack_threshold "0.8" // The threshold before firing
  444. cl_anglespeedkey "1.5" // Multiplier for max angle speed for game pad and keyboard
  445. cl_bypassMouseInput "0" // Bypass UI mouse input and send directly to the game
  446. cl_connectionAttempts "15" // Maximum number of connection attempts before aborting
  447. cl_connectTimeout "120" // Timeout time in seconds while connecting to a server
  448. cl_demoBackJump "20000"
  449. cl_demoFastTimescaleSpeed "3"
  450. cl_demoForwardJump "4000"
  451. cl_demoSlowTimescaleSpeed "0.4"
  452. cl_dirSelConvergenceTime "0.1" // Time to converge to the new direction when selecting a direction on the map.
  453. cl_freelook "1" // Enable looking with mouse
  454. cl_freezeDemo "0" // is used to lock a demo in place for single frame advances
  455. cl_hudDrawsBehindUI "1" // Should the HUD draw when the UI is up?
  456. cl_ingame "0" // True if the game is active
  457. cl_maxpackets "30" // Maximum number of packets sent per frame
  458. cl_maxPing "800" // Maximum ping for the client
  459. cl_migrationTimeout "40"
  460. cl_motdString // Message of the day
  461. cl_mouseAccel "0" // Mouse acceleration
  462. cl_nodelta "0" // The server does not send snapshot deltas
  463. cl_noprint "0" // Print nothing to the console
  464. cl_packetdup "1" // Enable packet duplication
  465. cl_paused "0" // Pause the game
  466. cl_pitchspeed "140" // Max pitch speed in degrees for game pad
  467. cl_serverStatusResendTime "750" // Time in milliseconds to resend a server status message
  468. cl_showmouserate "0" // Print mouse rate debugging information to the console
  469. cl_shownet "0" // Display network debugging information
  470. cl_shownuments "0" // Show the number of entities
  471. cl_showSend "0" // Enable debugging information for sent commands
  472. cl_showServerCommands "0" // Enable debugging information for server commands
  473. cl_showTimeDelta "0" // Enable debugging information for time delta
  474. cl_stanceHoldTime "300" // The time to hold the stance button before the player goes prone
  475. cl_timeout "20" // Seconds with no received packets until a timeout occurs
  476. cl_voice "1"
  477. cl_yawspeed "140" // Max yaw speed in degrees for game pad and keyboard
  478. compass "1" // Display Compass Compass ownerdraw had width or height of 0
  479. compassClampIcons "1" // If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
  480. compassCoords "740" // x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit)
  481. compassECoordCutoff "37" // Left cutoff for the scrolling east-west coords
  482. compassEnemyFootstepEnabled "0" // Enables enemies showing on the compass because of moving rapidly nearby.
  483. compassEnemyFootstepMaxRange "500" // The maximum distance at which an enemy may appear on the compass due to 'footsteps'
  484. compassEnemyFootstepMaxZ "100" // The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps'
  485. compassEnemyFootstepMinSpeed "140" // The minimum speed an enemy must be moving to appear on the compass due to 'footsteps'
  486. compassFastRadarUpdateTime "2" // Time between radar updates for the fast radar mode
  487. compassFriendlyHeight "16"
  488. compassFriendlyWidth "16" // The size of the friendly icon on the compass
  489. compassHellfireTargetSpot "0" // Hellfires on the compass show the spot that they're pointed at, instead of showing their own position.
  490. compassHideSansObjectivePointer "0" // Hide the compass, but leave the obective pointer visible.
  491. compassHideVehicles "0" // When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw.
  492. compassMaxRange "2500" // The maximum range from the player in world space that objects will be shown on the compass
  493. compassMinRadius "0.0001" // The minimum radius from the center of the compass that objects will appear.
  494. compassMinRange "0.0001" // The minimum range from the player in world space that objects will appear on the compass
  495. compassObjectiveArrowHeight "20"
  496. compassObjectiveArrowOffset "2" // The offset of the objective arrow inward from the edge of the compass map
  497. compassObjectiveArrowRotateDist "5" // Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
  498. compassObjectiveArrowWidth "20" // The size of the objective arrow on the compass
  499. compassObjectiveDetailDist "10" // When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
  500. compassObjectiveDrawLines "1" // Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
  501. compassObjectiveHeight "20"
  502. compassObjectiveIconHeight "16"
  503. compassObjectiveIconWidth "16" // The size of the objective on the full map
  504. compassObjectiveMaxHeight "70" // The maximum height that an objective is considered to be on this level
  505. compassObjectiveMaxRange "2048" // The maximum range at which an objective is visible on the compass
  506. compassObjectiveMinAlpha "1" // The minimum alpha for an objective at the edge of the compass
  507. compassObjectiveMinDistRange "1" // The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
  508. compassObjectiveMinHeight "-70" // The minimum height that an objective is considered to be on this level
  509. compassObjectiveNearbyDist "4" // When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
  510. compassObjectiveNumRings "10" // The number of rings when a new objective appears
  511. compassObjectiveRingSize "80" // The maximum objective ring sige when a new objective appears on the compass
  512. compassObjectiveRingTime "10000" // The amount of time between each ring when an objective appears
  513. compassObjectiveTextHeight "18" // Objective text height
  514. compassObjectiveTextScale "0.3" // Scale to apply to hud objectives
  515. compassObjectiveWidth "20" // The size of the objective on the compass
  516. compassPlayerHeight "18.75"
  517. compassPlayerWidth "18.75" // The size of the player's icon on the compass
  518. compassRadarLineThickness "0.4" // Thickness, relative to the compass size, of the radar texture that sweeps across the map
  519. compassRadarPingFadeTime "4" // How long an enemy is visible on the compass after it is detected by radar
  520. compassRadarUpdateTime "4" // Time between radar updates for the normal radar mode
  521. compassRotation "1" // Style of compass
  522. compassSize "1" // Scale the compass
  523. compassSoundPingFadeTime "2" // The time in seconds for the sound overlay on the compass to fade
  524. compassTickertapeStretch "0.5" // How far the tickertape should stretch from its center.
  525. com_animCheck "0" // Check anim tree
  526. com_cinematicEndInWhite "0" // Set by script. True if cinematic ends with a white screen.
  527. com_errorResolveCommand // Command to run when they close the error box
  528. com_filter_output "0" // Use console filters for filtering output.
  529. com_maxfps "85" // Cap frames per second
  530. com_maxFrameTime "100" // Time slows down if a frame takes longer than this many milliseconds
  531. com_recommendedSet "1"
  532. com_statmon "0" // Draw stats monitor
  533. com_timescale "1" // Scale time of each frame
  534. con_default_console_filter "*"
  535. con_errormessagetime "8" // Onscreen time for error messages in seconds
  536. con_gameMsgWindow0FadeInTime "0.25"
  537. con_gameMsgWindow0FadeOutTime "0.5"
  538. con_gameMsgWindow0Filter "gamenotify"
  539. con_gameMsgWindow0LineCount "4"
  540. con_gameMsgWindow0MsgTime "5"
  541. con_gameMsgWindow0ScrollTime "0.25"
  542. con_gameMsgWindow0SplitscreenScale "1.5"
  543. con_gameMsgWindow1FadeInTime "0.25"
  544. con_gameMsgWindow1FadeOutTime "0.5"
  545. con_gameMsgWindow1Filter "boldgame"
  546. con_gameMsgWindow1LineCount "1"
  547. con_gameMsgWindow1MsgTime "3"
  548. con_gameMsgWindow1ScrollTime "0.25"
  549. con_gameMsgWindow1SplitscreenScale "1.5"
  550. con_gameMsgWindow2FadeInTime "0.75"
  551. con_gameMsgWindow2FadeOutTime "0.5"
  552. con_gameMsgWindow2Filter "subtitle"
  553. con_gameMsgWindow2LineCount "7"
  554. con_gameMsgWindow2MsgTime "5"
  555. con_gameMsgWindow2ScrollTime "0.25"
  556. con_gameMsgWindow2SplitscreenScale "1.5"
  557. con_gameMsgWindow3FadeInTime "0.25"
  558. con_gameMsgWindow3FadeOutTime "0.5"
  559. con_gameMsgWindow3Filter
  560. con_gameMsgWindow3LineCount "5"
  561. con_gameMsgWindow3MsgTime "5"
  562. con_gameMsgWindow3ScrollTime "0.25"
  563. con_gameMsgWindow3SplitscreenScale "1.5"
  564. con_inputBoxColor "0.25" // Color of the console input box
  565. con_inputHintBoxColor "0.4" // Color of the console input hint box
  566. con_matchPrefixOnly "1" // Only match the prefix when listing matching Dvars
  567. con_minicon "0" // Display the mini console on screen
  568. con_miniconlines "5" // Number of lines in the minicon message window
  569. con_minicontime "4" // Onscreen time for minicon messages in seconds
  570. con_outputBarColor "1" // Color of the console output slider bar
  571. con_outputSliderColor "0.15" // Color of the console slider
  572. con_outputWindowColor "0.35" // Color of the console output
  573. con_typewriterColorBase "1" // Base color of typewritten objective text.
  574. con_typewriterColorGlowCheckpoint "0.6"
  575. con_typewriterColorGlowCompleted "0"
  576. con_typewriterColorGlowFailed "0.8"
  577. con_typewriterColorGlowUpdated "0" // Color of typewritten objective text.
  578. con_typewriterDecayDuration "700" // Time (in milliseconds) to spend disolving the line away.
  579. con_typewriterDecayStartTime "6000" // Time (in milliseconds) to spend between the build and disolve phases.
  580. con_typewriterPrintSpeed "50" // Time (in milliseconds) to print each letter in the line.
  581. cpu_speed_12players "3"
  582. cpu_speed_18players "6"
  583. cpu_speed_8players "2.7"
  584. developer "0" // Enable development options
  585. developer_script "0" // Enable developer script comments
  586. didyouknow "@PLATFORM_DYK_IW4_MSG17"
  587. drawEntityCount "0" // Enable entity count drawing
  588. drawEntityCountPos "-55" // Where to draw the entity count graph
  589. drawEntityCountSize "32" // How big to draw the entity count graph
  590. drawKillcamData "0" // Enable drawing server killcam data
  591. drawKillcamDataPos "-55" // Where to draw the server killcam graph
  592. drawKillcamDataSize "32" // How big to draw the killcam data graph
  593. drawLagometer "0" // Enable the 'lagometer'
  594. drawServerBandwidth "0" // Enable drawing server bandwidth
  595. drawServerBandwidthPos "-55" // Where to draw the server bandwidth graph
  596. dynEnt_active "1"
  597. dynEnt_bulletForce "1000" // Force applied from bullet hit
  598. dynEnt_damageScale "1" // Scales damage applied to destructible dynents
  599. dynEnt_explodeForce "12500" // Force applied from explosion hit
  600. dynEnt_explodeMaxEnts "20" // The maximum number of dynents that can be awakened by one explosion
  601. dynEnt_explodeMinForce "40" // Force below which dynents won't even bother waking up
  602. dynEnt_explodeSpinScale "3" // Scale of the random offset from the center of mass for explosion forces.
  603. dynEnt_explodeUpbias "0.5" // Upward bias applied to force directions from explosion hits
  604. dynEnt_explodingBulletForce "3500" // Force applied from bullet explosion hit
  605. dynEnt_explodingBulletMaxEnts "5" // The maximum number of dynents that can be awakened by one explosive bullet
  606. dynEnt_explodingBulletMinForce "5" // Force below which dynents won't even bother waking up when hit by explosive bullets
  607. dynEnt_explodingBulletSpinScale "1" // Scale of the random offset from the center of mass for bullet explosion forces.
  608. dynEnt_explodingBulletUpbias "0.5" // Upward bias applied to force directions from bullet explosion hits
  609. fixedtime "0" // Use a fixed time rate for each frame
  610. FoFIconMaxSize "640" // Maximum size a Friend-or-Foe icon should ever grow to.
  611. FoFIconMinSize "30" // Minimum size a Friend-or-Foe icon should ever shrink to.
  612. FoFIconScale "1.3" // Base scale of Friend-or-Foe icons.
  613. FoFIconSpawnTimeDelay "1" // How long to wait, after spawning, before showing the Friend-or-Foe icon on a player.
  614. FoFIconSpawnTimeFade "5" // Length of the Friend-or-Foe icons' fade-ins.
  615. friction "5.5" // Player
  616. fs_basegame
  617. fs_basepath "G:codmw2"
  618. fs_cdpath
  619. fs_copyfiles "0"
  620. fs_debug "0"
  621. fs_game
  622. fs_homepath "G:codmw2"
  623. fs_ignoreLocalized "0"
  624. fx_count "0" // Debug effects count
  625. fx_cull_elem_draw "1" // Culls effect elems for drawing
  626. fx_cull_elem_spawn "1" // Culls effect elems for spawning
  627. fx_debugBolt "0" // Debug effects bolt
  628. fx_draw "1" // Toggles drawing of effects after processing
  629. fx_drawClouds "1" // Toggles the drawing of particle clouds
  630. fx_enable "1" // Toggles all effects processing
  631. fx_freeze "0" // Freeze effects
  632. fx_marks "1" // Toggles whether bullet hits leave marks
  633. fx_marks_ents "1" // Toggles whether bullet hits leave marks on entities
  634. fx_marks_smodels "1" // Toggles whether bullet hits leave marks on static models
  635. fx_mark_profile "0" // Turn on FX profiling for marks (specify which local client, with '1' being the first.)
  636. fx_profile "0" // Turn on FX profiling (specify which local client, with '1' being the first.)
  637. fx_profileFilter // Only show effects with this as a substring in FX profile
  638. fx_profileSkip "0" // Skip the first n lines in FX profile (to see ones off bottom of screen)
  639. fx_profileSort "cost" // Choose sort criteria for FX profiling
  640. fx_visMinTraceDist "80" // Minimum visibility trace size
  641. gameMode "mp"
  642. glass_angular_vel "5" // Sets the range of angular velocities used by new glass pieces
  643. glass_break "1" // Toggle whether or not glass breaks when shot
  644. glass_debug "0" // Shows debug info for glass
  645. glass_edge_angle "5" // Sets the range of angle deflections used by new glass pieces on a supported edge
  646. glass_fall_delay "0.2" // Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio
  647. glass_fall_gravity "800" // Gravity for falling pieces of glass
  648. glass_fall_ratio "1.5" // Ratio of piece area to supporting edge length squared. Below the min, the piece never falls.
  649. glass_fringe_maxcoverage "0.2" // The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
  650. glass_fringe_maxsize "150" // The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
  651. glass_fx_chance "0.25" // Chance to play an effect on a small piece of glass when it hits the ground
  652. glass_hinge_friction "50" // Friction used by moving glass pieces when joined like a hinge to a frame
  653. glass_linear_vel "200" // Sets the range of linear velocities used by new glass pieces
  654. glass_max_pieces_per_frame "100" // Maximum number of pieces to create in one frame. This is a guideline and not a hard limit.
  655. glass_max_shatter_fx_per_frame "6" // Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit.
  656. glass_physics_chance "0.15" // The chance for a given shard of glass to use physics
  657. glass_physics_maxdist "512" // The maximum distance of a glass piece from the player to do physics
  658. glass_shard_maxsize "300" // The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
  659. glass_shattered_scale "48" // The scale of the shattered glass material
  660. glass_trace_interval "100" // The length of time, in milliseconds, between glass piece traces
  661. g_allowvote "1"
  662. g_gametype "war"
  663. g_gravity "800" // Gravity in inches per second per second
  664. g_hardcore "0"
  665. g_logsync "2"
  666. g_synchronousClients "0" // Client is synchronized to the server - allows smooth demos
  667. heli_barrelMaxVelocity "1250"
  668. heli_barrelRotation "70"
  669. heli_barrelSlowdown "360"
  670. hiDef "1" // True if the game video is running in high-def.
  671. hudElemPausedBrightness "0.4" // Brightness of the hudelems when the game is paused.
  672. hud_bloodOverlayLerpRate "0.3" // Rate at which blood overlay fades out
  673. hud_deathQuoteFadeTime "1000" // The time for the death quote to fade
  674. hud_enable "1"
  675. hud_fadeout_speed "0.1" // The speed that the HUD will fade at
  676. hud_fade_ammodisplay "0" // The time for the ammo display to fade in seconds
  677. hud_fade_compass "0" // The time for the compass to fade in seconds
  678. hud_fade_healthbar "2" // The time for the health bar to fade in seconds
  679. hud_fade_offhand "0" // The time for the offhand weapons to fade in seconds
  680. hud_fade_sprint "1.7" // The time for the sprint meter to fade in seconds
  681. hud_fade_stance "1.7" // The time for the stance to fade in seconds
  682. hud_flash_period_offhand "0.5" // Offhand weapons flash period on changing weapon
  683. hud_flash_time_offhand "2" // Offhand weapons flash duration on changing weapon
  684. hud_health_pulserate_critical "0.5" // The pulse rate of the 'critical' pulse effect
  685. hud_health_pulserate_injured "1" // The pulse rate of the 'injured' pulse effect
  686. hud_health_startpulse_critical "0.33" // The health level at which to start the 'critical' pulse effect
  687. hud_health_startpulse_injured "1" // The health level at which to start the 'injured' pulse effect
  688. intro "0" // Intro movie should play
  689. in_mouse "1"
  690. iwnet_debug "0" // turn on iwnet debugging
  691. iwnet_maxResendTime "120" // maximum resend time for iwnet commands
  692. iwnet_minResendTime "4" // minimum resend time for iwnet commands
  693. iwnet_searching "1" // Whether to use IW matchmaking
  694. iwnet_sessionFullHeartbeat "20000"
  695. iwnet_sessionHeartbeat "5000" // How often to send a heartbeat msg
  696. iwnet_sessions "1" // Whether to give IWNet info about our session
  697. iwnet_xuid "504"
  698. jump_height "39" // The maximum height of a player's jump
  699. jump_ladderPushVel "128" // The velocity of a jump off of a ladder
  700. jump_slowdownEnable "1" // Slow player movement after jumping
  701. jump_spreadAdd "64" // The amount of spread scale to add as a side effect of jumping
  702. jump_stepSize "18" // The maximum step up to the top of a jump arc
  703. koth_autodestroytime "60"
  704. koth_capturetime "20"
  705. koth_delayPlayer "0"
  706. koth_destroytime "10"
  707. koth_extraDelay "0"
  708. koth_kothmode "0"
  709. koth_proMode "0"
  710. koth_spawnDelay "60"
  711. koth_spawntime "30"
  712. laserDebug "0" // Enables the display of various debug info.
  713. laserEndOffset "0.5" // How far from the point of collision the end of the beam is.
  714. laserFlarePct "0.2" // Percentage laser widens over distance from viewer.
  715. laserFlarePct_alt "0"
  716. laserForceOn "0" // Force laser sights on in all possible places (for debug purposes).
  717. laserLight "1" // Whether to draw the light emitted from a laser (not the laser itself)
  718. laserLightBeginOffset "13" // How far from the true beginning of the beam the light at the beginning is.
  719. laserLightBodyTweak "15" // Amount to add to length of beam for light when laser hits a body (for hitboxes)
  720. laserLightEndOffset "-3" // How far from the true end of the beam the light at the end is.
  721. laserLightRadius "3" // The radius of the light at the far end of a laser beam
  722. laserLightRadius_alt "100"
  723. laserLightWithoutNightvision "0" // Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
  724. laserRadius "0.8" // The size (radius) of a laser beam
  725. laserRadius_alt "30"
  726. laserRange "1500" // The maximum range of a laser beam
  727. laserRangePlayer "1500" // The maximum range of the player's laser beam
  728. laserRange_alt "5000"
  729. loading_sre_fatal "1"
  730. lobby_animationSpeed "30" // How long each frame of the animation should draw, in milliseconds
  731. lobby_animationTilesHigh "4" // How many animation tiles high is the searching_for_player texture
  732. lobby_animationTilesWide "8" // How many animation tiles wide is the searching_for_player texture
  733. lobby_numAnimationFrames "30" // How many animation tiles are in the searching_for_player texture
  734. lobby_partySearchWaitTime "1000" // How long to wait for party members to join the lobby before we start searching for games
  735. lobby_searchingPartyColor "0.941177" // The color to show that we're searching for that slot when shown in lobbies
  736. loc_forceEnglish "0" // Force english localized strings
  737. loc_language "0" // Language
  738. loc_translate "1" // Enable translations
  739. loc_warnings "0" // Enable localization warnings
  740. loc_warningsAsErrors "0" // Throw an error for any unlocalized string
  741. loc_warningsUI "0" // Enable localization warnings for UI
  742. logfile "1" // Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
  743. lowAmmoWarningColor1 "0.701961" // Color 1 of 2 to oscilate between
  744. lowAmmoWarningColor2 "1" // Color 2 of 2 to oscilate between
  745. lowAmmoWarningNoAmmoColor1 "0.8" // Like lowAmmoWarningColor1, but when no ammo.
  746. lowAmmoWarningNoAmmoColor2 "1" // lowAmmoWarningColor2, but when no ammo.
  747. lowAmmoWarningNoReloadColor1 "0.701961" // Like lowAmmoWarningColor1, but when no ammo to reload with.
  748. lowAmmoWarningNoReloadColor2 "0.701961" // lowAmmoWarningColor2, but when no ammo to reload with.
  749. lowAmmoWarningPulseFreq "2.3" // Frequency of the pulse (oscilation between the 2 colors)
  750. lowAmmoWarningPulseMax "1.5" // Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
  751. lowAmmoWarningPulseMin "0" // Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0.
  752. lsp_debug "0" // Whether to print lsp debug info
  753. mantle_check_angle "60" // The minimum angle from the player to a mantle surface to allow a mantle
  754. mantle_check_radius "0.1" // The player radius to test against while mantling
  755. mantle_check_range "20" // The minimum distance from a player to a mantle surface to allow a mantle
  756. mantle_debug "0" // Show debug information for mantling
  757. mantle_enable "1" // Enable player mantling
  758. mantle_max_vertical_end_velocity "0" // The maximum allowed vertical velocity when finishing a mantle
  759. mantle_view_yawcap "60" // The angle at which to restrict a sideways turn while mantling
  760. mapcrc "0"
  761. mapname
  762. masterPort "20810"
  763. masterServerName "cod4master.activision.com"
  764. matchmaking_debug "1" // Enable matchmaking debugging information
  765. maxVoicePacketsPerSec "100"
  766. maxVoicePacketsPerSecForServer "20"
  767. migrationPingTime "10"
  768. migration_blocksperframe "0" // Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth.
  769. migration_dvarErrors "1" // Whether to check for illegal script dvar changes.
  770. migration_limit "5" // maximum number of migrations within migration_timeBetween dvar's value in milliseconds.
  771. migration_msgtimeout "500" // timeout time in ms of migration messages
  772. migration_timeBetween "30000" // milliseconds between migration_limit dvar's value of migrations.
  773. migration_verboseBroadcastTime "100" // time in milliseconds between verbose migration state broadcasts
  774. missileRemoteFOV "15" // Remote missile-cam, FOV to use.
  775. missileRemoteSteerPitchRange "1" // Remote-controlled missile allowed up/down range. To keep players from steering missiles above the horizon.
  776. missileRemoteSteerPitchRate "35" // Remote-controlled missile up/down steering speed.
  777. missileRemoteSteerYawRate "35" // Remote-controlled missile left/right steering speed.
  778. monkeytoy "0" // Restrict console access
  779. motd "Welcome"
  780. motionTrackerBlurDuration "0.2" // The motion blur duration for motion tracker dots
  781. motionTrackerCenterX "0" // The fractional position of the player on the motion tracker
  782. motionTrackerCenterY "-0.37"
  783. motionTrackerPingFadeTime "3" // How long an enemy is visible on the motion tracker after being detected
  784. motionTrackerPingPitchAddPerEnemy "0" // The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this))
  785. motionTrackerPingPitchBase "1" // The pitch of the motion tracker sound for a distant enemy
  786. motionTrackerPingPitchNearby "2" // The pitch of the motion tracker sound for a nearby enemy
  787. motionTrackerPingSize "0.2" // The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale
  788. motionTrackerRange "1600" // The range, in world units, that the motion tracker displays
  789. motionTrackerSweepAngle "90" // The maximum angle from straight forward that the motion tracker detects enemies
  790. motionTrackerSweepInterval "3" // The time between motion tracker sweeps
  791. motionTrackerSweepSpeed "2000" // The speed, in world units per second, of the motion tracker sweep
  792. mp_paused "0" // If true ignore server time advancing. Handy for taking hi-res screen shots.
  793. msg_dumpEnts "0" // Print snapshot entity info
  794. msg_hudelemspew "0" // Debug hudelem fields changing
  795. msg_printEntityNums "0" // Print entity numbers
  796. m_filter "0" // Allow mouse movement smoothing
  797. m_forward "0.25" // Forward speed in units per second
  798. m_pitch "0.022" // Default pitch
  799. m_side "0.25" // Sideways motion in units per second
  800. m_yaw "0.022" // Default yaw
  801. name
  802. net_ip "localhost" // Network IP address
  803. net_lanauthorize "0" // Authorise CD keys when using a LAN
  804. net_noipx "0"
  805. net_noudp "0"
  806. net_port "28960" // Network port
  807. net_profile "0" // Profile network performance
  808. net_showprofile "0" // Show network profiling display
  809. net_socksEnabled "0"
  810. net_socksPassword
  811. net_socksPort "1080"
  812. net_socksServer
  813. net_socksUsername
  814. nextdemo // The next demo to play
  815. nextmap
  816. nightVisionDisableEffects "0"
  817. nightVisionFadeInOutTime "0.1" // How long the fade to/from black lasts when putting on or removing night vision goggles.
  818. nightVisionPowerOnTime "0.3" // How long the black-to-nightvision fade lasts when turning on the goggles.
  819. objectiveFadeTimeGoingOff "0.5" // Onscreen Objective Pointer - How long to take to fade out.
  820. objectiveFadeTimeGoingOn "1" // Onscreen Objective Pointer - How long to take to fade back in.
  821. objectiveFadeTimeWaitOff "2" // Onscreen Objective Pointer - How long to wait before turning off, when appropriate.
  822. objectiveFadeTimeWaitOn "2" // Onscreen Objective Pointer - How long to wait before turning back on, when appropriate.
  823. objectiveFadeTooClose "0.1" // Onscreen Objective Pointer - Will not fade back in if target ent is closer than this.
  824. objectiveFadeTooFar "25" // Onscreen Objective Pointer - Will not fade out if target ent is farther than this.
  825. objectiveFontSize "0.6" // Onscreen Objective Pointer - Fontsize of the icon's text.
  826. objectiveHide "0" // When enabled, objectives will not show.
  827. objectiveTextOffsetY "-5.33" // Onscreen Objective Pointer - Offset of the icon's text.
  828. onlinegame "0" // Current game is an online game with stats, custom classes, unlocks
  829. onlinegameandhost "0" // true only if this is an xbox live game AND we're the host, otherwise false
  830. onlineunrankedgameandhost "0" // true only if this is an xbox live RANKED game AND we're the host, otherwise false
  831. overrideNVGModelWithKnife "0" // When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
  832. packetDebug "0" // Enable packet debugging information
  833. painReverbDryLevel "0.5" // Pain reverb dry level.
  834. painReverbRoomType "underwater" // Pain reverb room type.
  835. painReverbWetLevel "0.4" // Pain reverb wet level.
  836. painVisionLerpOutRate "0.3" // Rate at which pain vision effect lerps out
  837. painVisionTriggerHealth "0.55" // Health (0 to 1) that will trigger the pain vision effect
  838. partymigrate_broadcast_interval "200"
  839. partymigrate_cpuBonusPing "25"
  840. partymigrate_cpuBonusThreshold "0.5"
  841. partymigrate_pingtest_retry "100"
  842. partymigrate_pingtest_timeout "600"
  843. partymigrate_selectiontime "1800"
  844. partymigrate_timeout "8000"
  845. partymigrate_timeoutmax "15000"
  846. party_autoteams "1" // Enables/Disables auto team functionality
  847. party_connectTimeout "1000" // Connect timeout
  848. party_connectToOthers "1" // If false, we will just start our own lobby rather than connect to another lobby, even if others exist
  849. party_currentSearchTier "2" // Current search tier we want when joining a game
  850. party_debug "0" // Debug party functionality
  851. party_defaultSearchTier "2" // Default search tier we want when joining a game
  852. party_editingsettings "0" // True if the host is editing game settings
  853. party_firstSubpartyIndex "0" // Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
  854. party_gamesize // Current maximum game size
  855. party_gameStartTimerLength "10" // Time in seconds before a game start once enough party members are ready
  856. party_gametype // Current gametype
  857. party_host "0" // True if we are the host of the party
  858. party_hostmigration "1" // Whether to use host migration in lobbies
  859. party_hostname // The name of the host player
  860. party_IAmSelected "0" // True if selected player is you. Only valid when used with party feeders.
  861. party_kickplayerquestion // String to store the question about kicking the selected player
  862. party_listFocus "0"
  863. party_lobbyPlayerCount // Number of players currently in the party/lobby in lobby format (x/y players)
  864. party_mapname // Current map name
  865. party_mappacks
  866. party_matchedPlayerCount "4" // Number of matched players before revealing their true names
  867. party_maxplayers "16" // Maximum number of players in a party
  868. party_maxPrivatePartyPlayers "18" // Max number of players allowed in a private party.
  869. party_maxSearchTier "6" // Max possible search tier we want when joining a game
  870. party_maxTeamDiff "1" // Maximum difference allowed between teams before starting a match
  871. party_membersMissingMapPack "0" // Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
  872. party_minLobbyTime "60" // Minimum time (in seconds) for a lobby to be open before auto starting a match
  873. party_minplayers "2" // Minimum number of players in a party
  874. party_msPerTier "50" // ms per search tier
  875. party_partyPlayerCount // Number of players currently in the party/lobby in party format (x players in y's party)
  876. party_playervisible "0" // Whether selected player in party is showing true info or not. Only valid when used with party feeders.
  877. party_pregameStartTimerLength "5" // Time in seconds before showing and starting the game start timer
  878. party_searchPauseTime "2000" // Minimum amount of time to pause between searches
  879. party_searchRandomDelay "500" // Time period over which the search timers will get randomly delayed.
  880. party_searchResultsLifetime "45000" // Time at which we consider the search results stale
  881. party_searchResultsMin "2000" // Minimum amount of time that has to pass before we'll search again for matches
  882. party_selectedIndex "0" // Current selected player index in the feeder.
  883. party_selectedIndexChangedTime "0" // Time stamp in milliseconds when the selected index last changed.
  884. party_statusString // Party Status (localized )
  885. party_teambased "1" // True if the current playlist is team based
  886. party_teamsVisible "0" // teams are visible in UI
  887. party_timer "0" // Time until game begins in seconds, for UI display
  888. party_vetoButtonVisible "0" // The party veto button is visible in the UI
  889. party_vetoDelayTime "4" // Delay time in seconds for a successful map vote to execute
  890. party_vetoPassed "0" // Did the veto pass?
  891. party_vetoPercentRequired "0.501" // The fraction of the waiting players who need to veto for a map to be skipped
  892. party_vetoStatus // Veto progress (localized )
  893. password
  894. perk_armorPiercingDamage "40"
  895. perk_blastShield "65"
  896. perk_bulletPenetrationMultiplier "2" // Multiplier for extra bullet penetration
  897. perk_diveDistanceCheck "64" // Length of required empty space to allow diving
  898. perk_diveGravityScale "0.75" // Scale for gravity while diving
  899. perk_diveVelocity "250" // Horizontal velocity when diving
  900. perk_diveViewRollResetSpeed "4" // Rate at which view rotates after the dive is finished
  901. perk_diveViewRollSpeed "0.5" // Rate at which view rotates
  902. perk_diveViewRollTarget "45" // Max angle to rotate view by when diving
  903. perk_extendedMagsMGAmmo "10" // Number of extra bullets per clip for machine gun weapons with the extended mags perk.
  904. perk_extendedMagsPistolAmmo "5" // Number of extra bullets per clip for pistol weapons with the extended mags perk.
  905. perk_extendedMagsRifleAmmo "10" // Number of extra bullets per clip for rifle weapons with the extended mags perk.
  906. perk_extendedMagsSMGAmmo "10" // Number of extra bullets per clip for sub machine gun weapons with the extended mags perk.
  907. perk_extendedMagsSpreadAmmo "5" // Number of extra bullets per clip for spread weapons with the extended mags perk.
  908. perk_extendedMeleeRange "176" // The range of the auto melee with the extened perk
  909. perk_extraBreath "5" // Number of extra seconds a player can hold his breath
  910. perk_fastSnipeScale "2" // Scales the recovery speed of the view kick when using a sniper.
  911. perk_footstepVolumeAlly "0.25"
  912. perk_footstepVolumeEnemy "4"
  913. perk_footstepVolumePlayer "0.25"
  914. perk_grenadeDeath "frag_grenade_short_mp" // Name of the grenade weapon to drop
  915. perk_improvedExtraBreath "5" // Number of extra seconds a player can hold his breath on top of the base perk
  916. perk_lightWeightViewBobScale "0.75" // Scale for first person view movement while lightweight.
  917. perk_parabolicAngle "180" // Eavesdrop perk's effective FOV angle
  918. perk_parabolicIcon "specialty_parabolic" // Eavesdrop icon to use when displaying eavesdropped voice chats
  919. perk_parabolicRadius "400" // Eavesdrop perk's effective radius
  920. perk_quickDrawSpeedScale "1.5" // Scales the 'Hip to ADS' transition speed.
  921. perk_scavengerMode "0"
  922. perk_sprintMultiplier "2" // Multiplier for player_sprinttime
  923. perk_sprintRecoveryMultiplierActual "0.6" // Percent of sprint recovery time to use.
  924. perk_sprintRecoveryMultiplierVisual "0.6"
  925. perk_weapRateMultiplier "0.75" // Percentage of weapon firing rate to use
  926. perk_weapReloadMultiplier "0.5" // Percentage of weapon reload time to use
  927. perk_weapSpreadMultiplier "0.65" // Percentage of weapon spread to use
  928. physVeh_collideWithClipOnly "0" // Physics vehicles will only collide with vehicle clip when true
  929. physVeh_explodeForce "800" // The force applied to physics vehicles due to explosions
  930. physVeh_explodeSpinScale "3" // The max (random) offset from the center of mass at which splash damage applies its force
  931. physVeh_jump "0" // Set to 1 to make a vehicle jump.
  932. physVeh_minImpactMomentum "17.6" // The minimum collision momentum needed to register an impact
  933. physVeh_pathConstraintCfm "1e-006" // The constraint cfm for path-constrained vehicles
  934. physVeh_pathConstraintErp "0.8"
  935. physVeh_slideReductionForHighSpeed "0" // A larger value makes it harder to slip when moving faster than the max speed
  936. physVeh_StepsPerFrame "3" // The number of physics timesteps that the server frame will be divided into.
  937. phys_autoDisableAngular "57" // A body must have angular velocity less than this to be considered idle. (deg/sec)
  938. phys_autoDisableFastAngular "270" // Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). (deg/sec)
  939. phys_autoDisableFastLinear "40" // Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first).
  940. phys_autoDisableFastTime "0.5"
  941. phys_autoDisableLinear "20" // A body must have linear velocity less than this to be considered idle.
  942. phys_autoDisableTime "0.9" // The amount of time a body must be idle for it to go to sleep.
  943. phys_bulletSpinScale "3" // Scale of the effective offset from the center of mass for the bullet impacts.
  944. phys_bulletUpBias "0.5" // Up Bias for the direction of the bullet impact.
  945. phys_cfm "0.0001" // Physics constraint force mixing magic parameter.
  946. phys_collUseEntities "0" // Disable to turn off testing for collision against entities
  947. phys_contact_cfm "1e-005" // Physics constraint force mixing magic parameter for contacts.
  948. phys_contact_cfm_ragdoll "0.001"
  949. phys_contact_cfm_vehicle "0.001"
  950. phys_contact_cfm_vehicleSoft "0.05"
  951. phys_contact_erp "0.8" // Physics error reduction magic parameter for contacts.
  952. phys_contact_erp_ragdoll "0.3"
  953. phys_contact_erp_vehicle "0.5"
  954. phys_contact_erp_vehicleSoft "0.05"
  955. phys_csl "0.3" // Physics contact surface level magic parameter.
  956. phys_dragAngular "0.5" // The amount of angular drag, applied globally
  957. phys_dragLinear "0.03" // The amount of linear drag, applied globally
  958. phys_drawAwake "0" // Debug draw a box indicating which bodies are disabled
  959. phys_drawCollisionObj "0" // Debug draw collision geometry for each physics object
  960. phys_drawCollisionWorld "0" // Debug draw collision brushes and terrain triangles
  961. phys_drawcontacts "0" // Debug draw contact points
  962. phys_drawDebugInfo "0" // Print info about the physics objects
  963. phys_dumpcontacts "0" // Set to true to dump all constraints in next physics frame.
  964. phys_erp "0.8" // Physics error reduction magic parameter.
  965. phys_frictionScale "1" // Scales the amount of physics friction globally.
  966. phys_gravity "-800" // Physics gravity in units/sec^2.
  967. phys_gravityChangeWakeupRadius "120" // The radius around the player within which objects get awakened when gravity changes
  968. phys_gravity_ragdoll "-800" // Physics gravity used by ragdolls in units/sec^2.
  969. phys_jitterMaxMass "200" // Maximum mass to jitter - jitter will fall off up to this mass
  970. phys_jointPullThreshold "4" // If joints are farther apart than sqrt(this distance), they will be pulled together.
  971. phys_joint_cfm "0.0001" // Physics constraint force mixing magic parameter for joints.
  972. phys_joint_stop_cfm "0.0001" // Physics constraint force mixing magic parameter for joints at their limits.
  973. phys_joint_stop_erp "0.8" // Physics error reduction magic parameter for joints at their limits.
  974. phys_mcv "20" // Physics maximum correcting velocity magic parameter.
  975. phys_mcv_ragdoll "1000" // Physics maximum correcting velocity magic parameter (for ragdoll).
  976. phys_mcv_vehicle "300" // Physics maximum correcting velocity magic parameter (for vehicles).
  977. phys_minImpactMomentum "250" // The minimum momentum required to trigger impact sounds
  978. phys_narrowObjMaxLength "4" // If a geom has a dimension less than this, then extra work will be done to prevent it from falling into cracks (like between the wall and the floor)
  979. phys_noIslands "0" // Make all contacts joints between an object and the world: no object-object contacts
  980. phys_qsi "15" // Number of iterations that QuickStep performs per step.
  981. phys_reorderConst "1" // ODE solver reorder constraints
  982. player_adsExitDelay "0" // Delay before exiting aim down sight
  983. player_backSpeedScale "0.7" // The scale applied to the player speed when moving backwards
  984. player_breath_fire_delay "0" // The amount of time subtracted from the player remaining breath time when a weapon is fired
  985. player_breath_gasp_lerp "6" // The interpolation rate for the target waver amplitude when gasping
  986. player_breath_gasp_scale "4.5" // Scale value to apply to the target waver during a gasp
  987. player_breath_gasp_time "1" // The amount of time a player will gasp once they can breath again
  988. player_breath_hold_lerp "1" // The interpolation rate for the target waver amplitude when holding breath
  989. player_breath_hold_time "4.5" // The maximum time a player can hold his breath
  990. player_breath_snd_delay "1" // The delay before playing the breathe in sound
  991. player_breath_snd_lerp "2" // The interpolation rate for the player hold breath sound
  992. player_burstFireCooldown "0.2" // Seconds after a burst fire before weapons can be fired again.
  993. player_debugHealth "0" // Turn on debugging info for player health
  994. player_dmgtimer_flinchTime "500" // Maximum time to play flinch animations
  995. player_dmgtimer_maxTime "750" // The maximum time that the player is slowed due to damage
  996. player_dmgtimer_minScale "0" // The minimum scale value to slow the player by when damaged
  997. player_dmgtimer_stumbleTime "500" // Maximum time to play stumble animations
  998. player_dmgtimer_timePerPoint "100" // The time in milliseconds that the player is slowed down per point of damage
  999. player_footstepsThreshhold "0" // The minimum speed at which the player makes loud footstep noises
  1000. player_lastStandCrawlSpeedScale "0.2" // The scale applied to the player speed when crawling in last stand.
  1001. player_lastStandDebug "0" // Forces players into last stand for debugging purposes.
  1002. player_lean_rotate_crouch_left "0.8" // Amount to rotate the player 3rd person model when crouch leaning left
  1003. player_lean_rotate_crouch_right "0.3" // Amount to rotate the player 3rd person model when crouch leaning right
  1004. player_lean_rotate_left "0.8" // Amount to rotate the player 3rd person model when leaning left
  1005. player_lean_rotate_right "0.4" // Amount to rotate the player 3rd person model when leaning right
  1006. player_lean_shift_crouch_left "4" // Amount to shift the player 3rd person model when crouch leaning left
  1007. player_lean_shift_crouch_right "15" // Amount to shift the player 3rd person model when crouch leaning right
  1008. player_lean_shift_left "5" // Amount to shift the player 3rd person model when leaning left
  1009. player_lean_shift_right "9" // Amount to shift the player 3rd person model when leaning right
  1010. player_meleeHeight "10" // The height of the player's melee attack
  1011. player_meleeRange "64" // The maximum range of the player's mellee attack
  1012. player_meleeWidth "10" // The width of the player's melee attack
  1013. player_moveThreshhold "10" // The speed at which the player is considered to be moving for the purposes of
  1014. player_move_factor_on_torso "0" // The contribution movement direction has on player torso direction(multi-player only)
  1015. player_runThreshhold "110" // The speed threshold before a player is considered to be running forwards
  1016. player_scopeExitOnDamage "0" // Exit the scope if the player takes damage
  1017. player_spectateSpeedScale "1" // The scale applied to the player speed when spectating
  1018. player_sprintCameraBob "0.5" // The speed the camera bobs while you sprint
  1019. player_sprintForwardMinimum "105" // The minimum forward deflection required to maintain a sprint
  1020. player_sprintMinTime "1" // The minimum sprint time needed in order to start sprinting
  1021. player_sprintRechargePause "0" // The length of time the meter will pause before starting to recharge after a player sprints
  1022. player_sprintSpeedScale "1.5" // The scale applied to the player speed when sprinting
  1023. player_sprintStrafeSpeedScale "0.667" // The speed at which you can strafe while sprinting
  1024. player_sprintTime "4" // The base length of time a player can sprint
  1025. player_sprintUnlimited "0" // Whether players can sprint forever or not
  1026. player_strafeAnimCosAngle "0.5" // Cosine of the angle which player starts using strafe animations
  1027. player_strafeSpeedScale "0.8" // The scale applied to the player speed when strafing
  1028. player_sustainAmmo "0" // Firing weapon will not decrease clip ammo.
  1029. player_turnAnims "0" // Use animations to turn a player's model in multiplayer
  1030. player_view_pitch_down "85" // Maximum angle that the player can look down
  1031. player_view_pitch_up "85" // Maximum angle that the player can look up
  1032. playlist "0" // The number
  1033. playlistFilename "playlists.info" // Playlist filename
  1034. privateMatch_joinPassword
  1035. privateMatch_serverPassword
  1036. pro******nuOption_blacklevel "0"
  1037. pro******nuOption_gamma "0.8"
  1038. pro******nuOption_safeAreaHorz "0.85"
  1039. pro******nuOption_safeAreaVert "0.85"
  1040. pro******nuOption_volume "0.8"
  1041. protocol "134"
  1042. radarjamDistMax "800"
  1043. radarjamDistMin "350"
  1044. radarjamSinCurve "0"
  1045. ragdoll_baselerp_time "1000" // Default time ragdoll baselerp bones take to reach the base pose
  1046. ragdoll_bullet_force "500" // Bullet force applied to ragdolls
  1047. ragdoll_bullet_upbias "0.5" // Upward bias applied to ragdoll bullet effects
  1048. ragdoll_debug "0" // Draw ragdoll debug info (bitflags)
  1049. ragdoll_dump_anims "0" // Dump animation data when ragdoll fails
  1050. ragdoll_enable "1" // Turn on ragdoll death animations
  1051. ragdoll_explode_force "18000" // Explosive force applied to ragdolls
  1052. ragdoll_explode_upbias "0.8" // Upwards bias applied to ragdoll explosion effects
  1053. ragdoll_exploding_bullet_force "5000" // Force applied to ragdolls from explosive bullets
  1054. ragdoll_exploding_bullet_upbias "0.8" // Upwards bias applied to ragdoll from explosive bullets
  1055. ragdoll_fps "20" // Ragdoll update frames per second
  1056. ragdoll_idle_min_velsq "2" // Minimum squared speed a ragdoll body needs to be moving before it will shut down due to time
  1057. ragdoll_jitter_scale "1" // Scale up or down the effect of physics jitter on ragdolls
  1058. ragdoll_jointlerp_time "3000" // Default time taken to lerp down ragdoll joint friction
  1059. ragdoll_max_life "4500" // Max lifetime of a ragdoll system in msec
  1060. ragdoll_max_simulating "16" // Max number of simultaneous active ragdolls
  1061. ragdoll_max_stretch_pct "10" // Force ragdoll limbs to not stretch more than this percentage in one frame
  1062. ragdoll_rotvel_scale "1" // Ragdoll rotational velocity estimate scale
  1063. ragdoll_self_collision_scale "1.2" // Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating
  1064. ragdoll_stretch_iters "10" // Iterations to run the alternate limb solver
  1065. rate "25000" // Player's preferred network
  1066. reliableResendTime "300"
  1067. reliableTimeoutTime "20000"
  1068. RemoteCameraSounds_DryLevel "0.1"
  1069. RemoteCameraSounds_RoomType "underwater"
  1070. RemoteCameraSounds_WetLevel "0.5"
  1071. requireOpenNat "1"
  1072. r_aaAlpha "dither"
  1073. r_aaMaxQuality "0"
  1074. r_aaSamples "2"
  1075. r_altModelLightingUpdate "0"
  1076. r_aspectRatio "auto"
  1077. r_atlasAnimFPS "15" // Speed to animate atlased 2d materials
  1078. r_autopriority "0"
  1079. r_blacklevel "0" // Black level (negative brightens output)
  1080. r_blur "0" // Dev tweak to blur the screen
  1081. r_brightness "0" // Brightness adjustment
  1082. r_cacheModelLighting "1" // Speed up model lighting by caching previous results
  1083. r_cacheSModelLighting "1" // Speed up static model lighting by caching previous results
  1084. r_clear "never" // Controls how the color buffer is cleared
  1085. r_clearColor "0" // Color to clear the screen to when clearing the frame buffer
  1086. r_clearColor2 "0" // Color to clear every second frame to (for use during development)
  1087. r_colorMap "Unchanged" // Replace all color maps with pure black or pure white
  1088. r_contrast "1" // Contrast adjustment
  1089. r_customMode
  1090. r_debugLineWidth "1" // Width of server side debug lines
  1091. r_debugShader "none" // Enable shader debugging information
  1092. r_depthPrepass "None"
  1093. r_desaturation "1" // Desaturation adjustment
  1094. r_detail "1"
  1095. r_detailMap "Unchanged" // Replace all detail maps with an image that effectively disables them
  1096. r_diffuseColorScale "1" // Globally scale the diffuse color of all point lights
  1097. r_displayRefresh "60"
  1098. r_distortion "1" // Enable distortion
  1099. r_dlightLimit "4" // Maximum number of dynamic lights drawn simultaneously
  1100. r_dof_bias "0.5" // Depth of field bias as a power function (like gamma); less than 1 is sharper
  1101. r_dof_enable "1" // Enable the depth of field effect
  1102. r_dof_farBlur "1.8"
  1103. r_dof_farEnd "7000" // Depth of field far end distance, in inches
  1104. r_dof_farStart "1000" // Depth of field far start distance, in inches
  1105. r_dof_nearBlur "6"
  1106. r_dof_nearEnd "60" // Depth of field near end distance, in inches
  1107. r_dof_nearStart "10" // Depth of field near start distance, in inches
  1108. r_dof_tweak "0" // Use dvars to set the depth of field effect; overrides r_dof_enable
  1109. r_dof_viewModelEnd "8" // Depth of field viewmodel end distance, in inches
  1110. r_dof_viewModelStart "2" // Depth of field viewmodel start distance, in inches
  1111. r_dpvsFilterDebug "0" // Filter all entities to all cells (debug)
  1112. r_drawDecals "1"
  1113. r_drawSun "1"
  1114. r_drawWater "1" // Enable water animation
  1115. r_envMapExponent "5" // Reflection exponent.
  1116. r_envMapMaxIntensity "0.5" // Max reflection intensity based on glancing angle.
  1117. r_envMapMinIntensity "0.2" // Min reflection intensity based on glancing angle.
  1118. r_envMapOverride "0"
  1119. r_envMapSunIntensity "2" // Max sun specular intensity intensity with env map materials.
  1120. r_fastSkin "0"
  1121. r_filmAltShader "1" // Use alternate shader (with middle tint and dark desat) for film color.
  1122. r_filmTweakBrightness "0"
  1123. r_filmTweakContrast "1.4"
  1124. r_filmTweakDarkTint "0.7"
  1125. r_filmTweakDesaturation "0.2"
  1126. r_filmTweakDesaturationDark "0.2"
  1127. r_filmTweakEnable "0"
  1128. r_filmTweakInvert "0"
  1129. r_filmTweakLightTint "1.1"
  1130. r_filmTweakMediumTint "0.9"
  1131. r_filmUseTweaks "0" // Overide film effects with tweak dvar values.
  1132. r_floatz "1"
  1133. r_fog "1" // Set to 0 to disable fog
  1134. r_forceLod "none" // Force all level of detail to this level
  1135. r_fullbright "0" // Toggles rendering without lighting
  1136. r_fullscreen "0" // Display game full screen
  1137. r_gamma "0.8" // Gamma value
  1138. r_glow "1"
  1139. r_glowTweakBloomCutoff "0.5"
  1140. r_glowTweakBloomDesaturation "0"
  1141. r_glowTweakBloomIntensity0 "1"
  1142. r_glowTweakEnable "0"
  1143. r_glowTweakRadius0 "5"
  1144. r_glowUseTweaks "0"
  1145. r_glow_allowed "1" // Allow glow.
  1146. r_glow_allowed_script_forced "0" // Force 'allow glow' to be treated as true, by script.
  1147. r_gpuSync "off"
  1148. r_heroLighting "1" // Enable hero-only lighting
  1149. r_highLodDist "-1" // Distance for high level of detail
  1150. r_ignore "0" // used for debugging anything
  1151. r_ignorehwgamma "0" // Ignore hardware gamma
  1152. r_inGameVideo "1" // Allow in game cinematics
  1153. r_lightCacheLessFrequentMaxDistance "64" // Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit
  1154. r_lightCacheLessFrequentPeriod "10" // Adjust how frequently fx models (and models tagged as less-frequently-lit by script) get relit on average (1 is every frame, 8 is every 8th frame)
  1155. r_lightGridContrast "0" // Adjust the contrast of light color from the light grid
  1156. r_lightGridEnableTweaks "0" // Enable tweaks of the light color from the light grid
  1157. r_lightGridIntensity "1" // Adjust the intensity of light color from the light grid
  1158. r_lightGridUseTweakedValues "1" // Use tweaked values instead of default
  1159. r_lightMap "Unchanged" // Replace all lightmaps with pure black or pure white
  1160. r_loadForRenderer "1"
  1161. r_lockPvs "0" // Lock the viewpoint used for determining what is visible to the current position and direction
  1162. r_lodBiasRigid "0"
  1163. r_lodBiasSkinned "0"
  1164. r_lodScaleRigid "1"
  1165. r_lodScaleSkinned "1"
  1166. r_lowestLodDist "-1" // Distance for lowest level of detail
  1167. r_lowLodDist "-1" // Distance for low level of detail
  1168. r_mediumLodDist "-1" // Distance for medium level of detail
  1169. r_mode "1024x768"
  1170. r_modelVertColor "1"
  1171. r_monitor "0"
  1172. r_multiGpu "0"
  1173. r_normal "1"
  1174. r_normalMap "Unchanged" // Replace all normal maps with a flat normal map
  1175. r_outdoor "1"
  1176. r_outdoorFeather "8" // Outdoor z-feathering value
  1177. r_picmip "0"
  1178. r_picmip_bump "0"
  1179. r_picmip_manual "0"
  1180. r_picmip_spec "0"
  1181. r_picmip_water "0"
  1182. r_polygonOffsetBias "-1" // Offset bias for decal polygons; bigger values z-fight less but poke through walls more
  1183. r_polygonOffsetScale "-1" // Offset scale for decal polygons; bigger values z-fight less but poke through walls more
  1184. r_portalBevels "0.7" // Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle
  1185. r_portalBevelsOnly "0" // Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen
  1186. r_portalMinClipArea "0.02" // Don't clip child portals by a parent portal smaller than this fraction of the screen area.
  1187. r_portalMinRecurseDepth "2" // Ignore r_portalMinClipArea for portals with fewer than this many parent portals.
  1188. r_portalWalkLimit "0" // Stop portal recursion after this many iterations. Useful for debugging portal errors.
  1189. r_preloadShaders "0"
  1190. r_pretess "1"
  1191. r_primaryLightTweakDiffuseStrength "1"
  1192. r_primaryLightTweakSpecularStrength "1"
  1193. r_primaryLightUseTweaks "0"
  1194. r_reflectionProbeGenerate "0"
  1195. r_reflectionProbeGenerateExit "0"
  1196. r_reflectionProbeRegenerateAll "0"
  1197. r_rendererInUse "Shader"
  1198. r_rendererPreference "Default"
  1199. r_resampleScene "1" // Upscale the frame buffer with sharpen filter and color correction.
  1200. r_scaleViewport "1" // Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
  1201. r_showFbColorDebug "None" // Show front buffer color debugging information
  1202. r_showFloatZDebug "0" // Show float z buffer used to eliminate hard edges on particles near geometry
  1203. r_showLightGrid "0" // Show light grid debugging information (2: detailed, 3: detailed for this box only)
  1204. r_showMissingLightGrid "0" // Use rainbow colors for entities that are outside the light grid
  1205. r_showPortals "0"
  1206. r_showPortalsOverview "0"
  1207. r_singleCell "0" // Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.
  1208. r_skipPvs "0" // Skipt the determination of what is in the potentially visible set (disables most drawing)
  1209. r_smc_enable "1"
  1210. r_smc_optimize "1"
  1211. r_smp_backend "1" // Process renderer back end in a separate thread
  1212. r_smp_worker "1" // Process renderer front end in a separate thread
  1213. r_smp_worker_thread0 "1"
  1214. r_smp_worker_thread1 "1"
  1215. r_specular "1"
  1216. r_specularColorScale "2.5" // Set greater than 1 to brighten specular highlights
  1217. r_specularMap "Unchanged" // Replace all specular maps with pure black (off) or pure white (super shiny)
  1218. r_spotLightBrightness "14" // Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
  1219. r_spotLightEndRadius "196" // Radius of the circle at the end of the spot light in inches.
  1220. r_spotLightEntityShadows "1" // Enable entity shadows for spot lights.
  1221. r_spotLightExponent "2" // Exponent for spot light to control falloff away from the center
  1222. r_spotLightFovInnerFraction "0.5" // Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
  1223. r_spotLightMaxLength "5000" // Maximum length of the spot light used to light geo. The will limit the length set in the effect.
  1224. r_spotLightShadows "1" // Enable shadows for spot lights.
  1225. r_spotLightSModelShadows "1" // Enable static model shadows for spot lights.
  1226. r_spotLightStartRadius "36" // Radius of the circle at the start of the spot light in inches.
  1227. r_sse_skinning "1"
  1228. r_subwindow "0" // subwindow to draw: left, right, top, bottom
  1229. r_sunblind_fadein "0.5" // time in seconds to fade blind from 0% to 100%
  1230. r_sunblind_fadeout "3" // time in seconds to fade blind from 100% to 0%
  1231. r_sunblind_max_angle "5" // angle from sun in degrees inside which blinding is max
  1232. r_sunblind_max_darken "0.75" // 0-1 fraction for how black the world is at max blind
  1233. r_sunblind_min_angle "30" // angle from sun in degrees outside which blinding is 0
  1234. r_sunflare_fadein "1" // time in seconds to fade alpha from 0% to 100%
  1235. r_sunflare_fadeout "1" // time in seconds to fade alpha from 100% to 0%
  1236. r_sunflare_max_alpha "1" // 0-1 vertex color and alpha of sun at max effect
  1237. r_sunflare_max_angle "2" // angle from sun in degrees inside which effect is max
  1238. r_sunflare_max_size "2500" // largest size of flare effect in pixels at 640x480
  1239. r_sunflare_min_angle "45" // angle from sun in degrees outside which effect is 0
  1240. r_sunflare_min_size "0" // smallest size of flare effect in pixels at 640x480
  1241. r_sunflare_shader "sun_flare" // name for flare effect; can be any material
  1242. r_sunglare_fadein "0.5" // time in seconds to fade glare from 0% to 100%
  1243. r_sunglare_fadeout "3" // time in seconds to fade glare from 100% to 0%
  1244. r_sunglare_max_angle "5" // angle from sun in degrees inside which glare is minimum
  1245. r_sunglare_max_lighten "0.75" // 0-1 fraction for how white the world is at max glare
  1246. r_sunglare_min_angle "30" // angle from sun in degrees inside which glare is maximum
  1247. r_sunsprite_shader "sun" // name for static sprite; can be any material
  1248. r_sunsprite_size "16" // diameter in pixels at 640x480 and 80 fov
  1249. r_sun_from_dvars "0" // Set sun flare values from dvars rather than the level
  1250. r_sun_fx_position "0" // Position in degrees of the sun effect
  1251. r_texFilterAnisoMax "4" // Maximum anisotropy to use for texture filtering
  1252. r_texFilterAnisoMin "1" // Minimum anisotropy to use for texture filtering (overridden by max)
  1253. r_texFilterDisable "0" // Disables all texture filtering (uses nearest only.)
  1254. r_texFilterMipBias "0" // Change the mipmap bias
  1255. r_texFilterMipMode "Unchanged" // Forces all mipmaps to use a particular blend between levels (or disables mipping.)
  1256. r_useLayeredMaterials "0"
  1257. r_vc_makelog "0" // Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
  1258. r_vc_showlog "0" // Show this many rows of light grid points for the vis cache
  1259. r_vsync "0" // Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
  1260. r_warningRepeatDelay "5"
  1261. r_zfar "0" // Change the distance at which culling fog reaches 100% opacity; 0 is off
  1262. r_zFeather "1"
  1263. r_znear "4" // Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
  1264. r_znear_depthhack "0.1" // Viewmodel near clip plane
  1265. safeArea_adjusted_horizontal "1" // User-adjustable horizontal safe area as a fraction of the screen width
  1266. safeArea_adjusted_vertical "1" // User-adjustable vertical safe area as a fraction of the screen height
  1267. safeArea_horizontal "0.85" // Horizontal safe area as a fraction of the screen width
  1268. safeArea_vertical "0.85" // Vertical safe area as a fraction of the screen height
  1269. scr_airdrop_ac130 "3"
  1270. scr_airdrop_ammo "17"
  1271. scr_airdrop_counter_uav "15"
  1272. scr_airdrop_emp "1"
  1273. scr_airdrop_harrier_airstrike "7"
  1274. scr_airdrop_helicopter "7"
  1275. scr_airdrop_helicopter_flares "5"
  1276. scr_airdrop_helicopter_minigun "3"
  1277. scr_airdrop_mega_ac130 "2"
  1278. scr_airdrop_mega_ammo "12"
  1279. scr_airdrop_mega_counter_uav "16"
  1280. scr_airdrop_mega_emp "0"
  1281. scr_airdrop_mega_harrier_airstrike "5"
  1282. scr_airdrop_mega_helicopter "5"
  1283. scr_airdrop_mega_helicopter_flares "3"
  1284. scr_airdrop_mega_helicopter_minigun "2"
  1285. scr_airdrop_mega_nuke "0"
  1286. scr_airdrop_mega_precision_airstrike "10"
  1287. scr_airdrop_mega_predator_missile "14"
  1288. scr_airdrop_mega_sentry "16"
  1289. scr_airdrop_mega_stealth_airstrike "3"
  1290. scr_airdrop_mega_uav "12"
  1291. scr_airdrop_nuke "0"
  1292. scr_airdrop_precision_airstrike "11"
  1293. scr_airdrop_predator_missile "12"
  1294. scr_airdrop_sentry "12"
  1295. scr_airdrop_stealth_airstrike "5"
  1296. scr_airdrop_uav "17"
  1297. scr_arena_numlives "1"
  1298. scr_arena_promode "0"
  1299. scr_arena_roundlimit "0"
  1300. scr_arena_roundswitch "3"
  1301. scr_arena_scorelimit "1"
  1302. scr_arena_timelimit "2.5"
  1303. scr_arena_winlimit "4"
  1304. scr_ctf_halftime "1"
  1305. scr_ctf_numlives "0"
  1306. scr_ctf_playerrespawndelay "0"
  1307. scr_ctf_promode "0"
  1308. scr_ctf_returntime "30"
  1309. scr_ctf_roundlimit "1"
  1310. scr_ctf_scorelimit "0"
  1311. scr_ctf_timelimit "10"
  1312. scr_ctf_waverespawndelay "10"
  1313. scr_ctf_winlimit "1"
  1314. scr_dd_addtime "2.5"
  1315. scr_dd_bombtimer "45"
  1316. scr_dd_defusetime "5"
  1317. scr_dd_numlives "0"
  1318. scr_dd_planttime "5"
  1319. scr_dd_playerrespawndelay "0"
  1320. scr_dd_promode "0"
  1321. scr_dd_roundlimit "3"
  1322. scr_dd_roundswitch "1"
  1323. scr_dd_scorelimit "1"
  1324. scr_dd_timelimit "2.5"
  1325. scr_dd_waverespawndelay "0"
  1326. scr_dd_winlimit "2"
  1327. scr_diehard "0"
  1328. scr_dm_numlives "0"
  1329. scr_dm_playerrespawndelay "0"
  1330. scr_dm_promode "0"
  1331. scr_dm_roundlimit "1"
  1332. scr_dm_scorelimit "1500"
  1333. scr_dm_timelimit "10"
  1334. scr_dm_waverespawndelay "0"
  1335. scr_dm_winlimit "1"
  1336. scr_dom_numlives "0"
  1337. scr_dom_playerrespawndelay "0"
  1338. scr_dom_promode "0"
  1339. scr_dom_roundlimit "1"
  1340. scr_dom_scorelimit "200"
  1341. scr_dom_timelimit "0"
  1342. scr_dom_waverespawndelay "0"
  1343. scr_dom_winlimit "1"
  1344. scr_explBulletMod "1"
  1345. scr_game_allowkillcam "1" // script allow killcam
  1346. scr_game_deathpointloss "0"
  1347. scr_game_forceuav "0"
  1348. scr_game_graceperiod "0"
  1349. scr_game_hardpoints "1"
  1350. scr_game_killstreakdelay "0"
  1351. scr_game_onlyheadshots "0"
  1352. scr_game_perks "1"
  1353. scr_game_spectatetype "1"
  1354. scr_game_suicidepointloss "0"
  1355. scr_gtnw_numlives "0"
  1356. scr_gtnw_playerrespawndelay "0"
  1357. scr_gtnw_promode "0"
  1358. scr_gtnw_roundlimit "1"
  1359. scr_gtnw_roundswitch "0"
  1360. scr_gtnw_scorelimit "101"
  1361. scr_gtnw_timelimit "10"
  1362. scr_gtnw_waverespawndelay "0"
  1363. scr_gtnw_winlimit "1"
  1364. scr_hardcore "0"
  1365. scr_hardpoint_allowartillery "1"
  1366. scr_hardpoint_allowhelicopter "1"
  1367. scr_hardpoint_allowuav "1"
  1368. scr_koth_numlives "0"
  1369. scr_koth_playerrespawndelay "0"
  1370. scr_koth_promode "0"
  1371. scr_koth_roundlimit "1"
  1372. scr_koth_roundswitch "1"
  1373. scr_koth_scorelimit "250"
  1374. scr_koth_timelimit "15"
  1375. scr_koth_waverespawndelay "0"
  1376. scr_koth_winlimit "1"
  1377. scr_maxPerPlayerExplosives "2"
  1378. scr_nukeCancelMode "0"
  1379. scr_nukeTimer "10"
  1380. scr_oldschool "0"
  1381. scr_oneflag_numlives "0"
  1382. scr_oneflag_playerrespawndelay "0"
  1383. scr_oneflag_promode "0"
  1384. scr_oneflag_roundlimit "0"
  1385. scr_oneflag_roundswitch "3"
  1386. scr_oneflag_scorelimit "1"
  1387. scr_oneflag_timelimit "3"
  1388. scr_oneflag_waverespawndelay "0"
  1389. scr_oneflag_winlimit "4"
  1390. scr_patientZero
  1391. scr_player_forcerespawn "1"
  1392. scr_player_healthregentime "5"
  1393. scr_player_maxhealth "100"
  1394. scr_player_numlives "0"
  1395. scr_player_respawndelay "0"
  1396. scr_player_sprinttime "4"
  1397. scr_player_suicidespawndelay "0"
  1398. scr_RequiredMapAspectratio "1"
  1399. scr_restxp_cap "0.5"
  1400. scr_restxp_enable "0"
  1401. scr_restxp_levelsPerDay "0.5"
  1402. scr_restxp_minRestTime "4"
  1403. scr_restxp_restedAwardScale "0.5"
  1404. scr_restxp_timescale "1"
  1405. scr_riotShieldXPBullets "15"
  1406. scr_sab_bombtimer "30"
  1407. scr_sab_defusetime "5"
  1408. scr_sab_hotpotato "0"
  1409. scr_sab_numlives "0"
  1410. scr_sab_planttime "2.5"
  1411. scr_sab_playerrespawndelay "7.5"
  1412. scr_sab_promode "0"
  1413. scr_sab_roundlimit "1"
  1414. scr_sab_roundswitch "1"
  1415. scr_sab_scorelimit "0"
  1416. scr_sab_timelimit "20"
  1417. scr_sab_waverespawndelay "0"
  1418. scr_sab_winlimit "1"
  1419. scr_sd_bombtimer "45"
  1420. scr_sd_defusetime "5"
  1421. scr_sd_multibomb "0"
  1422. scr_sd_numlives "1"
  1423. scr_sd_planttime "5"
  1424. scr_sd_playerrespawndelay "0"
  1425. scr_sd_promode "0"
  1426. scr_sd_roundlimit "0"
  1427. scr_sd_roundswitch "3"
  1428. scr_sd_scorelimit "1"
  1429. scr_sd_timelimit "2.5"
  1430. scr_sd_waverespawndelay "0"
  1431. scr_sd_winlimit "4"
  1432. scr_team_fftype "0" // script team friendly fire type
  1433. scr_team_kickteamkillers "0"
  1434. scr_team_respawntime "0"
  1435. scr_team_teamkillpointloss "1"
  1436. scr_team_teamkillspawndelay "20"
  1437. scr_thirdPerson "0"
  1438. scr_tispawndelay "0"
  1439. scr_vip_numlives "0"
  1440. scr_vip_promode "0"
  1441. scr_vip_roundlimit "3"
  1442. scr_vip_roundswitch "1"
  1443. scr_vip_scorelimit "1"
  1444. scr_vip_timelimit "2.5"
  1445. scr_vip_winlimit "2"
  1446. scr_war_numlives "0"
  1447. scr_war_playerrespawndelay "0"
  1448. scr_war_promode "0"
  1449. scr_war_roundlimit "1"
  1450. scr_war_scorelimit "7500"
  1451. scr_war_timelimit "10"
  1452. scr_war_waverespawndelay "0"
  1453. scr_war_winlimit "1"
  1454. scr_xpscale "1"
  1455. sensitivity "5" // Mouse
  1456. sentry_placement_debug "0" // Enables sentry placement debug lines
  1457. sentry_placement_feet_offset "17" // Position of the feet from the center axis.
  1458. sentry_placement_feet_trace_dist_z "20" // Max distance for a foot to be considered touching the ground
  1459. sentry_placement_trace_dist "42" // Distance along the trace axis where the sentry will attempt to position itself
  1460. sentry_placement_trace_min_normal "0.7" // Minimum normal to accept a sentry position
  1461. sentry_placement_trace_pitch "20" // Pitch used for the trace axis
  1462. sentry_placement_trace_radius "30" // Radius of the bound used for the placement trace
  1463. sentry_placement_trace_radius_canon_safety "5" // Extra radius used in the forward direction to compensate for the canon length
  1464. server1
  1465. server10
  1466. server11
  1467. server12
  1468. server13
  1469. server14
  1470. server15
  1471. server16
  1472. server2
  1473. server3
  1474. server4
  1475. server5
  1476. server6
  1477. server7
  1478. server8
  1479. server9
  1480. session_immediateDeleteTinySessions "0" // Whether to immediately delete sessions with 1 user
  1481. session_nonblocking "1" // Non-blocking Session code
  1482. shieldImpactBulletShakeDuration "500" // Viewmodel shake duration for bullet impacts.
  1483. shieldImpactBulletShakeScale "0.35" // Viewmodel shake scale for bullet impacts.
  1484. shieldImpactExplosionHighShakeDuration "1250" // Viewmodel shake duration for strong splash damage.
  1485. shieldImpactExplosionHighShakeScale "0.5" // Viewmodel shake scale for strong splash damage.
  1486. shieldImpactExplosionLowShakeDuration "800" // Viewmodel shake duration for weak splash damage.
  1487. shieldImpactExplosionLowShakeScale "0.4" // Viewmodel shake scale for weak splash damage.
  1488. shieldImpactExplosionThreshold "85" // Pre-shield splash damage that is above this will be 'strong'.
  1489. shieldImpactMissileShakeDuration "1500" // Viewmodel shake duration for direct missile impacts.
  1490. shieldImpactMissileShakeScale "0.5" // Viewmodel shake scale for direct missile impacts.
  1491. shortversion "1.0" // Short game version
  1492. showdrop "0" // Show dropped packets
  1493. showpackets "0" // Show packets
  1494. sm_enable "1" // Enable shadow mapping
  1495. sm_fastSunShadow "1" // Fast sun shadow
  1496. sm_lightScore_eyeProjectDist "64" // When picking shadows for primary lights, measure distance from a point this far in front of the camera.
  1497. sm_lightScore_spotProjectFrac "0.125" // When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction.
  1498. sm_maxLights "4" // Limits how many primary lights can have shadow maps
  1499. sm_minSpotLightScore "0.5" // Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps.
  1500. sm_polygonOffsetBias "0.125" // Shadow map offset bias
  1501. sm_polygonOffsetScale "2" // Shadow map offset scale
  1502. sm_qualitySpotShadow "1" // Fast spot shadow
  1503. sm_spotDistCull "1" // Distance cull spot shadows
  1504. sm_spotEnable "1" // Enable spot shadow mapping from script
  1505. sm_spotLimit "4" // Limit number of spot shadows from script
  1506. sm_spotShadowFadeTime "1" // How many seconds it takes for a primary light shadow map to fade in or out
  1507. sm_strictCull "1" // Strict shadow map cull
  1508. sm_sunEnable "1" // Enable sun shadow mapping from script
  1509. sm_sunSampleSizeNear "0.25" // Shadow sample size
  1510. sm_sunShadowCenter "0" // Sun shadow center, 0 0 0 means don't override
  1511. sm_sunShadowScale "1" // Sun shadow scale optimization
  1512. sm_sunShadowScaleLocked "1"
  1513. snaps "20" // Snapshot rate
  1514. snd_cinematicVolumeScale "0.5" // Scales the volume of Bink videos.
  1515. snd_draw3D "Off" // Draw the position and info of world sounds
  1516. snd_drawInfo "None" // Draw debugging information for sounds
  1517. snd_enable2D "1" // Enable 2D sounds
  1518. snd_enable3D "1" // Enable 3D sounds
  1519. snd_enableEq "1" // Enable equalization filter
  1520. snd_enableReverb "1" // Enable sound reverberation
  1521. snd_enableStream "1" // Enable streamed sounds
  1522. snd_errorOnMissing "0" // Cause a Com_Error if a sound file is missing.
  1523. snd_khz "44"
  1524. snd_levelFadeTime "250" // The amout of time in milliseconds for all audio to fade in at the start of a level
  1525. snd_outputConfiguration "Windows"
  1526. snd_slaveFadeTime "500" // The amount of time in milliseconds for a 'slave' sound
  1527. snd_touchStreamFilesOnLoad "0"
  1528. snd_volume "0.8" // Game sound master volume
  1529. splitscreen "0" // Current game is a game
  1530. stat_version "10"
  1531. stopspeed "100" // The player deceleration
  1532. stringtable_debug "0"
  1533. sv_allowAnonymous "0"
  1534. sv_allowClientConsole "1"
  1535. sv_allowDownload "1"
  1536. sv_allowedClan1 // Allow this clan to join the server
  1537. sv_allowedClan2
  1538. sv_cheats "0"
  1539. sv_clientArchive "1" // Have the clients archive data to save bandwidth on the server
  1540. sv_clientSideBullets "1" // If true, clients will synthesize tracers and bullet impacts
  1541. sv_connectTimeout "120" // seconds without any message when a client is loading
  1542. sv_debugRate "0" // Enable snapshot rate debugging info
  1543. sv_debugReliableCmds "0" // Enable debugging information for 'reliable' commands
  1544. sv_floodProtect "1" // Prevent malicious lagging by flooding the server with commands
  1545. sv_hostname "CoD4Host"
  1546. sv_hugeSnapshotDelay "200" // How long to wait before building a new snapshot after a 'huge' snapshot is sent
  1547. sv_hugeSnapshotSize "4000" // Size of a snapshot to be considered 'huge'
  1548. sv_iwdNames
  1549. sv_iwds
  1550. sv_kickBanTime "300" // Time in seconds for a player to be banned from the server after being kicked
  1551. sv_mapRotation // List of maps for the server to play
  1552. sv_mapRotationCurrent // Current map in the map rotation
  1553. sv_maxclients "18"
  1554. sv_maxPing "0" // Maximum ping allowed on the server
  1555. sv_maxRate "25000" // Maximum bit rate
  1556. sv_minPing "0" // Minimum ping allowed on the server
  1557. sv_network_fps "50" // Number of times per second the server checks for net messages
  1558. sv_packet_info "0" // Enable packet info debugging information
  1559. sv_padPackets "0" // add nop bytes to messages
  1560. sv_paused "0" // Pause the client/server
  1561. sv_privateClients "0" // Maximum number of private clients allowed on the server
  1562. sv_privateClientsForClients "0"
  1563. sv_privatePassword
  1564. sv_pure "1"
  1565. sv_reconnectlimit "3" // minimum seconds between connect messages
  1566. sv_referencedFFCheckSums
  1567. sv_referencedFFNames
  1568. sv_referencedIwdNames
  1569. sv_referencedIwds
  1570. sv_rejoinTimeout "5"
  1571. sv_running "0" // Server is running
  1572. sv_showAverageBPS "0" // Show average bytes per second for net debugging
  1573. sv_timeout "20" // seconds without any message
  1574. sv_voiceQuality "3"
  1575. sv_zombietime "2" // seconds to sync messages after disconnect
  1576. systemlink "0" // Current game is a system link game
  1577. sys_configSum "230111639"
  1578. sys_configureGHz "18.5691"
  1579. sys_cpuGHz "2.67277"
  1580. sys_cpuName "IntelĀ®"
  1581. sys_gpu "ATI"
  1582. sys_lockThreads "none"
  1583. sys_quitMigrateTime "15000"
  1584. sys_smp_allowed "1"
  1585. sys_SSE "1"
  1586. sys_sysMB "2048"
  1587. testClients_doAttack "1" // Testclients will use the attack button.
  1588. testClients_doCrouch "0" // Testclients will use the crouch button.
  1589. testClients_doMove "1" // Testclients will use the movement.
  1590. testClients_doReload "1" // Testclients will use the reload button.
  1591. testClients_watchKillcam "1" // Testclients will not press buttons during killcam.
  1592. thermalBlurFactorNoScope "250" // Amount of blur to use when drawing blur that is NOT through a weapon's thermal scope.
  1593. thermalBlurFactorScope "250" // Amount of blur to use when drawing blur through a weapon's thermal scope.
  1594. thermal_playerModel // Model to draw for players when in thermal vision mode
  1595. timescale "1"
  1596. tracer_debugDraw "0" // Draw debug lines where the tracers should be visible.
  1597. tracer_explosiveColor1 "1" // The 1st color of a bullet tracer when using explosive bullets
  1598. tracer_explosiveColor2 "1" // The 2nd color of a bullet tracer when using explosive bullets
  1599. tracer_explosiveColor3 "1" // The 3rd color of a bullet tracer when using explosive bullets
  1600. tracer_explosiveColor4 "1" // The 4th color of a bullet tracer when using explosive bullets
  1601. tracer_explosiveColor5 "1" // The 5th color of a bullet tracer when using explosive bullets
  1602. tracer_explosiveColor6 "1" // The 6th color of a bullet tracer when using explosive bullets
  1603. tracer_explosiveOverride "1" // When turned on, will apply an override to the tracer settings when shooting explosive bullets.
  1604. tracer_explosiveWidth "15" // The width of a bullet tracer when using explosive bullets
  1605. tracer_firstPersonMaxWidth "4" // The maximum width our OWN tracers can be when looking through our ADS
  1606. tracer_stoppingPowerColor1 "0" // The 1st color of a bullet tracer when using StoppingPower bullets
  1607. tracer_stoppingPowerColor2 "1" // The 2nd color of a bullet tracer when using StoppingPower bullets
  1608. tracer_stoppingPowerColor3 "1" // The 3rd color of a bullet tracer when using StoppingPower bullets
  1609. tracer_stoppingPowerColor4 "1" // The 4th color of a bullet tracer when using StoppingPower bullets
  1610. tracer_stoppingPowerColor5 "1" // The 5th color of a bullet tracer when using StoppingPower bullets
  1611. tracer_stoppingPowerColor6 "1" // The 6th color of a bullet tracer when using StoppingPower bullets
  1612. tracer_stoppingPowerOverride "0" // When turned on, will apply an override to the tracer settings when the stopping power perk is active.
  1613. tracer_stoppingPowerWidth "6" // The width of a bullet tracer when using StoppingPower bullets
  1614. tracer_thermalWidthMult "2" // The multiplier applied to the base width when viewed in thermal vision
  1615. turret_adsEnabled "1" // Enable/Disable ADS on turrets
  1616. turret_adsFov "35" // FOV when using a turret in ADS
  1617. turret_adsTime "250" // Time (msec) to transition to ADS
  1618. turret_fov "55" // FOV when using a turret
  1619. uiscript_debug "0"
  1620. ui_allow_classchange "0" // Whether the UI should allow changing class
  1621. ui_allow_controlschange "1"
  1622. ui_allow_teamchange "0" // Whether the UI should allow changing team
  1623. ui_bigFont "0.4" // Big font scale
  1624. ui_borderLowLightScale "0.35" // Scales the border color for the lowlight color on certain UI borders
  1625. ui_browserFriendlyfire "-1"
  1626. ui_browserKillcam "-1"
  1627. ui_browserMod "0"
  1628. ui_browserShowDedicated "0"
  1629. ui_browserShowEmpty "1"
  1630. ui_browserShowFull "1"
  1631. ui_browserShowPassword "-1"
  1632. ui_browserShowPure "1"
  1633. ui_buildLocation "-60" // Where to draw the build number
  1634. ui_buildSize "0.2" // Font size to use for the build number
  1635. ui_cinematicsTimestamp "0" // Shows cinematics timestamp on subtitle UI elements.
  1636. ui_connectScreenTextGlowColor "0.3" // Glow color applied to the mode and map name strings on the connect screen.
  1637. ui_currentFeederMapIndex "0" // Currently selected map
  1638. ui_currentMap "0" // Current map index
  1639. ui_customClassName // Custom Class name
  1640. ui_customModeEditName // Name to give the currently edited custom game mode when editing is complete
  1641. ui_customModeName // Custom game mode name
  1642. ui_debugMode "0" // Draw ui debug info on the screen.
  1643. ui_drawCrosshair "1" // Whether to draw crosshairs.
  1644. ui_extraBigFont "0.55" // Extra big font scale
  1645. ui_gametype "war"
  1646. ui_hud_hardcore "0" // Whether the HUD should be suppressed for hardcore mode
  1647. ui_hud_obituaries "1"
  1648. ui_hud_showobjicons "1"
  1649. ui_joinGametype "0"
  1650. ui_mapname "mp_afghan"
  1651. ui_maxclients "18"
  1652. ui_mousePitch "0"
  1653. ui_multiplayer "1"
  1654. ui_netGametype "0"
  1655. ui_netGametypeName "dm"
  1656. ui_netSource "1" // The network source where: 0:Local 1:Internet 2:Favourites
  1657. ui_partyFull "0" // True if the current party is full.
  1658. ui_playerPartyColor "1" // The local player's font color when shown in lobbies and parties
  1659. ui_serverStatusTimeOut "7000" // Time in milliseconds before a server status request times out
  1660. ui_showEndOfGame "0"
  1661. ui_showList "0" // Show onscreen list of currently visible menus
  1662. ui_showmap "1"
  1663. ui_showMenuOnly // If set, only menus using this name will draw.
  1664. ui_sliderSteps "40" // The number of steps for a slider itemdef
  1665. ui_smallFont "0.25" // Small font scale
  1666. ui_textScrollFadeTime "0.2" // Text scrolling takes this long (seconds) to fade out at the end before restarting
  1667. ui_textScrollPauseEnd "3" // Text scrolling waits this long (seconds) at the end before restarting
  1668. ui_textScrollPauseStart "1" // Text scrolling waits this long (seconds) before starting
  1669. ui_textScrollSpeed "30" // Speed at which text scrolls vertically
  1670. unbindall
  1671. upnp_maxAttempts "4"
  1672. useFastFile "1"
  1673. useMapPreloading "1" // Whether to start loading the map before connecting to server
  1674. useonlinestats "0" // Whether to use online stats when in offline modes
  1675. useRelativeTeamColors "0" // Whether to use relative team colors.
  1676. useSvMapPreloading "1" // Whether to start loading the map before starting the server
  1677. useTagFlashSilenced "1" // When true, silenced weapons will use "tag_flash_silenced" instead of "tag_flash".
  1678. vehAudio_inAirPitchDownLerp "1.2" // Rate at which the pitch lerps down
  1679. vehAudio_inAirPitchUpLerp "0.75" // Rate at which the pitch lerps up
  1680. vehAudio_spawnVolumeTime "2" // Seconds it takes for spawned vehicles to reach full volume.
  1681. vehCam_angles "0" // Camera angles from vehicle
  1682. vehCam_editMode "0" // Enables camera edit mode via dvars
  1683. vehCam_freeLook "0" // Enables free look mode
  1684. vehCam_offset "0" // Focus offset from vehicle origin
  1685. vehCam_pitchClamp "45" // Pitch clamp for user adjustment
  1686. vehCam_pitchTurnRate "90" // Pitch turn rate for user adjustment
  1687. vehCam_radius "0" // Camera radius from vehicle
  1688. vehCam_speedInfluence "0" // Controls how much the vehicle's speed effects the camera.
  1689. vehCam_yawClamp "45" // Yaw clamp for user adjustment
  1690. vehCam_yawTurnRate "260" // Yaw turn rate for user adjustment
  1691. vehCam_zOffsetMode "World" // Camera offset mode for Z axis
  1692. veh_boneControllerLodDist "2000" // Distance at which bone controllers are not updated.
  1693. version "IW4" // Game
  1694. vid_xpos "22"
  1695. vid_ypos "53"
  1696. viewModelDebugNotetracks "0" // Enable display of viewmodel notetrack debug info.
  1697. viewModelHacks "1" // Enabled depth hack and remove viewmodel from shadows.
  1698. viewposNow "0"
  1699. voiceDebug "0"
  1700. voiceDegrade "0"
  1701. waypointDebugDraw "0"
  1702. waypointDistScaleRangeMax "3000" // Distance from player that icon distance scaling ends.
  1703. waypointDistScaleRangeMin "1000" // Distance from player that icon distance scaling starts.
  1704. waypointDistScaleSmallest "0.8" // Smallest scale that the distance effect uses.
  1705. waypointIconHeight "36" // Height of the offscreen pointer.
  1706. waypointIconWidth "36" // Width of the offscreen pointer.
  1707. waypointOffscreenCornerRadius "105" // Size of the rounded corners.
  1708. waypointOffscreenDistanceThresholdAlpha "30" // Distance from the threshold over which offscreen objective icons lerp their alpha.
  1709. waypointOffscreenPadBottom "30"
  1710. waypointOffscreenPadLeft "103" // Offset from the edge.
  1711. waypointOffscreenPadRight "0"
  1712. waypointOffscreenPadTop "0"
  1713. waypointOffscreenPointerDistance "20" // Distance from the center of the offscreen objective icon to the center its arrow.
  1714. waypointOffscreenPointerHeight "12"
  1715. waypointOffscreenPointerWidth "25"
  1716. waypointOffscreenRoundedCorners "1" // Off-screen icons take rounded corners when true. 90-degree corners when false.
  1717. waypointOffscreenScaleLength "500" // How far the offscreen icon scale travels from full to smallest scale.
  1718. waypointOffscreenScaleSmallest "1" // Smallest scale that the offscreen effect uses.
  1719. waypointPlayerOffsetCrouch "56" // For waypoints pointing to players, how high to offset off of their origin when they are crouching.
  1720. waypointPlayerOffsetProne "30" // For waypoints pointing to players, how high to offset off of their origin when they are prone.
  1721. waypointPlayerOffsetStand "66" // For waypoints pointing to players, how high to offset off of their origin when they are standing.
  1722. waypointSplitscreenScale "1.8"
  1723. waypointTweakY "-17" // Scale applied to waypoint icons in splitscreen views.
  1724. wideScreen "0" // True if the game video is running in 16x9 aspect, false if 4x3.
  1725. winvoice_loopback "0"
  1726. winvoice_mic_mute "1"
  1727. winvoice_mic_reclevel "65535"
  1728. winvoice_mic_scaler "1"
  1729. winvoice_save_voice "0"
  1730. xblive_hostingprivateparty "0" // true only if we're hosting a party
  1731. xblive_loggedin "0" // User is logged into xbox live
  1732. xblive_playEvenIfDown "0" // Allow people to play online even if Live is down
  1733. xblive_privatematch "0" // Current game is a private match
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