Generic Client Cvar: Difference between revisions

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*vm = virtual machine
*vm = virtual machine


= =
{| class="wikitable" style="color:green; background-color:#ffffcc;" cellpadding="10"
{| class="wikitable" style="color:green; background-color:#ffffcc;" cellpadding="10"
|CVAR
|CVAR

Revision as of 20:17, 18 September 2014

WOLFENSTEIN - ENEMY TERRITORY CLIENT CVARS

CVAR explanations

CVAR is the actual console variable

  • b = bani for etpro cvars
  • cf = game stats
  • cg = client game
  • cl = client engine
  • com = common
  • con = console
  • demo = demo view
  • m = mouse
  • net = netcode
  • r = renderer
  • s = sound
  • ui = user interface and browser
  • vid = video positioning
  • vm = virtual machine

CVAR DEFAULT DESCRIPTION
cf_wstats 1.2 specifies the font scale of the +wstats window
cf_wtopshots 1.0 specifies the font scale of the +wtopshots window
cg_announcer 1 toggles the announcer voice on map start ("FIGHT!"), win (Allies win!) etc
cg_atmosphericEffects 1 toggles display of map effects like rain and snow
cg_autoAction 0 bitmask value that gives a variety of functions to always perform, 1 = demos, 2 = screenshot, 4 = stats, 8 = stopwatch only
cg_autoActivate 1 toggles automatically picking up items (paks, weapons etc)
cg_autoReload 1 toggles automatically reloading weapon when clip becomes empty
cg_autoSwitch 0 toggles automatically changing weapon when current one is out of ammo
cg_blinktime 0 duration of "blink" blackout when taking damage in milliseconds
cg_bloodDamageBlend 1.0 amount of blood flashed on screen when you take damage
cg_bloodFlash 1.0 toggles the blood effect when you are shot
cg_bloodTime 120 duration of blood puddle effect on walls/floor etc
cg_bobpitch 0.002 sets extent of the bob pitch (forwards/backwards) effect when moving
cg_bobroll 0.002 sets extent of the bob roll (left/right) effect when moving
cg_bobup 0.005 sets extent of the vertical "bob" effect when moving
cg_bobyaw 0.002 sets extent of the "bob" yaw (turn left/right) effect when moving
cg_brassTime 2500 sets the duration ejected bullet shells etc last for
cg_cameraOrbitDelay 50 associated with camera spinning around when you're dead