Generic Client Cvar: Difference between revisions
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{| class="wikitable" style="color:green; background-color:#ffffcc;" cellpadding="10" | |||
|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 | |||
|- | |||
|cg_complaintPopUp | |||
|1 | |||
|toggles wether to show the popup about filing complaints after a teamkill | |||
|- | |||
|cg_coronafardist | |||
|1536 | |||
|either the size or cull distance of corona effect | |||
|- | |||
|cg_coronas | |||
|1 | |||
|toggles the corona effect around lights | |||
|- | |||
|cg_crosshairAlpha | |||
|1.0 | |||
|sets the transparency of the crosshair | |||
|- | |||
|cg_crosshairAlphaAlt | |||
|1.0 | |||
|sets the transparency of the secondary crosshair | |||
|- | |||
|cg_crosshairColor | |||
|white | |||
|sets the colour of the crosshair | |||
|- | |||
|cg_crosshairColorAlt | |||
|white | |||
|sets the colour of the secondary crosshair, usually the surrounding part | |||
|- | |||
|cg_crosshairHealth | |||
|0 | |||
|toggles crosshair changing colour to indicate your health | |||
|- | |||
|cg_crosshairPulse | |||
|1 | |||
|toggles the crosshair changing size according to bullet spread | |||
|- | |||
|cg_crosshairSize | |||
|48 | |||
|size/scale of the crosshair | |||
|- | |||
|cg_crosshairX | |||
|0 | |||
|move crosshair on x axis (left/right) | |||
|- | |||
|cg_crosshairY | |||
|0 | |||
|move crosshair on y axis (up/down) | |||
|- | |||
|cg_cursorHints | |||
|1 | |||
|toggles displaying action hint icons when near interactive objects, valid values are: 0 = off, 1 = size pulse, 2 = strobe pulse, 3 = |alpha pulse, 4 = solid | |||
|- | |||
|cg_cycleAllWeaps | |||
|1 | |||
|include non-weapon items when scrolling with weapnext (mousewheel) | |||
|- | |||
|cg_deferPlayers | |||
|1 | |||
|toggle only loading models at convenient times | |||
|- | |||
|cg_descriptiveText | |||
|1 | |||
|toggles the display of "you killed xxxx" | |||
|- | |||
|cg_draw2D | |||
|1 | |||
|toggles all 2D items on the HUD display | |||
|- | |||
|cg_drawBuddies | |||
|1 | |||
|toggle showing the icon above players in your fireteam | |||
|- | |||
|cg_drawCompass | |||
|1 | |||
|toggles displaying the compass on the HUD | |||
|- | |||
|cg_drawCrosshair | |||
|1 | |||
|sets which crosshair to use | |||
|- | |||
|cg_drawCrosshairNames | |||
|1 | |||
|whether to draw the names of players when crosshair is on them | |||
|- | |||
|cg_drawCrosshairPickups | |||
|1 | |||
|toggles a hand icon when crosshair is over items you can pick up | |||
|- | |||
|cg_drawFireteamOverlay | |||
|1 | |||
|toggles the Fireteam overlay on the HUD | |||
|- | |||
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Latest revision as of 18:08, 20 April 2015
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 |
cg_complaintPopUp | 1 | toggles wether to show the popup about filing complaints after a teamkill |
cg_coronafardist | 1536 | either the size or cull distance of corona effect |
cg_coronas | 1 | toggles the corona effect around lights |
cg_crosshairAlpha | 1.0 | sets the transparency of the crosshair |
cg_crosshairAlphaAlt | 1.0 | sets the transparency of the secondary crosshair |
cg_crosshairColor | white | sets the colour of the crosshair |
cg_crosshairColorAlt | white | sets the colour of the secondary crosshair, usually the surrounding part |
cg_crosshairHealth | 0 | toggles crosshair changing colour to indicate your health |
cg_crosshairPulse | 1 | toggles the crosshair changing size according to bullet spread |
cg_crosshairSize | 48 | size/scale of the crosshair |
cg_crosshairX | 0 | move crosshair on x axis (left/right) |
cg_crosshairY | 0 | move crosshair on y axis (up/down) |
cg_cursorHints | 1 | alpha pulse, 4 = solid |
cg_cycleAllWeaps | 1 | include non-weapon items when scrolling with weapnext (mousewheel) |
cg_deferPlayers | 1 | toggle only loading models at convenient times |
cg_descriptiveText | 1 | toggles the display of "you killed xxxx" |
cg_draw2D | 1 | toggles all 2D items on the HUD display |
cg_drawBuddies | 1 | toggle showing the icon above players in your fireteam |
cg_drawCompass | 1 | toggles displaying the compass on the HUD |
cg_drawCrosshair | 1 | sets which crosshair to use |
cg_drawCrosshairNames | 1 | whether to draw the names of players when crosshair is on them |
cg_drawCrosshairPickups | 1 | toggles a hand icon when crosshair is over items you can pick up |
cg_drawFireteamOverlay | 1 | toggles the Fireteam overlay on the HUD |