CHEAT: stays in the default value if cheats are not disabled REQUIRE_NET_SYNC: cannot be changed on client and when connecting it´s sent to the client SAVEGAME: stored when saving a savegame READONLY: can not be changed by the user ------------------------- command: SProfile_load script: local szName=tonotnil(%%); if (szName) then SProfile_load(szName); end help: Load the saved server profiles. To start the game you have to start the server by hand with 'start_server' or 'start_ubiserver' Usage: SProfile_load command: SProfile_run script: local szName=tonotnil(%%); if (szName) then SProfile_run(szName); end help: Load and run the server with the server setting specified in the profile (generate in game) Usage: SProfile_run command: SkipCutScene script: Movie:StopAllCutScenes() help: command: ban script: if (GameRules) then GameRules:Ban(%%); end help: Bans the specified player! (Server only) Use \listplayers to get a list of playernames and IDs.Usage: ban command: banid script: if (GameRules) then GameRules:BanID(%%); end help: Bans the specified player id! (Server only) Use \listplayers to get a list of playernames and IDs.Usage: banid command: caClearDecals CHEAT script: Animation:ClearDecals() help: command: caDumpAnims CHEAT script: Animation:DumpAnims() help: command: caDumpDecals CHEAT script: Animation:DumpDecals() help: command: caDumpModels CHEAT script: Animation:DumpModels() help: command: caDumpStates CHEAT script: Animation:DumpStates() help: command: caTrashAnims CHEAT script: Animation:TrashAnims() help: command: callvote script: Client:CallVote(%%) help: Asks players to vote on a command. Usage: callvote commandname arg Sends a request to players to vote on 'commandname arg'. Players respond y or n. command: cl_maxrate script: Client:SetBitsPerSecond(%1) help: Sets client maximum download bandwidth (the actual rate is limited by server setting as well) Usage: cl_maxrate 28800 Sets bits per second the server is allowed to send to you (this client). command: cl_updaterate script: Client:SetUpdateRate(%1) help: Specify the max server network update rate (less is better for bandwidth, more is better for response, the actual rate is limited by frame/update rate and the server setting as well) Usage: cl_updaterate [5..100] Default is 20 command: clear script: System:ClearConsole() help: Clears console text. Usage: clear command: connect script: Game:Connect(%1,1,1) help: Connects to the specified multiplayer server. Usage: connect ip command: dcheckpoint script: System:DebugStats(1) help: Usage: command: demo script: Game:StartDemoPlay(%%) help: Plays a demo from file. Usage: demo demoname Loads demoname.? for playback in the FarCry game. command: disconnect script: Game:Disconnect("@UserDisconnected") help: Breaks the client connection with the multiplayer server. Usage: disconnect command: dstats script: System:DebugStats(nil) help: Displays debugging statistics. Usage: dstats command: dump_ents CHEAT script: Game:DumpEntities() help: Outputs a list of the loaded entities. Usage: dump_ents command: dump_scripts CHEAT script: Script:DumpLoadedScripts() help: Outputs a list of currently loaded scripts. Usage: dump_scripts command: dumpcommandsvars script: System:DumpCommandsVars(%%) help: Outputs a list of commands and variables. Usage: dumpcommandsvars Saves a list of all registered commands and variables to a file called consolecommandsandvars.txt command: end_frame_display script: System:FrameProfiler(nil,1,"") help: command: end_frame_profiling script: System:FrameProfiler(nil,nil,"") help: command: fov CHEAT script: Game:SetCameraFov(%1/180*3.14159) help: Sets the player's field of view. Usage: fov 120 The field of vision is set in degrees between 1 and 180. command: frame_profiling script: System:FrameProfiler(%%) help: command: kick script: if (GameRules) then GameRules:Kick(%%); end help: command: kickid script: if (GameRules) then GameRules:KickID(%%); end help: command: kill script: Client:Kill() help: Kills the player. Usage: kill Player respawns as normal. command: listban script: if Server then Server:ListBans(); end help: Lists current banned ids on the server! (Server only) Usage: listplayers command: listplayers script: if MultiplayerUtils and MultiplayerUtils.ListPlayers then MultiplayerUtils:ListPlayers(); end help: Lists current players with id! (Server and Client) Usage: listplayers command: load_game script: Game:Load(%%) help: Loads a previously saved game. Usage: load_game gamename command: load_lastcheckpoint script: Game:LoadLatestCheckPoint() help: Respawns the player at the last checkpoint reached. Usage: load_lastcheckpoint command: load_level script: Game:LoadLevel(%%) help: Loads a new level (mission is the second parameter). Usage: load_level levelname [mission] Similar as 'map' command. command: loadpos script: Game:LoadPlayerPos(%%) help: Loads player position from the tagpoint file. Usage: loadpos pointname command: map script: local name = tonotnil(%%); if name then if(Game:CheckMap(name))then Game:LoadLevel(name); else System:Log("\001map '"..tostring(name).."' not found!"); end end help: Loads a new level (mission cannot be specified). Usage: map levelname Similar as 'load_level' command. command: messagemode script: Game:MessageMode(%line) help: Requests input from the player! Usage: messagemode command arg1 arg2Executes the passed command, with the player input as argument! If no param given, say_team is used. command: messagemode2 script: Game:MessageMode2(%line) help: Requests input from the player! Usage: messagemode command arg1 arg2Executes the passed command, with the player input as argument! If no param given, say_team is used. command: name script: Client:SetName(%line) help: command: quit script: Game:Quit() help: Quits the game. Usage: quit command: rcon script: Game:ExecuteRConCommand(%line) help: Execute a console command on a RCon server (call rcon_connect to set up the connection) Usage: rcon sv_restart command: ready script: Client:CallVote("ready") help: Asks if other players are ready. Usage: ready Works by sending a request to players. Players respond y or n. command: reconnect script: Game:Reconnect() help: Reconnects to the most recent multiplayer server. Usage: reconnect command: record CHEAT script: Game:StartRecord(%%) help: Starts recording of a demo. Usage: record demoname File 'demoname.?' will be created. command: reload_materials script: Game.ReloadMaterials() help: command: reload_script CHEAT script: Script:ReloadScript(%1) help: Usage: command: retry script: Game:Reconnect() help: Reconnects to the most recent multiplayer server. Usage: retry command: rstats script: System:DumpMMStats() help: Displays memory usage stats for release mode builds. Usage: rstats command: save_game script: Game:Save(%%) help: Saves the current game. Usage: save_game gamename command: savepos script: Game:SavePlayerPos(%%) help: Saves current player position to the tagpoint file. Usage: savepos pointname command: say script: Client:Say(%line) help: command: sayone script: Client:SayOne(%%) help: command: sayteam script: Client:SayTeam(%line) help: command: sensitivity script: if (Game) then Game:SetSensitivity(%%); end help: command: start_frame_display script: System:FrameProfiler(1,1,"") help: command: start_frame_profiling script: System:FrameProfiler(1,nil,"") help: command: start_server script: local name=tonotnil(%%); local mission="Default"; local gametype=strupper(tostring(g_GameType)); if AvailableMODList[gametype] then mission=AvailableMODList[gametype].mission; end if(Game:CheckMap(name,mission))then Game:LoadLevelListen(name); else System:Log("\001map '"..tostring(name).."' mission '"..tostring(mission).."' not found!"); end help: Starts a multiplayer server. Usage: start_server levelname Loads levelname on the local machine and listens for client connections. command: stopdemo script: Game:StopDemoPlay() help: Stop playing demo. command: stoprecording CHEAT script: Game:StopRecord() help: Stops recording of a demo. Usage: stoprecording File 'demoname.?' will be saved. command: sv_changemap script: if (GameRules) then GameRules:ChangeMap(%%) end help: Changes to the specified map and game type! (Server only) If no gametype is specified, the current gametype is used! Usage: sv_changemap mapname gametype command: sv_reloadmapcycle script: if (MapCycle) then MapCycle:Reload() end help: Reloads the mapcycle file, specified in the sv_mapcyclefile cvar! Usage: sv_reloadmapcycle command: sv_restart script: if (GameRules) then GameRules:Restart(%%) end help: Restarts the game in X seconds! (Server only) Usage: sv_restart X command: team script: Client:JoinTeamRequest(%%) help: Sends a request to join a team. Usage: team teamname command: tell script: Client:SayOne(%%) help: command: ubilogin script: if (NewUbisoftClient) then NewUbisoftClient:ConsoleLogin(%%); end help: Disconnects from ubi.com game service. Usage: ubilogout command: ubilogout script: if (NewUbisoftClient) then NewUbisoftClient:Client_Disconnect(); Game:Disconnect(); GotoPage("Multiplayer")end help: Disconnects from ubi.com game service. Usage: ubilogout command: unban script: if (GameRules) then GameRules:Unban(%%); end help: Removed the specified ban! (Server only) Use \listban to get a list of banned IPs and IDs.Usage: unban command: vote script: Client:Vote(%1) help: Used to vote on suggestions from other players. Usage: vote [y/n] Vote y for yes or n for no. variable: a_draw_area CHEAT type: string current: 0 help: Usage: variable: a_log_area CHEAT type: string current: 0 help: Usage: variable: ai_agentstats CHEAT type: string current: 1 help: Toggles agent statistics, such as current goalpipe, command and target. Usage: ai_agentstats [0/1] Default is 1 (on). Works with ai_debugdraw enabled. variable: ai_allow_accuracy_decrease SAVEGAME type: string current: 1 help: Set to 1 to enable AI accuracy decrease when target is moving lateraly. variable: ai_allow_accuracy_increase SAVEGAME type: string current: 0 help: Set to 1 to enable AI accuracy increase when target is standing still. variable: ai_alltime CHEAT type: string current: 0 help: Displays the update times of all agents, in milliseconds. Usage: ai_alltime [0/1] Default is 0 (off). Times all agents and displays the time used updating each of them. The name is colour coded to represent the update time. Green: less than 1 ms (ok) White: 1 ms to 5 ms Red: more than 5 ms You must enable ai_debugdraw before you can use this tool. variable: ai_area_info CHEAT type: string current: 0 help: Toggles AI area information about the player's position. Usage: ai_area_info [0/1] Default is 0 (off). Shows AI area navigation information including the name of the building the player is in, the entrypoints and their links. variable: ai_autobalance type: string current: 0 help: Set to 1 to enable autobalancing. variable: ai_bad_triangle_recursion_depth CHEAT type: string current: 3 help: This variable is not used. variable: ai_ball_attackrange CHEAT type: string current: 0 help: Draws a ball representing the AI attack range. Usage: ai_ball_attackrange [0/1] Default is 0 (off). Set to 1 to draw a ball, centered on the agent's head, with radius equal to it's attack range. variable: ai_ball_communicationrange CHEAT type: string current: 0 help: Draws a ball representing the AI communication range. Usage: ai_ball_communicationrange [0/1] Default is 0 (off). Set to 1 to draw a ball, centered on the agent's head, with radius equal to it's communication range. variable: ai_ball_sightrange CHEAT type: string current: 0 help: Draws a ball representing the AI sight range. Usage: ai_ball_sightrange [0/1] Default is 0 (off). Set to 1 to draw a ball, centered on the agent's head, with radius equal to it's sight range. variable: ai_ball_sightrange_reliable CHEAT type: string current: 0 help: Draws a ball representing the AI sight range. Usage: ai_ball_sightrange_reliable [0/1] Default is 0 (off). Set to 1 to draw a ball, centered on the agent's head, with radius equal to it's sightrange. variable: ai_ball_soundrange CHEAT type: string current: 0 help: Draws a ball representing the AI sound range. Usage: ai_ball_soundrange [0/1] Default is 0 (off). Set to 1 to draw a ball, centered on the agent's head, with radius equal to it's sound range. variable: ai_beautify_path CHEAT type: string current: 1 help: Toggles AI optimisation of the generated path. Usage: ai_beautify_path [0/1] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimisation (AI uses non-optimised path). variable: ai_createindoorgraph CHEAT type: string current: 0 help: variable: ai_debugdraw CHEAT type: string current: 0 help: Toggles the AI debugging view. Usage: ai_debugdraw [0/1] Default is 0 (off). ai_debugdraw displays AI rays and targets and enables the view for other AI debugging tools. variable: ai_draw_anchors CHEAT type: string current: 0 help: Toggles anchor view for debugging AI. Usage: ai_draw_anchors [0/1] Default is 0 (off). Indicates the AI anchors by drawing dark blue balls at their positions. variable: ai_drawpath CHEAT type: string current: 0 help: Draws the generated paths of the AI agents. Usage: ai_drawpath [0/1] Default is 0 (off). Set to 1 to draw the AI paths. variable: ai_drawplayernode CHEAT type: string current: 0 help: Toggles visibility of player position on AI triangulation. Usage: ai_drawplayernode [0/1] Default is 0. Set to 1 to show the current triangle on terrain level and closest vertex to player. variable: ai_hidedraw CHEAT type: string current: 0 help: Toggles the triangulation display. Usage: ai_hidedraw [0/1] Default is 0 (off). Set to 1 to display the triangulation which the AI uses to hide (objects made 'hideable' affect AI triangulation). When ai_hidedraw is off, the normal obstacle triangulation is displayed instead. Used with ai_debugdraw and other AI path tools. variable: ai_highlight_agent_position CHEAT type: string current: 0 help: Highlights the positions of AI agents. Usage: ai_highlight_agent_position [0/1] Default is 0 (off). When set to 1, white balls are drawn around the heads of the AI agents. variable: ai_ignoreplayer CHEAT type: string current: 0 help: Makes AI ignore the player. Usage: ai_ignoreplayer [0/1] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_debugdraw enabled. variable: ai_max_vis_rays_per_frame type: string current: 50 help: Maximum allowed visibility rays per frame - the rest are all assumed to succeed Usage: ai_max_vis_rays_per_frame Default is 100. variable: ai_noupdate CHEAT type: string current: 0 help: variable: ai_num_of_bots type: string current: 0 help: variable: ai_optimize_graph CHEAT type: string current: 1 help: Toggles optimisation of the triangulation graph. Usage: ai_optimize_graph [0/1] Default is 1 (on). Optimises the AI triangulation graph by removing degenerate triangles. Set to 0 to skip optimisation. variable: ai_pathfind_time_limit type: string current: 2 help: Specifies how many seconds an individual AI can hold the pathfinder blocked Usage: ai_pathfind_time_limit 1.5 Default is 2. A lower value will result in more path requests that end in NOPATH - although the path may actually exist. variable: ai_percent_sound CHEAT type: string current: 0 help: This variable is not used. variable: ai_profilegoals CHEAT type: string current: 0 help: Toggles timing of AI goal execution. Usage: ai_profilegoals [0/1] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_debugdraw enabled. variable: ai_sample_freq CHEAT type: string current: 10 help: Number of full updates before a check is performed if the target is moving lateraly Usage: ai_sample_freq Default is 10. number is the number of updates variable: ai_show_group CHEAT type: string current: -1 help: Displays the members in the same group by highlighting them with green balls Usage: ai_show_group Default is -1. variable: ai_SOM_SPEED SAVEGAME type: string current: 1.5 help: Multiplier for the speed of increase of the Stealth-O-Meter Usage: ai_SOM_SPEED 1.5 Default is 1.5. A lower value causes the Stealth-O-Meter to climb more slowly when the player is seen. variable: ai_soundperception CHEAT type: string current: 1 help: Toggles AI sound perception. Usage: ai_soundperception [0/1] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_debugdraw enabled. variable: ai_stats_target CHEAT type: string current: none help: Focus debugging information on a specific AI Usage: ai_stats_target AIName Default is 'none'. AIName is the name of the AI on which to focus. variable: ai_systemupdate CHEAT type: string current: 1 help: Toggles the regular AI system update. Usage: ai_systemupdate [0/1] Default is 1 (on). Set to 0 to disable ai system updating. variable: ai_triangulate type: string current: 0 help: variable: ai_update_interval type: string current: 0.2000000029802322 help: In seconds the amount of time between two full updates for AI Usage: ai_update_interval Default is 0.1. Number is time in seconds variable: ai_update_proxy CHEAT type: string current: 1 help: Toggles update of AI proxy (model). Usage: ai_update_proxy [0/1] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating. variable: ai_viewfield CHEAT type: string current: 0 help: Toggles the vision pyramid of the AI agent. Usage: ai_viewfield [0/1] Default is 0 (off). ai_debugdraw must be enabled before this tool can be used. variable: b_accelerationv type: string current: 100000.0 help: This variable is not used. variable: b_camera type: string current: 0 help: This variable is not used. variable: b_dump type: string current: 2000.4 help: This variable is not used. variable: b_dumprot type: string current: 9000.4 help: This variable is not used. variable: b_dumpv type: string current: 1500.4 help: This variable is not used. variable: b_dumpvh type: string current: 10000.4 help: This variable is not used. variable: b_float type: string current: 7 help: This variable is not used. variable: b_speedminturn type: string current: 5.0 help: This variable is not used. variable: b_speedv type: string current: 35000.0 help: This variable is not used. variable: b_stand type: string current: 10000.5 help: This variable is not used. variable: b_tilt type: string current: 2.0 help: This variable is not used. variable: b_turn type: string current: 12000.0 help: This variable is not used. variable: b_wmomentum type: string current: 500.5 help: This variable is not used. variable: b_wscale type: string current: 2.1 help: This variable is not used. variable: b_wscalew type: string current: 2.1 help: This variable is not used. variable: ca_ambient_light_intensity type: string current: 0.2000000029802322 help: Controls the intensity of the additional directional light. Right now, we only allow for different gray levels. Initial value = 0.2f variable: ca_ambient_light_range type: string current: 10 help: Controls the presence of an additional directional light, which brings out the bumps on objects in shadows. A radius of 0 disables the light. Initial value = 0 variable: ca_AnimationDeferredLoad CHEAT type: int current: 1.000000 help: if this is non-0, the animation are not loaded immediately upon request (when loading CGF), but rather on first request. This feature should not be used with ca_AnimationUnloadDelay, because loading all animations first and then automatically unloading them doesn't have much sense. variable: ca_AnimationUnloadDelay CHEAT type: int current: 300.000000 help: If not 0, then the unused animations get unloaded after the specified number of frames being not used variable: ca_AnimWarningLevel CHEAT type: int current: 2.000000 help: if you set this to 0, there won't be any frequest warnings from the animation system variable: ca_BoundZOffset CHEAT type: string current: 0.0015f help: This is the relative offset of the bound objects with the corresponding flag set. It's a hack to avoid hemlets from penetrating the head when looking at a character from far away variable: ca_DeathBlendTime CHEAT type: string current: 0.3 help: Specifies the blending time between low-detail dead body skeleton and current skeleton variable: ca_Debug CHEAT type: int current: 0.000000 help: Debug varialbe: enables some additional debug logging variable: ca_DebugHeatSources CHEAT type: int current: 0.000000 help: This is generic variable for debugging the heat light sources. Don't use it (or use on your own risk) variable: ca_DebugShaders CHEAT type: int current: 0.000000 help: 1 - draws a label under each character, saying which shaders it uses variable: ca_DecalAntiflickerHack CHEAT type: int current: 1.000000 help: Enable this to draw decals only during light or fog pass - can be used to reduce decal flickering on characters variable: ca_DecalSizeMultiplier CHEAT type: string current: 1 help: The multiplier for the decal sizes variable: ca_DefaultDecalTexture CHEAT type: int current: 0.000000 help: if set to 1, the decals use the default texture variable: ca_DisableAnimEvents CHEAT type: int current: 0.000000 help: If this is not 0, then the OnAnimationEvent methods are not called upon animation events variable: ca_DisablePlusRotationMask CHEAT type: int current: 0.000000 help: flag set: 0 - effectively does nothing (enables all coordinate transforms) 1 - disables Z rotation 2 - disables Y rotation 4 - disables X rotation can be used ORed: 1+4 disables X and Z rotations variable: ca_DrawAnims CHEAT type: string current: 0 help: Draws the debug information on the character in realtime variable: ca_DrawBBox CHEAT type: int current: 0.000000 help: if set to 1, the own bounding box of the character is drawn variable: ca_DrawBones CHEAT type: int current: 0.000000 help: if set to 1, the skeleton is drawn variable: ca_DrawDecalOutline CHEAT type: int current: 0.000000 help: if this is 1, will draw the decal outline in wireframe variable: ca_DrawLHelpers CHEAT type: int current: 0.000000 help: if set to 1, the light helpers are drawn variable: ca_EnableAnimationLog CHEAT type: int current: 0.000000 help: enables a special kind of log: Animation.log file, solely for debugging variable: ca_EnableCCG CHEAT type: int current: 1.000000 help: If this is 1, CCG searching and loading is enabled variable: ca_EnableCharacterShadowVolume CHEAT type: int current: 1.000000 help: If 0, then the character's shadow volume isn't rendered (but the attached objects' volumes are rendered) variable: ca_EnableCubicBlending CHEAT type: int current: 1.000000 help: if this is true, then the blending between layers is performed by cubic (spline) function, not linear. This should look more natural variable: ca_EnableDecals type: int current: 0 help: if set to 0, effectively disables creation of decals on characters 2 - alternative method of calculating/building the decals variable: ca_EnableLightUpdate CHEAT type: int current: 1.000000 help: if set to 1, the lights (heat and light sources, dynamic and bound during CGF load) will be updated upon each Draw() call variable: ca_EnableTangentSkinning CHEAT type: int current: 1.000000 help: if this is 0, the original tangents will be used rather than the tangent skin to update the tangets during rendering variable: ca_EnableVertexColors CHEAT type: int current: 0.000000 help: if set to 1, during loading of the model, the vertex colors will be loaded and they will be updated in the vertex buffer variable: ca_KeepModels CHEAT type: int current: 0.000000 help: If set to 1, will prevent models from unloading from memory upon destruction of the last referencing character variable: ca_LimitShadowLOD CHEAT type: int current: 0.000000 help: this is the maximum LOD to use for shadow volumes; if it's 0, it effectively does nothing (all the range of LODs is available for shadow builder), if it's 1, then objects will use LOD 1 shadows for LOD 0 characters if available . Etc. variable: ca_LodBias CHEAT type: string current: 0.125f help: Multiplier value used to calculate the LOD for characters. Increase this to decreasethe LOD distances variable: ca_LogAnimation CHEAT type: string current: help: variable: ca_MatPlusDebug CHEAT type: int current: 0.000000 help: If this is set to non-0, the Plus matrix changes that are more than some threshold are all logged variable: ca_MinVertexWeightLOD0 CHEAT type: string current: 0.07f help: this is the threshold of LOD minimal vertex weight that will be truncated the vertex bindings with the given weight and less will be truncated Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5 variable: ca_MinVertexWeightLOD1 CHEAT type: string current: 0.3f help: this is the threshold of LOD minimal vertex weight that will be truncated the vertex bindings with the given weight and less will be truncated Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5 variable: ca_MinVertexWeightLOD2 CHEAT type: string current: 0.5f help: this is the threshold of LOD minimal vertex weight that will be truncated the vertex bindings with the given weight and less will be truncated Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5 variable: ca_MorphNormals CHEAT type: int current: 0.000000 help: this variable enables changing of normals during morphing. Required for the reflection effect when only vertex animation is used variable: ca_NoAnim CHEAT type: int current: 0.000000 help: the animation isn't updated (the characters remain in the same pose) variable: ca_NoDeform CHEAT type: int current: 0.000000 help: the skinning is not performed during rendering if this is 1 variable: ca_NoDraw CHEAT type: int current: 0.000000 help: if this is 1, will not draw the characters variable: ca_NoDrawBound CHEAT type: int current: 0.000000 help: if this is 1, will not draw the bound objects variable: ca_NoDrawShadowVolumes CHEAT type: int current: 0.000000 help: if this is 1, shadow volumes won't draw variable: ca_NoMatPlus CHEAT type: int current: 0.000000 help: Debug variable: doesn't take into account the external 'Plus' matrix supplied by the Game variable: ca_NoMorph CHEAT type: int current: 0.000000 help: the morph skinning step is skipped (it's part of overall skinning during rendering) variable: ca_NoMtlSorting CHEAT type: int current: 1.000000 help: if this is not 0, then no material sorting is performed variable: ca_NoPhys CHEAT type: int current: 0.000000 help: the physics is not applied (effectively, no IK) variable: ca_NormalizeBases CHEAT type: int current: 0.000000 help: If set to N != 0, then every Nth frame the normalization for the characters will be switched on and off variable: ca_OverrideLayer CHEAT type: int current: 0.000000 help: if this is not 0, then all animations will be started in the specified layer, useful for testing only variable: ca_PerforatingDecals CHEAT type: int current: 1.000000 help: if set to 1, all decals will be penetrating, i.e. the bullets will pierce through the character. 0 - decal will be placed only around the bullet income position; this can yield incorrect results with gutter [tangential] wounds variable: ca_PrebuildShadowConnectivity CHEAT type: int current: 0.000000 help: If this is enabled, the shadow connectivity is built upon load variable: ca_Profile CHEAT type: int current: 0.000000 help: Enables a table of real-time profile statistics variable: ca_RainPower CHEAT type: int current: 5.000000 help: this is the "power" with which the rain drops the character: with infinity, only the vertex that's the most parallel to the rain will react to the rain; with 0, random point (including those not facing the rain flow) will be chosen. variable: ca_RestartBehaviour CHEAT type: int current: 0.000000 help: 0 - restarts the same animation if half of animation has been played; 1 - doesn't restart it at all variable: ca_RuntimeScale CHEAT type: string current: 1 help: Debug variable: all characters are immediately multiplied by this scale factor variable: ca_SafeReskin CHEAT type: int current: 0.000000 help: If this is enabled, the character is reskinned every 2^6 frames even if it's doesn't seem to be required variable: ca_ShadowBufferLimit CHEAT type: int current: 6.000000 help: This is the maximum number of shadow buffers per instance. With double buffering, there must be 2 * max number of light sources variable: ca_ShadowDoubleBuffer CHEAT type: int current: 1.000000 help: 0 - the same shadow vertex buffer is used for every frame shadow volume rendering 1 - the shadow vertex buffers are switched variable: ca_ShadowVolumeExtent CHEAT type: string current: 0 help: if this is not 0, then it will always replace the shadow volume extent variable: ca_SkinBasedBBoxMask CHEAT type: int current: -1.000000 help: This (binary) mask is applied to the frame id to determine if the calculation of character BBox based on the skin vertex coordinates is enabled variable: ca_SSEEnable CHEAT type: int current: 1.000000 help: If this is 1, then SSE is used for tangent space calculations and perhaps other things (like skinning) variable: ca_StopDeformingAfter CHEAT type: int current: 0.000000 help: Debug variable: stops deforming characters after the given number of frames variable: ca_StripifyGeometry CHEAT type: int current: 4.000000 help: this is the type of stripification to use on new objects. Set 0 not to stripify variable: ca_TangentBasisCalcPeriod CHEAT type: int current: 1.000000 help: the period, in frames, when the tangents will be recalculated for the character. 1 means ever frame, 2 means every 2nd frame and so on variable: ca_TestMirror CHEAT type: int current: 0.000000 help: The lowest 3 bits determine whether the characters will be mirrored in the corresponding axis variable: ca_TestSkinningRepeats CHEAT type: int current: 1.000000 help: this is the number of repeats of skinning for testing variable: ca_TickVersion CHEAT type: int current: 1.000000 help: Sets the version of blending routine Tick(). Dev-time-only variable variable: ca_UpdateSpeed CHEAT type: string current: 1 help: the additional multiplier that MIGHT be used in a special (debug) build to make characters be animated slower/faster variable: ca_UpdateSpeed0 CHEAT type: string current: 1 help: The additional speed multiplier that are used for layer 0 (primary) variable: ca_UpdateSpeed1 CHEAT type: string current: 1 help: The additional speed multiplier that are used for layer 1 variable: ca_UpdateSpeed2 CHEAT type: string current: 1 help: The additional speed multiplier that are used for layer 2 variable: ca_UpdateSpeed3 CHEAT type: string current: 1 help: The additional speed multiplier that are used for layer 3 variable: ca_UpdateSpeed4 CHEAT type: string current: 1 help: The additional speed multiplier that are used for layer 4 variable: ca_VertsPerTangSubskin CHEAT type: int current: 3000.000000 help: this parameter determines how many vertices can be used in one tangent basis skin This is used for strip-mining optimization recommended by the Pentium4 Optimization Manual: only part of the skin is processed at a moment. variable: ca_ZDeleteConstructionData CHEAT type: int current: 1.000000 help: if this is 0, then the data that was used during construction of instances of CryGeometryInfo and all its clients will be retained in memory for debugging purposes variable: cl_AllowUserModels type: string current: 0 help: variable: cl_cmdrate type: string current: 40 help: Specify the max client network command rate (less is better for bandwidth, more is better for response, the actual rate is limited by frame rate as well) Usage: cl_cmdrate [5..100] Default is 40 variable: cl_display_hud type: string current: 1 help: Toggles the head up display (HUD). Usage: cl_display_hud [0/1] Default is 1 (HUD on). variable: cl_hud_name type: string current: hud.lua help: Sets the name of the HUD script. Usage: cl_hud_name Scriptname.lua Default is 'hud.lua'. variable: cl_hud_pickup_icons type: string current: 1 help: Toggles the display of pickup icons (HUD). Usage: cl_hud_pickup_icons [0/1] Default is 1 (HUD on). variable: cl_installshieldversion READONLY type: string current: 44 help: Usage: variable: cl_lazy_weapon type: string current: 0 help: Control if the weapon follows the camera in a lazy way. Usage: cl_lazy_weapon [0..1]Default value is 0.6. variable: cl_loadtimeout type: string current: 120.0 help: Sets the client timeout during loading (seconds). Usage: cl_loadtimeout 120 The default loading timeout is 120 seconds. This is the time the client waits for packets from the server when the server is changing map. variable: cl_motiontracker type: string current: 1 help: Toggles the motion tracker. Usage: cl_motiontracker [0/1] Default is 1 (tracker on). variable: cl_msg_notification type: string current: 1 help: Toggles the hud messages sound notification (HUD). Usage: cl_msg_notification [0/1] Default is 1 (notification sound on). variable: cl_netstats type: string current: 0 help: Toggles client network statistics. Usage: cl_netstats [0/1] Default is 0 (off). Set to 1 to display network statistics. variable: cl_password type: string current: help: Sets the client password to join a password protected server. It must match the server password. Otherwise you will get disconnected variable: cl_playerclassid type: string current: 1 help: Sets the player class. Usage: cl_playerclassid # Default is 1. variable: cl_projectile_light type: string current: 1 help: Controls if projectiles are allowed to use dynamic lights. Usage: cl_projectile_light [0/1/2], 0=no light, 1=diffuse only, 2=diffuse and specularDefault value is 0, but it should be set to 1 on high and 2 on very high spec. variable: cl_punkbuster type: string current: 1 help: Enables PunkBuster for client, 1=Enabled,0=Disabled variable: cl_rcon_password type: string current: help: RCon (RemoteControl) client password (specify the RCon server password) Usage: cl_rcon_password mypassword variable: cl_rcon_port type: string current: 49001 help: RCon (RemoteControl) port number Usage: cl_rcon_port 49001 Default: 49001 variable: cl_rcon_serverip type: string current: help: RCon (RemoteControl) ip adress Usage: cl_rcon_port 192.168.0.123 Default: '' variable: cl_runheight type: string current: 0.03 help: Usage: cl_runheight 0.03 Default is 0.03. variable: cl_runheightspeed type: string current: 1.5 help: Usage: cl_runheightspeed 1.5 Default is 1.5. variable: cl_runpitch type: string current: 0.4 help: Usage: cl_runpitch 0.4 Default is 0.4. variable: cl_runroll type: string current: 0 help: Usage: cl_runroll ? Default is 0. variable: cl_saveubipassword type: string current: 1 help: Enables/Disables saving of Ubi.com username and password for later use. variable: cl_scope_flare type: string current: 1 help: Draw a flare at the weapon's scope. Usage: cl_scope_flare 0/1Default value is 1. variable: cl_snoopcount type: string current: 20.0 help: Sets the number or servers to ping at the same time. Usage: cl_snoopcount 20 The default number of servers is 20. variable: cl_snoopretries type: string current: 2.0 help: Sets the number or times to retry a timedout server when pinging. Usage: cl_snoopretries 2 The default number of retries is 2. variable: cl_snooptimeout type: string current: 1.0 help: Sets the time to wait for a server, when pinging (seconds). Usage: cl_snooptimeout 3 The default timeout is 1 second. This is the time the pinger waits for response from the server. variable: cl_sound_detection_max_distance type: string current: 50 help: variable: cl_sound_detection_min_distance type: string current: 2 help: variable: cl_sound_event_radius type: string current: 50 help: variable: cl_sound_event_timeout type: string current: 1 help: variable: cl_timeout type: string current: 5.0 help: Sets the client timeout (seconds). Usage: cl_timeout 5 The default timeout is 5 seconds. This is the time the client waits for packets from the server. variable: cl_ViewFace CHEAT type: string current: 0 help: Usage: variable: cl_weapon_fx type: string current: 0 help: Control the complexity of weapon firing effects. Usage: cl_weapon_fx [0..2], 0=low,1=medium,2=highDefault value is 2, but its autodetected the first time based on pc spec. variable: cl_weapon_light type: string current: 2 help: Controls if weapons are allowed to use dynamic lights. Usage: cl_weapon_light [0/1/2], 0=no light, 1=diffuse only, 2=diffuse and specularDefault value is 0, but it should be set to 1 on high and 2 on very high spec. variable: con_display_last_messages type: string current: 0 help: variable: con_line_buffer_size type: string current: 1000 help: variable: CV_ind_DrawBorderEdges type: int current: 0.000000 help: variable: CV_ind_ReverseShadowVolumes type: int current: 0.000000 help: variable: CV_ind_VisualizeShadowVolumes type: int current: 0.000000 help: variable: d3d9_AllowSoftware type: int current: 1.000000 help: variable: d3d9_ClipPlanes type: int current: 1.000000 help: variable: d3d9_CompressedTextures type: int current: 1.000000 help: variable: d3d9_DecalOffset type: int current: 15.000000 help: variable: d3d9_Device type: string current: Auto help: Specifies D3D specific device name. Usage: d3d9_Device [Auto/Second/Primary] variable: d3d9_ForceSoftware type: int current: 0.000000 help: variable: d3d9_MipProcedures type: int current: 0.000000 help: variable: d3d9_NoDepthMaps type: int current: 0.000000 help: variable: d3d9_NodeviceId type: int current: 0.000000 help: variable: d3d9_NormalMapScale type: float current: 0.150000 help: variable: d3d9_NV30_PS20 type: int current: 1.000000 help: variable: d3d9_NVPerfHUD type: int current: 0.000000 help: variable: d3d9_Occlusion_Query type: int current: 1.000000 help: variable: d3d9_PalettedTextures type: int current: 1.000000 help: variable: d3d9_pip_buff_size type: float current: 50.000000 help: variable: d3d9_rb_Tris type: int current: 4096.000000 help: variable: d3d9_rb_Verts type: int current: 2048.000000 help: variable: d3d9_ResetDeviceAfterLoading type: int current: 1.000000 help: variable: d3d9_SaveDepthmaps type: int current: 0.000000 help: variable: d3d9_SquareTextures type: int current: 0.000000 help: variable: d3d9_TexMipFilter type: int current: 1.000000 help: variable: d3d9_Texture_Filter_Anisotropic type: int current: 0.000000 help: variable: d3d9_TextureBits type: int current: 0.000000 help: variable: d3d9_TextureFilter type: string current: BILINEAR help: Specifies D3D specific texture filtering type. Usage: d3d9_TexMipFilter [TRILINEAR/BILINEAR/LINEAR/NEAREST] variable: d3d9_TripleBuffering type: int current: 0.000000 help: variable: d3d9_UseBumpmap type: int current: 1.000000 help: variable: d3d9_VBPools type: int current: 0 help: variable: d3d9_VBPoolSize type: int current: 262144.000000 help: variable: demo_file type: string current: timedemo help: variable: demo_noinfo type: int current: 0.000000 help: Disable info display during demo playback variable: demo_num_runs type: int current: 1000.000000 help: Number of times to loop timedemo variable: demo_quit type: int current: 0.000000 help: Quit game after demo runs finished variable: demo_screenshot_frame type: int current: 0.000000 help: Make screenshot on specified frame during demo playback variable: demo_scroll_pause type: int current: 1.000000 help: ScrollLock pauses demo play/record variable: e_active_shadow_maps_receving type: int current: 0 help: Allow shadow map receiving from all objects variable: e_allow_cvars_serialization CHEAT type: int current: 1.000000 help: If set to zero - will not save cvars to cfg file variable: e_area_merging_distance CHEAT type: int current: 0.000000 help: Merge sectror geometry in specified range for rendering speedup variable: e_area_merging_draw_merged_geometry_only CHEAT type: int current: 0.000000 help: Do not draw not merged objects variable: e_area_merging_max_tris_in_input_brush type: int current: 512.000000 help: Merge only objects containing no more than x triangles variable: e_bboxes CHEAT type: int current: 0.000000 help: Activates drawing of bounding boxes variable: e_beach type: int current: 0 help: Activates drawing of shore on the border of the ocean variable: e_bflyes CHEAT type: int current: 1.000000 help: Activates drawing of butterflies around the camera variable: e_brushes CHEAT type: int current: 1.000000 help: Draw brushes variable: e_brushes_merging type: int current: 1 help: Merge marked brushes during loading variable: e_brushes_merging_debug CHEAT type: int current: 0.000000 help: Print debug info of merged brushes variable: e_brushes_onlymerged CHEAT type: int current: 0.000000 help: Show only merged brushes variable: e_capture_file_format type: string current: JPG help: Set output image file format for video capturing. Can be JPG or TGA variable: e_capture_folder type: string current: CaptureOutput help: Set output folder for video capturing variable: e_capture_frames type: int current: 0.000000 help: If set to 1 - will save every frame to tga file variable: e_cbuffer CHEAT type: int current: 1.000000 help: Activates usage of software coverage buffer variable: e_ccgf_load CHEAT type: int current: 0.000000 help: Load CCGF if found variable: e_ccgf_make_if_not_found CHEAT type: int current: 0.000000 help: Make CCGF if not found variable: e_cgf_load_lods type: int current: 1 help: Load LOD models for CGFs if found variable: e_check_number_of_physicalized_polygons CHEAT type: int current: 1.000000 help: Activates check (during loading) for number of tris in the objects physics representation Current maximum is 100 + overall number of tris divided by 2 variable: e_debug_lights CHEAT type: float current: 0.000000 help: Use different colors for objects affected by different number of lights 0 - back, 1 - blue, 2 - green, 3 or more - red variable: e_decals type: int current: 0 help: Activates drawing of decals (marks from bullets and explosions) variable: e_decals_life_time_scale type: float current: 0.500000 help: Allows to increase or reduce decals life time for different specs variable: e_decals_neighbor_max_life_time CHEAT type: float current: 4.000000 help: If not zero - new decals will force old decals to fade in X seconds variable: e_deformable_terrain REQUIRE_NET_SYNC type: string current: 0 help: Toggles terrain deforming. Usage: e_deformable_terrain [0/1] Default is 1 (on). Terrain is deformed by explosions. Set to 0 to disable terrain deforming. variable: e_detail_objects CHEAT type: int current: 1.000000 help: Activates drawing of detail objects variable: e_detail_texture CHEAT type: int current: 1.000000 help: Activates drawing of detail textures on terrain ground variable: e_detail_texture_min_fov type: float current: 0.550000 help: If FOV is less - alternative version of terrain detail texturing will be used variable: e_detail_texture_quality type: int current: 0 help: 0 - use one single texture per entire level, 1 - use multiple textures variable: e_dynamic_ambient_ratio CHEAT type: float current: 1.000000 help: Controls how object ambient level dependinds from surrounding lights variable: e_dynamic_light CHEAT type: int current: 1.000000 help: Activates dynamic light sources variable: e_dynamic_light_debug CHEAT type: int current: 0.000000 help: Debug variable: e_dynamic_light_exact_vis_test CHEAT type: int current: 1.000000 help: Use more exact visibility test (based on last draw frame) variable: e_entities CHEAT type: int current: 1.000000 help: Activates drawing of entities and brushes variable: e_entities_debug CHEAT type: int current: 0.000000 help: Debug variable: e_EntitySuppressionLevel type: string current: 2 help: Defines the level at which entities are spawned. Entities marked with lower level will not be spawned - 0 means no level.Usage: e_EntitySuppressionLevel [0-infinity] Default is 0 (off). variable: e_explosion_scale CHEAT type: float current: 0.666600 help: Scale size of terrain deformations and explosion decals variable: e_flocks type: int current: 0 help: Enable Flocks (Birds/Fishes) variable: e_flocks_hunt type: int current: 0.000000 help: Birds will fall down... variable: e_fog CHEAT type: int current: 1.000000 help: Activates distance based fog variable: e_hires_screenshoot type: int current: 0.000000 help: Writes screenshot to disk, X is scale of image resolution relative to current one, big values can cause crash variable: e_hw_occlusion_culling_objects CHEAT type: int current: 0.000000 help: Activates usage of HW occlusion test for objects variable: e_hw_occlusion_culling_water CHEAT type: int current: 1.000000 help: Activates usage of HW occlusion test for ocean variable: e_light_maps CHEAT type: int current: 1.000000 help: Use lightmaps on brushes variable: e_light_maps_occlusion CHEAT type: int current: 0.000000 help: Enable usage of occlusion maps variable: e_light_maps_quality type: int current: 2 help: define quality for lightmaps (0-2) variable: e_materials CHEAT type: int current: 1.000000 help: Activates material support for non animated objects variable: e_max_entity_lights type: int current: 4 help: Set maximum number of lights affecting object variable: e_max_shadow_map_size type: int current: 512.000000 help: Set maximum resolution of shadow map, this value is alos limited by screen resolution in OpenGL variable: e_motion_blur CHEAT type: int current: 0.000000 help: Activates motion blur, values from 1 to 7 will change blur type variable: e_obj_lod_ratio type: float current: 5.000000 help: LOD for vegetation, brushes and entities variable: e_obj_min_view_dist CHEAT type: float current: 0.000000 help: Min distance on what far objects will be culled out variable: e_obj_view_dist_ratio CHEAT type: float current: 55.000000 help: View distance for vegetation, brushes and entities variable: e_objects CHEAT type: int current: 1.000000 help: Render or not all objects on terrain variable: e_objects_fade_on_distance CHEAT type: int current: 1.000000 help: Objects fading out on distance variable: e_occlusion_volumes CHEAT type: int current: 1.000000 help: Enable occlusion volumes(antiportals) variable: e_on_demand_physics CHEAT type: int current: 0.000000 help: Turns on on-demand physicalization variable: e_optimized_render_object CHEAT type: int current: 1.000000 help: test variable: e_out_space CHEAT type: int current: 0.000000 help: Debug variable: e_overlay_geometry type: int current: 0 help: Enable rendering of overlay geometry variable: e_particles CHEAT type: int current: 1.000000 help: Activates drawing of particles variable: e_particles_debug CHEAT type: int current: 0.000000 help: Debug variable: e_particles_lod type: float current: 0.500000 help: 1 - full LOD, 0.5 - scale frequency and count down twice variable: e_particles_max_count type: int current: 512 help: Maximum number of particles variable: e_particles_receive_shadows CHEAT type: int current: 0.000000 help: Enable shadow maps receiving for particles variable: e_player CHEAT type: int current: 1.000000 help: Draw main player variable: e_portals CHEAT type: int current: 1.000000 help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging variable: e_precache_level CHEAT type: int current: 1.000000 help: Pre-render objects right after level loading variable: e_projector_exact_test CHEAT type: int current: 1.000000 help: Debug variable: e_rain_amount type: float current: 0.000000 help: Values between 0 and 1 controls density of the rain variable: e_register_in_sectors CHEAT type: int current: 1.000000 help: Debug, can cause crash variable: e_scissor_debug CHEAT type: int current: 0.000000 help: Debug variable: e_shadow_maps type: int current: 0 help: Activates drawing of shadow maps variable: e_shadow_maps_debug CHEAT type: int current: 0.000000 help: Debug variable: e_shadow_maps_fade_from_light_bit type: int current: 1.000000 help: Fade shadow maps on terrain if caster is in dark area variable: e_shadow_maps_from_static_objects type: int current: 1 help: Activates drawing of shadow maps from distributed objects variable: e_shadow_maps_frustums CHEAT type: int current: 0.000000 help: Debug variable: e_shadow_maps_max_casters_per_object type: int current: 8.000000 help: Maximum number of active shadow casters per object variable: e_shadow_maps_self_shadowing CHEAT type: int current: 0.000000 help: Allow self-shadowing with shadow maps variable: e_shadow_maps_size_ratio type: int current: 500.000000 help: Controls how shadow map resolution depends from distance to object from camera variable: e_shadow_maps_view_dist_ratio type: float current: 10.000000 help: View dist ratio for shadow maps variable: e_shadow_spots type: int current: 0 help: Draw shadow spot under entities variable: e_sky_box CHEAT type: int current: 1.000000 help: Activates drawing of skybox and moving cloud layers variable: e_sleep CHEAT type: int current: 0.000000 help: Sleep X in C3DEngine::Draw variable: e_stencil_shadows type: int current: 0 help: Activates drawing of shadow volumes variable: e_stencil_shadows_build_on_load CHEAT type: int current: 1.000000 help: Build connectivity during level loading variable: e_stencil_shadows_only_from_strongest_light type: int current: 0 help: Cast no more than one stencil shadow from object variable: e_stream_areas CHEAT type: int current: 0.000000 help: Stream content of terrain and indoor sectors variable: e_stream_cgf CHEAT type: int current: 0.000000 help: Debug variable: e_stream_for_physics CHEAT type: int current: 1.000000 help: Debug variable: e_stream_for_visuals CHEAT type: int current: 1.000000 help: Debug variable: e_stream_preload_textures CHEAT type: int current: 0.000000 help: If texture streaming in renderer enabled - dynamicaly preload textures in x neibhour indoor sectors variable: e_sun CHEAT type: int current: 1.000000 help: Activates sun light source variable: e_sun_stencil CHEAT type: int current: 0.000000 help: Enable stencil shadows from sun light variable: e_SupportLightmaps type: string current: 1 help: variable: e_terrain CHEAT type: int current: 1.000000 help: Activates drawing of terain ground variable: e_terrain_debug CHEAT type: int current: 0.000000 help: Debug variable: e_terrain_draw_this_sector_only CHEAT type: int current: 0.000000 help: 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is variable: e_terrain_lod_ratio type: float current: 7.000000 help: Set heightmap LOD variable: e_terrain_log CHEAT type: int current: 0.000000 help: Debug variable: e_terrain_merge_far_sectors CHEAT type: int current: 1.000000 help: Render far heightmap sectors as one mesh variable: e_terrain_occlusion_culling CHEAT type: int current: 1.000000 help: heightmap occlusion culling with time coherency 0=off, 1=on(distant occluders not processed), 4=on(distant occluders still processed but with less precision) ] variable: e_terrain_occlusion_culling_precision CHEAT type: float current: 0.150000 help: Density of rays variable: e_terrain_single_pass CHEAT type: int current: 1.000000 help: Draw all terrain detail layers in single pass variable: e_terrain_single_pass_vol_fog CHEAT type: int current: 0.000000 help: Use single pass volumetric fog on terrain where possible variable: e_terrain_texture_bind CHEAT type: int current: 1.000000 help: Debug variable: e_terrain_texture_mip_offset CHEAT type: int current: 0.000000 help: Allows to reduce terrain texture resolution by selecting more low mips from texture file variable: e_terrain_texture_mipmaps CHEAT type: int current: 0.000000 help: Debug variable: e_terrain_texture_pool CHEAT type: int current: 0.000000 help: Debug variable: e_time_profiling type: int current: 0.000000 help: 0=off, 1=??, 2=peak profiling, 3=?? variable: e_time_smoothing type: int current: 0.000000 help: [0..15] 0=no smoothing, x=x additional steps variable: e_timedemo_frames CHEAT type: int current: 0.000000 help: Will quit appication in X number of frames, r_DisplayInfo must be also enabled variable: e_timedemo_milliseconds CHEAT type: int current: 0.000000 help: Will quit appication in X number of milliseconds variable: e_use_global_fog_in_fog_volumes type: int current: 1 help: simulate ocean volume fog using global fog variable: e_vegetation CHEAT type: int current: 1.000000 help: Activates drawing of distributed objects like trees variable: e_vegetation_bending CHEAT type: int current: 2.000000 help: Debug variable: e_vegetation_debug CHEAT type: int current: 0.000000 help: Debug variable: e_vegetation_min_size REQUIRE_NET_SYNC type: float current: 2.200000 help: Minimal size of static object, smaller objects will be not rendered variable: e_vegetation_sprites CHEAT type: int current: 1.000000 help: Activates drawing of sprites instead of distributed objects at far distance variable: e_vegetation_sprites_distance_ratio type: float current: 0.900000 help: Allows changing distance on what vegetation switch into sprite variable: e_vegetation_sprites_min_distance type: float current: 8.000000 help: Sets minimal distance when distributed object can be replaced with sprite variable: e_vegetation_sprites_slow_switch CHEAT type: int current: 1.000000 help: Orient 3d vegetations and sprites to much each other variable: e_vegetation_sprites_texres CHEAT type: int current: 0.000000 help: Sprite texture size modifier. 0 - no scale, 1 - scale 2 times down and so on variable: e_vegetation_update_shadow_every_frame type: int current: 1.000000 help: Allow updating vegetations shadow maps every frame variable: e_voxel_build CHEAT type: int current: 0.000000 help: Regenerate voxel world variable: e_voxel_debug CHEAT type: int current: 0.000000 help: Draw voxel debug info variable: e_voxel_realtime_light_update CHEAT type: int current: 0.000000 help: Recalculate voxel terrain vertex colors every frame variable: e_water_ocean CHEAT type: int current: 1.000000 help: Activates drawing of ocean variable: e_water_ocean_sun_reflection type: int current: 0.000000 help: Draw sun reflection in the ocean variable: e_water_ocean_tesselation type: int current: 0 help: 0 - default tesselation, 2 - high tesselation, -1 - select automatically depends on per pixel projection support variable: e_water_volumes CHEAT type: int current: 1.000000 help: Activates drawing of water volumes variable: e_widescreen CHEAT type: int current: 0.000000 help: Activate wide screen mode variable: es_bboxes CHEAT type: string current: 0 help: Toggles entity bounding boxes. Usage: es_bboxes [0/1] Default is 0 (off). Set to 1 to display bounding boxes. variable: es_CharZOffsetSpeed type: string current: 2.0 help: sets the character Z-offset change speed (in m/s), used for IK variable: es_DebugTimer CHEAT type: string current: 0 help: Usage: es_DebugTimer [0/1] Default is 0 (on). variable: es_EnableCloth type: string current: 0 help: specifies whether cloth will be physicalized (0 or 1) variable: es_helpers CHEAT type: string current: 0 help: Toggles helpers. Usage: es_helpers [0/1] Default is 0 (off). Set to 1 to display entity helpers. variable: es_HitCharacters type: string current: 1 help: specifies whether alive characters are affected by bullet hits (0 or 1) variable: es_HitDeadBodies type: string current: 1 help: specifies whether dead bodies are affected by bullet hits (0 or 1) variable: es_ImpulseScale CHEAT type: string current: 0.0 help: Usage: es_ImpulseScale 0.0 variable: es_MaxImpulseAdjMass CHEAT type: string current: 2000.0 help: Usage: es_MaxImpulseAdjMass 2000.0 variable: es_MinImpulseVel CHEAT type: string current: 0.0 help: Usage: es_MinImpulseVel 0.0 variable: es_OnDemandPhysics CHEAT type: string current: 0 help: Usage: es_OnDemandPhysics [0/1] Default is 1 (on). variable: es_PiercingCamera CHEAT type: string current: 0 help: Usage: es_PiercingCamera [0/1] Default is 0 (off). variable: es_profileentities CHEAT type: string current: 0 help: Usage: Default is 0 (off). variable: es_SplashThreshold CHEAT type: string current: 1.0 help: minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0 variable: es_SplashTimeout CHEAT type: string current: 3.0 help: minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0 variable: es_UpdateAI CHEAT type: string current: 1 help: Toggles updating of AI entities. Usage: es_UpdateAI [0/1] Default is 1 (on). Set to 0 to prevent AI entities from updating. variable: es_UpdateBonePositions CHEAT type: string current: 1 help: Usage: Default is 1 (on). variable: es_UpdateCamera CHEAT type: string current: 1 help: Toggles camera updating. Usage: es_UpdateCamera [0/1] Default is 1 (on). variable: es_UpdateCollision CHEAT type: string current: 1 help: Toggles updating of entity collisions. Usage: es_UpdateCollision [0/1] Default is 1 (on). Set to 0 to disable entity collision updating. variable: es_UpdateCollisionScript CHEAT type: string current: 1 help: Usage: es_UpdateCollisionScript [0/1] Default is 1 (on). variable: es_UpdateContainer CHEAT type: string current: 1 help: Usage: es_UpdateContainer [0/1] Default is 1 (on). variable: es_UpdateCoocooEgg CHEAT type: string current: 1 help: Usage: es_UpdateCoocooEgg [0/1] Default is 1 (on). variable: es_UpdateEntities CHEAT type: string current: 1 help: Toggles entity updating. Usage: es_UpdateEntities [0/1] Default is 1 (on). Set to 0 to prevent all entities from updating. variable: es_UpdateInvisibleCharacter CHEAT type: string current: 0 help: Usage: Default is 0 (off). variable: es_UpdatePhysics CHEAT type: string current: 1 help: Toggles updating of entity physics. Usage: es_UpdatePhysics [0/1] Default is 1 (on). Set to 0 to prevent entity physics from updating. variable: es_UpdateScript CHEAT type: string current: 1 help: Usage: Default is 1 (on). variable: es_UpdateTimer CHEAT type: string current: 1 help: Usage: es_UpdateTimer [0/1] Default is 1 (on). variable: es_VisCheckForUpdate CHEAT type: string current: 1 help: Usage: es_VisCheckForUpdate [0/1] Default is 1 (on). variable: ExitOnQuit type: string current: 1 help: variable: fixed_time_step type: float current: 0.000000 help: Game updated with this fixed time step variable: fs_homepath type: string current: help: Specifies alternate PunkBuster 'home' (if non-empty) variable: g_ConcentrationAmbientVolume type: string current: 0.699999988079071 help: variable: g_ConcentrationFadeInTime type: string current: 3 help: variable: g_ConcentrationFadeOutTime type: string current: 5 help: variable: g_ConcentrationMissionVolume type: string current: 1 help: variable: g_ConcentrationNormalVolume type: string current: 0.8999999761581421 help: variable: g_GameType REQUIRE_NET_SYNC type: string current: tdm help: Sets the game type. Usage: g_GameType [Default/FFA/TDM/ASSAULT] Default game type is 'default'. variable: g_GC_Frequence type: string current: 1200 help: The maximum time in seconds a garbage collector pause can be. Usage: g_GC_Frequence 1000 Default setting is 1200 s variable: g_gore type: string current: 2 help: variable: g_language type: string current: english help: Sets the game language. Usage: g_language [english/other?] Default is 'english'. variable: g_LeftHanded type: string current: 0 help: Sets left-handed 1st person weapons variable: g_LevelName type: string current: mp_radio help: variable: g_LevelStated type: string current: 0 help: variable: g_maxfps type: string current: 500 help: Sets the maximum frame rate. Usage: g_maxfps 500Default value is 500. variable: g_MP_fixed_timestep CHEAT REQUIRE_NET_SYNC type: string current: 0.01 help: Enables fixed timestep physics simulation for multiplayer mode. Usage: g_MP_fixed_timestep 0.01 Default is 0. variable: g_NearSuspenseRangeFactor type: string current: 0.25 help: variable: g_NoMenu type: string current: 0 help: variable: g_playerprofile type: string current: johan3 help: Sets the player profile (to store player settings). Leave this empty to get the defaults from the root directory. variable: g_RadarRange type: string current: 200 help: variable: g_RadarRangeChangeSpeed type: string current: 3 help: variable: g_RadarRangeIndoor type: string current: 50 help: variable: g_RadarRangeOutdoor type: string current: 200 help: variable: g_Render type: string current: 1 help: Usage: variable: g_serverprofile type: string current: ffa 7 help: Sets the server profile (to store server settings). Leave this empty to get the server defaults. variable: g_ShowConcentrationStats type: string current: 0 help: variable: g_StartLevel type: string current: DEFAULT help: Usage: variable: g_StartMission type: string current: help: Usage: variable: g_SuspenseRange type: string current: 50 help: variable: g_timezone type: string current: 0 help: variable: g_vehicleBulletDamage type: string current: 1 help: variable: game_Accuracy SAVEGAME type: string current: 1 help: Factor to scale the ai accuracy, default = 1.0 Usage: game_Accuracy 1.2 variable: game_AdaptiveDifficulty SAVEGAME type: string current: 0 help: 0=off, 1=on Usage: variable: game_Aggression SAVEGAME type: string current: 1 help: Factor to scale the ai agression, default = 1.0 Usage: cv_game_Aggression 1.2 variable: game_AI_Invulnerable type: string current: 0 help: When set to 1 all AI in the game will become invulnerable (default 0) Usage: game_AI_Invulnerable (1/0) variable: game_Allow_AI_Movement type: string current: 1 help: Allow or not allow actual AI movement - AI will still think its moving (default 1) Usage: game_Allow_AI_Movement (1/0) variable: game_DifficultyLevel SAVEGAME type: string current: 1 help: 0 = easy, 1 = normal, 2 = hard variable: game_GliderBackImpulse type: string current: 2.5f help: Sets paraglider's back impulse (heading up). Usage: game_GliderBackImpulse 2.5 variable: game_GliderDamping type: string current: 0.15f help: Sets paraglider's damping (control/inertia). Usage: game_GliderDamping 0.15 variable: game_GliderGravity type: string current: -0.1f help: Sets paraglider's gravity. Usage: game_GliderGravity -.1 variable: game_GliderStartGravity type: string current: -0.8f help: Sets initial paraglider's gravity. Usage: game_GliderStartGravity -0.8 variable: game_Health SAVEGAME type: string current: 1 help: Factor to scale the ai health, default = 1.0 Usage: game_Health 1.2 variable: game_subtitles type: string current: 0 help: toggles game subtitles variable: gr_CountDown type: string current: 5 help: variable: gr_DamageScale type: string current: 1 help: variable: gr_DedicatedServer type: string current: 0 help: variable: gr_DropFadeTime REQUIRE_NET_SYNC type: string current: 10 help: variable: gr_FriendlyFire type: string current: 0 help: variable: gr_HeadshotMultiplier type: string current: 2 help: variable: gr_InvulnerabilityTimer REQUIRE_NET_SYNC type: string current: 5 help: variable: gr_MaxTeamLimit type: string current: 16 help: variable: gr_MinTeamLimit type: string current: 0 help: variable: gr_NextMap type: string current: help: variable: gr_PrewarOn REQUIRE_NET_SYNC type: string current: 0 help: variable: gr_RespawnAtDeathPos type: string current: 1 help: variable: gr_RespawnTime type: string current: 15 help: variable: gr_ScoreLimit type: string current: 0 help: variable: gr_TimeLimit type: string current: 30 help: variable: h_drawbelow type: string current: 0 help: Toggles bounding boxes below helicopters. Usage: h_drawbelow [0/1] Default is 0 (off). Set 1 to display the bounding boxes of obstacles currently below a helicopter. variable: hud_crosshair type: string current: 1 help: variable: hud_damageindicator type: string current: 1 help: variable: hud_disableradar type: string current: 0 help: variable: hud_fadeamount type: string current: 1.000000 help: variable: hud_panoramic type: string current: 0 help: variable: hud_panoramic_height type: string current: 100 help: variable: hud_screendamagefx type: string current: 1 help: variable: i_bufferedkeys type: string current: 1 help: Toggles key buffering. Usage: i_bufferedkeys [0/1] Default is 0 (off). Set to 1 to process buffered key strokes. variable: i_dinputkeys type: string current: 1 help: Toggles use of directX for keys data retrieval. Usage: i_dinputkeys [0/1] Default is 1 (on). Set to 0 to process keys events from windows (under Win32). variable: i_direct_input type: string current: 1 help: Toggles direct input capability. Usage: i_direct_input [0/1] Default is 1 (on). variable: i_mouse_accel type: string current: 0.0 help: Set mouse acceleration, 0.0 means no acceleration. Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one) Default is 0.0 (off) variable: i_mouse_accel_max type: string current: 100.0 help: Set mouse max mouse delta when using acceleration. Usage: i_mouse_accel_max [float number] Default is 100.0 variable: i_mouse_buffered type: string current: 0 help: Toggles mouse input buffering. Usage: i_mouse_buffered [0/1] Default is 0 (off). Set to 1 to process buffered mouse input. variable: i_mouse_mirror type: string current: 0 help: Set mouse mirroring, if not 0 the mouse input will be mirrored. Usage: i_mouse_smooth [0 or 1] Default is 0 variable: i_mouse_smooth type: string current: 0.5 help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant) Default is 0.0 variable: JumpNegativeImpulse REQUIRE_NET_SYNC type: string current: 0.0f help: this represent the downward impulse power applied when the player reach the max height of the jump, 0 means no impulse. Usage: JumpNegativeImpulse 0-100 is a good range to test. Default value is 0, disabled. variable: log_FileVerbosity type: string current: 0 help: variable: log_IncludeTime type: string current: 0 help: Toggles timestamping of log entries. Usage: log_IncludeTime [0/1] Default is 0 (off). Set to 1 to include time in log items. variable: log_Verbosity type: string current: 0 help: variable: lua_stackonmalloc type: int current: 0.000000 help: variable: m_jump_arc CHEAT type: string current: 25.4 help: variable: m_jump_vel CHEAT type: string current: 15.4 help: variable: MemInfo type: string current: 0 help: Display memory information by modules variable: MemStats type: string current: 0 help: variable: MemStatsMaxDepth type: string current: 4 help: variable: MemStatsThreshold type: string current: 32000 help: variable: mov_NoCutscenes type: int current: 0.000000 help: Disable playing of Cut-Scenes variable: mp_model type: string current: objects/characters/mercenaries/merc_rear/merc_rear_mp.cgf help: Sets the multiplayer player model. Usage: mp_model Default is 'objects/characters/pmodels/hero/hero_mp.cgf'. variable: net_cheatprotection READONLY type: string current: 0 help: variable: net_compress_packets type: string current: 1 help: variable: net_log type: string current: 0 help: variable: p_accuracy_LCPCG type: float current: 0.005000 help: Desired accuracy of LCP CG solver (velocity-related, m/s) variable: p_accuracy_LCPCG_no_improvement type: float current: 0.050000 help: Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters variable: p_accuracy_MC type: float current: 0.005000 help: Desired accuracy of microcontact solver (velocity-related, m/s) variable: p_ai_crouchspeedmult type: string current: 0.8 help: Usage: variable: p_ai_pronespeedmult type: string current: 0.5 help: Usage: variable: p_ai_rrunspeedmult type: string current: 3.63 help: Usage: variable: p_ai_runspeedmult type: string current: 3.63 help: Usage: variable: p_ai_rwalkspeedmult type: string current: 0.81 help: Usage: variable: p_ai_xrunspeedmult type: string current: 1.5 help: Usage: variable: p_ai_xwalkspeedmult type: string current: 0.94 help: Usage: variable: p_always_run type: string current: 1 help: Toggles the player's 'always run' setting. Usage: p_always_run [0/1] Default is 1 (on). Set to 0 to disable 'always run'. variable: p_autocenterdelay type: string current: 30 help: idle time before force autoCenter variable: p_autocenterspeed type: string current: 20 help: speed of autoCentering - inverted (the bigger - the slower) variable: p_bob_fcoeff REQUIRE_NET_SYNC type: string current: 15.0 help: variable: p_bob_length REQUIRE_NET_SYNC type: string current: 5.500000 help: variable: p_bob_pitch CHEAT REQUIRE_NET_SYNC type: string current: 0.015000 help: variable: p_bob_roll CHEAT REQUIRE_NET_SYNC type: string current: 0.035000 help: variable: p_bob_weapon REQUIRE_NET_SYNC type: string current: 0.005000 help: variable: p_break_on_validation type: int current: 0.000000 help: Toggles break on validation error. Usage: p_break_on_validation [0/1] Default is 0 (off). Issues DebugBreak() call in case of a physics parameter validation error. variable: p_camerasmoothscale type: string current: 5 help: when driving vehicles. variable: p_camerasmoothtime type: string current: .6 help: when entering/leaving vehicles. variable: p_camerasmoothvlimit type: string current: 20 help: camera transition scale to vehicle speed when leaving moving vehicles. variable: p_characterik CHEAT type: string current: 1 help: Toggles character IK. Usage: p_characterik [0/1] Default is 1 (on). Set to 0 to disable inverse kinematics. variable: p_collision_mode CHEAT type: int current: 0.000000 help: This variable is obsolete. variable: p_color type: string current: 9 help: Sets the player's color in non team base multiplayer mods. Usage: p_color [0|1|2|3|4|5|6|7|8|9] Default is '4'. variable: p_damping_group_size type: int current: 8.000000 help: Sets contacting objects group size before group damping is used.Usage: p_damping_group_size 3 Used for internal tweaking only. variable: p_deadbody type: string current: 1 help: Usage: variable: p_deathtime REQUIRE_NET_SYNC type: string current: 30.0 help: variable: p_do_step CHEAT type: int current: 0.000000 help: Steps physics system forward when in single step mode. Usage: p_do_step 1 Default is 0 (off). Each 'p_do_step 1' instruction allows the physics system to advance a single step. variable: p_draw_helpers CHEAT type: int current: 0.000000 help: Toggles display of various physical helpers. The value is a bitmask: bit 0 - show contact points bit 1 - show physical geometry bit 8 - show helpers for static objects bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls) bit 10 - show helpers for active physicalized objects bit 11 - show helpers for players bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes) bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry) Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050 variable: p_enforce_contacts type: int current: 1.000000 help: This variable is obsolete. variable: p_eye_fire type: string current: 1 help: Usage: variable: p_fixed_timestep CHEAT type: float current: 0.000000 help: Toggles fixed time step mode.Usage: p_fixed_timestep [0/1] Forces fixed time step when set to 1. When set to 0, the time step is variable, based on the frame rate. variable: p_fly_mode CHEAT type: int current: 0.000000 help: Toggles fly mode. Usage: p_fly_mode [0/1] variable: p_GEB_max_cells type: int current: 500.000000 help: Specifies the cell number threshold after which GetEntitiesInBox issues a warning variable: p_gravity_modifier CHEAT REQUIRE_NET_SYNC type: string current: 1.0 help: variable: p_gravity_z CHEAT type: float current: -9.800000 help: variable: p_group_damping type: float current: 0.500000 help: Toggles damping for object groups. Usage: p_group_damping [0/1] Default is 1 (on). Used for internal tweaking only. variable: p_head_camera type: string current: 0 help: Usage: variable: p_hit_impulse type: string current: 0.01 help: Usage: variable: p_jump_force CHEAT REQUIRE_NET_SYNC type: string current: 4.300000 help: variable: p_jump_run_d CHEAT type: string current: 3.5 help: variable: p_jump_run_h CHEAT type: string current: 1.1 help: variable: p_jump_run_time CHEAT REQUIRE_NET_SYNC type: string current: .4 help: variable: p_jump_walk_d CHEAT type: string current: 1.5 help: variable: p_jump_walk_h CHEAT type: string current: 1.0 help: variable: p_jump_walk_time CHEAT REQUIRE_NET_SYNC type: string current: .2 help: variable: p_lean CHEAT REQUIRE_NET_SYNC type: string current: 20.000000 help: variable: p_lean_offset CHEAT REQUIRE_NET_SYNC type: string current: .65 help: variable: p_leavevehiclebrake type: string current: 10 help: speed thrashold to have breaks on when driver is out variable: p_leavevehiclebrakedelay type: string current: 2 help: delay before wehicle stops after driver out is out variable: p_leavevehicleimpuls type: string current: 20 help: impilse scale to vehicle speed when leaving moving vehicles. variable: p_lightfrustum type: string current: 30.0 help: Usage: variable: p_lightrange type: string current: 15 help: Usage: variable: p_limit_simple_solver_energy type: int current: 1.000000 help: Specifies whether the energy added by the simple solver is limited (0 or 1) variable: p_limp type: string current: 0 help: Usage: variable: p_list_active_objects type: int current: 0.000000 help: variable: p_max_contact_gap REQUIRE_NET_SYNC type: float current: 0.010000 help: Sets the gap, enforced whenever possible, between contacting physical objects.Usage: p_max_contact_gap 0.01 This variable is used for internal tweaking only. variable: p_max_contact_gap_player type: float current: 0.010000 help: Sets the safe contact gap for player collisions with the physical environment.Usage: p_max_contact_gap_player 0.01 This variable is used for internal tweaking only. variable: p_max_contact_gap_simple type: float current: 0.030000 help: Specifies the maximum contact gap for objects that use the simple solver variable: p_max_contacts REQUIRE_NET_SYNC type: int current: 90 help: Maximum contact number, after which contact reduction mode is activated variable: p_max_LCPCG_fruitless_iters type: int current: 4.000000 help: Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement) variable: p_max_LCPCG_iters REQUIRE_NET_SYNC type: int current: 4 help: Maximum number of LCP CG iterations variable: p_max_LCPCG_microiters REQUIRE_NET_SYNC type: int current: 10000 help: Limits the total number of per-contact iterations during one LCP CG iteration (number of microiters = number of subiters * number of contacts) variable: p_max_LCPCG_microiters_final REQUIRE_NET_SYNC type: int current: 20000 help: Same as p_max_LCPCG_microiters, but for the final LCP CG iteration variable: p_max_LCPCG_subiters REQUIRE_NET_SYNC type: int current: 50 help: Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts) variable: p_max_LCPCG_subiters_final REQUIRE_NET_SYNC type: int current: 130 help: Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts) variable: p_max_MC_iters REQUIRE_NET_SYNC type: int current: 4000 help: Specifies the maximum number of microcontact solver iterations variable: p_max_plane_contacts type: int current: 8.000000 help: Maximum number of contacts lying in one plane between two rigid bodies (the system tries to remove the least important contacts to get to this value) variable: p_max_plane_contacts_distress type: int current: 4.000000 help: Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts variable: p_max_player_velocity type: float current: 30.000000 help: Clamps players' velocities to this value variable: p_max_substeps REQUIRE_NET_SYNC type: int current: 4 help: Limits the number of substeps allowed in variable time step mode. Usage: p_max_substeps 5 Objects that are not allowed to perform time steps beyond some value make several substeps. variable: p_max_unproj_vel type: float current: 1.200000 help: Limits the maximum unprojection velocity request variable: p_max_velocity type: float current: 100.000000 help: Clamps physicalized objects' velocities to this value variable: p_max_world_step type: float current: 0.200000 help: Specifies the maximum step physical world can make (larger steps will be truncated) variable: p_min_LCPCG_improvement type: float current: 0.050000 help: Defines a required residual squared length improvement, in fractions of 1 variable: p_min_separation_speed type: float current: 0.020000 help: Used a threshold in some places (namely, to determine when a particle goes to rest, and a sliding condition in microcontact solver) variable: p_model type: string current: objects/characters/pmodels/hero/hero.cgf help: Sets the player model. Usage: p_model Default is 'objects/characters/pmodels/hero/hero.cgf'. variable: p_name type: string current: $1kanngard $2S$6E help: Sets the player's name. Usage: p_name variable: p_penalty_scale type: float current: 0.300000 help: Scales the penalty impulse for objects that use the simple solver variable: p_profile_entities type: int current: 0.000000 help: Enables per-entity time step profiling variable: p_prohibit_unprojection type: int current: 1.000000 help: This variable is obsolete. variable: p_restore_halfhealth CHEAT type: string current: 0 help: variable: p_rotate_head type: string current: 1 help: Usage: variable: p_rotate_Move type: string current: 0 help: Usage: variable: p_single_step_mode CHEAT type: int current: 0.000000 help: Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1] Default is 0 (off). Set to 1 to switch physics system (except players) to single step mode. Each step must be explicitly requested with a 'p_do_step' instruction. variable: p_skip_redundant_colldet type: int current: 1.000000 help: Specifies whether to skip furher collision checks between two convex objects using the simple solver when they have enough contacts between them variable: p_speed_crouch CHEAT REQUIRE_NET_SYNC type: string current: 1.600000 help: variable: p_speed_prone CHEAT REQUIRE_NET_SYNC type: string current: 0.600000 help: variable: p_speed_run CHEAT REQUIRE_NET_SYNC type: string current: 5.000000 help: variable: p_speed_walk CHEAT REQUIRE_NET_SYNC type: string current: 3.500000 help: variable: p_sprint_decoy CHEAT REQUIRE_NET_SYNC type: string current: 20.0 help: variable: p_sprint_restore_idle CHEAT REQUIRE_NET_SYNC type: string current: 14.0 help: variable: p_sprint_restore_run CHEAT REQUIRE_NET_SYNC type: string current: 7.0 help: variable: p_sprint_scale CHEAT REQUIRE_NET_SYNC type: string current: 1.7 help: variable: p_time_granularity type: float current: 0.000100 help: Sets physical time step granularity. Usage: p_time_granularity [0..0.1] Used for internal tweaking only. variable: p_unproj_vel_scale type: float current: 10.000000 help: Requested unprojection velocity is set equal to penetration depth multiplied by this number variable: p_use_distance_contacts type: int current: 0.000000 help: Allows to use distance-based contacts (is forced off in multiplayer) variable: p_waterbob_mindepth type: string current: 0.5 help: Usage: variable: p_waterbob_pitch type: string current: 0.1 help: Usage: variable: p_waterbob_pitchspeed type: string current: 0.2 help: Usage: variable: p_waterbob_roll type: string current: 6.1 help: Usage: variable: p_waterbob_rollspeed type: string current: 0.35 help: Usage: variable: p_weapon_switch type: string current: 0 help: Toggles auto switch when a player picks up a weapon. Usage: p_weapon_switch [0/1] Default is 0 (no automatic weapon switch). variable: pa_blend0 type: string current: 0.3 help: Usage: variable: pa_blend1 type: string current: 0.1 help: Usage: variable: pa_blend2 type: string current: -1.0 help: Usage: variable: pa_forcerelax type: string current: 0 help: Usage: variable: pa_leg_idletime type: string current: 1 help: Usage: variable: pa_leg_limitaim type: string current: 45 help: Usage: variable: pa_leg_limitidle type: string current: 110 help: Usage: variable: pa_leg_velidle type: string current: 170 help: Usage: variable: pa_leg_velmoving type: string current: 350 help: Usage: variable: pa_spine type: string current: .3 help: Usage: variable: pa_spine1 type: string current: .4 help: Usage: variable: physics_quality REQUIRE_NET_SYNC type: string current: 1 help: variable: pl_dist type: string current: 600 help: Usage: variable: pl_fadescale type: string current: 1.3 help: Usage: variable: pl_force type: string current: 0 help: Usage: variable: pl_head type: string current: 0 help: Usage: variable: pl_intensity type: string current: 1 help: Usage: variable: profile type: string current: 0 help: Enable profiling. Usage: profile # Where # sets the profiling to: 0: Profiling off 1: Self Time 2: Hierarchical Time 3: Extended Self Time 4: Extended Hierarchical Time 5: Peaks Time 6: Subsystem Info 7: Calls Numbers 8: Standart Deviation -1: Profiling enabled, but not displayed Default is 0 (off). variable: profile_filter type: string current: help: Profiles a specified subsystem. Usage: profile_filter subsystem Where 'subsystem' may be: Renderer 3DEngine Animation AI Entity Physics Sound System Game Editor Script Network variable: profile_graph type: string current: 0 help: Enable drawing of profiling graph. variable: profile_graphScale type: string current: 100 help: Sets the scale of profiling histograms. Usage: profileGraphScale 100 variable: profile_network type: string current: 0 help: Enables network profiling. variable: profile_pagefaults type: string current: 0 help: Enable drawing of page faults graph. variable: profile_peak type: string current: 10 help: Profiler Peaks Tollerance in Milliseconds. variable: r_AccurateParticles type: int current: 1.000000 help: Toggles more advanced (but slower) lighting calculations for particles. Usage: r_AccurateParticles [0/1] Default is 1 (on). variable: r_Beams type: int current: 0 help: Toggles procedural beams effect. Usage: r_Beams [0/1] Default is 1 (on). variable: r_Brightness type: float current: 0.500000 help: Sets the diplay brightness. Usage: r_Brightness 0.5 Default is 0.5. variable: r_BumpSelfShadow type: int current: 0.000000 help: Enables per-pixel shadows with bumpmapping. Usage: r_BumpSelfShadow [0/1] Default is 0 (bump per pixel shadows disabled). The shader should support the appropriate condition. variable: r_Character_Debug type: int current: 0.000000 help: variable: r_Character_LOD_Bias type: float current: 0.500000 help: variable: r_Character_NoAnim type: int current: 0.000000 help: variable: r_Character_NoDeform type: int current: 0.000000 help: variable: r_Character_NoPhys type: int current: 0.000000 help: variable: r_Character_Shadow_Volume type: int current: 0.000000 help: variable: r_checkSunVis type: int current: 0 help: Sets the algorithm for sun checking and drawing. Usage: r_checkSunVis # where # represents 1: Simple algorithm of visibility checking by reading pixel from Z-buffer. 2: Slower but impressive method of blurring sun texture outwards, using the original visibility mask from the Z-buffer. 3: Checking of average visibility of the sun, without blurring, using Z-buffer mask and bilinear filter to draw this as a single pixel. variable: r_ColorBits type: string current: 32 help: Sets the color resolution, in bits per pixel. Default is 32. Usage: r_ColorBits [32/24/16/8] variable: r_Contrast type: float current: 0.500000 help: Sets the diplay contrast. Usage: r_Contrast 0.5 Default is 0.5. variable: r_CoronaColorScale type: float current: 1.000000 help: variable: r_CoronaFade type: float current: 0.000000 help: Time fading factor of the light coronas. Usage: r_CoronaFade 0.5Default is 0.5. variable: r_Coronas type: int current: 0 help: Toggles light coronas around light sources. Usage: r_Coronas [0/1]Default is 1 (on). variable: r_CoronaSizeScale type: float current: 1.000000 help: variable: r_Cryvision type: int current: 0.000000 help: Sets cryvision effect. Usage: r_Cryvision # Where # represents: 0: (off default) 1: (on)c variable: r_CryvisionType type: int current: 2 help: Sets cryvision type effect. Usage: r_CryvisionType # Where # represents: 0: hi-spec (default) 1: lo-spec variable: r_CullByClipPlanes type: int current: 1.000000 help: variable: r_CullGeometryForLights type: int current: 0.000000 help: Rendering optimization for lights. Usage: r_CullGeometryForLights [0/1/2] Default is 0 (off). Set to 1 to cull geometry behind light sources. Set to 2 to cull geometry behind static lights only. variable: r_DebugLights type: int current: 0.000000 help: Display dynamic lights for debugging. Usage: r_DebugLights [0/1/2] Default is 0 (off). Set to 1 to display centres of light sources, or set to 2 to display light centres and attenuation spheres. variable: r_DebugScreenEffects type: int current: 0.000000 help: Debugs screen effects textures. Usage: r_DebugScreenEffects # Where # represents: 0: disabled (default) 1: enabled variable: r_DecalTextures type: int current: 1.000000 help: Toggles decal texture overlays. Usage: r_DecalTextures [0/1] Default is 1 (decal textures on). variable: r_DepthBits type: string current: 24 help: variable: r_DetailDefault type: string current: Textures/Detail/rock help: Name of default detail texture. Usage: r_DetailDefault filename The texture 'Textures/Detail/rock' is used by default. If you don’t specify a detail texture, this is the texture that will be used. variable: r_DetailDistance type: float current: 0.000000 help: Distance used for per-pixel detail layers blending. Usage: r_DetailDistance 4 Default is 4. variable: r_DetailNumLayers type: int current: 0 help: Sets the number of detail layers per surface. Usage: r_DetailNumLayers 1 Default is 1. variable: r_DetailScale type: float current: 8.000000 help: Sets the default scaling for detail overlays. Usage: r_DetailScale 8 Default is 8. This scale applies only if the object's detail scale was not previously defined (in MAX). variable: r_DetailTextures type: int current: 0 help: Toggles detail texture overlays. Usage: r_DetailTextures [0/1] Default is 1 (detail textures on). variable: r_DisableSfx type: int current: 1 help: Disables Sfx. Usage: r_DisableSfx [0/1] Default is 0 (Sfx enabled). variable: r_DisplayInfo type: string current: 0 help: Toggles debugging information display. Default is 0 (off).Usage: r_DisplayInfo [0/1] In debug mode, the information is automatically displayed. variable: r_Dof type: int current: 0.000000 help: Activates Depth of field Usage: r_Dof # Where # represents: 0: disabled (default) 1: enabled variable: r_DofBlurAmount type: float current: 1.000000 help: Sets Depth of field bluring amount Usage: r_DofBlurAmount # Where # represents: 0.0: disabled 1.0: maximum amount (default) variable: r_DofFocalArea type: float current: 5.000000 help: Sets Depth of field focal area Usage: r_DofFocalArea # Where # represents: Number: focal plane area (default 5.0) variable: r_DofFocalAreaCurr type: float current: 5.000000 help: Sets Depth of field focal area (internal) variable: r_DofFocalDist type: float current: 20.000000 help: Sets Depth of field focal distance Usage: r_DofFocalDist # Where # represents: Number: focal plane distance (default 20) variable: r_DofFocalDist_entity type: float current: 20.000000 help: Internal. Do not use. variable: r_DofFocalDist_tag type: float current: 20.000000 help: Internal. Do not use. variable: r_DofFocalSource type: int current: 0.000000 help: Sets Depth of field focal source Usage: r_DofFocalSource # Where # represents: 0: r_DofFocalDist (default) 1: Camera Focus Tag Point 2: Camera Focus Entity variable: r_draw_phys_only type: int current: 0.000000 help: variable: r_Driver type: string current: Direct3D9 help: Sets the renderer driver. Default is 'Direct3D9'. Usage: r_Driver Direct3D9 variable: r_DumpFontNames type: string current: 0 help: Displays a list of fonts currently loaded! variable: r_DumpFontTexture type: string current: 0 help: Dumps the specified font's texture to a bitmap file! Usage: r_DumpFontTexture variable: r_EfMultiTex type: int current: 1.000000 help: variable: r_EMBM type: float current: 1.000000 help: Environment Bump-mapping matrix scaling. Usage: r_EMBM 1.0Default is 1 (unscaled). Used to scale the bump mapping amount for embm shaders, such as water, ocean, glass and others. variable: r_EnhanceImage type: int current: 1 help: Enables image post-processing enhancing. Usage: r_EnhanceImage # Where # represents: 0: Off 1: On (default) variable: r_EnhanceImageAmount type: float current: 1.000000 help: Defines image post-processing enhancing amount. Usage: r_EnhanceImage # Where # represents: value in [0.0f, 1.0f] range Default is 1.0f variable: r_EnvCMResolution type: int current: 1 help: Sets resolution for target environment cubemap, in pixels. Usage: r_EnvCMResolution # where # represents: 0: 64 1: 128 2: 256 Default is 2 (256 by 256 pixels). variable: r_EnvCMupdateInterval type: float current: 0.200000 help: Sets the interval between environmental cube map texture updates. Usage: r_EnvCMupdateInterval 0.1 Default is 0.1. variable: r_EnvCMWrite type: int current: 0.000000 help: Writes cube-map textures to disk. Usage: r_EnvCMWrite [0/1] Default is 0 (off). The textures are written to 'Cube_posx.jpg' 'Cube_negx.jpg',...,'Cube_negz.jpg'. At least one of the real-time cube-map shaders should be present in the current scene. variable: r_EnvLCMupdateInterval type: float current: 0.050000 help: Sets the interval between environmental cube map texture updates. Usage: r_EnvCMupdateInterval 0.1 Default is 0.1. variable: r_EnvLightCMDebug type: int current: 0.000000 help: Draw debug cube for env radiocity. Usage: r_EnvLightCMDebug [0/1] Default is 0 (off). variable: r_EnvLightCMSize type: int current: 16 help: Size of cube-map for radiocity. Usage: r_EnvLightCMSize [Size] Default is 8 (8 pixels). variable: r_EnvLighting type: int current: 0 help: Use low-res. scanned env. cube-map for ambient lighting on characters. Usage: r_EnvLighting [0/1] Default is 0 (off). Shader should support this technique. variable: r_EnvTexResolution type: int current: 1 help: Sets resolution for 2d target environment texture, in pixels. Usage: r_EnvTexResolution # where # represents: 0: 64 1: 128 2: 256 3: 512 Default is 3 (512 by 512 pixels). variable: r_EnvTexUpdateInterval type: float current: 0.100000 help: Sets the interval between environmental 2d texture updates. Usage: r_EnvTexUpdateInterval 0.001 Default is 0.001. variable: r_ExcludeShader CHEAT type: string current: 0 help: Exclude the named shader from the render list. Usage: r_ExcludeShader ShaderName Sometimes this is useful when debugging. variable: r_FadeAmount type: float current: 1.000000 help: Usage: variable: r_Flares type: int current: 0 help: Toggles sunlight lens flare effect. Usage: r_Flares [0/1] Default is 1 (on). variable: r_FlareSize type: float current: 1.000000 help: variable: r_FlashBangSize type: int current: 128.000000 help: variable: r_FlipScreen type: int current: 0.000000 help: Flips screen texture. Only works on hi/med-spec Usage: r_FlipScreen # Where # represents: 0: disabled (default) 1: enabled variable: r_Flush type: int current: 1.000000 help: variable: r_FSAA type: int current: 0 help: variable: r_FSAA_quality type: int current: 0 help: variable: r_FSAA_samples type: int current: 1 help: variable: r_FullBrightness CHEAT type: int current: 0.000000 help: Overrides diffuse light or color properties, by using white color instead. Usage: r_FullBrightness [0/1] Default is 0 (off). variable: r_Fullscreen type: string current: 1 help: Toggles fullscreen mode. Default is 1 (fullscreen). Usage: r_Fullscreen [0/1] In debug mode, the display is automatically set to windowed mode. variable: r_Gamma type: float current: 1.000000 help: Sets gamma level. Usage: r_Gamma 1.0 Default is 1.0. variable: r_GeomInstancing type: int current: 0.000000 help: Toggles HW geometry instancing. Usage: r_GeomInstancing [0/1] Default is 0 (off). Set to 0 to disable geom. instanicng. variable: r_GetScreenShot type: int current: 0.000000 help: variable: r_Glare type: int current: 0 help: Activates the glare effect. Usage: r_Glare # Where # represents: 0: Off 1: On variable: r_GlareQuality type: int current: 0 help: Sets glare effect blur quality. Usage: r_GlareQuality # Where # represents: 0: Min quality 1: Med quality 2: Max quality variable: r_GlareTransition type: float current: 10.000000 help: Set glare transition speed. Usage: r_GlareTransition # Where # represents: 0: Imediate Number: (default 6) variable: r_GlossDefault type: string current: Defaults/gloss help: Name of default gloss map. Usage: r_GlossDefault filename The texture 'defaults/gloss' is used by default. If you don’t specify a gloss map this is the texture that will be used. variable: r_GraphStyle type: int current: 0.000000 help: variable: r_HDRBrightOffset type: float current: 6.000000 help: HDR rendering bright offset. Usage: r_HDRBrightOffset [Value] Default is 6.0f variable: r_HDRBrightThreshold type: float current: 3.000000 help: HDR rendering bright threshold. Usage: r_HDRBrightThreshold [Value] Default is 3.0f variable: r_HDRFake type: int current: 1.000000 help: Toggles HDR fake. Usage: r_HDRFake [0/1] Default is 1 (off). Set to 0 to disable. variable: r_HDRLevel type: float current: 0.600000 help: HDR rendering level. Usage: r_HDRLevel [Value] Default is 0.6f variable: r_HeatHaze type: int current: 0 help: Enables heat haze effect. Usage: r_HeatHaze # Where # represents: 0: Off 1: On (default) variable: r_HeatMapMips type: int current: 0.000000 help: variable: r_HeatMapSave type: int current: 0.000000 help: variable: r_HeatSize type: int current: 256.000000 help: variable: r_HeatType type: int current: 1.000000 help: variable: r_Height type: string current: 768 help: Sets the display height, in pixels. Default is 768. Usage: r_Height [600/768] variable: r_HWLights CHEAT type: int current: 1.000000 help: Toggles hardware vertex lighting. Usage: r_HWLights [0/1]Default is 1 (on). variable: r_IndexingWithTangents type: int current: 1.000000 help: Checks the angle between tangent space vectors during indexing. Usage: r_IndexingWithTangents [0/1] Default is 1 (on). If the angle between tangent space vectors is more than 60 degrees, the vertices will not be shared. variable: r_LightSourcesAsHeatSources type: int current: 0.000000 help: variable: r_Log type: int current: 0.000000 help: Logs rendering information to Direct3DLog.txt. Usage: r_Log [0/1/2/3/4] 1: Logs a list of all shaders without profile info. 2: Log contains a list of all shaders with profile info. 3: Logs all API function calls. 4: Highly detailed pipeline log, including all passes, states, lights and pixel/vertex shaders. Default is 0 (off). Use this function carefully, because log files grow very quickly. variable: r_LogLoadShaders type: int current: 0.000000 help: Enables logging of missing shaders. Usage: r_LogLoadShaders [0/1] Default is 0 (off). variable: r_LogTexStreaming type: int current: 0.000000 help: variable: r_LogTextureUsage type: int current: 0.000000 help: variable: r_LogUsedShaders type: int current: 0.000000 help: variable: r_LogUsedTextures type: int current: 0.000000 help: Configures texture information logging. Usage: r_LogUsedTextures # where # represents: 0: Texture logging off 1: All loaded textures logged to 'UsedTextures.txt' 2: Texture information logged to screen 3: Missing textures logged to 'MissingTextures.txt variable: r_LogVBuffers type: int current: 0.000000 help: Logs vertex buffers in memory to 'LogVBuffers.txt'. Usage: r_LogVBuffers [0/1] Default is 0 (off). variable: r_MaxTexLodBias type: float current: 0.000000 help: Set max texture lod. Usage: r_MaxTexLodBias # Where # represents: 0: (default) Number: (negative decreases lod, positive increases lod) variable: r_MeasureOverdraw type: int current: 0.000000 help: variable: r_MotionBlur type: int current: 0 help: Toggles the motion blur effect. Usage: r_MotionBlur [0/1] Default is 0 (off). Set to 1 to enable motion blur effect. variable: r_MotionBlurAmount type: float current: 0.900000 help: Sets the strength of motion blur effect. Usage: r_MotionBlurAmount 0.9 Default is 0.9. variable: r_MotionBlurDisplace type: int current: 4.000000 help: Sets the motion blur displacement. Usage: r_MotionBlurDisplace 4 Default is 4. variable: r_NightMapSave type: int current: 0.000000 help: variable: r_NightSize type: int current: 512.000000 help: variable: r_NightType type: int current: 1.000000 help: variable: r_NoBumpmap type: int current: 0.000000 help: Disables bump perpixel lighting in shaders. Usage: r_NoBumpmap [0/1] Default is 0 (bump per pixel lighting enabled). The shader should support the appropriate condition. variable: r_NoDrawNear type: int current: 0.000000 help: Disable drawing of a near objects. Usage: r_NoDrawNear [0/1] Default is 0 (near objects are drawn). variable: r_NoDrawShaders type: int current: 0.000000 help: Disable entire render pipeline. Usage: r_NoDrawShaders [0/1] Default is 0 (render pipeline enabled). Used for debugging and profiling. variable: r_NoHWGamma type: int current: 0.000000 help: Sets renderer to ignore hardware gamma correction. Usage: r_NoHWGamma [0/1] Default is 0 (allow hardware gamma correction). variable: r_NoLightCalc type: int current: 0.000000 help: Toggles software real-time light calculations. Usage: r_NoLightCalc [0/1] Default is 0 (software light calculations enabled). Set to 1 to disable real-time light calculations. variable: r_NoLoadTextures type: int current: 0.000000 help: variable: r_NoParticles type: int current: 0.000000 help: variable: r_NoPreprocess type: int current: 0.000000 help: variable: r_NoPS20 type: int current: 1 help: variable: r_NoPS2B type: int current: 1.000000 help: variable: r_NoPS30 type: int current: 1.000000 help: variable: r_NormalsLength type: float current: 0.100000 help: Sets the length of displayed vectors. r_NormalsLength 0.1 Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals. variable: r_NoSWGamma type: int current: 1.000000 help: Sets renderer to ignore software gamma correction. Usage: r_NoSWGamma [0/1] Default is 0 (allow software gamma correction). variable: r_OceanHeightScale type: int current: 4.000000 help: variable: r_OceanLodDist type: int current: 180.000000 help: variable: r_OceanMaxSplashes type: int current: 8.000000 help: variable: r_OceanRendType type: int current: 0.000000 help: variable: r_OceanSectorSize type: int current: 128.000000 help: variable: r_OceanSplashScale type: float current: 1.000000 help: variable: r_OceanTexUpdate type: int current: 1.000000 help: variable: r_OffsetBump type: int current: 0 help: variable: r_OffsetBumpForce type: int current: 0.000000 help: variable: r_OpacityDefault type: string current: Textures/white help: Name of default opacity mask. Usage: r_OpacityDefault filename The texture 'Textures/white' is used by default. If you don’t specify an opacity mask, this is the mask that will be used. variable: r_PolygonMode CHEAT type: int current: 1.000000 help: variable: r_Portals type: int current: 1.000000 help: Toggles renderer support for portals.Usage: r_Portals [0/1]Default is 1 (on). variable: r_PortalsRecursive type: int current: 0.000000 help: Toggles support for recursive portals. Usage: r_PortalsRecursive [0/1] Default is 0 (off). Up to 4 recursions are supported. variable: r_pp_Brightness type: float current: 0.000000 help: Set brightness for post processing render modes that require it. Usage: r_pp_Brightness n (default is 0) Where n represents a number : eg: 0.2 variable: r_pp_CMYK_C type: float current: 0.000000 help: Set CMYK changes in Cyan channel, for post processing render modes that require it. Usage: r_pp_CMYK_C n (default is 0) Where n represents a number: eg: 0.2 variable: r_pp_CMYK_K type: float current: 0.000000 help: Set CMYK changes in luminance channel, for post processing render modes that require it. Usage: r_pp_CMYK_K n (default is 0) Where n represents a number: eg: 0.2 variable: r_pp_CMYK_M type: float current: 0.000000 help: Set CMYK changes in Magenta channel, for post processing render modes that require it. Usage: r_pp_CMYK_M n (default is 0) Where n represents a number: eg: 0.2 variable: r_pp_CMYK_Y type: float current: 0.000000 help: Set CMYK changes in yellow channel, for post processing render modes that require it. Usage: r_pp_CMYK_Y n (default is 0) Where n represents a number: eg: 0.2 variable: r_pp_Contrast type: float current: 1.000000 help: Set contrast for post processing render modes that require it. Usage: r_pp_Constrast (default is 1)n Where n represents a number: eg: 0.2 variable: r_pp_Gamma type: float current: 1.000000 help: Set gamma for post processing render modes that require it. Usage: r_pp_Gamma n (default is 1) Where n represents a number: eg: 0.2 variable: r_pp_GlareIntensity type: float current: 1.000000 help: Set glare intensity amount for post processing render modes that require it. Usage: r_pp_GlareIntensity n (default is 1) Where n represents a number: eg: 0.2 variable: r_pp_Saturation type: float current: 1.000000 help: Set saturation for post processing render modes that require it. Usage: r_pp_Saturation n (default is 1) Where n represents a number: eg: 0.2 variable: r_pp_SharpenAmount type: float current: 1.000000 help: Set sharpening amount for post processing render modes that require it. Usage: r_pp_SharpenAmount n (default is 1) Where n represents a number: eg: 0.2 variable: r_PrecacheMesh type: int current: 1.000000 help: variable: r_PrintMemoryLeaks type: int current: 0.000000 help: variable: r_ProcFlares type: int current: 0 help: Toggles procedural flares effect. Usage: r_ProcFlares [0/1] Default is 1 (on). variable: r_ProfileShaders type: int current: 0.000000 help: Enables display of render profiling information. Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders. variable: r_Quality_BumpMapping type: int current: 0 help: variable: r_Quality_Reflection type: int current: 0 help: variable: r_RainMapSize type: int current: 256.000000 help: variable: r_RB_Merge type: int current: 0.000000 help: variable: r_ReloadShaders type: int current: 0.000000 help: Reloads shaders. Usage: r_ReloadShaders [0/1] Default is 0. Set to 1 to reload shaders. variable: r_RenderMode type: int current: 0 help: Defines type of post-processing rendering mode. Usage: r_RenderMode # Where # represents: 0: Default rendering (default) 1: Improved 2: Paradisiacal 3: Cold realism 4: Cartoon 5: Cinematic variable: r_ReplaceCubemap type: int current: 1.000000 help: variable: r_ResetScreenFx type: int current: 0.000000 help: Resets screen effects state. Usage: r_ResetScreenFx # Where # represents: 0: Normal (default) 1: Reset variable: r_Scissor type: int current: 1.000000 help: Enables scissor test variable: r_ScopeLens_fx type: int current: 0 help: Enables/disables scope lens fx. Usage: r_ScopeLens_fx [0/1] Default is 1 (enabled). variable: r_ScreenRefract type: int current: 0 help: variable: r_SelfRefract type: int current: 0.000000 help: Allows to draw refracted object to itself during refracted preprocess. Usage: r_SelfRefract [0/1] variable: r_SelfShadow type: int current: 0 help: Enables per-pixel shadows depth comparing. Usage: r_SelfShadow [0/1] The shader should support the appropriate condition. variable: r_ShaderDefault type: string current: 0 help: Name of default shader. Usage: r_ShaderDefault shadername variable: r_ShaderDetailObjectsBending type: int current: 0.000000 help: variable: r_ShadersPrecache type: int current: 1 help: variable: r_ShadersSave type: int current: 0 help: variable: r_ShaderTerrainDOT3 type: int current: 0.000000 help: variable: r_ShaderTerrainSpecular type: int current: 0.000000 help: variable: r_shadow_maps_debug type: int current: 0.000000 help: variable: r_ShadowBlur type: int current: 0 help: Selected shadow map blur. Usage: r_ShadowBlur [0/1] The shader should support the appropriate condition. variable: r_ShadowType type: int current: 0.000000 help: Selected shadow map type. Default is 0 (most appropriate shadows dependent on hardware: (2D shadow maps or Depth maps or Depth comparing on ATI). 1: using only 2d shadows Usage: r_ShadowType [0/1] The shader should support the appropriate condition. variable: r_Shininess type: float current: 15.000000 help: Specular highlight modifier. Usage: r_Shininess 15.0 Default is 15. This modifier changes the strength of the specular highlight. variable: r_ShowLight type: string current: 0 help: Display a light source by name. Usage: r_ShowLight lightname Default is 0. Set to 'lightname' to show only the light from the source named 'lightname'. variable: r_ShowLines CHEAT type: int current: 0.000000 help: Toggles visibility of wireframe overlay. Usage: r_ShowLines [0/1]Default is 0 (off). variable: r_ShowNormals CHEAT type: int current: 0.000000 help: Toggles visibility of normal vectors. Usage: r_ShowNormals [0/1]Default is 0 (off). variable: r_ShowOnlyShader CHEAT type: string current: 0 help: Render only the named shader, ignoring all others. Usage: r_ShowOnlyShader ShaderName variable: r_ShowTangents CHEAT type: int current: 0.000000 help: Toggles visibility of three tangent space vectors. Usage: r_ShowTangents [0/1] Default is 0 (off). variable: r_ShowTexTimeGraph type: int current: 0.000000 help: Configures graphic display of frame-times. Usage: r_ShowTexTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off). variable: r_ShowTimeGraph type: int current: 0.000000 help: Configures graphic display of frame-times. Usage: r_ShowTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off). variable: r_ShowVideoMemoryStats type: int current: 0.000000 help: variable: r_SM2BPATH type: int current: -1.000000 help: variable: r_SM30PATH type: int current: -1.000000 help: variable: r_SmoothTangents type: int current: 1.000000 help: Enables interpolation of tangent vectors between non-shared vertices. Usage: r_SmoothTangents [0/1] Default is 1 (on). Very useful for surfaces with light-maps. variable: r_SSE type: int current: 1.000000 help: Enables additional SSE instructions for advanced processors. Usage: r_SSE [0/1]Default is 1 (on). Disabling this can slow down some calculations but is useful for debugging. variable: r_Stats type: int current: 0.000000 help: Toggles render statistics. Usage: r_Stats [0/1/2/3/4/5] variable: r_StencilBits type: string current: 8 help: variable: r_StripMesh type: int current: 1.000000 help: variable: r_SubSurfaceType type: int current: 1.000000 help: Sets subsurface scatering type 0: per vertex (default) 1: per pixel variable: r_SunStyleCoronas type: int current: 0.000000 help: variable: r_SupportCompressedTextures type: int current: 1.000000 help: variable: r_SupportPalettedTextures type: int current: 1.000000 help: variable: r_SyncVBuf type: int current: 1.000000 help: variable: r_TexBindMode type: int current: 0.000000 help: variable: r_TexBumpQuality type: int current: 0.000000 help: variable: r_TexBumpResolution type: int current: 2 help: variable: r_TexForceSquare type: int current: 0.000000 help: variable: r_TexGrayOverage type: int current: 1.000000 help: variable: r_TexHWDXTCompression type: int current: 1.000000 help: variable: r_TexHWMipsGeneration type: int current: 1.000000 help: variable: r_TexLMResolution type: int current: 0 help: Halves or doubles texture resolution. Usage: r_TexResolution [0/1] When 0 (default) texture resolution is halved. variable: r_TexMaxSize type: int current: 0.000000 help: variable: r_TexMinSize type: int current: 64.000000 help: variable: r_TexNormalMapType type: int current: 1.000000 help: variable: r_TexProcedures type: int current: 1.000000 help: Enables rendering of procedural textures. Usage: r_TexProcedures [0/1] Default is 1 (on). variable: r_TexQuality type: int current: 0 help: variable: r_TexQuantizeDither type: int current: 0.000000 help: variable: r_TexResolution type: int current: 2 help: Halves or doubles texture resolution. Usage: r_TexResolution [0/1] When 0 (default) texture resolution is halved. variable: r_TexSimpleMips type: int current: 1.000000 help: variable: r_TexSkyQuality type: int current: 0.000000 help: variable: r_TexSkyResolution type: int current: 2 help: variable: r_Texture_Anisotropic_Level type: int current: 1 help: variable: r_TexturesBaseMip type: int current: 0.000000 help: variable: r_TexturesPixelSize type: int current: 32.000000 help: variable: r_TexturesStreaming type: int current: 0.000000 help: Enables direct streaming of textures from disk during game. Usage: r_TexturesStreaming [0/1] Default is 0 (off). All textures save in native format with mips in a cache file. Textures are then loaded into texture memory from the cache. variable: r_TexturesStreamingOnlyVideo type: int current: 0.000000 help: variable: r_TexturesStreamingSync type: int current: 0.000000 help: variable: r_TexturesStreamPoolSize type: int current: 0 help: variable: r_UnifyTangentNormals type: int current: 1.000000 help: Enables use of vertex normals as tangent space normals. Usage: r_UnifyTangentNormals [0/1] Default is 1 (on). variable: r_UseHWShaders type: int current: 1 help: Enables loading of hardware dependent shaders. Usage: r_UseHWShaders [0/1] Default is 1 (HW shaders enabled). variable: r_Vegetation_IgnoreVertColors type: int current: 0.000000 help: variable: r_Vegetation_PerpixelLight type: int current: 0 help: variable: r_VegetationSpritesAlphaBlend type: int current: 0.000000 help: variable: r_VegetationSpritesNoBend type: int current: 2.000000 help: variable: r_VolumetricFog type: int current: 0 help: variable: r_VPFog type: int current: 1.000000 help: variable: r_VSync type: int current: 0 help: Toggles vertical sync. Usage: r_VSync [0/1] variable: r_WaterBeachRefractions type: int current: 1.000000 help: Toggles water beach refractions. Usage: r_WaterBeachRefractions [0/1] Default is 1 (water beach distorted). variable: r_WaterReflections type: int current: 0 help: Toggles water reflections. Usage: r_WaterReflections [0/1] Default is 1 (water reflects). variable: r_WaterRefractions type: int current: 0 help: Toggles water refractions. Usage: r_WaterRefractions [0/1] Default is 1 (water refracts). variable: r_WaterUpdateDeltaAngle type: float current: 5.000000 help: Delta angle for detecting of the water reflected texture updating. Usage: r_WaterUpdateDeltaAngle 5 Default is 5. variable: r_WaterUpdateDistance type: float current: 2.000000 help: variable: r_WaterUpdateFactor type: float current: 0.020000 help: Distance factor for water reflected texture updating. Usage: r_WaterUpdateFactor 0.01 Default is 0.01. variable: r_WaveScale type: float current: 1.000000 help: Wave scaling modifier for functions using the wave-table.Usage: r_WaveScale 1.0 Default is 1.0. variable: r_Width type: string current: 1024 help: Sets the display width, in pixels. Default is 1024. Usage: r_Width [800/1024] variable: s_CapsCheck type: string current: 0 help: Checks for sound CAPS on startup and write them into the log. variable: s_CompatibleMode type: string current: 0 help: Toggles sound system compatible mode ON/OFF. Use only in case of playback issues. variable: s_DebugMusic type: string current: 0 help: Toggles music-debugging on and off. Usage: s_DebugMusic [0/1] Default is 0 (off). Set to 1 to debug music. variable: s_DebugSound CHEAT type: string current: 0 help: Toggles sound debugging mode. Usage: s_DebugSound [0/1] Default is 0 (off). variable: s_DopplerEnable type: string current: 0 help: Toggles Doppler effect on and off. Usage: s_DopplerEnable [0/1] Default is 0 (off). variable: s_DopplerValue type: string current: 1.0 help: Sets the strength of the Doppler effect. Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. variable: s_DummySound type: string current: 0 help: Toggles dummy(NULL) sound system. variable: s_EnableSoundFX type: string current: 0 help: Toggles sound effects on and off. Usage: s_EnableSoundFX [0/1] Default is 1 (on). variable: s_InactiveSoundIterationTimeout type: string current: 1 help: This variable is for internal use only. variable: s_MaxActiveSoundSpots type: string current: 100 help: Sets the maximum number of active soundspots. variable: s_MaxHWChannels type: string current: 0 help: Sets the maximum number of sound hardware channels used./n0=software mixing. variable: s_MaxSoundDist type: string current: 500 help: Sets the maximum sound distance, in metres. Default is 500 metres. Usage: s_MaxSoundDist 500 variable: s_MinHWChannels type: string current: 16 help: Sets the minimum number of sound hardware channels used./nUsage: s_MinHWChannels 16 Default value is 16. This is the number of hardware channels used to play back game sound. If the hardware does not have the required channels, the system will use software mixing, resulting in reduced performance (no eax). variable: s_MinRepeatSoundTimeout type: string current: 200 help: Timeout in ms,play of same sounds cannot be repeated more often then that. variable: s_MusicEnable type: string current: 1 help: enable/disable music variable: s_MusicMaxPatterns type: string current: 0 help: Max simultaniously playing music patterns. variable: s_MusicStreamedData type: string current: 0 help: Data used for streaming music data. 0 - (AD)PCM 1 - OGG variable: s_MusicVolume type: string current: 0.4797500371932983 help: Sets the music volume from 0 to 1. Usage: s_MusicVolume 7 Default is 1, which is full volume. variable: s_SampleRate type: string current: 44100 help: Sets the output sample rate. Usage: s_SampleRate 44100 Default is 44100. Sets the rate, in samples per second, at which the output of the sound system is played. variable: s_SFXVolume type: string current: 1 help: Sets the percentile volume of the sound effects. Usage: s_SFXVolume 0.5 Default is 1, which is full volume. variable: s_SoundEnable type: string current: 1 help: Toggles sound on and off. Usage: s_SoundEnable [0/1] Default is 1 (on). Set to 0 to disable sound. variable: s_SoundInfo CHEAT type: string current: 0 help: Toggles onscreen sound statistics. Usage: s_SoundInfo [0/1]Default is 0 (off). Set to 1 to display sound information. variable: s_SpeakerConfig type: string current: 3 help: Sets up the preferred speaker configuration. Usage: s_SpeakerConfig # where # is a number between 1 and 6 representing 1: 5.1 2: Headphones 3: Mono 4: Quad 5: Stereo 6: Surround Default is 5 (Stereo). variable: s_VisAreasPropagation type: string current: 10 help: Sets the vis area propagation number. Usage: s_VisAreasPropagation 5 Default is 10. This number defines how far sound will propagate, in vis areas from the player's position. A value of 1 means the sound is only heard in the current vis area, while 2 means sound is heard in adjacent areas. variable: sv_authport type: string current: help: Sets the local port for a CDKey authentication comunications. Usage: sv_auth_port portnumber Default is '0' (first free). variable: sv_cheater_ban type: string current: 0 help: Ban player suspected cheating. variable: sv_cheater_kick type: string current: 1 help: Kick player suspected cheating. variable: sv_mapcyclefile type: string current: profiles/server/mapcycle.txt help: Sets the server map cycle list for a multiplayer game. Usage: sv_mapcyclefile Default is 'mapcycle.txt'. variable: sv_max_scheduling_delay type: string current: 200 help: Sets the scheduling delay upper limit for fixed timestep multiplayer physics (in milliseconds). Usage: sv_max_scheduling_delay 200Default value is 200. variable: sv_maxcmdrate REQUIRE_NET_SYNC type: string current: 100 help: Specify the max client network command rate (less is better for bandwidth, more is better for response, the actual rate is limited the client setting as well) Usage: sv_maxcmdrate [5..100] Default is 100 variable: sv_maxplayers type: string current: 16 help: Sets the maximum number of of players for a multiplayer server. Usage: sv_maxplayers 8 variable: sv_maxrate type: string current: 30000 help: Defines the maximum number of bits per second upload per player. Usage: sv_maxrate 40000 Default is 30000. variable: sv_maxrate_lan type: string current: 100000 help: Defines the maximum number of bits per second upload per player. Usage: sv_maxrate_lan 30000 Default is 100000. variable: sv_maxupdaterate type: string current: 50 help: Specify the max server network update rate (less is better for bandwidth, more is better for response, the actual rate is limited by frame/update rate and the client setting as well) Usage: sv_maxupdaterate [5..100] Default is 50 variable: sv_min_scheduling_delay type: string current: 100 help: Sets the scheduling delay lower limit for fixed timestep multiplayer physics (in milliseconds). Usage: sv_min_scheduling_delay 200Default value is 200. variable: sv_name type: string current: help: Specifies the server name in a multiplayer game. Usage: sv_name name variable: sv_netstats type: string current: 0 help: Toggles network statistics. Usage: sv_netstats [0..7] Default is 0 (off). Bit 0 (value 1) display net statistics Bit 1 (value 2) display a updatecount graph Bit 2 (value 4) log netentities sent/count variable: sv_password type: string current: help: Specifies the server password in a multiplayer game. Specifying a null string means, no password. Usage: sv_password variable: sv_port type: string current: 49001 help: Sets the server port for a multiplayer game. Usage: sv_port portnumber Default is '49001'. variable: sv_punkbuster type: string current: 1 help: Enables PunkBuster for server, 1=Enabled,0=Disabled variable: sv_rcon_password type: string current: help: RCon (RemoteControl) server password (if there is no password specified RCon is not activated for this server) Usage: sv_rcon_password mypassword variable: sv_regserver_port type: string current: help: Sets the local port for a registering the server on Ubi.com GS. Usage: sv_regserver_port portnumber Default is '0' (first free). variable: sv_ServerType type: string current: LAN help: Specifies the server connection type 'UBI' or 'LAN' Usage: sv_ServerType UBI variable: sv_timeout type: string current: 60 help: Sets the server timeout (seconds). Usage: sv_timeout 60 The default timeout is 60 seconds. This is the time the server waits while trying to establish a connection with a client. variable: sys_affinity type: string current: 0 help: variable: sys_firstlaunch type: string current: 0 help: Indicates that the game was run for the first time. variable: sys_noupdate CHEAT type: string current: 0 help: Toggles updating of system with sys_script_debugger. Usage: sys_noupdate [0/1] Default is 0 (system updates during debug). variable: sys_PakLogMissingFiles type: int current: 0.000000 help: If non-0, missing file names go to mastercd/MissingFilesX.log. 1) only resulting report 2) run-time report is ON, one entry per file 3) full run-time report variable: sys_PakPriority CHEAT READONLY type: int current: 1 help: If set to 1, tells CryPak to try to open the file in pak first, then go to file system variable: sys_PakReadSlice type: int current: 0.000000 help: If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels variable: sys_script_debugger CHEAT type: string current: 0 help: Enables the script debugger. Usage: sys_script_debugger [0/1] variable: sys_skiponlowspec SAVEGAME type: string current: 0 help: avoids loading of expendable entites. variable: sys_spec SAVEGAME type: string current: 0 help: Tells the system cfg spec. variable: sys_SSInfo type: string current: 0 help: Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1] Default is 0 (off). variable: sys_StreamCallbackTimeBudget type: string current: 50000 help: Time budget, in microseconds, to be spent every frame in StreamEngine callbacks. Additive with cap: if more time is spent, the next frame gets less budget, and there's never more than this value per frame. variable: sys_StreamCompressionMask CHEAT REQUIRE_NET_SYNC type: string current: 8 help: Stream compression bit mask, used for network compression(lower bandwidth) variable: sys_warnings type: string current: 0 help: Toggles printing system warnings. Usage: sys_warnings [0/1] Default is 0 (off). variable: ThirdPersonAngle CHEAT type: string current: .2 help: variable: ThirdPersonOffs CHEAT type: string current: 1.7 help: variable: ThirdPersonOffsAngHor CHEAT type: string current: 30.0 help: variable: ThirdPersonOffsAngVert CHEAT type: string current: 30.0 help: variable: ThirdPersonRange CHEAT type: string current: 7 help: Sets the range of the third person camera. Usage: cl_ThirdPersonRange 6 Default is 7 metres. This is the distance of the third person camera from the player. variable: ThirdPersonRangeBoat CHEAT type: string current: 12 help: Sets the range of the third person camera for boats. Usage: cl_ThirdPersonRangeBoat 6 Default is 12 metres. This is the distance of the third person camera from the player. variable: ui_BackGroundVideo type: string current: 0 help: Enable/Disable Background video playback. [1 = on / 0 = off] variable: ui_EasyToolTip type: string current: 0 help: Enable/Disable easy tooltips. [1 = on / 2 = off] Easy tooltips, don't require the mouse to be still. variable: ui_RepeatDelay type: string current: 200 help: Set the timer to trigger the key repeat, in miliseconds! variable: ui_RepeatSpeed type: string current: 40 help: Set the key repeat speed, in key/second! variable: ui_ToolTipDelay type: string current: 1500 help: Set the delay before a tooltip appears, in miliseconds! variable: ui_ToolTips type: string current: 1 help: Enable/Disable tooltips. [1 = on / 2 = off] variable: ui_TriggerUIEvents type: string current: 1 help: Enable/Disable UI event triggers! [1 = on / 2 = off] Default is 1! variable: u