Console and Config
You can open the console by pressing the tilde key: ~ Note that many commands require the game to be running in Devmode.
• Note that most [if not all] commands need to be prefaced with a \ .. Such as \r_Width
• Some are read-only, and there's probably some that are disabled/obsolete. If the game won't recognize them when running in Devmode, then they're probably not usable. However, some commands may need to set in config file [can't be changed in real time via console]
• You can run some lua commands directly from the console if you you preface it with a # symbol. That only works in devmode, however


ConsoleCommandsAndVars.txt
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 <profilename>

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 <profilename>

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 <player>

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 <id>

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: 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 demo name
Loads demo name.? 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: gr_add_protected
script: SVcommands:addProtectedById(%1);
help: gr_add_protected [pId]

command: gr_assault
script: SVcommands:changeMapCycleAssault();
help: gr_assault (changes mapcycle to gr_mapcycle_assault)

command: gr_clear_protected
script: SVcommands:clearProtected();
help: gr_clear_protected

command: gr_config
script: SVcommands:LoadConfig(%1);
help: gr_config [configfile]

command: gr_config1
script: SVcommands:LoadConfig1(%1);
help: gr_config1 [configfile]

command: gr_cpc
script: SVcommands:SetSVplayerClass(%1, %2);
help: gr_cpc [pId] [class = sniper1..4/engy1..4/grunt1..6

command: gr_exportstats
script: SVplayerTrack:ExportStats();
help:

command: gr_ffa
script: SVcommands:changeMapCycleFfa();
help: gr_ffa (changes mapcycle to gr_mapcycle_ffa)

command: gr_list
script: SVcommands:SVListPlayers();
help: gr_list

command: gr_list_protected
script: SVcommands:printProtectedNames();
help: gr_list_protected

command: gr_load_protected
script: SVcommands:loadProtected();
help: gr_load_protected

command: gr_lock
script: SVcommands:SVlockTeam(%1);
help: gr_lock [team=red/blue]

command: gr_move
script: SVcommands:movePlayerToTeam(%line);
help: gr_move [pId] [team=blue/red/spectators] <forceteam>

command: gr_moveall
script: SVcommands:moveAllToTeam(%1);
help: gr_moveall [team=blue/red/spectators]

command: gr_nextmap
script: GameRules:GotoNextMap();
help: gr_nextmap

command: gr_punish
script: SVcommands:punishPlayer(%line);
help: gr_punish [pId] <extra time> <reason>

command: gr_reboot_server
script: SVcommands:PlaceRestartFile();
help: gr_reboot_server

command: gr_release
script: SVcommands:ReleasePlayer(%1);
help: gr_release [pId]

command: gr_save_protected
script: SVcommands:saveProtected();
help: gr_save_protected

command: gr_setcrossname
script: SVcommands:SVsetcrossname(%1);
help: gr_setcrossname [0/1]

command: gr_ss
script: SVcommands:serverSay(%line);
help: gr_ss [text]

command: gr_switchobjectives
script: GameRules:DoSwitchTeams();
help: gr_switchobjectives

command: gr_switchteams
script: SVcommands:moveAllToOppositeTeam();
help: gr_switchteams

command: gr_tdm
script: SVcommands:changeMapCycleTdm();
help: gr_tdm (changes mapcycle to gr_mapcycle_tdm)

command: gr_unlock
script: SVcommands:SVunlockTeam(%1);
help: gr_unlock [team=red/blue]

command: gr_unlockall
script: SVcommands:SVunlockall();
help: gr_unlockall

command: kick
script: if (GameRules) then GameRules:Kick(%%); end
help:

command: kickid
script: if (GameRules) then GameRules:KickID(%%); end
help:

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: 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: 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 demo-name
File 'demo-name.?' 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 game-name


command: savepos
script: Game:SavePlayerPos(%%)
help: Saves current player position to the tagpoint file.
Usage: savepos point-name


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: 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 <bannumber>

variable: a_draw_area CHEAT
type: string
current: 0
help:
Usage:


variable: a_log_area CHEAT
type: string
current: 0
help:
Usage:


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_autobalance
type: string
current: 0
help: Set to 1 to enable autobalancing.

variable: ai_createindoorgraph CHEAT
type: string
current: 0
help:

variable: ai_max_vis_rays_per_frame
type: string
current: 300
help: Maximum allowed visibility rays per frame - the rest are all assumed to succeed
Usage: ai_max_vis_rays_per_frame <number>
Default is 100.


variable: ai_noupdate CHEAT
type: string
current: 0
help:

variable: ai_num_of_bots
type: string
current: 0
help:

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_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_triangulate
type: string
current: 0
help:

variable: ai_update_interval
type: string
current: 0.1000000014901161
help: In seconds the amount of time between two full updates for AI
Usage: ai_update_interval <number>
Default is 0.1. Number is time in seconds


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: 0.2
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 helmets 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 variable: 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: 1
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: stopsdeforming 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_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: 0.0000
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_message_flood_protection
type: string
current: 1
help:

variable: cl_message_repeat
type: string
current: 3
help:

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_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_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: 0
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_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_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_use_joypad CHEAT
type: string
current: 0
help: Toggles use of joypad for movements.
Usage: cl_use_joypad [0/1]
Default is 0 (off).

variable: cl_ViewFace CHEAT
type: string
current: 0
help:
Usage:


variable: cl_weapon_fx
type: string
current: 2
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: TRILINEAR
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: 1.000000
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: 2
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: 1
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: 0
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: 1
help: Activates drawing of decals (marks from bullets and explosions)

variable: e_decals_life_time_scale
type: float
current: 5.000000
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: 1
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
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: 1
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: 0
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: 1
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: 6
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
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: 10.000000
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: 1
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: 1.000000
help: 1 - full LOD, 0.5 - scale frequency and count down twice

variable: e_particles_max_count
type: int
current: 10000
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: 1
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_receiving
type: int
current: 1.000000
help: Allow shadow maps receiving by brushes, vegetation and entities

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: 20.000000
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: 1
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_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: 1.000000
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 application in X number of frames, r_DisplayInfo must be also enabled

variable: e_timedemo_milliseconds CHEAT
type: int
current: 0.000000
help: Will quit application in X number of milliseconds

variable: e_use_global_fog_in_fog_volumes
type: int
current: 0
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 CHEAT
type: float
current: 0.000000
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: 999.000000
help: Allows changing distance on what vegetation switch into sprite

variable: e_vegetation_sprites_min_distance
type: float
current: 999.000000
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 tessellation, 2 - high tessellation, -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: 1
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 splash
Usage: es_SplashThreshold 200.0


variable: es_SplashTimeout CHEAT
type: string
current: 3.0
help: minimum time interval between consecutive splashes
Usage: 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_FavServerIP
type: string
current: 0
help:

variable: g_GameType REQUIRE_NET_SYNC
type: string
current: Default
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_LastIP
type: string
current: 0
help:

variable: g_LastPort
type: string
current: 0
help:

variable: g_LastServerName
type: string
current: 0
help:

variable: g_LeftHanded
type: string
current: 0
help: Sets left-handed 1st person weapons

variable: g_LevelName
type: string
current: 0.4
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_playerprofile
type: string
current: default
help: Sets the player profile (to store player settings).
Leave this empty to get the defaults from the root directory.



variable: g_Render
type: string
current: 1
help:
Usage:


variable: g_serverprofile
type: string
current:
help: Sets the server profile (to store server settings).
Leave this empty to get the server defaults.



variable: g_StartLevel
type: string
current:
help:
Usage:


variable: g_StartMission
type: string
current:
help:
Usage:


variable: g_timezone
type: string
current: 0
help:

variable: g_vehicleBulletDamage
type: string
current: 1
help:

variable: game_Accuracy SAVEGAME
type: string
current: 0.5
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: 0.5
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: 0.699999988079071
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_ag36_nade_damage_factor
type: string
current: 1
help:

variable: gr_allow_spectators
type: string
current: 1
help:

variable: gr_allow_teamkilling
type: string
current: 0
help:

variable: gr_allow_voting
type: string
current: 1
help:

variable: gr_announce_headshot
type: string
current: 1
help:

variable: gr_autokick_connecting
type: string
current: 45
help:

variable: gr_checkpoint
type: string
current: 1
help:

variable: gr_CountDown
type: string
current: 5
help:

variable: gr_CrossName REQUIRE_NET_SYNC
type: string
current: 1
help:

variable: gr_crouchspeed_factor
type: string
current: 1
help:

variable: gr_customdamagescale
type: string
current: 1
help:

variable: gr_DamageScale
type: string
current: 1
help:

variable: gr_Detonate REQUIRE_NET_SYNC
type: string
current: 0
help:

variable: gr_DropFadeTime REQUIRE_NET_SYNC
type: string
current: 20
help:

variable: gr_droppickup_ag36_nades
type: string
current: 2
help:

variable: gr_droppickup_oicw_nades
type: string
current: 2
help:

variable: gr_droppickup_rockets
type: string
current: 2
help:

variable: gr_droppickup_sniper_ammo
type: string
current: 10
help:

variable: gr_droppickup_sticky_explosives
type: string
current: 1
help:

variable: gr_engineer_flashbang
type: string
current: 0
help:

variable: gr_first_person_spectator REQUIRE_NET_SYNC
type: string
current: 0
help:

variable: gr_flag_captured_message
type: string
current: 1
help:

variable: gr_flag_saved_message
type: string
current: 1
help:

variable: gr_flag_startcapture_message
type: string
current: 1
help:

variable: gr_ForceTDMRespawn
type: string
current: 1
help:

variable: gr_free_teamkills
type: string
current: 0
help:

variable: gr_FriendlyFire
type: string
current: 1
help:

variable: gr_fulltime
type: string
current: 0
help:

variable: gr_grunt_flashbang
type: string
current: 0
help:

variable: gr_headshot_message_private
type: string
current: 0
help:

variable: gr_HeadshotMultiplier
type: string
current: 2
help:

variable: gr_initial_ag36_nades
type: string
current: 5
help:

variable: gr_initial_oicw_nades
type: string
current: 5
help:

variable: gr_initial_rockets
type: string
current: 5
help:

variable: gr_initial_sniper_ammo
type: string
current: 20
help:

variable: gr_initial_sticky_explosives
type: string
current: 3
help:

variable: gr_InvulnerabilityTimer REQUIRE_NET_SYNC
type: string
current: 5
help:

variable: gr_jumpforce_factor
type: string
current: 1
help:

variable: gr_keep_lock
type: string
current: 1
help:

variable: gr_keep_score
type: string
current: 0
help:

variable: gr_killing_spree
type: string
current: 5
help:

variable: gr_killing_spree_display
type: string
current: 0
help:

variable: gr_last_checked
type: string
current: 0
help:

variable: gr_last_spawn_checked
type: string
current: 0
help:

variable: gr_lastConnectCheck
type: string
current: 0
help:

variable: gr_log_teamkillers
type: string
current: 0
help:

variable: gr_map_restart_delay
type: string
current: 5
help:

variable: gr_max_ag36_nades
type: string
current: 5
help:

variable: gr_max_ag36_nades_ffa
type: string
current: 10
help:

variable: gr_max_average_ping
type: string
current: 90
help:

variable: gr_max_engineers
type: string
current: 99
help:

variable: gr_max_grunts
type: string
current: 99
help:

variable: gr_max_oicw_nades
type: string
current: 5
help:

variable: gr_max_oicw_nades_ffa
type: string
current: 10
help:

variable: gr_max_rockets
type: string
current: 5
help:

variable: gr_max_rockets_ffa
type: string
current: 10
help:

variable: gr_max_sniper_ammo
type: string
current: 30
help:

variable: gr_max_snipers
type: string
current: 99
help:

variable: gr_max_sticky_explosives
type: string
current: 3
help:

variable: gr_MaxTeamLimit
type: string
current: 16
help:

variable: gr_MinTeamLimit
type: string
current: 1
help:

variable: gr_NextMap
type: string
current:
help:

variable: gr_norl
type: string
current: 0
help:

variable: gr_oicw_nade_damage_factor
type: string
current: 1
help:

variable: gr_pickup_ag36_nades
type: string
current: 0
help:

variable: gr_pickup_oicw_nades
type: string
current: 0
help:

variable: gr_pickup_rockets
type: string
current: 0
help:

variable: gr_pickup_sniper_ammo
type: string
current: 10
help:

variable: gr_pickup_sticky_explosives
type: string
current: 3
help:

variable: gr_ping_check_interval
type: string
current: 8
help:

variable: gr_ping_reset_on_connect
type: string
current: 0
help:

variable: gr_ping_warnings
type: string
current: 3
help:

variable: gr_point_per_flag
type: string
current: 1
help:

variable: gr_PrewarOn REQUIRE_NET_SYNC
type: string
current: 0
help:

variable: gr_pronespeed_factor
type: string
current: 1
help:

variable: gr_punish_protected
type: string
current: 1
help:

variable: gr_realistic_reload
type: string
current: 0
help:

variable: gr_RespawnAtDeathPos
type: string
current: 1
help:

variable: gr_RespawnTime REQUIRE_NET_SYNC
type: string
current: 20
help:

variable: gr_rm_kill_addtime
type: string
current: 5
help:

variable: gr_rm_needed_kills
type: string
current: 5
help:

variable: gr_rocket_damage_factor
type: string
current: 1
help:

variable: gr_runspeed_factor
type: string
current: 1
help:

variable: gr_ScoreLimit
type: string
current: 0
help:

variable: gr_sniper_flashbang
type: string
current: 0
help:

variable: gr_spawnmessage1
type: string
current:
help:

variable: gr_spawnmessage2
type: string
current:
help:

variable: gr_spawnmessage3
type: string
current:
help:

variable: gr_spawnmessage4
type: string
current:
help:

variable: gr_stamina_use_run
type: string
current: 1
help:

variable: gr_static_respawn
type: string
current: 0
help:

variable: gr_stats_dir
type: string
current:
help:

variable: gr_stats_export
type: string
current: 0
help:

variable: gr_swimspeed_factor
type: string
current: 1
help:

variable: gr_task_autoload
type: string
current: 1
help:

variable: gr_task_enable
type: string
current: 1
help:

variable: gr_teamkill_extra_time
type: string
current: 10
help:

variable: gr_teamkill_force_spectate
type: string
current: 5
help:

variable: gr_teamkill_kick
type: string
current: 1
help:

variable: gr_teamkill_kick_time
type: string
current: 10
help:

variable: gr_TimeLimit REQUIRE_NET_SYNC
type: string
current: 20
help:

variable: gr_votetime REQUIRE_NET_SYNC
type: string
current: 0
help:

variable: gr_walkspeed_factor
type: string
current: 1
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: 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 CHEAT
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: 0.0
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/pmodels/hero/hero_mp.cgf
help: Sets the multiplayer player model.
Usage: mp_model <modelpath>
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: 7.4
help:

variable: p_bob_pitch CHEAT REQUIRE_NET_SYNC
type: string
current: 0.2
help:

variable: p_bob_roll CHEAT REQUIRE_NET_SYNC
type: string
current: 0.2
help:

variable: p_bob_weapon REQUIRE_NET_SYNC
type: string
current: .01
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: 4
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: 999
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: 4.4
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_offset CHEAT REQUIRE_NET_SYNC
type: string
current: .33
help:

variable: p_leavevehiclebrake
type: string
current: 10
help: speed threshold to have breaks on when driver is out

variable: p_leavevehiclebrakedelay
type: string
current: 2
help: delay before vehicle stops after driver out is out

variable: p_leavevehicleimpuls
type: string
current: 20
help: impulse 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: 150
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: 5
help: Maximum number of LCP CG iterations

variable: p_max_LCPCG_microiters REQUIRE_NET_SYNC
type: int
current: 14000
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: 30000
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: 70
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: 180
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: 6000
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: 5
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 <modelpath>
Default is 'objects/characters/pmodels/hero/hero.cgf'.

variable: p_name
type: string
current: Jack Carver
help: Sets the player's name.
Usage: p_name <playername>


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 further 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: 1.0
help:

variable: p_speed_prone CHEAT REQUIRE_NET_SYNC
type: string
current: 0.4
help:

variable: p_speed_run CHEAT REQUIRE_NET_SYNC
type: string
current: 3.4
help:

variable: p_speed_walk CHEAT REQUIRE_NET_SYNC
type: string
current: 2.1
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: 2
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: Standard 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: 1
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: 2
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 CHEAT
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: 0.125000
help: Time fading factor of the light coronas.
Usage: r_CoronaFade 0.5Default is 0.5.

variable: r_Coronas
type: int
current: 1
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: 0
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 CHEAT
type: string
current: 32
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: 16.000000
help: Distance used for per-pixel detail layers blending.
Usage: r_DetailDistance 4
Default is 4.

variable: r_DetailNumLayers
type: int
current: 2
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: 1
help: Toggles detail texture overlays.
Usage: r_DetailTextures [0/1]
Default is 1 (detail textures on).

variable: r_DisableSfx
type: int
current: 0
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 <fontname> <filename>

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: 2
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: 0.050000
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: 3
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: 0.001000
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: 1
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: 1
help:

variable: r_FSAA_quality
type: int
current: 0
help:

variable: r_FSAA_samples
type: int
current: 8
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: 0
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: 1
help: Toggles HW geometry instancing.
Usage: r_GeomInstancing [0/1]
Default is 0 (off). Set to 0 to disable geom. instancing.

variable: r_GetScreenShot
type: int
current: 0.000000
help:

variable: r_Glare
type: int
current: 1
help: Activates the glare effect.
Usage: r_Glare #
Where # represents:
0: Off
1: On


variable: r_GlareQuality
type: int
current: 2
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: Immediate
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_HDRDebug
type: int
current: 0.000000
help: Toggles HDR debugging info.
Usage: r_HDRDebug [0/1]
Default is 0 (off). Set to 1 to show HDR textures on the screen.

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_HDRRendering
type: int
current: 0
help: Toggles HDR rendering.
Usage: r_HDRRendering [0/1]
Default is 1 (on). Set to 0 to disable HDR rendering.

variable: r_HeatHaze
type: int
current: 1
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: 1062
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: 1
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: 0.000000
help:

variable: r_NoPS2X
type: int
current: 1
help:

variable: r_NoPS30
type: int
current: 0.000000
help:

variable: r_NormalsLength
type: float
current: 0.100000
help: Sets the length of displayed vectors.
r_NormalsLength 0.1
Default is 0.1 (meters). 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: 1.000000
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: 1
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: 3
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: 1
help: Enables/disables scope lens fx.
Usage: r_ScopeLens_fx [0/1]
Default is 1 (enabled).

variable: r_ScreenRefract
type: int
current: 0.000000
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: 1
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: 2
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_SM2XPATH
type: int
current: 0
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_SpecAntialias
type: int
current: 0.000000
help: Toggles specular antialiasing.
Usage: r_SpecAntialias [0/1]
Default is 0.

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: 0
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_TexNormalMapCompressed
type: int
current: 0.000000
help: Toggles support for normal-maps compression.
3Dc for ATI and V8U8 for NVidia

Usage: r_TexNormalMapCompressed [0/1]
Default is 1 (on).

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: 0
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: 0
help:

variable: r_Texture_Anisotropic_Level
type: int
current: 8
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: 2.000000
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: 1
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: 1
help:

variable: r_VPFog CHEAT
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: 1
help: Toggles water reflections.
Usage: r_WaterReflections [0/1]
Default is 1 (water reflects).

variable: r_WaterRefractions
type: int
current: 1
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: 0.001000
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: 2360
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: 1
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: 1
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: 28
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.
Usage: 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: 12
help: Max simultaniously playing music patterns.


variable: s_MusicStreamedData
type: string
current: 1
help: Data used for streaming music data.
0 - (AD)PCM
1 - OGG


variable: s_MusicVolume
type: string
current: 0.009265083819627762
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: 0.9269600510597229
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: 2
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_flood_protection_timeframe
type: string
current: 10
help:

variable: sv_flood_reset_time
type: string
current: 5
help:

variable: sv_kick_flood_offender
type: string
current: 1
help:

variable: sv_mapcyclefile
type: string
current: profiles/server/mapcycle.txt
help: Sets the server map cycle list for a multiplayer game.
Usage: sv_mapcyclefile <textfile>
Default is 'mapcycle.txt'.

variable: sv_max_messages_per_timeframe
type: string
current: 6
help:

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_message_flood_protection
type: string
current: 1
help:

variable: sv_message_repeat
type: string
current: 3
help:

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 <password>


variable: sv_pb_kick_flood_offender_time
type: string
current: 60
help:

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: 0
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 (next server creation, not case sensitive) 'UBI', 'LAN' or 'NET'
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: 0
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: 1
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: 3
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: 1
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 CHEAT
type: string
current: 200
help: Set the timer to trigger the key repeat, in miliseconds!

variable: ui_RepeatSpeed CHEAT
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: ui_TriggerWidgetEvents
type: string
current: 1
help: Enable/Disable Widget event triggers! [1 = on / 2 = off]
Default is 1!


variable: w_firstpersontrail
type: string
current: 1
help:

variable: w_underwaterbubbles
type: string
current: 1
help: Control if underwater bullet bubble trails are displayed (should be disabled for slow machines).
Usage: w_underwaterbubbles 0/1 Default value is 1.

variable: zz0x067MD4 REQUIRE_NET_SYNC
type: string
current: DEVMODE
help:


This list is produced with the \dumpcommandsvars command, and is common knowledge.
Console Vars [dumped from console]
• SProfile_load
• SProfile_run
• SkipCutScene
• ban
\ban
For Multiplayer
• banid
\banid
For Multiplayer
• caClearDecals
• caDumpAnims
• caDumpDecals
• caDumpModels
• caDumpStates
• caTrashAnims
• callvote
• cl_maxrate
• cl_updaterate
• clear
• connect
• dcheckpoint
• demo
• disconnect
• dstats
• dump_ents
• dump_scripts
• dumpcommandsvars
• end_frame_display
• end_frame_profiling
• fov
Set the Field of View.
\fov 179
If you set a value of 180 or higher, the renderer will be broken. You need a FOV of 120 for 16:9 ratios. Keeps the vertical visible area about right
• frame_profiling
• gr_add_protected
• gr_assault
• gr_clear_protected
• gr_config
• gr_config1
• gr_cpc
• gr_exportstats
• gr_ffa
• gr_list
• gr_list_protected
• gr_load_protected
• gr_lock
• gr_move
• gr_moveall
• gr_nextmap
• gr_punish
• gr_reboot_server
• gr_release
• gr_save_protected
• gr_setcrossname
• gr_ss
• gr_switchobjectives
• gr_switchteams
• gr_tdm
• gr_unlock
• gr_unlockall
• kick
• kickid
• kill
• listban
• listplayers
• load_game
\load_game checkpoint_Boat_Boat_1
Loads the specified save game. This will load the checkpoint_Boat_Boat_1.sav file. Note how the file extension is not included
• load_lastcheckpoint
• load_level
\load_level volcano
Starts the specified level. Seems to be identical to \map volcano command
• loadpos
• map
\map training
Starts the specified level. Seems to be identical to \load_level training command
• messagemode
• messagemode2
• name
• quit
• rcon
• ready
• reconnect
• record
• reload_materials
• reload_script
• retry
• rstats
• save_game
\save_game NAME_OF_SAVE
Simple way to quicksave anywhere.
• savepos
• say
• sayone
• sayteam
• sensitivity
• start_frame_display
• start_frame_profiling
• start_server
• stopdemo
• stoprecording
• sv_changemap
• sv_reloadmapcycle
• sv_restart
• team
• tell
• ubilogin
• ubilogout
• unban
• vote
• a_draw_area
• a_log_area
• ai_agentstats
• ai_allow_accuracy_decrease
• ai_allow_accuracy_increase
• ai_alltime
• ai_area_info
• ai_autobalance
• ai_bad_triangle_recursion_depth
• ai_ball_attackrange
• ai_ball_communicationrange
• ai_ball_sightrange
• ai_ball_sightrange_reliable
• ai_ball_soundrange
• ai_beautify_path
• ai_createindoorgraph
• ai_debugdraw
\ai_debugdraw 0
Setting to 1 shows some AI debugging info. Normally this is set to 0
ai_debugdraw = 0 [default]
ai_debugdraw = 1
• ai_draw_anchors
First set ai_debugdraw to 1

\ai_draw_anchors 0
Setting this to 1 shows the blue thingies. lol
• ai_drawpath
• ai_drawplayernode
First set ai_debugdraw to 1

\ai_drawplayernode 0
Setting to 1 shows certain zones.
ai_drawplayernode = 0 [default]
ai_drawplayernode = 1
• ai_hidedraw
• ai_highlight_agent_position
First set ai_debugdraw to 1

\ai_highlight_agent_position 0
Setting to 1 shows a white ball by Jack's head
ai_highlight_agent_position = 0 [default]
ai_highlight_agent_position = 1
• ai_ignoreplayer
Controls if the AI ignores the player.
\ai_ignoreplayer 1
Setting to 1 means AI will ignore the player. The normal setting is 0
Typically used along with ai_soundperception
• ai_max_vis_rays_per_frame
• ai_noupdate
• ai_num_of_bots
• ai_optimize_graph
• ai_pathfind_time_limit
• ai_percent_sound
• ai_profilegoals
• ai_sample_freq
• ai_show_group
• ai_SOM_SPEED
• ai_soundperception
Controls if the AI will react to sounds
\ai_soundperception 0
Setting to 0 means AI will ignore sounds. The normal setting is 1
Typically used along with ai_ignoreplayer
• ai_stats_target
• ai_systemupdate
• ai_triangulate
• ai_update_interval
• ai_update_proxy
• ai_viewfield
• b_accelerationv
• b_camera
• b_dump
• b_dumprot
• b_dumpv
• b_dumpvh
• b_float
• b_speedminturn
• b_speedv
• b_stand
• b_tilt
• b_turn
• b_wmomentum
• b_wscale
• b_wscalew
• ca_ambient_light_intensity
• ca_ambient_light_range
• ca_AnimationDeferredLoad
• ca_AnimationUnloadDelay
• ca_AnimWarningLevel
• ca_BoundZOffset
• ca_DeathBlendTime
• ca_Debug
• ca_DebugHeatSources
• ca_DebugShaders
• ca_DecalAntiflickerHack
• ca_DecalSizeMultiplier
• ca_DefaultDecalTexture
• ca_DisableAnimEvents
• ca_DisablePlusRotationMask
• ca_DrawAnims
• ca_DrawBBox
• ca_DrawBones

\ca_DrawBones 1
Setting to 1 displays bones used by the skeletal animation system
ca_DrawBones = 0 [default]
ca_DrawBones = 1
• ca_DrawDecalOutline
• ca_DrawLHelpers
• ca_EnableAnimationLog
• ca_EnableCCG
• ca_EnableCharacterShadowVolume
• ca_EnableCubicBlending
• ca_EnableDecals
• ca_EnableLightUpdate
• ca_EnableTangentSkinning
• ca_EnableVertexColors
• ca_KeepModels
• ca_LimitShadowLOD
• ca_LodBias
• ca_LogAnimation
• ca_MatPlusDebug
• ca_MinVertexWeightLOD0
• ca_MinVertexWeightLOD1
• ca_MinVertexWeightLOD2
• ca_MorphNormals
• ca_NoAnim
• ca_NoDeform
• ca_NoDraw
• ca_NoDrawBound
• ca_NoDrawShadowVolumes
• ca_NoMatPlus
• ca_NoMorph
• ca_NoMtlSorting
• ca_NoPhys
• ca_NormalizeBases
• ca_OverrideLayer
• ca_PerforatingDecals
• ca_PrebuildShadowConnectivity
• ca_Profile
• ca_RainPower
• ca_RestartBehaviour
• ca_RuntimeScale
• ca_SafeReskin
• ca_ShadowBufferLimit
• ca_ShadowDoubleBuffer
• ca_ShadowVolumeExtent
• ca_SkinBasedBBoxMask
• ca_SSEEnable
• ca_StopDeformingAfter
• ca_StripifyGeometry
• ca_TangentBasisCalcPeriod
• ca_TestMirror
• ca_TestSkinningRepeats
• ca_TickVersion
• ca_UpdateSpeed
• ca_UpdateSpeed0
• ca_UpdateSpeed1
• ca_UpdateSpeed2
• ca_UpdateSpeed3
• ca_UpdateSpeed4
• ca_VertsPerTangSubskin
• ca_ZDeleteConstructionData
• cl_AllowUserModels
• cl_cmdrate
• cl_display_hud
Controls visibility of the Hud
\cl_display_hud 0
Setting to 0 hides the Hud and crosshairs. The normal setting is 1
Typically used for nicer screenshots. Or combine it with the \hud_panoramic option to have a cinematic experience.
cl_display_hud = 1 [default]
cl_display_hud = 0
• cl_hud_name
• cl_hud_pickup_icons
• cl_installshieldversion
• cl_lazy_weapon
• cl_loadtimeout
• cl_message_flood_protection
• cl_message_repeat
• cl_motiontracker
• cl_msg_notification
• cl_netstats
• cl_password
• cl_playerclassid
• cl_projectile_light
• cl_punkbuster
• cl_rcon_password
• cl_rcon_port
• cl_rcon_serverip
• cl_runheight
• cl_runheightspeed
• cl_runpitch
• cl_runroll
• cl_scope_flare
• cl_snoopcount
• cl_snoopretries
• cl_snooptimeout
• cl_sound_detection_max_distance
• cl_sound_detection_min_distance
• cl_sound_event_radius
• cl_sound_event_timeout
• cl_timeout
• cl_use_joypad
• cl_ViewFace
\cl_ViewFace 1
In third person mode, this allows Jack to face the camera.

• cl_weapon_fx
• cl_weapon_light
• con_display_last_messages
• con_line_buffer_size
• CV_ind_DrawBorderEdges
• CV_ind_ReverseShadowVolumes
• CV_ind_VisualizeShadowVolumes
• d3d9_AllowSoftware
• d3d9_ClipPlanes
\d3d9_ClipPlanes 1
Related to the Direct 3D clip planes that FarCry uses.
May render differently on Windows XP. The normal setting is 1
d3d9_ClipPlanes = 1 [default]
d3d9_ClipPlanes = 0
• d3d9_CompressedTextures
• d3d9_DecalOffset
• d3d9_Device
• d3d9_ForceSoftware
• d3d9_MipProcedures
• d3d9_NoDepthMaps
• d3d9_NodeviceId
• d3d9_NormalMapScale
• d3d9_NV30_PS20
• d3d9_NVPerfHUD
• d3d9_Occlusion_Query
• d3d9_PalettedTextures
• d3d9_pip_buff_size
• d3d9_rb_Tris
• d3d9_rb_Verts
• d3d9_ResetDeviceAfterLoading
• d3d9_SaveDepthmaps
• d3d9_SquareTextures
• d3d9_TexMipFilter
• d3d9_Texture_Filter_Anisotropic
• d3d9_TextureBits
• d3d9_TextureFilter
• d3d9_TripleBuffering
• d3d9_UseBumpmap
• d3d9_VBPools
• d3d9_VBPoolSize
• demo_file
• demo_noinfo
• demo_num_runs
• demo_quit
• demo_screenshot_frame
• demo_scroll_pause
• e_active_shadow_maps_receving
• e_allow_cvars_serialization
• e_area_merging_distance
• e_area_merging_draw_merged_geometry_only
• e_area_merging_max_tris_in_input_brush
• e_bboxes
• e_beach
• e_bflyes
• e_brushes
• e_brushes_merging
• e_brushes_merging_debug
• e_brushes_onlymerged
• e_capture_file_format
• e_capture_folder
• e_capture_frames
• e_cbuffer
• e_ccgf_load
• e_ccgf_make_if_not_found
• e_cgf_load_lods
• e_check_number_of_physicalized_polygons
• e_debug_lights
• e_decals
• e_decals_life_time_scale
• e_decals_neighbor_max_life_time
• e_deformable_terrain
• e_detail_objects
• e_detail_texture
• e_detail_texture_min_fov
• e_detail_texture_quality
• e_dynamic_ambient_ratio
• e_dynamic_light
• e_dynamic_light_debug
• e_dynamic_light_exact_vis_test
• e_entities
• e_entities_debug
• e_EntitySuppressionLevel
• e_explosion_scale
• e_flocks
• e_flocks_hunt
• e_fog
• e_hires_screenshoot
• e_hw_occlusion_culling_objects
• e_hw_occlusion_culling_water
• e_light_maps
• e_light_maps_occlusion
• e_light_maps_quality
• e_materials
• e_max_entity_lights
• e_max_shadow_map_size
• e_motion_blur
• e_obj_lod_ratio
• e_obj_min_view_dist
• e_obj_view_dist_ratio
• e_objects
• e_objects_fade_on_distance
• e_occlusion_volumes
• e_on_demand_physics
• e_optimized_render_object
• e_out_space
• e_overlay_geometry
Does something. Hmmm
\e_overlay_geometry 1
Setting to 0 has a visible effect. The normal setting is 1
e_overlay_geometry = 1 [default]
e_overlay_geometry = 0
• e_particles
• e_particles_debug
• e_particles_lod
• e_particles_max_count
• e_particles_receive_shadows
• e_player
• e_portals
• e_precache_level
• e_projector_exact_test
• e_rain_amount
• e_register_in_sectors
• e_scissor_debug
• e_shadow_maps
• e_shadow_maps_debug
• e_shadow_maps_fade_from_light_bit
• e_shadow_maps_from_static_objects
• e_shadow_maps_frustums
• e_shadow_maps_max_casters_per_object
• e_shadow_maps_receiving
• e_shadow_maps_self_shadowing
• e_shadow_maps_size_ratio
• e_shadow_maps_view_dist_ratio
• e_shadow_spots
• e_sky_box
• e_sleep
• e_stencil_shadows
• e_stencil_shadows_build_on_load
• e_stencil_shadows_only_from_strongest_light
• e_stream_areas
• e_stream_cgf
• e_stream_for_physics
• e_stream_for_visuals
• e_stream_preload_textures
• e_sun
• e_sun_stencil
• e_SupportLightmaps
• e_terrain
• e_terrain_debug
• e_terrain_draw_this_sector_only
• e_terrain_lod_ratio
• e_terrain_log
• e_terrain_merge_far_sectors
• e_terrain_occlusion_culling
• e_terrain_occlusion_culling_precision
• e_terrain_single_pass
• e_terrain_single_pass_vol_fog
• e_terrain_texture_bind
• e_terrain_texture_mip_offset
• e_terrain_texture_mipmaps
• e_terrain_texture_pool
• e_time_profiling
• e_time_smoothing
• e_timedemo_frames
• e_timedemo_milliseconds
• e_use_global_fog_in_fog_volumes
• e_vegetation
• e_vegetation_bending
• e_vegetation_debug
• e_vegetation_min_size
• e_vegetation_sprites
• e_vegetation_sprites_distance_ratio
• e_vegetation_sprites_min_distance
• e_vegetation_sprites_slow_switch
• e_vegetation_sprites_texres
• e_vegetation_update_shadow_every_frame
• e_voxel_build
• e_voxel_debug
• e_voxel_realtime_light_update
• e_water_ocean
• e_water_ocean_sun_reflection
• e_water_ocean_tesselation
• e_water_volumes
• e_widescreen
Some broken widescreen effect
\e_widescreen 1
Normally it is set to 0
e_widescreen = 0 [default]
e_widescreen = 1
• es_bboxes
• es_CharZOffsetSpeed
• es_DebugTimer
• es_EnableCloth
• es_helpers
• es_HitCharacters
• es_HitDeadBodies
• es_ImpulseScale
• es_MaxImpulseAdjMass
• es_MinImpulseVel
• es_OnDemandPhysics
• es_PiercingCamera
Allows the camera to clip through nearby objects. Affects third person view so far. May or may not affect FPV.
\es_PiercingCamera 1
While normally set to 0, setting it to 1 dramatically clips through the wall as if it did not exist. [entirely obscuring the player and the current yoga session] Quite powerful
es_PiercingCamera = 0 [default]
es_PiercingCamera = 1
• es_profileentities
• es_SplashThreshold
• es_SplashTimeout
• es_UpdateAI
• es_UpdateBonePositions
• es_UpdateCamera
• es_UpdateCollision
• es_UpdateCollisionScript
• es_UpdateContainer
• es_UpdateCoocooEgg
\es_UpdateCoocooEgg
Updates the egg that Krieger is incubating. Just kidding, it's not clear what this CVar does
• es_UpdateEntities
• es_UpdateInvisibleCharacter
• es_UpdatePhysics
• es_UpdateScript
• es_UpdateTimer
• es_VisCheckForUpdate
• ExitOnQuit
• fixed_time_step
• fs_homepath
• g_ConcentrationAmbientVolume
• g_ConcentrationFadeInTime
• g_ConcentrationFadeOutTime
• g_ConcentrationMissionVolume
• g_ConcentrationNormalVolume
• g_FavServerIP
• g_GameType
• g_GC_Frequence
• g_gore
\g_gore
Controls the display of certain gore. Plays a part in the german version's censorship.
• g_language
• g_LastIP
• g_LastPort
• g_LastServerName
• g_LeftHanded
• g_LevelName
• g_LevelStated
• g_maxfps
\g_maxfps
Controls the maximum FPS. It's not a 1:1 mapping, so you'll have to experiment to find the desired result
• g_MP_fixed_timestep
• g_NearSuspenseRangeFactor
• g_playerprofile
• g_RadarRange
• g_RadarRangeChangeSpeed
• g_RadarRangeIndoor
• g_RadarRangeOutdoor
• g_Render
• g_serverprofile
• g_ShowConcentrationStats
• g_StartLevel
• g_StartMission
• g_SuspenseRange
• g_timezone
• g_vehicleBulletDamage
• game_Accuracy
• game_AdaptiveDifficulty
• game_Aggression
• game_AI_Invulnerable
• game_Allow_AI_Movement
• game_DifficultyLevel
• game_GliderBackImpulse
• game_GliderDamping
• game_GliderGravity
• game_GliderStartGravity
• game_Health
• game_subtitles
• gr_ag36_nade_damage_factor
• gr_allow_spectators
• gr_allow_teamkilling
• gr_allow_voting
• gr_announce_headshot
• gr_autokick_connecting
• gr_checkpoint
• gr_CountDown
• gr_CrossName
• gr_crouchspeed_factor
• gr_customdamagescale
• gr_DamageScale
• gr_Detonate
• gr_DropFadeTime
• gr_droppickup_ag36_nades
• gr_droppickup_oicw_nades
• gr_droppickup_rockets
• gr_droppickup_sniper_ammo
• gr_droppickup_sticky_explosives
• gr_engineer_flashbang
• gr_first_person_spectator
• gr_flag_captured_message
• gr_flag_saved_message
• gr_flag_startcapture_message
• gr_ForceTDMRespawn
• gr_free_teamkills
• gr_FriendlyFire
• gr_fulltime
• gr_grunt_flashbang
• gr_headshot_message_private
• gr_HeadshotMultiplier
• gr_initial_ag36_nades
• gr_initial_oicw_nades
• gr_initial_rockets
• gr_initial_sniper_ammo
• gr_initial_sticky_explosives
• gr_InvulnerabilityTimer
• gr_jumpforce_factor
• gr_keep_lock
• gr_keep_score
• gr_killing_spree
• gr_killing_spree_display
• gr_last_checked
• gr_last_spawn_checked
• gr_lastConnectCheck
• gr_log_teamkillers
• gr_map_restart_delay
• gr_max_ag36_nades
• gr_max_ag36_nades_ffa
• gr_max_average_ping
• gr_max_engineers
• gr_max_grunts
• gr_max_oicw_nades
• gr_max_oicw_nades_ffa
• gr_max_rockets
• gr_max_rockets_ffa
• gr_max_sniper_ammo
• gr_max_snipers
• gr_max_sticky_explosives
• gr_MaxTeamLimit
• gr_MinTeamLimit
• gr_NextMap
• gr_norl
• gr_oicw_nade_damage_factor
• gr_pickup_ag36_nades
• gr_pickup_oicw_nades
• gr_pickup_rockets
• gr_pickup_sniper_ammo
• gr_pickup_sticky_explosives
• gr_ping_check_interval
• gr_ping_reset_on_connect
• gr_ping_warnings
• gr_point_per_flag
• gr_PrewarOn
• gr_pronespeed_factor
• gr_punish_protected
• gr_realistic_reload
• gr_RespawnAtDeathPos
• gr_RespawnTime
• gr_rm_kill_addtime
• gr_rm_needed_kills
• gr_rocket_damage_factor
• gr_runspeed_factor
• gr_ScoreLimit
• gr_sniper_flashbang
• gr_spawnmessage1
• gr_spawnmessage2
• gr_spawnmessage3
• gr_spawnmessage4
• gr_stamina_use_run
• gr_static_respawn
• gr_stats_dir
• gr_stats_export
• gr_swimspeed_factor
• gr_task_autoload
• gr_task_enable
• gr_teamkill_extra_time
• gr_teamkill_force_spectate
• gr_teamkill_kick
• gr_teamkill_kick_time
• gr_TimeLimit
• gr_votetime
• gr_walkspeed_factor
• h_drawbelow
• hud_crosshair
\hud_crosshair 1
Controls drawing of the crosshairs for weapons. Set to 0 to disable, and set to 1 to enable.
Could be useful for screenshots, or perhaps a way to increase difficulty
• hud_damageindicator
• hud_disableradar
\hud_disableradar 1
Controls rendering of the radar. Default value is 0, but if set to 1 ... the radar will not be shown.
Not particularly useful, as the stealth-ometer bars are still shown
hud_disableradar = 0 [default]
hud_disableradar = 1
• hud_fadeamount
• hud_panoramic

\hud_panoramic 1
Setting this to 1 shows black bars at top and bottom of the game. If combined with the \cl_display_hud .. this results in a cinematic experience as shown below
• hud_panoramic_height
• hud_screendamagefx
• i_bufferedkeys
• i_dinputkeys
• i_direct_input
• i_mouse_accel
• i_mouse_accel_max
• i_mouse_buffered
• i_mouse_mirror
• i_mouse_smooth
• JumpNegativeImpulse
• log_FileVerbosity
• log_IncludeTime
• log_Verbosity
• lua_stackonmalloc
• m_jump_arc
• m_jump_vel
• MemInfo

\MemInfo 1
Setting this to 1 displays information about memory usage
• MemStats

\MemStats 1
Setting this to 1 displays information about memory usage
• MemStatsMaxDepth
• MemStatsThreshold
• mov_NoCutscenes
• mp_model
• net_cheatprotection
• net_compress_packets
• net_log
• p_accuracy_LCPCG
• p_accuracy_LCPCG_no_improvement
• p_accuracy_MC
• p_ai_crouchspeedmult
• p_ai_pronespeedmult
• p_ai_rrunspeedmult
• p_ai_runspeedmult
• p_ai_rwalkspeedmult
• p_ai_xrunspeedmult
• p_ai_xwalkspeedmult
• p_always_run
• p_autocenterdelay
• p_autocenterspeed
• p_bob_fcoeff
• p_bob_length
• p_bob_pitch
• p_bob_roll
• p_bob_weapon
• p_break_on_validation
• p_camerasmoothscale
• p_camerasmoothtime
• p_camerasmoothvlimit
• p_characterik
• p_collision_mode
• p_color
• p_damping_group_size
• p_deadbody
• p_deathtime
\p_deathtime 999
Controls how long bodies will remain before despawning.
Placing p_deathtime = "999" into your Systemcfgoverride.cfg file is a no brainer.
• p_do_step
• p_draw_helpers
• p_enforce_contacts
• p_eye_fire
• p_fixed_timestep
• p_fly_mode
• p_GEB_max_cells
• p_gravity_modifier
• p_gravity_z
• p_group_damping
• p_head_camera
\p_head_camera 1
An option to use another FPV camera. Has a different view, and may have different bobbing/handling.
Value is 0 by default. Setting to 1 enables the alternate camera.
Actually this camera is very broken. Thanks to F4Qs for pointing that out!
p_head_camera = 0 [default]
p_head_camera = 1
• p_hit_impulse
• p_jump_force
• p_jump_run_d
• p_jump_run_h
• p_jump_run_time
• p_jump_walk_d
• p_jump_walk_h
• p_jump_walk_time
• p_lean_offset
• p_leavevehiclebrake
• p_leavevehiclebrakedelay
• p_leavevehicleimpuls
• p_lightfrustum
• p_lightrange
• p_limit_simple_solver_energy
• p_limp
• p_list_active_objects
• p_max_contact_gap
• p_max_contact_gap_player
• p_max_contact_gap_simple
• p_max_contacts
• p_max_LCPCG_fruitless_iters
• p_max_LCPCG_iters
• p_max_LCPCG_microiters
• p_max_LCPCG_microiters_final
• p_max_LCPCG_subiters
• p_max_LCPCG_subiters_final
• p_max_MC_iters
• p_max_plane_contacts
• p_max_plane_contacts_distress
• p_max_player_velocity
• p_max_substeps
• p_max_unproj_vel
• p_max_velocity
• p_max_vert_angle
• p_max_world_step
• p_min_LCPCG_improvement
• p_min_separation_speed
• p_model
• p_name
• p_penalty_scale
• p_profile_entities
• p_prohibit_unprojection
• p_restore_halfhealth
• p_rotate_head
• p_rotate_Move
• p_single_step_mode
• p_skip_redundant_colldet
• p_speed_crouch
• p_speed_prone
• p_speed_run
• p_speed_walk
• p_sprint_decoy
• p_sprint_restore_idle
• p_sprint_restore_run
• p_sprint_scale
• p_time_granularity
• p_unproj_vel_scale
• p_use_distance_contacts
• p_waterbob_mindepth
• p_waterbob_pitch
• p_waterbob_pitchspeed
• p_waterbob_roll
• p_waterbob_rollspeed
• p_weapon_switch
• pa_blend0
• pa_blend1
• pa_blend2
• pa_forcerelax
• pa_leg_idletime
• pa_leg_limitaim
• pa_leg_limitidle
• pa_leg_velidle
• pa_leg_velmoving
• pa_spine
• pa_spine1
• physics_quality
• pl_dist
• pl_fadescale
• pl_force
• pl_head
• pl_intensity
• profile
• profile_filter
• profile_graph
• profile_graphScale
• profile_network
• profile_pagefaults
• profile_peak
• r_AccurateParticles
• r_Beams
• r_Brightness
• r_BumpSelfShadow
• r_Character_Debug
• r_Character_LOD_Bias
• r_Character_NoAnim
• r_Character_NoDeform
• r_Character_NoPhys
• r_Character_Shadow_Volume
• r_checkSunVis
• r_ColorBits
• r_Contrast
• r_CoronaColorScale
• r_CoronaFade
• r_Coronas
• r_CoronaSizeScale
• r_Cryvision
• r_CryvisionType
• r_CullByClipPlanes
• r_CullGeometryForLights
• r_DebugLights
• r_DebugScreenEffects
Interesting
\r_DebugScreenEffects 1
This is normally set to 0
r_DebugScreenEffects = 0 [default]
r_DebugScreenEffects = 1
• r_DecalTextures
• r_DepthBits
• r_DetailDefault
• r_DetailDistance
• r_DetailNumLayers
• r_DetailScale
• r_DetailTextures
• r_DisableSfx
• r_DisplayInfo
\r_DisplayInfo 1
Displays some basic debug info if set to 1
r_DisplayInfo = 0 [default]
r_DisplayInfo = 1
• r_Dof
• r_DofBlurAmount
• r_DofFocalArea
• r_DofFocalAreaCurr
• r_DofFocalDist
• r_DofFocalDist_entity
• r_DofFocalDist_tag
• r_DofFocalSource
• r_draw_phys_only
• r_Driver
• r_DumpFontNames
\r_DumpFontNames
If entered into the console, produces a list of used fonts
• r_DumpFontTexture
• r_EfMultiTex
• r_EMBM
• r_EnhanceImage
• r_EnhanceImageAmount
• r_EnvCMResolution
• r_EnvCMupdateInterval
• r_EnvCMWrite
• r_EnvLCMupdateInterval
• r_EnvLightCMDebug
• r_EnvLightCMSize
• r_EnvLighting
• r_EnvTexResolution
• r_EnvTexUpdateInterval
• r_ExcludeShader
• r_FadeAmount
• r_Flares
• r_FlareSize
• r_FlashBangSize
• r_FlipScreen
\r_FlipScreen
Not sure what this does. It accepts values such as 1, 2, or 55 but nothing special was noticed..
• r_Flush
• r_FSAA
• r_FSAA_quality
• r_FSAA_samples
• r_FullBrightness
• r_Fullscreen
\r_Fullscreen 1
The game's fullscreen mode status. Can be used in config file, Lua, and C++
• r_Gamma
• r_GeomInstancing
• r_GetScreenShot
• r_Glare
• r_GlareQuality
• r_GlareTransition
• r_GlossDefault
• r_GraphStyle
• r_HDRBrightOffset
• r_HDRBrightThreshold
• r_HDRDebug
• r_HDRFake
• r_HDRLevel
• r_HDRRendering
• r_HeatHaze
• r_HeatMapMips
• r_HeatMapSave
• r_HeatSize
• r_HeatType
• r_Height
\r_Height
The game's actual displayed height
• r_HWLights
• r_IndexingWithTangents
• r_LightSourcesAsHeatSources
• r_Log
• r_LogLoadShaders
• r_LogTexStreaming
• r_LogTextureUsage
• r_LogUsedShaders
• r_LogUsedTextures
• r_LogVBuffers
• r_MaxTexLodBias
• r_MeasureOverdraw
\r_MeasureOverdraw 1
Whatever overdrawing is, the effect is cool
Setting to 1 has a dramatic effect. The normal setting is 0
r_MeasureOverdraw = 0 [default]
r_MeasureOverdraw = 1
• r_MotionBlur
• r_MotionBlurAmount
• r_MotionBlurDisplace
• r_NightMapSave
• r_NightSize
• r_NightType
• r_NoBumpmap
• r_NoDrawNear
\r_NoDrawNear 1
Setting to 1 hides the weapon. It's default setting is 0
r_NoDrawNear = 0 [default]
r_NoDrawNear = 1
• r_NoDrawShaders
\r_NoDrawShaders 0
Normally at 0. If set to 1, you should only see a black screen. Hud is still shown though
• r_NoHWGamma
• r_NoLightCalc
• r_NoLoadTextures
• r_NoParticles
• r_NoPreprocess
• r_NoPS20
• r_NoPS2X
• r_NoPS30
• r_NormalsLength
• r_NoSWGamma
• r_OceanHeightScale
• r_OceanLodDist
• r_OceanMaxSplashes
• r_OceanRendType
• r_OceanSectorSize
• r_OceanSplashScale
• r_OceanTexUpdate
• r_OffsetBump
• r_OffsetBumpForce
• r_OpacityDefault
• r_PolygonMode
\r_PolygonMode 1
Handles the render mode. Normal versus wireframe
Normally this is set to 1
r_PolygonMode = 1 [default]
r_PolygonMode = 2
• r_Portals
• r_PortalsRecursive
• r_pp_Brightness
• r_pp_CMYK_C
• r_pp_CMYK_K
• r_pp_CMYK_M
• r_pp_CMYK_Y
• r_pp_Contrast
• r_pp_Gamma
• r_pp_GlareIntensity
• r_pp_Saturation
• r_pp_SharpenAmount
• r_PrecacheMesh
• r_PrintMemoryLeaks
• r_ProcFlares
• r_ProfileShaders
\r_ProfileShaders 1
Shows some debug info if set to 1. Normally this is set to 0
• r_Quality_BumpMapping
• r_Quality_Reflection
• r_RainMapSize
• r_RB_Merge
• r_ReloadShaders
• r_RenderMode
\r_RenderMode 1
Normally at 1. Selects the various render modes available in the video preferences. Cool, but nothing unusual.
• r_ReplaceCubemap
• r_ResetScreenFx
• r_Scissor
• r_ScopeLens_fx
• r_ScreenRefract
• r_SelfRefract
• r_SelfShadow
• r_ShaderDefault
• r_ShaderDetailObjectsBending
• r_ShadersPrecache
• r_ShadersSave
• r_ShaderTerrainDOT3
• r_ShaderTerrainSpecular
• r_shadow_maps_debug
• r_ShadowBlur
• r_ShadowType
• r_Shininess
• r_ShowLight
• r_ShowLines
• r_ShowNormals
\r_ShowNormals 1
Normally this is set to 0, but shows some "debug data" if set to 1
r_ShowNormals = 0 [default]
r_ShowNormals = 1
• r_ShowOnlyShader
\r_ShowOnlyShader 0
Normally at 0. Tends to result in a blue screen if set to 1
• r_ShowTangents
\r_ShowTangents 1

Normally this is set to 0, but shows some "debug data" if set to 1
r_ShowTangents = 0 [default]
r_ShowTangents = 1
• r_ShowTexTimeGraph
• r_ShowTimeGraph
• r_ShowVideoMemoryStats
• r_SM2XPATH
• r_SM30PATH
• r_SmoothTangents
• r_SpecAntialias
• r_SSE
• r_Stats
\r_Stats 1
Shows some debug info if set to 1. Normally this is set to 0
• r_StencilBits
• r_StripMesh
• r_SubSurfaceType
• r_SunStyleCoronas
• r_SupportCompressedTextures
• r_SupportPalettedTextures
• r_SyncVBuf
• r_TexBindMode
• r_TexBumpQuality
• r_TexBumpResolution
• r_TexForceSquare
• r_TexGrayOverage
• r_TexHWDXTCompression
• r_TexHWMipsGeneration
• r_TexLMResolution
• r_TexMaxSize
• r_TexMinSize
• r_TexNormalMapCompressed
• r_TexNormalMapType
• r_TexProcedures
• r_TexQuality
• r_TexQuantizeDither
• r_TexResolution
• r_TexSimpleMips
• r_TexSkyQuality
• r_TexSkyResolution
• r_Texture_Anisotropic_Level
• r_TexturesBaseMip
• r_TexturesPixelSize
• r_TexturesStreaming
• r_TexturesStreamingOnlyVideo
• r_TexturesStreamingSync
• r_TexturesStreamPoolSize
• r_UnifyTangentNormals
• r_UseHWShaders
• r_Vegetation_IgnoreVertColors
• r_Vegetation_PerpixelLight
• r_VegetationSpritesAlphaBlend
• r_VegetationSpritesNoBend
• r_VolumetricFog
• r_VPFog
• r_VSync
\r_VSync 1
Related to the vertical-sync feature. Probably effective only if the game is running fullscreen. This is broken in patch 1.4 at least
• r_WaterBeachRefractions
• r_WaterReflections
• r_WaterRefractions
• r_WaterUpdateDeltaAngle
• r_WaterUpdateDistance
• r_WaterUpdateFactor
• r_WaveScale
• r_Width
\r_Width
The game's actual displayed width
• s_CapsCheck
• s_CompatibleMode
• s_DebugMusic
• s_DebugSound
• s_DopplerEnable
• s_DopplerValue
• s_DummySound
• s_EnableSoundFX
• s_InactiveSoundIterationTimeout
• s_MaxActiveSoundSpots
• s_MaxHWChannels
• s_MaxSoundDist
• s_MinHWChannels
• s_MinRepeatSoundTimeout
• s_MusicEnable
• s_MusicMaxPatterns
• s_MusicStreamedData
• s_MusicVolume
• s_SampleRate
• s_SFXVolume
• s_SoundEnable
• s_SoundInfo
• s_SpeakerConfig
• s_VisAreasPropagation
• sv_authport
• sv_cheater_ban
• sv_cheater_kick
• sv_flood_protection_timeframe
• sv_flood_reset_time
• sv_kick_flood_offender
• sv_mapcyclefile
• sv_max_messages_per_timeframe
• sv_max_scheduling_delay
• sv_maxcmdrate
• sv_maxplayers
• sv_maxrate
• sv_maxrate_lan
• sv_maxupdaterate
• sv_message_flood_protection
• sv_message_repeat
• sv_min_scheduling_delay
• sv_name
• sv_netstats
• sv_password
• sv_pb_kick_flood_offender_time
• sv_port
• sv_punkbuster
• sv_rcon_password
• sv_regserver_port
• sv_ServerType
• sv_timeout
• sys_affinity
• sys_firstlaunch
\sys_firstlaunch
Detection if the game is being run for the first time. Is used in official menu-screens
• sys_noupdate
• sys_PakLogMissingFiles
• sys_PakPriority
• sys_PakReadSlice
• sys_script_debugger
\sys_script_debugger 1
If set to 1, errors in lua scripts will be caught in the lua debugger. Note that syntax errors will break the entire file and the debugger will not be opened. Check "Far Cry/log.txt" for details if the entire script is dead and the debugger will not open!

The Lua debugger included with FarCry
• sys_skiponlowspec
• sys_spec
\sys_spec 4
Should apparently be set to 4 to make sure all graphics options are available. Need more info on this
• sys_SSInfo
• sys_StreamCallbackTimeBudget
• sys_StreamCompressionMask
• sys_warnings
• ThirdPersonAngle
• ThirdPersonOffs
• ThirdPersonOffsAngHor
• ThirdPersonOffsAngVert
• ThirdPersonRange
• ThirdPersonRangeBoat
• ui_BackGroundVideo
• ui_EasyToolTip
• ui_RepeatDelay
• ui_RepeatSpeed
• ui_ToolTipDelay
• ui_ToolTips
• ui_TriggerUIEvents
• ui_TriggerWidgetEvents
• w_firstpersontrail
• w_underwaterbubbles
• zz0x067MD4


This list is produced automatically with the console, and seems to have some things that are not in most lists. Fascinating