Code
ac_animErrorClamp
Forces the animation to stay within the maximum error distanceangle.
ac_animErrorMaxAngle
Degrees animation orientation is allowed to stray from entity.
ac_animErrorMaxDistance
Meters animation location is allowed to stray from entity.
ac_clampTimeAnimation
Time it takes for carry clamping to reduce the deviation to zero.
ac_clampTimeEntity
Time it takes for carry clamping to reduce the deviation to zero.
ac_ColliderModeAI
Force override collider mode for all AI.
ac_ColliderModePlayer
Force override collider mode for all players.
ac_debugAnimEffects
Print log messages when anim events spawn effects.
ac_debugAnimError
Display debug history graphs of anim error distance and angle.
ac_debugAnimTarget
Display debug history graphs of anim target correction.
ac_debugCarryCorrection
.
ac_debugColliderMode
Display filtered and requested collider modes.
ac_debugEntityParams
Display entity params graphs
ac_DebugFilter
Debug specified entity name only.
ac_debugFutureAnimPath
Display future animation path given current motion parameters.
ac_debugLocations
Debug render entity (blue), animation (red) and prediction (yellow).
ac_debugLocationsGraphs
Display debug history graphs of anim and entity locations and movement.
ac_debugMotionParams
Display graph of motion parameters.
ac_debugMovementControlMethods
Display movement control methods.
ac_debugPrediction
Display graph of motion parameters.
ac_debugSelection
Display locomotion state selection as text.
ac_debugSelectionParams
Display graph of selection parameters values.
ac_debugText
Display entityanimation locationmovement values, etc.
ac_debugTweakTrajectoryFit
Don't apply any movement to entity and animation, but allow calculations to think they are moving normally.
ac_debugXXXValues
Display some values temporarily hooked into temp history graphs.
ac_disableFancyTransitions
Disabled Idle2Move and Move2Idle special transition animations.
ac_disableSlidingContactEvents
Force disable sliding contact events.
ac_enableExtraSolidCollider
Enable extra solid collider (for non-pushable characters).
ac_enableProceduralLeaning
Enable procedural leaning (disabled asset leaning and curving slowdown).
ac_entityAnimClamp
Forces the entity movement to be limited by animation.
ac_forceSimpleMovement
Force enable simplified movement (not visible, dedicated server, etc).
ac_frametime
Display a graph of the frametime.
ac_movementControlMethodFilter
Force reinterprets DecoupledCatchUp MCM specified by AG as Entity MCM (HV overrides override this).
ac_movementControlMethodHor
Overrides the horizontal movement control method specified by AG (overrides filter).
ac_movementControlMethodVer
Overrides the vertical movement control method specified by AG (overrides filter).
ac_predictionProbabilityOri
.
ac_predictionProbabilityPos
.
ac_predictionSmoothingOri
.
ac_predictionSmoothingPos
.
ac_targetcorrectiontimescale
.
ac_templateMCMs
Use MCMs from AG state templates instead of AG state headers.
ac_triggercorrectiontimescale
.
[edit] ag
ag_action
Force this action
ag_adjustToCatchUp
Adjust requested move direction of animation to catch up with entity
ag_averageTravelSpeed
Average travel speed over a few frames
ag_breakmode
1=Enable debug break mode; 2=also lock inputs
ag_breakOnQuery
If we query for this state, enter break mode
ag_debug
Entity to display debug information for animation graph for
ag_debugErrors
Displays debug error info on the entities (01)
ag_debugExactPos
Enabledisable exact positioning debugger
ag_debugLayer
Animation graph layer to display debug information for
ag_debugMusic
Debug the music graph
ag_drawActorPos
Draw actor posdir
ag_ep_correctMovement
enabledisable position correction in exact positioning
ag_ep_showPath
WIP
ag_forceAdjust
Enable forced small step adjustments
ag_forceInsideErrorDisc
Force animation to stay within maximum error distance
ag_fpAnimPop
WIP
ag_humanBlending
Ivo's debug stuff. Don't ask!
ag_item
Force this item
ag_lockToEntity
Lock animation to entity (zero offsetting)
ag_log
Enable a log of animation graph decisions
ag_log_entity
Log only this entity
ag_logeffects
AGAttachmentEffect logging
ag_logselections
Log animation graph selection results
ag_logsounds
AGSound logging
ag_logtransitions
Log animation graph transition calls to the console
ag_measureActualSpeeds
Measure actual travel speeds of entity and animation origins
ag_physErrorInnerRadiusFactor
WIP
ag_physErrorMaxOuterRadius
WIP
ag_physErrorMinOuterRadius
WIP
ag_physErrorOuterRadiusFactor
WIP
ag_queue
Next state to force
ag_reload_ag
WIP
ag_reload_xml
WIP
ag_safeExactPositioning
Will teleport the entity to the requested positionorientation when EP think it's done.
ag_showmovement
Show movement requests
ag_showPhysSync
Show physics sync
ag_signal
Send this signal
ag_stance
Force this stance
ag_step
WIP
ag_testplanner
WIP
[edit] ai
ai_AdjustPathsAroundDynamicObstacles
Set to 10 to enabledisable AI path adjustment around dynamic obstacles
ai_AgentStatsDist
Sets agent statistics draw distance, such as current goalpipe, command and target.
Usage ai_AgentStatsDist [view distance] Default is 20 meters. Works with ai_DebugDraw enabled.
ai_AllowAccuracyDecrease
Set to 1 to enable AI accuracy decrease when target is moving lateraly.
ai_AllowAccuracyIncrease
Set to 1 to enable AI accuracy increase when target is standing still.
ai_AllTime
Displays the update times of all agents, in milliseconds.
Usage ai_AllTime [01] Default is 0 (off). Times all agents and displays the time used updating each of them. The name is colour coded to represent the update time. Green less than 1 ms (ok) White 1 ms to 5 ms Red more than 5 ms You must enable ai_DebugDraw before you can use this tool.
ai_AmbientFireQuota
Number of units allowed to hit the player at a time.
ai_AmbientFireUpdateInterval
Ambient fire update interval. Controls how often puppet's ambient fire status is updated.
ai_AttemptStraightPath
Toggles AI attempting a simple straight path when possible.
Default is 1 (on).
ai_Autobalance
Set to 1 to enable autobalancing.
ai_BannedNavSoTime
Time indicating how long invalid navsos should be banned.
ai_BeautifyPath
Toggles AI optimisation of the generated path.
Usage ai_BeautifyPath [01] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimisation (AI uses non-optimised path).
ai_BigBrushCheckLimitSize
to be used for finding big objects not enclosed into forbidden areas
ai_CalcHumanMovementTable
WIP
ai_CloakIncrementMod
how fast cloak fades out
ai_CloakMaxDist
closer than that - cloak starts to fade out
ai_CloakMinDist
closer than that - cloak not effective
ai_CrowdControlInPathfind
Toggles AI using crowd control in pathfinding.
Usage ai_CrowdControlInPathfind [01] Default is 1 (on).
ai_DebugDraw
Toggles the AI debugging view.
Usage ai_DebugDraw [01] Default is 0 (off). ai_DebugDraw displays AI rays and targets and enables the view for other AI debugging tools.
ai_DebugDrawAdaptiveUrgency
Enables drawing the adaptive movement urgency.
ai_DebugDrawAmbientFire
Displays fire quota on puppets.
ai_DebugDrawAStarOpenList
Draws the A open list for the specified AI agent.
Usage ai_DebugDrawAStarOpenList [AI agent name] Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.
ai_DebugDrawBannedNavsos
Toggles drawing banned navsos [default 0 is off]
ai_DebugDrawBulletEvents
Debug draw the bullet events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawCollisionEvents
Debug draw the collision events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawCrowdControl
Draws crowd control debug information. 0=off, 1=on
ai_DebugDrawDamageControl
Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
ai_DebugDrawDamageParts
Draws the damage parts of puppets and vehicles.
ai_DebugDrawDeadBodies
Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw 0).
ai_DebugDrawDynamicHideObjectsRange
Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw 0).
ai_DebugDrawExpensiveAccessoryQuota
Displays expensive accessory usage quota on puppets.
ai_DebugDrawGrenadeEvents
Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawHashSpaceAround
Validates and draws the navigation node hash space around specified entity.
ai_DebugDrawHidespotRange
Sets the range for drawing hidespots around the player (needs ai_DebugDraw 0).
ai_DebugDrawLightLevel
Debug AI light level manager
ai_DebugDrawObstrSpheres
Draws all the existing obstruction spheres.
ai_DebugDrawPlayerActions
Debug draw special player actions.
ai_DebugDrawReinforcements
Enables debug draw for reinforcement logic for specified group.
Usage ai_DebugDrawReinforcements
ai_DebugDrawSoundEvents
Debug draw the sound events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawStanceSize
Draws the game logic representation of the stance size of the AI agents.
ai_DebugDrawVegetationCollisionDist
Enables drawing vegetation collision closer than a distance projected onto the terrain.
ai_DebugDrawVolumeVoxels
Toggles the AI debugging drawing of voxels in volume generation.
Usage ai_DebugDrawVolumeVoxels [0, 1, 2 etc] Default is 0 (off) +n draws all voxels with original value = n-n draws all voxels with original value = n
ai_DebugInterestSystem
Display debugging information on interest system
ai_DebugPathfinding
Toggles output of pathfinding information [default 0 is off]
ai_DebugTargetSilhouette
Draws the silhouette used for missing the target while shooting.
ai_DrawagentFOV
Toggles the vision cone of the AI agent.
Usage ai_DrawagentFOV [0..1] Default is 0 (off), value 1 will draw the cone all the way to the sight range, value 0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used.
ai_DrawAreas
EnablesDisables drawing behavior related areas.
ai_DrawBadAnchors
Toggles drawing out of bounds AI objects of particular type for debugging AI.
ai_DrawDistanceLUT
Draws the distance lookup table graph overlay.
ai_DrawExplosions
enable displaying all the registered explosion-spotscraters
ai_DrawFakeDamageInd
Draws fake damage indicators on the player.
ai_DrawFakeHitEffects
Draws fake hit effects the player.
ai_DrawFakeTracers
Draws fake tracers around the player.
ai_DrawFormations
Draws all the currently active formations of the AI agents.
Usage ai_DrawFormations [01] Default is 0 (off). Set to 1 to draw the AI formations.
ai_DrawGetEnclosingFailures
Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.
ai_DrawGoals
Draws all the active goal ops debug info.
Usage ai_DrawGoals [01] Default is 0 (off). Set to 1 to draw the AI goal op debug info.
ai_DrawGroup
draw groups positive value - group ID to draw; -1 - all groups; -2 - nothing
ai_DrawGroupTactic
draw group tactic 0 = disabled, 1 = draw simple, 2 = draw complex.
ai_DrawHidespots
Draws latest hide-spot positions for all agents withing specified range.
ai_DrawModifiers
Toggles the AI debugging view of navigation modifiers.
ai_DrawNode
Toggles visibility of named agent's position on AI triangulation.
Usage ai_DrawNode [ai agent's name] Default is 0. Set to 1 to show the current triangle on terrain level and closest vertex to player.
ai_DrawNodeLinkCutoff
Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.
ai_DrawNodeLinkType
Sets the link parameter to draw with ai_DrawNode.
Values are 0 - pass radius (default) 1 - exposure 2 - water max depth 3 - water min depth
ai_DrawOffset
vertical offset during debug drawing
ai_DrawPath
Draws the generated paths of the AI agents.
Usage ai_DrawPath [name] Default is none (nobody).
ai_DrawPathAdjustment
Draws the path adjustment for the AI agents.
Usage ai_DrawPathAdjustment [name] Default is none (nobody).
ai_DrawPatterns
Draws all the currently active track patterns of the AI agents.
Usage ai_DrawPatterns [01] Default is 0 (off). Set to 1 to draw the AI track patterns.
ai_DrawProbableTarget
EnablesDisables drawing the position of probable target.
ai_DrawRadar
Draws AI radar 0=no radar, 0 = size of the radar on screen
ai_DrawRadarDist
AI radar draw distance in meters, default=20m.
ai_DrawReadibilities
Draws all the currently active readibilities of the AI agents.
Usage ai_DrawReadibilities [01] Default is 0 (off). Set to 1 to draw the AI readibilities.
ai_DrawRefPoints
Toggles reference points view for debugging AI.
Usage ai_DrawRefPoints [01] Default is 0 (off). Indicates the AI reference points by drawing cyan balls at their positions.
ai_DrawShooting
Name of puppet to show fire stats
ai_DrawSmartObjects
Draws smart object debug information.
Usage ai_DrawSmartObjects [01] Default is 0 (off). Set to 1 to draw the smart objects.
ai_DrawStats
Toggles drawing stats for AI objects withing range.
ai_DrawTargets
WIP
ai_DrawTrajectory
Records and draws the trajectory of the stats target 0=do not record, 1=record.
ai_DrawType
Toggles drawing AI objects of particular type for debugging AI.
ai_DrawUpdate
list of AI forceUpdated entities
ai_DrawVisCheckQueue
list of pending vis-check trace requests
ai_DynamicTriangularUpdateTime
How long (max) to spend updating triangular waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
ai_DynamicVolumeUpdateTime
How long (max) to spend updating dynamic volume regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
ai_DynamicWaypointUpdateTime
How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.0005 is a sensible value
ai_EnableAsserts
Enable AI asserts 1 or 0
ai_EnableWarningsErrors
Enable AI warnings and errors 1 or 0
ai_ExtraForbiddenRadiusDuringBeautification
Extra radius added to agents close to forbidden edges during beautification.
ai_ExtraRadiusDuringBeautification
Extra radius added to agents during beautification.
ai_ExtraVehicleAvoidanceRadiusBig
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
ai_ExtraVehicleAvoidanceRadiusSmall
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
ai_ForceAllowStrafing
Forces all AI characters to usenot use strafing (-1 disables)
ai_ForceLookAimTarget
Forces all AI characters to usenot use a fixed lookaim target
none disables x, y, xz or yz sets it to the appropriate direction otherwise it forces lookingaiming at the entity with this name (no name - (0, 0, 0))
ai_ForceStance
Forces all AI characters to specified stance disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6
ai_HideDraw
Toggles the triangulation display.
Usage ai_HideDraw [01] Default is 0 (off). Set to 1 to display the triangulation which the AI uses to hide (objects made 'hideable' affect AI triangulation). When ai_HideDraw is off, the normal obstacle triangulation is displayed instead. Used with ai_DebugDraw and other AI path tools.
ai_IgnorePlayer
Makes AI ignore the player.
Usage ai_IgnorePlayer [01] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_DebugDraw enabled.
ai_IgnoreVisibilityChecks
Makes certain visibility checks (for teleporting etc) return false.
ai_IncludeNonColEntitiesInNavigation
IncludesExcludes noncolliding objects from navigation.
ai_InterestDetectMovement
Enable movement detection in interest system
ai_InterestEnableScan
Enable interest system scan mode
ai_InterestScalingAmbient
Scale the interest value given to Ambient interest items (e.g. staticpassive objects)
ai_InterestScalingEyeCatching
Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)
ai_InterestScalingMovement
Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)
ai_InterestScalingScan
Scale the interest value given to passively scanning the environment
ai_InterestScalingView
Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)
ai_InterestSwitchBoost
Multipler applied when we switch to an interest item; higher values maintain interest for longer (always 1)
ai_InterestSystem
Enable interest system
ai_Locate
ai_LogConsoleVerbosity
None = 0, progress = 1, event = 2, comment = 3
ai_LogFileVerbosity
None = 0, progress = 1, event = 2, comment = 3
ai_LogSignals
Maximum radius at which player can interact with other entities
ai_MaxSignalDuration
Maximum radius at which player can interact with other entities
ai_MaxVisRaysPerFrame
Maximum allowed visibility rays per frame - the rest are all assumed to succeed
Usage ai_MaxVisRaysPerFrame number Default is 100.
ai_MovementSpeedDarkIllumMod
Multiplier for movement speed when the target is in dark light condition.
ai_MovementSpeedMediumIllumMod
Multiplier for movement speed when the target is in medium light condition.
ai_NoUpdate
WIP
ai_ObstacleSizeThreshold
Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
ai_OverlayMessageDuration
How long (seconds) to overlay AI warningserrors
ai_PathfinderUpdateTime
Maximum pathfinder time per AI update
ai_PathfindTimeLimit
Specifies how many seconds an individual AI can hold the pathfinder blocked
Usage ai_PathfindTimeLimit 1.5 Default is 2. A lower value will result in more path requests that end in NOPATH - although the path may actually exist.
ai_PredictivePathFollowing
Sets if AI should use the predictive path following if allowed by the type's config.
ai_ProfileGoals
Toggles timing of AI goal execution.
Usage ai_ProfileGoals [01] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_DebugDraw enabled.
ai_ProtoROD
Proto
ai_ProtoRODAffectMove
Proto
ai_ProtoRODAliveTime
Proto
ai_ProtoRODFireRange
Proto
ai_ProtoRODGrenades
Proto
ai_ProtoRODHealthGraph
Proto
ai_ProtoRODLogScale
Proto
ai_ProtoRODReactionTime
Proto
ai_ProtoRODRegenTime
Proto
ai_ProtoRODSilhuette
Proto
ai_ProtoRODSpeedMod
Proto
ai_PuppetDirSpeedControl
Does puppet speed control based on their current move dir
ai_RadiusForAutoForbidden
If objectvegetation radius is more than this then an automatic forbidden area is created during triangulation.
ai_ReadabilityReload
Reloads readability xml files.
ai_ReadabilityTest
Tests the readability pack of specified entity.
If no readability name is specified all readabilities will be played. Usage ai_ReadabilityTest entity name [readability name] - to play a readability
ai_ReadabilityTest stop - to stop the currently playing readability set.
ai_Recorder
Enables AI debug recording
ai_Recorder_Buffer
Set the size of the AI debug recording buffer
ai_RecordFilter
WIP
ai_RecordLog
log all the AI state changes on stats_target
ai_ReloadLookUp
Reloads perception distance scale look-up xml files.
ai_RODAliveTime
The base level time the player can survive under fire.
ai_RODAmbientFireInc
Increment for the alive time when the target is within the kill-zone of the target.
ai_RODCombatRangeMod
Combat-zone distance = attackRange combatRangeMod.
ai_RODCoverFireTimeMod
Multiplier for cover fire times set in weapon descriptor.
ai_RODDirInc
Increment how the orientation of the target affects the alive time. 0=disable
ai_RODKillRangeMod
Kill-zone distance = attackRange killRangeMod.
ai_RODKillZoneInc
Increment how the target is within the kill-zone of the target.
ai_RODLowHealthMercyTime
The amount of time the AI will not hit the target when the target crosses the low health threshold.
ai_RODMoveInc
Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
ai_RODReactionDarkIllumInc
Increase for reaction time when the target is in dark light condition.
ai_RODReactionDirInc
Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV.
The increment is doubled when the target is behind the player.
ai_RODReactionDistInc
Increase for the reaction time when the target is in combat-far-zone or warn-zone.
In warn-zone the increase is doubled.
ai_RODReactionLeanInc
Increase to the reaction to when the target is leaning.
ai_RODReactionMediumIllumInc
Increase for reaction time when the target is in medium light condition.
ai_RODReactionTime
Uses rate of death as damage control method.
ai_RODStanceInc
Increment how the stance of the target affects the alive time, 0=disable.
The base value is for crouch, and it is doubled for prone. The crouch inc is disable in kill-zone and prone in kill and combat-near -zones
ai_SightRangeDarkIllumMod
Multiplier for sightrange when the target is in dark light condition.
ai_SightRangeMediumIllumMod
Multiplier for sightrange when the target is in medium light condition.
ai_SimpleWayptPassability
Use simplified and faster passability recalculation for human waypoint links where possible.
ai_SmartObjectUpdateTime
How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002
ai_SOMSpeedCombat
Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.
Usage ai_SOMSpeedCombat 4.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.
ai_SOMSpeedRelaxed
Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.
Usage ai_SOMSpeedRelaxed 1.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.
ai_SoundPerception
Toggles AI sound perception.
Usage ai_SoundPerception [01] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_DebugDraw enabled.
ai_StatsTarget
Focus debugging information on a specific AI
Usage ai_StatsTarget AIName Default is 'none'. AIName is the name of the AI on which to focus.
ai_SteepSlopeAcrossValue
Indicates slope value that is borderline-walkable across.
Usage ai_SteepSlopeAcrossValue 0.8 Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue
ai_SteepSlopeUpValue
Indicates slope value that is borderline-walkable up.
Usage ai_SteepSlopeUpValue 0.5 Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue
ai_SystemUpdate
Toggles the regular AI system update.
Usage ai_SystemUpdate [01] Default is 1 (on). Set to 0 to disable ai system updating.
ai_ThreadedVolumeNavPreprocess
Parallelizes volume navigation preprocessing by running it on multiple threads.
If you experience freezes during volume nav export or corrupted volume nav data, try turning this off.
ai_TickCounter
Enables AI tick counter
ai_UpdateAllAlways
If non-zero then over-rides the auto-disabling of invisibledistant AI
ai_UpdateInterval
In seconds the amount of time between two full updates for AI
Usage ai_UpdateInterval number Default is 0.1. Number is time in seconds
ai_UpdateProxy
Toggles update of AI proxy (model).
Usage ai_UpdateProxy [01] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating.
ai_UseAlternativeReadability
Switch between normal and alternative SoundPack for AI readability.
ai_UseCalculationStopperCounter
Uses a (calibrated) counter instead of time in AI updates
ai_UseObjectPosWithExactPos
Use object position when playing exact positioning.
ai_WaterOcclusion
scales how much water hides player from AI
[edit] aim
aim_assistAimEnabled
Enabledisable aim assitance on aim zooming
aim_assistAutoCoeff
The scale of auto weapons' aim assistance at continuous fire
aim_assistCrosshairDebug
debug crosshair aim assistance
aim_assistCrosshairSize
screen size used for crosshair aim assistance
aim_assistMaxDistance
The maximum range at which autoaim operates
aim_assistRestrictionTimeout
The restriction timeout on aim assistance after user uses a mouse
aim_assistSearchBox
The area autoaim looks for enemies within
aim_assistSingleCoeff
The scale of single-shot weapons' aim assistance
aim_assistSnapDistance
The maximum deviation autoaim is willing to compensate for
aim_assistTriggerEnabled
Enabledisable aim assistance on firing the weapon
aim_assistVerticalScale
The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)
[edit] aln
aln_debug_filter
WIP
aln_debug_movement
WIP
[edit] ban
ban_remove
Removes player from ban list.
ban_status
Shows currently banned players.
ban_timeout
Ban timeout in minutes
[edit] c
c_shakeMult
WIP
[edit] ca
ca_AimIKFadeout
if set to 0, the Aim-IK will not fade out when aiming in extreme directions
ca_AnimationsUsageStatistics
Output animations usage statistics
ca_AnimWarningLevel
if you set this to 0, there won't be any
frequest warnings from the animation system
ca_AttachmentCullingRation
ration between size of attachment and distance to camera
ca_CharEditModel
WIP
ca_DeathBlendTime
Specifies the blending time between low-detail dead body skeleton and current skeleton
ca_DebugAnimUpdates
shows the amount of skeleton-updates
ca_DebugAnimUsage
shows what animation assets are used in the level
ca_debugCaps
Display current blended motion capabilities.
ca_DebugFacial
Debug facial playback info
ca_DebugFacialEyes
Debug facial eyes info
ca_DebugFootPlants
if this is 1, it will print some debug text on the screen
ca_DebugModelCache
shows what models are currently loaded
ca_DebugSkeletonEffects
If true, dump log messages when skeleton effects are handled.
ca_DebugText
if this is 1, it will print some debug text on the screen
ca_DecalSizeMultiplier
The multiplier for the decal sizes
ca_DisableAnimEvents
If this is not 0, then the OnAnimationEvent methods are not called upon animation events
ca_DrawAimPoses
draws the wireframe of the aim poses
ca_DrawAttachmentOBB
if this is 0, will not draw the attachments objects
ca_DrawAttachments
if this is 0, will not draw the attachments objects
ca_DrawBBox
if set to 1, the own bounding box of the character is drawn
ca_DrawBinormals
draws the binormals of the rendered character
ca_DrawBodyMoveDir
if this is 1, we will draw the body and move-direction
ca_DrawCharacter
if this is 0, will not draw the characters
ca_DrawDecalsBBoxes
if set to 1, the decals bboxes are drawn
ca_DrawEmptyAttachments
draws a wireframe cube if there is no object linked to an attachment
ca_DrawFaceAttachments
if this is 0, will not draw the skin attachments objects
ca_DrawFootPlants
if this is 1, it will print some debug boxes at the feet of the character
ca_DrawIdle2MoveDir
if this is 1, we will draw the initial Idle2Move dir
ca_DrawLookIK
draws a visualization of look ik
ca_DrawMotionBlurTest
if this is 1, we draw the motion-blur test mesh
ca_DrawNormals
draws the normals of the rendered character
ca_DrawPositionPost
draws the world position of the character (after update)
ca_DrawPositionPre
draws the world position of the character (before update)
ca_DrawSkeleton
if set to 1, the skeleton is drawn
ca_DrawTangents
draws the tangents of the rendered character
ca_DrawWireframe
draws a wireframe on top of the rendered character
ca_DumpAssetStatistics
writes animation asset statistics to the disk
ca_EnableAnimationLog
enables a special kind of log Animation.log file, solely for debugging
ca_EnableAssetStrafing
asset strafing is disabled by default
ca_EnableAssetTurning
asset tuning is disabled by default
ca_EnableCoolReweighting
If this is 1, then we re-weight all vertices to fix some issues with spherical skinning
ca_EnableCoolTransitions
If this is 1, then we adjust all transition-times for humans
ca_eyes_procedural
EnablesDisables procedural eyes animation
ca_FacialAnimationRadius
Maximum distance at which facial animations are updated - handles zooming correctly
ca_FootAnchoring
if this is 1, it will print some debug boxes at the feet of the character
ca_ForceNullAnimation
replaces the mocap-data by default position
ca_FPWeaponInCamSpace
if this is 1, then we attach the wepon to the camera
ca_GameControlledStrafing
Use game controlled strafingcurving flag, instead of low level calculated curving weight.
ca_GroundAlignment
if this is 1, the legs of human characters will align with the terrain
ca_JustRootUpdate
if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.
ca_KeepModels
If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character
ca_lipsync_debug
Enables facial animation debug draw
ca_lipsync_phoneme_crossfade
Cross fade time between phonemes in milliseconds
ca_lipsync_phoneme_offset
Offset phoneme start time by this value in milliseconds
ca_lipsync_phoneme_strength
LipSync phoneme strength
ca_lipsync_vertex_drag
Vertex drag coefficient when blending morph targets
ca_LoadDatabase
Enable loading animations from database
ca_LoadUncompressedChunks
If this 1, then uncompressed chunks prefer compressed while loading
ca_lod_ratio
Caharcters LOD ratio
ca_LogAnimation
WIP
ca_MemoryUsageLog
enables a memory usage log
ca_NoAnim
the animation isn't updated (the characters remain in the same pose)
ca_NoDeform
the skinning is not performed during rendering if this is 1
ca_PrintDesiredSpeed
if this is 1, it will print the desired speed of the human characters
ca_Profile
Enables a table of real-time profile statistics
ca_RandomScaling
If this is set to 1, then we apply ransom scaling to characters
ca_SaveAABB
if the AABB is invalid, replace it by the default AABB
ca_SphericalSkinning
If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex
ca_travelSpeedScaleMax
Maximum motion travel speed scale (default 2.0).
ca_travelSpeedScaleMin
Minimum motion travel speed scale (default 0.5).
ca_UnloadAimPoses
remove aim-poses from memory
ca_UseAimIK
If this is set to 1, then we are adding a look-at animation to the skeleton
ca_UseAnimationsCache
use dynamically unpacked animations cache
ca_UseDecals
if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculatingbuilding the decals
ca_UseFacialAnimation
If this is set to 1, we can play facial animations
ca_UseLookIK
If this is set to 1, then we are adding a look-at animation to the skeleton
ca_UseMorph
the morph skinning step is skipped (it's part of overall skinning during rendering)
ca_UsePhysics
the physics is not applied (effectively, no IK)
[edit] capture
capture_file_format
Specifies file format of captured files (jpg, bmp, tga, hdr).
capture_folder
Specifies sub folder to write captured frames.
capture_frames
Enables capturing of frames.
[edit] cl
cl_actorsafemode
Enabledisable actor safe mode
cl_bandwidth
Bit rate on client
cl_bob
viewweapon bobbing multiplier
cl_camera_nearz
Overrides default near z-range for camera.
cl_camera_noise
Adds hand-held like camera noise to the camera view.
The higher the value, the higher the noise.
A value
cl_camera_noise_freq
Defines camera noise frequency for the camera view.
The higher the value, the higher the noise.
cl_crouchToggle
To make the crouch key work as a toggle
cl_debugFreezeShake
Toggle freeze shake debug draw
cl_debugSwimming
enable swimming debugging
cl_fov
field of view.
cl_fpBody
first person body
cl_frozenAngleMax
Frozen clamp angle max
cl_frozenAngleMin
Frozen clamp angle min
cl_frozenKeyMult
Frozen movement keys multiplier
cl_frozenMouseMult
Frozen mouseshake multiplier
cl_frozenSensMax
Frozen sensitivity max
cl_frozenSensMin
Frozen sensitivity min
cl_frozenSoundDelta
Threshold for unfreeze shake to trigger a crack sound
cl_frozenSteps
Number of steps for unfreeze shaking
cl_gs_cdkey
CDKey for gamespy auth
cl_gs_email
Email address for Gamespy login
cl_gs_nick
Nickname for Gamespy login
cl_gs_password
Password for Gamespy login
cl_headBob
head bobbing multiplier
cl_headBobLimit
head bobbing distance limit
cl_hitBlur
blur on hit
cl_hitShake
hit shake
cl_hud
ShowHide the HUD
cl_invertController
Controller Look Up-Down invert
cl_invertMouse
mouse invert
cl_motionBlur
motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
cl_nearPlane
overrides the near clipping plane if != 0, just for testing.
cl_packetRate
Packet rate on client
cl_righthand
Select right-handed weapon!
cl_screeneffects
Enable player screen effects (depth-of-field, motion blur, ...).
cl_sensitivity
Set mouse sensitivity!
cl_sensitivityZeroG
Set mouse sensitivity in ZeroG!
cl_serveraddr
Server address
cl_serverpassword
Server password
cl_serverport
Server address
cl_shallowWaterDepthHi
Shallow water depth high (above has full slowdown)
cl_shallowWaterDepthLo
Shallow water depth low (below has zero slowdown)
cl_shallowWaterSpeedMulAI
Shallow water speed multiplier (AI only)
cl_shallowWaterSpeedMulPlayer
shallow water speed multiplier (Players only)
cl_sprintBlur
sprint blur
cl_sprintShake
sprint shake
cl_strengthscale
nanosuit strength scale
cl_tpvDist
camera distance in 3rd person view
cl_tpvYaw
camera angle offset in 3rd person view
cl_voice_recording
Enable client voice recording
cl_voice_volume
Set VOIP playback volume 0-1
[edit] con
con_debug
Log call stack on every GetCVar call
con_display_last_messages
WIP
con_line_buffer_size
WIP
con_restricted
0=normal mode 1=restricted access to the console
con_showonload
Show console on level loading
[edit] connect
connect_crynet
Connect to online game server
[edit] demo
demo_ai
EnableDisable AI during the demo
demo_file
Time Demo Filename
demo_fixed_timestep
number of updates per second
demo_max_frames
Max number of frames to save
demo_noinfo
Disable info display during demo playback
demo_num_runs
Number of times to loop timedemo
demo_panormaic
Panormaic view when playing back demo
demo_profile
Enable profiling
demo_quit
Quit game after demo runs finished
demo_restart_level
Restart level after each loop 0 = Off; 1 = use quicksave on first playback; 2 = load level start
demo_savestats
Save level stats at the end of the loop
demo_screenshot_frame
Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame
demo_scroll_pause
ScrollLock pauses demo playrecord
demo_StartDemoChain
Load`s a file at 1st argument with the list of levels and play time demo on each
demo_time_of_day
Sets the time of day to override in game settings if not negative
demo_vtune
Enables VTune profiling when running time demo
[edit] ds
ds_AutoReloadScripts
Automatically reload DialogScripts when jumping into GameMode from Editor
ds_Dump
WIP
ds_DumpSessions
WIP
ds_LoadExcelScripts
Load legacy Excel based dialogs.
ds_LoadSoundsSync
Load Sounds synchronously
ds_LogLevel
Set the verbosity of DiaLOG Messages
ds_PrecacheSounds
Precache sounds on Dialog Begin
ds_Reload
WIP
ds_WarnOnMissingLoc
Warn on Missing Localization Entries
[edit] dt
dt_enable
suit actions activated by double-tapping
dt_meleeTime
time in seconds between double taps for melee
dt_time
time in seconds between double taps
[edit] dump
dump_action_maps
WIP
dump_maps
Dumps currently scanned maps
dump_stats
Dumps some player statistics
[edit] e
e_allow_cvars_serialization
If set to zero - will not save cvars to cfg file
e_ambient_occlusion
Activate non deferred terrain occlusion and indirectional lighitng system
e_bboxes
Activates drawing of bounding boxes
e_brushes
Draw brushes
e_cbuffer
Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check
e_cbuffer_bias
Coverage buffer z-biasing
e_cbuffer_clip_planes_num
Debug
e_cbuffer_debug
Display content of main camera coverage buffer
e_cbuffer_debug_draw_scale
Debug
e_cbuffer_debug_freeze
Freezes viewmatrix-frustum
e_cbuffer_draw_occluders
Debug draw of occluders for coverage buffer
e_cbuffer_hw
Debug
e_cbuffer_lazy_test
Dont test visible objects every frame
e_cbuffer_lc
Debug
e_cbuffer_lights_debug_side
Debug
e_cbuffer_max_add_render_mesh_time
Max time for unlimited AddRenderMesh
e_cbuffer_occluders_lod_ratio
Debug
e_cbuffer_occluders_test_min_tris_num
Debug
e_cbuffer_occluders_view_dist_ratio
Debug
e_cbuffer_resolution
Resolution of software coverage buffer
e_cbuffer_terrain
Activates usage of coverage buffer for terrain
e_cbuffer_terrain_elevation_shift
Shift low lods down in order to avoid false occlusion
e_cbuffer_terrain_lod_ratio
Terrain lod ratio for mesh rendered into cbuffer
e_cbuffer_terrain_lod_shift
Controlls tesselation of terrain mesh
e_cbuffer_terrain_max_distance
Only near sectors are rasterized
e_cbuffer_test_mode
Debug
e_cbuffer_tree_debug
Debug
e_cbuffer_tree_depth
Debug
e_cbuffer_version
1 Vladimir's, 2MichaelK's
e_clouds
Enable clouds rendering
e_cull_lights_per_triangle_min_obj_radius
Debug
e_cull_veg_activation
Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
e_debug_draw
Draw helpers with information for each object (same number negative hides the text)
1 Name of the used cgf, polycount, used LOD
2 Color coded polygon count
3 Show color coded LODs count, flashing color indicates no Lod
4 Display object texture memory usage
5 Display color coded number of render materials
6 Display ambient color
7 Display tri count, number of render materials, texture memory
8 RenderWorld statistics (with view cones)
9 RenderWorld statistics (with view cones without lights)
10 Render geometry with simple lines and triangles 11 Render occlusion geometry additionally 12 Render occlusion geometry without render geometry 13 Render occlusion ammount (used during AO computations) 15 Display helpers
e_debug_lights
Use different colors for objects affected by different number of lights
black0, blue1, green2, red3 or more, blinking yellow more then the maximum enabled
e_debug_mask
debug variable to activate certain features for debugging (each bit represents one feature
bit 0(1) use EFSLIST_TERRAINLAYER bit 1(2) bit 3(4) bit 4(
e_decals
Activates drawing of decals (game decals and hand-placed)
e_decals_allow_game_decals
Allows creation of decals by game (like weapon bullets marks)
e_decals_clip
Clip decal geometry by decal bbox
e_decals_hit_cache
Use smart hit cacheing for bullet hits (may cause no decals in some cases)
e_decals_life_time_scale
Allows to increase or reduce decals life time for different specs
e_decals_merge
Combine pieces of decals into one render call
e_decals_neighbor_max_life_time
If not zero - new decals will force old decals to fade in X seconds
e_decals_overlapping
If zero - new decals will not be spawned if the distance to nearest decals less than X
e_decals_precreate
Pre-create decals at load time
e_decals_range
Less precision for decals outside this range
e_decals_wrap_around_min_size
Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used
e_default_material
use gray illum as default
e_deformable_objects
Enable Disable morph based deformable objects
e_detail_materials
Activates drawing of detail materials on terrain ground
e_detail_materials_debug
Shows number of materials in use per terrain sector
e_detail_materials_view_dist_xy
Max view distance of terrain XY materials
e_detail_materials_view_dist_z
Max view distance of terrain Z materials
e_detail_objects
Turn detail objects onoff
e_dissolve
Objects alphatest_noise_fading out on distance
e_dissolve_transition_threshold
Controls disabling of smooth transition if camera moves too fast
e_dissolve_transition_time
Lod switch duration
e_dynamic_light
Activates dynamic light sources
e_dynamic_light_consistent_sort_order
Debug
e_dynamic_light_frame_id_vis_test
Use based on last draw frame visibility test
e_entities
Activates drawing of entities and brushes
e_EntitySuppressionLevel
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).
e_flocks
Enable Flocks (BirdsFishes)
e_flocks_hunt
Birds will fall down...
e_fog
Activates global heightdistance based fog
e_fogvolumes
Activates local heightdistance based fog volumes
e_foliage_branches_damping
Damping of branch ropes
e_foliage_branches_stiffness
Stiffness of branch ropes
e_foliage_branches_timeout
Maximum lifetime of branch ropes (if there are no collisions)
e_foliage_broken_branches_damping
Damping of branch ropes of broken vegetation
e_foliage_stiffness
Stiffness of the spongy obstruct geometry
e_foliage_wind_activation_dist
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
e_force_detail_level_for_resolution
Force sprite distance and other values used for some specific screen resolution, 0 means current
e_gsm_cache
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_gsm_cache_lod_offset
Makes first X GSM lods not cached
e_gsm_combined
Variable to tweak the performace of directional shadow maps
0=individual textures are used for each GSM level, 1=texture are combined into one texture
e_gsm_depth_bounds_debug
Debug GSM bounds regions calculation
e_gsm_lods_num
Number of GSM lods (0..5)
e_gsm_range
Size of LOD 0 GSM area (in meters)
e_gsm_range_step
Range of next GSM lod is previous range multiplied by step
e_gsm_range_step_terrain
gsm_range_step for last gsm lod containg terrain
e_gsm_scatter_lod_dist
Size of Scattering LOD GSM in meters
e_gsm_stats
Show GSM statistics 0=off, 1=enable debug to the screens
e_gsm_view_space
0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_hw_occlusion_culling_objects
Activates usage of HW occlusion test for objects
e_hw_occlusion_culling_water
Activates usage of HW occlusion test for ocean
e_joint_strength_scale
Scales the strength of prebroken objects' joints (for tweaking)
e_level_auto_precache_camera_jump_dist
When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start
e_level_auto_precache_terrain_and_proc_veget
Force auro pre-cache of terrain textures and procedural vegetation
e_level_auto_precache_textures_and_shaders
Force auro pre-cache of general textures and shaders
e_lod_max
Max LOD for objects
e_lod_min
Min LOD for objects
e_lod_min_tris
LODs with less triangles will not be used
e_lod_ratio
LOD distance ratio for objects
e_lods
Load and use LOD models for static geometry
e_lowspec_mode
Enables lowspec mode
e_materials
Activates material support for non animated objects
e_max_entity_lights
Set maximum number of lights affecting object
e_max_view_dst
Far clipping plane distance
e_max_view_dst_full_dist_cam_height
Debug
e_max_view_dst_spec_lerp
1 - use max view distance set by designer for very high spec
0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances
e_mesh_simplify
Mesh simplification debugging
e_obj
Render or not all objects
e_obj_fast_register
Debug
e_obj_quality
Current object detail quality
e_obj_stats
Show instances count
e_obj_tree_max_node_size
Debug draw of object tree bboxes
e_obj_tree_min_node_size
Debug draw of object tree bboxes
e_occlusion_culling_view_dist_ratio
Skip per object occlusion test for very far objects - culling on tree level will handle it
e_occlusion_volumes
Enable occlusion volumes(antiportals)
e_occlusion_volumes_view_dist_ratio
Controls how far occlusion volumes starts to occlude objects
e_on_demand_maxsize
Specifies the maximum size of vegetation objects that are physicalized on-demand
e_on_demand_physics
Turns on on-demand vegetation physicalization
e_particles
Activates drawing of particles
e_particles_debug
Particle debug flags
1 = show basic stats
f+ = show fill rate stats
r+ = show reusereject stats
b+ = draw bounding boxes and labels
s+ = log emitter and particle counts by effect (for 1 frame)
e+ = log particle system timing info (for 1 frame)
t+ = log particle texture usage
z+ = freeze particle system
e_particles_lights
Allows to have simpe light source attached to every article
e_particles_lod
Multiplier to particle count
e_particles_max_emitter_draw_screen
Max screen fill per emitter -- fade out earlier
e_particles_min_draw_pixels
Pixel size cutoff for rendering particles -- fade out earlier
e_particles_object_collisions
Enable particleobject collisions for SimpleCollision
e_particles_preload
Enable preloading of all particle effects at the begining
e_particles_quality
Current particles detail quality
e_particles_receive_shadows
Enable shadow maps receiving for particles
e_particles_thread
Enable particle threading
e_phys_foliage
Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)
e_phys_ocean_cell
Cell size for ocean approximation in physics, 0 assumes flat plane
e_portals
Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
e_portals_big_entities_fix
Enables special processing of big entities like vehicles intersecting portals
e_precache_level
Pre-render objects right after level loading
e_proc_vegetation
Show procedurally distributed vegetation
e_proc_vegetation_max_view_distance
Debug
e_profile_level_loading
Output level loading stats into log
0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info
e_ram_DumpDXF
Dump DXF files of the UV-set of ram objectsbrushes to visualize overlapping UVs
e_ram_maps
Use RAM (realtime ambient maps) on brushes
e_recursion
If 0 - will skip recursive render calls like render into texture
e_recursion_occlusion_culling
If 0 - will disable occlusion tests for recursive render calls like render into texture
e_recursion_view_dist_ratio
Set all view distances shorter by factor of X
e_reloadSurfaces
WIP
e_render
Enable engine rendering
e_roads
Activates drawing of road objects
e_ropes
Turn Rendering of Ropes onoff
e_scene_merging
Merge marked brushes during loading
e_scene_merging_compact_vertices
Minimize number of vertices in decals and merged brushes
e_scene_merging_max_time_ms
Spend only X ms per frame on merging
e_scene_merging_max_tris_in_chunk
Only objects having less than X triangles per chunk will me merged
e_scene_merging_min_merge_distance
Don't merge nodes closer than X
e_scene_merging_show_onlymerged
Show only merged brushes
e_scissor_debug
Debug
e_screenshot
Make screenshot combined up of multiple rendered frames
(negative values for multiple frames, positive for a a single frame)
1 highres
2 360 degree panorama
3 Map top-down view
see
e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x,
e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug
e_screenshot_debug
0 off
1 show stiching borders 2 show overlapping areas
e_screenshot_file_format
Set output image file format for hires screen shots. Can be JPG or TGA
e_screenshot_height
used for e_panorama_screenshot to define the height of the destination image, 1500 default
e_screenshot_map_camheight
param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map
defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
e_screenshot_map_center_x
param for the centerX position of the camera, see e_screenshot_map
defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
e_screenshot_map_center_y
param for the centerX position of the camera, see e_screenshot_map
defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
e_screenshot_map_size_x
param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
e_screenshot_map_size_y
param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
e_screenshot_min_slices
used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
e_screenshot_quality
used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
e_screenshot_width
used for e_panorama_screenshot to define the width of the destination image, 2000 default
e_shadows
Activates drawing of shadows
e_shadows_cast_view_dist_ratio
View dist ratio for shadow maps
e_shadows_clouds
Cloud shadows
e_shadows_debug
0=off, 2=visualize shadow maps on the screen
e_shadows_from_terrain_in_all_lods
Enable shadows from terrain
e_shadows_frustums
Debug
e_shadows_max_texture_size
Set maximum resolution of shadow map
256(faster), 512(medium), 1024(better quality)
e_shadows_occ_check
Enabledisable shadow-caster test against the occlusion buffer
e_shadows_occ_cutCaster
Clips the caster extrusion to the zoro height.
e_shadows_on_alpha_blended
Enable shadows on aplhablended
e_shadows_slope_bias
Shadows slope bias for shadowgen
e_shadows_water
Enabledisable shadows on water
e_sketch_mode
Enables Sketch mode drawing
e_sky_box
Activates drawing of skybox and moving cloud layers
e_sky_quality
Quality of dynamic sky 1 (very high), 2 (high).
e_sky_type
Type of sky used 0 (static), 1 (dynamic).
e_sky_update_rate
Percentage of a full dynamic sky update calculated per frame (0..100].
e_sleep
Sleep X in C3DEngineDraw
e_stat_obj_merge
Enable CGF sub-objects meshes merging
e_stream_areas
Stream content of terrain and indoor sectors
e_stream_cgf
Debug
e_stream_for_physics
Debug
e_stream_for_visuals
Debug
e_sun
Activates sun light source
e_sun_angle_snap_dot
Sun dir snap control
e_sun_angle_snap_sec
Sun dir snap control
e_sun_clipplane_range
Max range for sun shadowmap frustum
e_terrain
Activates drawing of terrain ground
e_terrain_ao
Activate deferred terrain ambient occlusion
e_terrain_bboxes
Show terrain nodes bboxes
e_terrain_deformations
Allows in-game terrain surface deformations
e_terrain_draw_this_sector_only
1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
e_terrain_lm_gen_threshold
Debug
e_terrain_lod_ratio
Set heightmap LOD
e_terrain_log
Debug
e_terrain_normal_map
Use terrain normal map for base pass if available
e_terrain_occlusion_culling
heightmap occlusion culling with time coherency 0=off, 1=on
e_terrain_occlusion_culling_debug
Draw sphere onevery terrain height sample
e_terrain_occlusion_culling_max_dist
Max length of ray (for version 1)
e_terrain_occlusion_culling_max_steps
Max number of tests per ray (for version 0)
e_terrain_occlusion_culling_precision
Density of rays
e_terrain_occlusion_culling_precision_dist_ratio
Controlls density of rays depending on distance to the object
e_terrain_occlusion_culling_step_size
Initial size of single step (in heightmap units)
e_terrain_occlusion_culling_step_size_delta
Step size scale on every next step (for version 1)
e_terrain_occlusion_culling_version
0 - old, 1 - new
e_terrain_texture_debug
Debug
e_terrain_texture_lod_ratio
Adjust terrain base texture resolution on distance
e_terrain_texture_streaming_debug
Debug
e_time_of_day
Current Time of Day
e_time_of_day_speed
Time of Day change speed
e_time_smoothing
0=no smoothing, 1=smoothing
e_timedemo_frames
Will quit appication in X number of frames, r_DisplayInfo must be also enabled
e_timer_debug
Timer debug
e_vegetation
Activates drawing of distributed objects like trees
e_vegetation_alpha_blend
Allow alpha blending for vegetations
e_vegetation_bending
Debug
e_vegetation_mem_sort_test
Debug
e_vegetation_min_size
Minimal size of static object, smaller objects will be not rendered
e_vegetation_node_level
Debug
e_vegetation_sphericalskinning
Activates vegetation spherical skinning support
e_vegetation_sprites
Activates drawing of sprites instead of distributed objects at far distance
e_vegetation_sprites_distance_custom_ratio_min
Clamps SpriteDistRatio setting in vegetation properties
e_vegetation_sprites_distance_ratio
Allows changing distance on what vegetation switch into sprite
e_vegetation_sprites_min_distance
Sets minimal distance when distributed object can be replaced with sprite
e_vegetation_static_instancing
Enable 3dengine side static instancing
e_vegetation_use_terrain_color
Allow blend with terrain color for vegetations
e_vegetation_wind
Activates vegetation with wind support
e_view_dist_custom_ratio
View distance ratio for special marked objects (Players,AI,Vehicles)
e_view_dist_min
Min distance on what far objects will be culled out
e_view_dist_ratio
View distance ratio for objects
e_view_dist_ratio_detail
View distance ratio for detail objects
e_view_dist_ratio_vegetation
View distance ratio for vegetation
e_volobj_shadow_strength
Self shadow intensity of volume objects [0..1].
e_voxel
Render voxels
e_voxel_ao_radius
Ambient occlusion test range in units
e_voxel_ao_scale
Ambient occlusion amount
e_voxel_build
Regenerate voxel world
e_voxel_debug
Draw voxel debug info
e_voxel_fill_mode
Use create brush as fill brush
e_voxel_lods_num
Generate LODs for voxels
e_voxel_make_physics
Physicalize geometry
e_voxel_make_shadows
Calculate per vertex shadows
e_voxel_rasterize_selected_brush
Debug
e_water_ocean
Activates drawing of ocean
e_water_ocean_bottom
Activates drawing bottom of ocean
e_water_ocean_fft
Activates fft based ocean
e_water_ocean_soft_particles
Enables ocean soft particles
e_water_tesselation_amount
Set tesselation amount
e_water_tesselation_swath_width
Set the swath width for the boustrophedonic mesh stripping
e_water_volumes
Activates drawing of water volumes
e_water_waves
Activates drawing of water waves
e_water_waves_tesselation_amount
Sets water waves tesselation amount
e_wind
Debug
e_wind_areas
Debug
[edit] eqp
eqp_DumpPacks
WIP
[edit] es
es_activateEntity
Activates an entity
es_bboxes
Toggles entity bounding boxes.
Usage es_bboxes [01] Default is 0 (off). Set to 1 to display bounding boxes.
es_CharZOffsetSpeed
sets the character Z-offset change speed (in ms), used for IK
es_compile_area_grid
Trigger a recompile of the area grid
es_deactivateEntity
Deactivates an entity
es_DebrisLifetimeScale
Usage es_DebrisLifetimeScale 1.0
es_debug
Enable entity debugging info
Usage es_debug [01] Default is 0 (on).
es_debug_not_seen_timeout
if true, log messages when entities undergo not seen timeout
es_DebugEvents
Enables logging of entity events
es_DebugFindEntity
WIP
es_DebugTimers
This is for profiling and debugging (for game coders and level designer)
By enabling this you get a lot of console printouts that show all entities that receive OnTimer events - it's good to minimize the call count. Certain entities might require this feature and using less active entities can often be defined by the level designer. Usage es_DebugTimers 01
es_DrawAreaGrid
Enables drawing of Area Grid
es_DrawAreas
Enables drawing of Areas
es_dump_entities
Dumps current entities and their states!
es_dump_entity_classes_in_use
Dumps all used entity classes
es_enable_full_script_save
Enable (experimental) full script save functionality
es_FarPhysTimeout
Timeout for faraway physics forceful deactivation
es_helpers
Toggles helpers.
Usage es_helpers [01] Default is 0 (off). Set to 1 to display entity helpers.
es_HitCharacters
specifies whether alive characters are affected by bullet hits (0 or 1)
es_HitDeadBodies
specifies whether dead bodies are affected by bullet hits (0 or 1)
es_ImpulseScale
Usage es_ImpulseScale 0.0
es_log_collisions
Enables collision events logging
es_MaxImpulseAdjMass
Usage es_MaxImpulseAdjMass 2000.0
es_MaxPhysDist
Physical entities farther from the camera than this are forcefully deactivated
es_MaxPhysDistInvisible
Invisible physical entities farther from the camera than this are forcefully deactivated
es_MinImpulseVel
Usage es_MinImpulseVel 0.0
es_not_seen_timeout
number of seconds after which to cleanup temporary render buffers in entity
es_OnDemandPhysics
Usage es_OnDemandPhysics [01]
Default is 1 (on).
es_profileentities
Usage 1,2,3
Default is 0 (off).
es_removeEntity
Removes an entity
es_sortupdatesbyclass
Sort entity updates by class (possible optimization)
es_SplashThreshold
minimum instantaneous water resistance that is detected as a splashUsage es_SplashThreshold 200.0
es_SplashTimeout
minimum time interval between consecutive splashesUsage es_SplashTimeout 3.0
es_UpdateAI
Toggles updating of AI entities.
Usage es_UpdateAI [01] Default is 1 (on). Set to 0 to prevent AI entities from updating.
es_UpdateCollision
Toggles updating of entity collisions.
Usage es_UpdateCollision [01] Default is 1 (on). Set to 0 to disable entity collision updating.
es_UpdateCollisionScript
Usage es_UpdateCollisionScript [01]
Default is 1 (on).
es_UpdateContainer
Usage es_UpdateContainer [01]
Default is 1 (on).
es_UpdateEntities
Toggles entity updating.
Usage es_UpdateEntities [01] Default is 1 (on). Set to 0 to prevent all entities from updating.
es_UpdatePhysics
Toggles updating of entity physics.
Usage es_UpdatePhysics [01] Default is 1 (on). Set to 0 to prevent entity physics from updating.
es_UpdateScript
Usage
Default is 1 (on).
es_UpdateTimer
Usage es_UpdateTimer [01]
Default is 1 (on).
es_UsePhysVisibilityChecks
Activates physics quality degradation and forceful sleeping for invisible and faraway entities
es_VisCheckForUpdate
Usage es_VisCheckForUpdate [01]
Default is 1 (on).
[edit] fg
fg_abortOnLoadError
Abort on load error of flowgraphs
2abort, 1dialog, 0log only
fg_InspectAction
Inspects the specified AIAction graph
fg_InspectEntity
Inspects the specified Entity graph
fg_Inspector
Toggles FlowGraph System DefaultInspector.
Usage fg_Inspector [01] Default is 0 (off).
fg_inspectorLog
Log inspector on console.
fg_noDebugText
Don't show debug text [01]
Default is 0 (show debug text).
fg_profile
Flow graph profiling enabledisable
fg_SystemEnable
Toggles FlowGraph System Updates.
Usage fg_SystemEnable [01] Default is 1 (on).
[edit] fixed
fixed_time_step
Game updated with this fixed frame time
[edit] g
g_aimdebug
Enabledisable debug drawing for aiming direction
g_AiSuitArmorModeHealthRegenTime
Modify suit health recharge for AI in armor mode.
g_AiSuitEnergyRechargeTime
Modify suit energy recharge for AI.
g_AiSuitHealthRegenTime
Modify suit health recharge for AI.
g_AiSuitStrengthMeleeMult
Modify AI strength mode melee damage relative to player damage.
g_alienPhysicsAnimRatio
WIP
g_autoteambalance
Enables auto team balance.
g_avmine_limit
Max avmines a player can place (recycled above this value)
g_battleDust_debug
0 off, 1 text, 2 text+gfx
g_battleDust_effect
Sets the effect to use for battledust
g_battleDust_enable
EnableDisable battledust
g_battleDust_reload
Reload the battle dust parameters xml
g_battleRange
sets the battle range in meters
g_blood
Toggle blood effects
g_breakage_particles_limit
Imposes a limit on particles generated during 2d surfaces
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