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*NEW* and inproved || Big dvar list || ps3\xbox both ||
Posted:
*NEW* and inproved || Big dvar list || ps3\xbox both ||Posted:
Status: Offline
Joined: Feb 23, 201212Year Member
Posts: 66
Reputation Power: 3
Status: Offline
Joined: Feb 23, 201212Year Member
Posts: 66
Reputation Power: 3
my amazing dvar list: TTG-ice MW2 dvar list HOPE this helps you
Last edited by TTG-ice ; edited 1 time in total
* * * * *actionSlotsHide "0" * * * * * * * * * * * * * ?Hide D-pad at Bottom-Right?
* * * * *activeAction "" * * * * * * * * * * * * * * * ?
* * *A * ai_corpseCount "16" Sets The Body Count in single player mode for AI.* * * * * * * * * * * * *---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
* * * *C aim_accel_turnrate_debug "0" * * * * * * * * *?Speed of turn?
* * * *C aim_accel_turnrate_enabled "1" * * * * * * * *?Quick turn On/Off?
* * * *C aim_accel_turnrate_lerp "1200" * * * * * * * *?
* * * *C aim_aimAssistRangeScale "1" * * * * * * * * * Snap Time Response To Target (Setting to 2 yields no improvement)
* * * *C aim_autoaim_debug "0" * * * * * * * * * * * * This Show the Auto Aim region on the Screen as a "GREEN BOX"
* * * *C aim_autoaim_enabled "0" * * * * * * * * * * * Master Dvar To Enable "Auto Aim". This Must be turned no matter what if you plan on using "AUTO AIM"
* * * *C aim_autoaim_lerp "40" * * * * * * * * * * * * Distance region can be from Target before Snapping into place.
* * * *C aim_autoaim_region_height "120" * * * * * * * Sets the Height of the Auto Aim region. This is the height The auto aim will Engage in. (adjusting this will also change Size of Box)
* * * *C aim_autoaim_region_width "160" * * * * * * * *Sets the width of the Auto Aim region. This is the width The auto aim will Engage in. (adjusting this will also change Size of Box)
* * * *C aim_autoAimRangeScale "1" * * * * * * * * * * Snap Time Response To Target (Setting to 2 yields no improvement)
* * * *C aim_automelee_debug "0" * * * * * * * * * * * This Will enable yet another "box" to Show the Auto knife Region
* * * *C aim_automelee_enabled "1" * * * * * * * * * * AUTO KNIFE (AIMBOT FOR KNIFE) This must be Enabled to use Auto Knife.
* * * *C aim_automelee_lerp "40" * * * * * * * * * * * Distance region can be from Target before Snapping into place.
* * * *C aim_automelee_range "128" * * * * * * * * * * Distance that you can Stab someone from. Setting this to 999 will allow you to knife from very far.
* * * *C aim_automelee_region_height "240" * * * * * * Sets the Height of the Auto knife region. This is the height The auto knife will Engage in.
* * * *C aim_automelee_region_width "320" * * * * * * *Sets the width of the Auto knife region. This is the width The auto knife will Engage in.
* * * *C aim_input_graph_debug "0" * * * * * * * * * * ?
* * * *C aim_input_graph_enabled "1" * * * * * * * * * ?
* * * *C aim_input_graph_index "3" * * * * * * * * * * ?
* * * *C aim_lockon_debug "0" * * * * * * * * * * * * *This Will show the AIM LOCKON Region. "GREEN BOX"
* * * *C aim_lockon_deflection "0.05" * * * * * * * * *How much of AIM LOCKON attempts To stay at first Lock on position. (Will attempted To follow or lead target more so)
* * * *C aim_lockon_enabled "1" * * * * * * * * * * * *AIM LOCKON ENABLE. This must be Enabled For AIM LOCKON Dvars to Work.
* * * *C aim_lockon_region_height "90" * * * * * * * * Sets the Height of the AIM LOCKON region. This is the height The AIM LOCKON will Engage in.
* * * *C aim_lockon_region_width "90" * * * * * * * * *Sets the width of the AIM LOCKON region. This is the width The AIM LOCKON will Engage in.
* * * *C aim_lockon_strength "0.6" * * * * * * * * * * Strength Of AIM LOCKON on target. This is how much of a "LOCK" you have on your Target. Test This my walking by your target within Region.
* * * *C aim_scale_view_axis "1" * * * * * * * * * * * ?Feild of view?
* * * *C aim_slowdown_debug "0" * * * * * * * * * * * *?
* * * *C aim_slowdown_enabled "1" * * * * * * * * * * *This is the amount of slow down that accrues when you have locked onto a target.
* * * *C aim_slowdown_pitch_scale "0.4" * * * * * * * *?
* * * *C aim_slowdown_pitch_scale_ads "0.5" * * * * * *?
* * * *C aim_slowdown_region_height "90" * * * * * * * This is the Same as the Other values for height and Width of region
* * * *C aim_slowdown_region_width "90" * * * * * * * *This is the Same as the Other values for height and Width of region
* * * *C aim_slowdown_yaw_scale "0.4" * * * * * * * * *?
* * * *C aim_slowdown_yaw_scale_ads "0.5" * * * * * * *?
* * * *C aim_turnrate_pitch "90" * * * * * * * * * * * ?
* * * *C aim_turnrate_pitch_ads "55" * * * * * * * * * ?
* * * *C aim_turnrate_yaw "260" * * * * * * * * * * * *?
* * * *C aim_turnrate_yaw_ads "90" * * * * * * * * * * ?
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
* * * * *ammoCounterHide "0" * * * * * * * * * * * * * Hide/Show ammo left
* * * *C authPort "20800" * * * * * * * * * * * * * * *?
* * * *C authServerName "cod4master.activision.com" * *?Server for computer vers.?
* * * * *badhost_debug "0" * * * * * * * * * * * * * * ?
* * * * *badhost_endGameIfISuck "1" * * * * * * * * * *This is if your Connection times out or you have a crappy connection to be a host. It will end the game "if you suck" ;)
* * * * *badhost_maxDoISuckFrames "300" * * * * * * * *Host min. frames per second
* * * * *badhost_maxHappyPingTime "400" * * * * * * * *Host max ping
* * * * *badhost_minPercentClientsUnhappyToSuck "0.51" ?
* * * * *badhost_minTotalClientsForHappyTest "3" * * * ?
* * * * *band_12players "384000" * * * * * * * * * * * ?Max of 12 Players?
* * * * *band_18players "580000" * * * * * * * * * * * ?Max of 18 Players?
* * * * *band_2players "64000" * * * * * * * * * * * * ?Max of 2 Players?
* * * * *band_4players "128000" * * * * * * * * * * * *?Max of 4 Players?
* * * * *band_8players "256000" * * * * * * * * * * * *?Max of 8 Players?
* * * * *bandwidthtest_announceinterval "200" * *?Host Test (Time of 'Finding New Host' screen)?
* * * * *bandwidthtest_duration "500" * * * * * *?Host Test (Time of 'Connect to New Host')?
* * * * *bandwidthtest_enable "1" * * * * * * * * * * *?Enable game to find new host?
* * * * *bandwidthtest_fudge "1" * * * * * * * * * * * ?
* * * * *bandwidthtest_ingame_enable "1" * * * * * * * ?
* * * * *bandwidthtest_ingame_fudge "1" * * * * * * * *?
* * * * *bandwidthtest_maxpacketsize "1000" * * * * * *?
* * * * *bandwidthtest_quota "0.5" * * * * * * * * * * ?
* * * * *bandwidthtest_rounds "10" * * * * * * * * * * ?
* * * * *bandwidthtest_scalar "2" * * * * * * * * * * *?
* * * * *bandwidthtest_timeout "1500" * * * * * * * * *?Timeout time of Host Migration?
* * * *C bg_aimSpreadMoveSpeedThreshold "11" * * * * * Spread of bullets while moving
* * * *C bg_bulletExplDmgFactor "1" * * * * * * * * * *Explosive bullets
* * * *C bg_bulletExplRadius "250" * * * * * * * * * * Explosive bullet explosion size
* * * *C bg_debugProne "0" * * * * * * * * * * * * * * ?
* * * *C bg_fallDamageMaxHeight "300" * * * * * * * * *How high you have to be to die
* * * *C bg_fallDamageMinHeight "128" * * * * * * * * *How high you have to be to take damage
* * * *C bg_foliagesnd_fastinterval "500" * * * * * * *?
* * * *C bg_foliagesnd_maxspeed "180" * * * * * * * * *?
* * * *C bg_foliagesnd_minspeed "40" * * * * * * * * * ?
* * * *C bg_foliagesnd_resetinterval "500" * * * * * * ?
* * * *C bg_foliagesnd_slowinterval "1500" * * * * * * ?
* * * *C bg_forceDualWield "0" * * * * * * * * * * * * Duel-wield FALs, Thumpers, etc.
* * * *C bg_forceExplosiveBullets "0" * * * * * * * * *Explosive bullets On/Off
* * * *C bg_ladder_yawcap "100" * * * * * * * * * How far you can look side-to-side on a ladder.
* * * *C bg_legYawTolerance "20" * * * * * * * * * * * ?
* * * * *bg_lowGravity "800" * * * * * * * * * * * * * Low gravity
* * * *C bg_maxGrenadeIndicatorSpeed "100" * * * * * * Grenade indicator ?dist?
* * * *C bg_prone_yawcap "85" * * * * * * * * * * * * *?
* * * *C bg_shieldHitEncodeHeightVM "-10 10" * * * ?When meleeing with a shield exposed area?
* * * *C bg_shieldHitEncodeHeightWorld "-25 20" * * * *?
* * * *C bg_shieldHitEncodeWidthVM "-16 16" * * * * * *?
* * * *C bg_shieldHitEncodeWidthWorld "-14 14" * * * * ?
* * * *C bg_shock_lookControl "1" * * * * * * * * * * * This Dvar enables you To Look Around when you are Stunned by a Flash or Stun Grenade.
* * * *C bg_shock_lookControl_fadeTime "2" * * * * * * Fade Time for A stun or Flash grenade
* * * *C bg_shock_lookControl_maxpitchspeed "90" * Turn speed when hurt by explosive/Flash/Stun (Up/Down)
* * * *C bg_shock_lookControl_maxyawspeed "90" * Turn speed when hurt by explosive/Flash/STun (left/right)
* * * *C bg_shock_lookControl_mousesensitivityscale "0.5" This is The Rate Modifier For your Controls when You are Flashed or Stun.
* * * *C bg_shock_movement "1" * * * * * * * * * * * * Movement when hurt by explosive
* * * *C bg_shock_screenBlurBlendFadeTime "1" * * * * *The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
* * * *C bg_shock_screenBlurBlendTime "0.4" * * * * * *The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
* * * *C bg_shock_screenFlashShotFadeTime "1" * * * * *The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
* * * *C bg_shock_screenFlashWhiteFadeTime "1" * * * * The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
* * * *C bg_shock_screenType "blurred" * * * * * * * * This is the effect that is used when you are stunned. You could Change This with other effects.
* * * *C bg_shock_sound "1" * * * * * * * * * * * * * *This is the Sound that you hear when you are shocked or Flashed.
* * * *C bg_shock_soundDryLevel "1" * * * * * * * * * *More Settings For The Stunned/Shocked Sound
* * * *C bg_shock_soundEnd "shellshock_end" * * * * * *This is the Last part of the Sound that you hear when you are flashed or Stunned
* * * *C bg_shock_soundEndAbort "shellshock_end_abort" ?
* * * *C bg_shock_soundFadeInTime "0.25" * * * * * * * This is the time it Takes for the ringing to kick in. when you are stunned or flashed.
* * * *C bg_shock_soundFadeOutTime "2.5" * * * * * * * And This is the the that it takes To fade out.
* * * *C bg_shock_soundLoop "shellshock_loop" * * * * *?
* * * *C bg_shock_soundLoopEndDelay "-3" * * * * * * * ?
* * * *C bg_shock_soundLoopFadeTime "1.5" * * * * * * *?
* * * *C bg_shock_soundLoopSilent "shellshock_loop_silent" * This is the Sound of "nothing" that you hear when you are in the middle of the stun or Flash. (You can replace this)
* * * *C bg_shock_soundModEndDelay "2" * * * * * * * * ?
* * * *C bg_shock_soundRoomType "generic" * * * * * * *You can add reverb here and such things like that to change the way you here the Shock/Stun Sound.
* * * *C bg_shock_soundWetLevel "0.5" * * * * * * * * *?
* * * *C bg_shock_viewKickFadeTime "3" * * * * * * * * ?
* * * *C bg_shock_viewKickPeriod "0.75" * * * * * * * *?
* * * *C bg_shock_viewKickRadius "0.05" * * * * * * * *?
* * * *C bg_shock_volume_ambdist1 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_ambdist2 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_ambient "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_announcer "0.5" * * * * * * * ?Anoucer sound (ie. 'Keep it up men!)?
* * * *C bg_shock_volume_auto "0.5" * * * * * * * * * *?
* * * *C bg_shock_volume_auto2 "0.5" * * * * * * * * * ?
* * * *C bg_shock_volume_auto2d "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_autodog "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_body "0.5" * * * * * * * * * *?
* * * *C bg_shock_volume_body2d "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_bulletimpact "0.5" * * * * * *Bullet sound (contact)
* * * *C bg_shock_volume_bulletwhizby "0.5" * * * * * *Bullet sound (close but no contact
* * * *C bg_shock_volume_effects1 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_effects2 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_element "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_explosiveimpact "0.5" * * * * ?
* * * *C bg_shock_volume_hurt "0.5" * * * * * * * * * *Heartbeat sound (when hurt)
* * * *C bg_shock_volume_item "0.5" * * * * * * * * * *?Picked up item?
* * * *C bg_shock_volume_local "0.5" * * * * * * * * * ?
* * * *C bg_shock_volume_local2 "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_local3 "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_menu "0.5" * * * * * * * * * *Menu volume (pregame lobby?)
* * * *C bg_shock_volume_mission "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_music "0.5" * * * * * * * * * ?Atmospheric music?
* * * *C bg_shock_volume_musicnopause "0.5" * * * * * *?
* * * *C bg_shock_volume_nonshock "0.5" * * * * * * * *?
* * * *C bg_shock_volume_physics "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_player1 "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_player2 "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_reload "0.5" * * * * * * * * *Reload volume
* * * *C bg_shock_volume_reload2d "0.5" * * * * * * * *?Other (teamate/enemy) reload volume?
* * * *C bg_shock_volume_shellshock "0.5" * * * * * * *?
* * * *C bg_shock_volume_vehicle "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_vehiclelimited "0.5" * * * * *?
* * * *C bg_shock_volume_voice "0.5" * * * * * * * * * Random speak volume
* * * *C bg_shock_volume_weapon "0.5" * * * * * * * * *Weapon volume (shooting or switching?)
* * * *C bg_shock_volume_weapon2d "0.5" * * * * * * * *Weapon volume (shooting or switching?)
* * * *C bg_softLandingMaxDamage "0.1" * * * * * * * * Damage taken from 'soft landing'
* * * *C bg_softLandingMaxHeight "300" * * * * * * * * 'Soft landing' max height
* * * *C bg_softLandingMinHeight "128" * * * * * * * * 'Soft landing' min. height
* * * *C bg_swingSpeed "0.2" * * * * * * * * * * * * * ?
* * * * *bg_viewBobAmplitudeBase "0.16" * * * * * * * *?Base levels (sound/music)?
* * * *C bg_viewBobAmplitudeDucked "0.0075 0.0075" * * ?
* * * *C bg_viewBobAmplitudeDuckedAds "0.0075 0.0075" *?
* * * *C bg_viewBobAmplitudeProne "0.02 0.005" * * * * ?
* * * *C bg_viewBobAmplitudeRoll "1.5" * * * * * * * * ?
* * * *C bg_viewBobAmplitudeSprinting "0.02 0.014" * * ?
* * * *C bg_viewBobAmplitudeStanding "0.007 0.007" * * ?
* * * *C bg_viewBobAmplitudeStandingAds "0.007 0.007" *?
* * * *C bg_viewBobLag "0.25" * * * * * * * * * * * * *?
* * * *C bg_viewBobMax "8" * * * * * * * * * * * * * * ?Who the heck is 'Bob'?
* * * *C bg_viewKickMax "90" * * * * * * * * * * * * * ?
* * * *C bg_viewKickMin "5" * * * * * * * * * * * * * *?
* * * *C bg_viewKickRandom "0.4" * * * * * * * * * * * ?
* * * *C bg_viewKickScale "0.2" * * * * * * * * * * * *?
* * * * *bg_weaponBobAmplitudeBase "0.16" * * * * * * *?Weapon sound (standing still)?
* * * *C bg_weaponBobAmplitudeDucked "0.045 0.025" * * ?Weapon sound (crouching)?
* * * *C bg_weaponBobAmplitudeProne "0.02 0.005" * * * ?Weapon sound (prone)?
* * * *C bg_weaponBobAmplitudeRoll "1.5" * * * * * * * ?Weapon sound (roll??)?
* * * *C bg_weaponBobAmplitudeSprinting "0.02 0.014" * ?Weapon sound (sprinting)?
* * * *C bg_weaponBobAmplitudeStanding "0.055 0.025" * ?Weapon sound (walking)?
* * * *C bg_weaponBobLag "0.25" * * * * * * * * * * * *?
* * * *C bg_weaponBobMax "8" * * * * * * * * * * * * * ?
* * * *C bullet_penetration_enabled "1" * * * * * * * *Bullet penetration On/Off
* * * *C bullet_penetrationMinFxDist "30" * * * * * * *Penetration min. dist This is the distance that you need to be in order to Shoot through an object. (note: you still cant shoot through everything)
* * * *C bullet_ricochetBaseChance "0.5" * * * * * * * Chance of ricochet
* * * *C camera_thirdPerson "0" * * * * * * * * * * * *Third person On/Off
* * * *C camera_thirdPersonAdsTransScale "2" * * * * * ?
* * * *C camera_thirdPersonCrosshairOffset "0.35" * * *?Crosshair offset (3rd Person)?
* * * *C camera_thirdPersonFovScale "0.9" * * * * * * *Third person field of view
* * * *C camera_thirdPersonOffset "-120 0 14" * * * * *?
* * * *C camera_thirdPersonOffsetAds "-60 -20 4" * * * ?
* * * *C camera_thirdPersonOffsetTurretAds "-80 0 14" *?
* * * *C cameraShakeRemoteHelo_Angles "0.221 0.15 2" * ?
* * * *C cameraShakeRemoteHelo_Freqs "31 90 0.5" * * * ?
* * * *C cameraShakeRemoteHelo_SpeedRange "2000 5000" *?
* * * *C cameraShakeRemoteMissile_Angles "0.05 0.7 0.07" * *?
* * * *C cameraShakeRemoteMissile_Freqs "42 0.7 100" * ?
* * * *C cameraShakeRemoteMissile_SpeedRange "1000 4000" * *?
* * * *C cg_airstrikeKillCamCloseXYDist "24" * * * *?Dist. away during killcam (airstrike)(x,y)?
* * * *C cg_airstrikeKillCamCloseZDist "24" * * * * ?Dist. away during killcam (airstrike)(z)?
* * * *C cg_airstrikeKillCamFarBlur "2" * * * * * * ?Bur items during killcam (airstrike)?
* * * *C cg_airstrikeKillCamFarBlurDist "300" * * * ?Dist. away of items to blur (airstrike)?
* * * *C cg_airstrikeKillCamFarBlurStart "100" * * * * ?
* * * *C cg_airstrikeKillCamFov "50" * * * * * * * * * ?Airstrike killcam field of view?
* * * *C cg_airstrikeKillCamNearBlur "4" * * * * * * * ?
* * * *C cg_airstrikeKillCamNearBlurEnd "100" * * * * *?
* * * *C cg_airstrikeKillCamNearBlurStart "0" * * * * *?
* * *A * cg_blood "1" * * * * * * * * * * * * * * * * *Blood On/Off
* * *A * cg_brass "1" * * * * * * * * * * * * * * * * *Ejected bullet casings On/Off
* * * *C cg_centertime "5" * * * * * * * * * * * * * * ?
* * *A * cg_chatHeight "4" * * * * * * * * * * * * * * ?
* * *A * cg_chatTime "12000" * * * * * * * * * * * * * ?
* * * *C cg_chatWithOtherTeams "0" * * * * * * * * * * Chat with other teams On/Off
* * *A * cg_connectionIconSize "0" * * * * * * * * * * ?
* * * *C cg_constantSizeHeadIcons "0" * * * * * * * * *?
* * * *C cg_crosshairAlpha "1" * * * * * * * * * * * * This will make your crosshair appear and disappear. Use this to Turn off Crosshair.
* * * *C cg_crosshairAlphaMin "0.5" * * * * * * * * * *This is the amount that the crosshair appears on the screen. The transparency
* * * *C cg_crosshairDynamic "0" * * * * * * * * * * * This will keep the crosshair the same size regardless of what you are doing.
* * * *C cg_crosshairEnemyColor "1" * * * * * * * * * *Crosshairs turn red on enemy On/Of
* * * *C cg_crosshairVerticalOffset "0" * * * * * * * *Crosshair position (up/down)
* * * *C cg_cullBulletAngle "50" * * * * * * * * * * * ?Max bullet angle while hip firing?
* * * *C cg_cullBullets "1" * * * * * * * * * * * * * *?Bullets On/Off?
* * *A * cg_cursorHints "4" * * * * * * * * * * * * * *?
* * * *C cg_deadChatWithDead "0" * * * * * * * * * * * Talk with dead while your dead
* * * *C cg_deadChatWithTeam "0" * * * * * * * * * * * Talk with team(living) while you're dead?
* * * *C cg_deadHearAllLiving "0" * * * * * * * * * * *Dead hear(living)
* * * *C cg_deadHearTeamLiving "0" * * * * * * * * * * Dead hear team(living)
* * * *C cg_debug_overlay_viewport "0" * * * * * * * * ?
* * * *C cg_debugevents "-1" * * * * * * * * * * * * * ?
* * * *C cg_debugInfoCornerOffset "0 -30" * * * * * * *?
* * * *C cg_debugposition "0" * * * * * * * * * * * * *?
* * *A * cg_descriptiveText "1" * * * * * * * * * * * *?
* * * *C cg_dobjdump "-1" * * * * * * * * * * * * * * *?
* * * *C cg_draw2D "1" * * * * * * * * * * * * * * * * ?2D view/objects On/Off?
* * *A * cg_drawBreathHint "1" * * * * * * * * * * * * 'Click (RS) to hold breath' On/Off
* * * *C cg_drawCrosshair "1" * * * * * * * * * * * * *Crosshair On/Off
* * * *C cg_drawCrosshairNames "1" * * * * * * * * * * Names show when crosshair is on
* * * * *cg_drawCrosshairNamesPosX "300" * * * * * * * ?Name pos. when crosshair is on (X)?
* * * * *cg_drawCrosshairNamesPosY "180" * * * * * * * ?Name pos. when crosshair is on (Y)
* * * *C cg_drawDamageDirection "1" * * * * * * * * * *Show damage direction On/Off
* * * *C cg_drawDamageFlash "0" * * * * * * * * * * * *Show damage(flashbang) direction On/Off
* * * * *cg_drawFPS "Off" * * * * * * * * * * * * * * *(F)rames (P)er (S)econd Counter On/Off as well as Show you Who the host of the lobby is.
* * *A * cg_drawFPSLabels "1" * * * * * * * * * * * * *FPS Labels On/Off
* * * *C cg_drawFriendlyNames "1" * * * * * * * * * * *This will Show the Names of the People on your Team. on/off
* * * *C cg_drawGun "1" * * * * * * * * * * * * * * * *Show gun On/Off
* * * *C cg_drawHealth "0" * * * * * * * * * * * * * * Show health On/Off
* * *A * cg_drawMantleHint "1" * * * * * * * * * * * * ?
* * * *C cg_drawMaterial "Off" * * * * * * * * * * * * Draw 'material(?)' On/Off
* * * * *cg_drawpaused "1" * * * * * * * * * * * * * * ?
* * * * *cg_drawScriptUsage "0" * * * * * * * * * * * *?Show what scripts are being used On/Off?
* * * *C cg_drawShellshock "1" * * * * * * * * * * * * ?Show explosive damage On/Off?
* * *A * cg_drawSnapshot "0" * * * * * * * * * * * * * ?Draw snapshot (pic?)?
* * * *C cg_drawSplatter "0" * * * * * * * * * * * * * Show blood splatter (from headshot)
* * * *C cg_drawSplatterTest "0" * * * * * * * * * * * ?
* * *A * cg_drawStatsSource "0" * * * * * * * * * * * *?
* * * * *cg_drawTalk "ALL" * * * * * * * * * * * * * * This will show Who Is talking in a lobby. Speaker Icon that lights up when a Player is talking into there Headset.
* * * *C cg_drawThroughWalls "0" * * * * * * * * * * * This will show you The Names of the Targets Through Walls. (This is not the RED Square)
* * *A * cg_drawTurretCrosshair "1" * * * * * * * * * *Crosshair for turret On/Off
* * *A * cg_drawViewpos "0" * * * * * * * * * * * * * *View position (Radar?) On/Off
* * * *C cg_dumpAnims "-1" * * * * * * * * * * * * * * ?
* * * *C cg_enemyNameFadeIn "250" * * * * * * * * * * *This is the Distance that you can see the Enemies Names From. Use This with Above "cg_drawThroughWalls" For MAX EFFECT
* * * *C cg_enemyNameFadeOut "250" * * * * * * * * * * This is the Distance that the Names of the enemies will fadeout. Setting This to 999999 for Max Effect
* * * * *cg_errordecay "100" * * * * * * * * * * * * * ?
* * * *C cg_everyoneHearsEveryone "0" * * * * * * *Everyone can hear (not talk to) everyone else
* * * *C cg_explosiveKillCamBackDist "35" * * *Dist. away from explosive (in-air during killcam)
* * * *C cg_explosiveKillCamGroundBackDist "30" Dist. away from explosive (on ground in killcam)
* * * *C cg_explosiveKillCamGroundUpDist "15" * Dist. above explosive on ground during killcam
* * * *C cg_explosiveKillCamStopDecelDist "100" * * * *?
* * * *C cg_explosiveKillCamStopDist "350" * * * * * * ?
* * * *C cg_explosiveKillCamUpDist "5" * * * * * * * * ?
* * * *C cg_explosiveKillCamWallOutDist "10" * * * * * ?
* * * *C cg_explosiveKillCamWallSideDist "30" * * * * *?
* * * *C cg_flashbangNameFadeIn "1000" * * * * * * * * ?
* * * *C cg_flashbangNameFadeOut "50" * * * * * * * * *?
* * * *C cg_footsteps "1" * * * * * * * * * * * * * * *Footstep sounds On/Off
* * * *C cg_fov "65" * * * * * * * * * * * * * * * * * Field of view
* * * *C cg_fovMin "1" * * * * * * * * * * * * * * * * ?Field of view min.?
* * * *C cg_fovScale "1" * * * * * * * * * * * * * * * ?Field of view scale?
* * * *C cg_friendlyNameFadeIn "0" * * * * * * * * * * This is the Same thing as the enemy Names but With your Team mates. Distance That the names will fade in
* * * *C cg_friendlyNameFadeOut "1500" * * * * * * * * And the Distance that the Names Will fade out.
* * *A * cg_gameBoldMessageWidth "390" * * * * * * * * Message (bold) width
* * *A * cg_gameMessageWidth "455" * * * * * * * * * * Message width
* * * *C cg_gun_x "0" * * * * * * * * * * * * * * * * *Gun aim offset (X)
* * * *C cg_gun_y "0" * * * * * * * * * * * * * * * * *Gun aim offset (Y)
* * * *C cg_gun_z "0" * * * * * * * * * * * * * * * * *Gun aim offset (Z)
* * *A * cg_headIconMinScreenRadius "0.015" * * * * * *?Headshot icon size?
* * * *C cg_heliKillCamFarBlur "2" * * * * * * * * * * ?Blur during killcam (heli)?
* * * *C cg_heliKillCamFarBlurDist "300" * * * * * * * ?Dist. away of items to blur (heli)?
* * * *C cg_heliKillCamFarBlurStart "100" * * * * * * *?Min. dist. to star burring (heli)?
* * * *C cg_heliKillCamFov "15" * * * * * * * * * * * *?Field of view during killcam (heli)?
* * * *C cg_heliKillCamNearBlur "4" * * * * * * * * * *?
* * * *C cg_heliKillCamNearBlurEnd "100" * * * * * * * ?
* * * *C cg_heliKillCamNearBlurStart "0" * * * * * * * ?
* * *A * cg_hintFadeTime "100" * * * * * * * * * * * * Fade time of hints
* * *A * cg_hudChatIntermissionPosition "5 110" * * * *?
* * *A * cg_hudChatPosition "5 200" * * * * * * * * * *GT location when talking (X,Y)
* * *A * cg_hudDamageIconHeight "64" * * * * * * * * * Damage icon scale (up/down)
* * *A * cg_hudDamageIconInScope "0" * * * * * * * * * Damage icon scale while scoped
* * *A * cg_hudDamageIconOffset "128" * * * * * * * * *Damage icon offset
* * *A * cg_hudDamageIconTime "6000" * * * * * * * * * ?
* * *A * cg_hudDamageIconWidth "128" * * * * * * * * * Damage icon scale (left/right)
* * *A * cg_hudGrenadeIconEnabledFlash "0" * * * * * * ?Killed by flash icon On/Off?
* * *A * cg_hudGrenadeIconHeight "25" * * * * * * * * *Icon (^) scale (up/down)
* * *A * cg_hudGrenadeIconInScope "0" * * * * * * * * *Show icon (^) in scope On/Off
* * *A * cg_hudGrenadeIconMaxHeight "104" * * * * * * *?Grenade icon max height?
* * * *C cg_hudGrenadeIconMaxRangeFlash "500" * * * * *Max range flash (damage or throwing)
* * * *C cg_hudGrenadeIconMaxRangeFrag "250" * * * * * Max range frag (damage or throwing)
* * *A * cg_hudGrenadeIconOffset "50" * * * * * * * * *Grenade icon offset (frag?)
* * *A * cg_hudGrenadeIconWidth "25" * * * * * * * * * Icon (^) scale (left/right)
* * *A * cg_hudGrenadePointerHeight "12" * * * * * * * Grenade danger indicator arrow height
* * *A * cg_hudGrenadePointerPivot "12 27" * * * * * * Grenade danger indicator pivot location
* * * * *cg_hudGrenadePointerPulseFreq "1.7" * * * * * Grenade danger indicator pulse frequency
* * * * *cg_hudGrenadePointerPulseMax "1.85" * * * * * Pulse max number
* * * * *cg_hudGrenadePointerPulseMin "0.3" * * * * * *Pulse min. number
* * *A * cg_hudGrenadePointerWidth "25" * * * * * * * *Grenade danger indicator arrow width
* * * * *cg_hudlegacysplitscreenscale "2" * * * * * * *?
* * * * *cg_hudMapBorderWidth "2" * * * * * * * * * * *Width of the border of map (HUD)
* * * * *cg_hudMapFriendlyHeight "15" * * * * * * * * *Friendly arrow height
* * * * *cg_hudMapFriendlyWidth "15" * * * * * * * * * Friendly arrow width
* * * * *cg_hudMapPlayerHeight "20" * * * * * * * * * *Player arrow height
* * * * *cg_hudMapPlayerWidth "20" * * * * * * * * * * Player arrow width
* * * *C cg_hudMapRadarLineThickness "0.15" * * * * * *Thickness of UAV line
* * * * *cg_hudObjectiveTextScale "0.3" * * * * * * * *Thickness of objective text
* * *A * cg_hudProneY "-160" * * * * * * * * * * * * * ?
* * *A * cg_hudSayPosition "5 175" * * * * * * * * * * Location of Stance Indicator on HUD
* * * * *cg_hudsplitscreencompassscale "1.5" * * * * * Scale of compass in splitscreen
* * * * *cg_hudsplitscreenstancescale "2" * * * * * * *Scale of Stance-Indicator in splitscreen
* * * * *cg_hudStanceFlash "1 1 1 1" * * * * * * * * * ?
* * *A * cg_hudStanceHintPrints "0" * * * * * * * * * *?
* * *A * cg_hudVotePosition "5 220" * * * * * * * * * *?
* * *A * cg_invalidCmdHintBlinkInterval "600" * * * * *'Invalid Command' pulse frequency
* * *A * cg_invalidCmdHintDuration "1800" * * * * * * *'Invalid Command' display time
* * * *C cg_javelinKillCamCloseZDist "128" * * * * * * Javelin killcam dist. (Z)
* * * *C cg_javelinKillCamDownDist "150" * * * * * * * Javelin killcam dist. (down)
* * * *C cg_javelinKillCamFov "60" * * * * * * * * * * Javelin killcam field of view
* * * *C cg_javelinKillCamLookLerpDist "3000" * * * * *?
* * * *C cg_javelinKillCamPassDist "50" * * * * * * * *?
* * * *C cg_javelinKillCamPassTime "5" * * * * * * * * ?
* * * *C cg_javelinKillCamUpDist "200" * * * * * * * * Javelin killcam dist. (up)
* * * *C cg_killCamDefaultLerpTime "300" * * * * * * * ?
* * * *C cg_killCamTurretLerpTime "900" * * * * * * * *?
* * *A * cg_laserlight "1" * * * * * * * * * * * * * * Laser On/Off
* * * *C cg_levelReverbDryLevel "0.9" * * * * * * * * *?
* * * *C cg_levelReverbEnabled "1" * * * * * * * * * * ?
* * * *C cg_levelReverbRoomType "city" * * * * * * * * ?
* * * *C cg_levelReverbWetLevel "0.15" * * * * * * * * ?
* * *A * cg_mapLocationselectionCursorSpeed "0.6" * * *?
* * *A * cg_marks_ents_player_only "0" * * * * * * * * ?
* * * *C cg_minCullBulletDist "128" * * * * * * * * * *?min. 'Longshot' dist.?
* * * * *cg_nopredict "0" * * * * * * * * * * * * * * *This Seems to Turn off A "lag" predict on the game Engine. This will make your controls lag with anything over 50 or so ping.
* * * *C cg_overheadIconSize "0.7" * * * * * * * * * * This is the Size of the Icon that you get from prestige that hovers over all the targets and Team mates. Setting too big is no good ;)
* * * *C cg_overheadNamesFarDist "1024" * * * * * * * Overhead name dist. to trigger 'far scale'
* * * *C cg_overheadNamesFarScale "0.75" * * * * * * * Overhead name scale far away
* * * *C cg_overheadNamesFont "2" * * * * * * * * * * *Overhead name font
* * * *C cg_overheadNamesGlow "0 0 0 1" * * * * * * * *Overhead name glow scale
* * * *C cg_overheadNamesMaxDist "10000" * * * * * * * Max dist. to show overhead names
* * * *C cg_overheadNamesNearDist "256" * * * * * * *Overhead name dist. to trigger 'near scale'
* * * *C cg_overheadNamesSize "0.5" * * * * * * * * * *Overhead name size
* * * *C cg_overheadRankSize "0.5" * * * * * * * * * * Overhead Rank size
* * * *C cg_overheadTitlesFont "2" * * * * * * * * * * Title font
* * * *C cg_overheadTitleSize "0.5" * * * * * * * * * *Title size
* U *A * cg_predictItems "1" * * * * * * * * * * * * * ?___________ On/Off
* * * * *cg_predictItemsDuration "5" * * * * * * * * * ?
* * * *C cg_remoteMissileKillCamBackDist "300" * * * * Predator killcam dist. (behind)
* * * *C cg_remoteMissileKillCamUpDist "60" * * * * * *Predator killcam dist. (up)
* * * *C cg_rocketKillCamBackDist "70" * * * * * * * * Rocket killcam dist. (behind)
* * * *C cg_rocketKillCamUpDist "10" * * * * * * * * * Rocket killcam dist. (up)
* * * * *cg_scoreboardBannerHeight "35" * * * * * * * *Scoreboard banner height
* * * * *cg_scoreboardFont "0" * * * * * * * * * * * * Scoreboard font
* * * * *cg_scoreboardHeaderFontScale "0.35" * * * * * Scoreboard header text size
* * * * *cg_scoreboardHeight "435" * * * * * * * * * * Overall scoreboard height
* * * * *cg_scoreboardItemHeight "18" * * * * * * * * *Scoreboard item(player?) height
* * * * *cg_scoreboardMyColor "1 0.8 0.4 1" * * * * * *Scoreboard player color
* * * * *cg_scoreboardPingGraph "1" * * * * * * * * * *Scoreboard ping 'bars' On/Off
* * * * *cg_scoreboardPingHeight "0.7" * * * * * * * * Scoreboard ping 'bars' height
* * * * *cg_scoreboardPingText "0" * * * * * * * * * * Scoreboard ping 'bars' text On/Off
* * * * *cg_scoreboardPingWidth "0.036" * * * * * * * *Scoreboard ping 'bars' width
* * * * *cg_scoreboardRankFontScale "0.25" * * * * * * Scoreboard rank text size
* * * * *cg_scoreboardScrollStep "3" * * * * * * * * * ?
* * * * *cg_scoreboardTextOffset "0.5" * * * * * * * * Scoreboard text offset
* * * * *cg_scoreboardWidth "500" * * * * * * * * * * *Scoreboard width
* * *A * cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961" ?Empty color?
* * *A * cg_ScoresPing_HighColor "0.8 0 0 1" * * * * * 4 Bar color
* * *A * cg_ScoresPing_Interval "100" * * * * * * * * *?
* * *A * cg_ScoresPing_LowColor "0 0.74902 0 1" * * * *1 Bar color
* * *A * cg_ScoresPing_MaxBars "4" * * * * * * * * * * Max amount of bars
* * *A * cg_ScoresPing_MedColor "0.8 0.8 0 1" * * * * *2&3 bar colors
* * *A * cg_scriptIconSize "0" * * * * * * * * * * * * ?
* * * * *cg_showmiss "0" * * * * * * * * * * * * * * * ?
* * *A * cg_splatterHitAlpha "1" * * * * * * * * * * * Blood splatter (from damage) On/Off
* * *A * cg_splatterHitFadeInTime "0.05" * * * * * * * Blood splatter fade-in time
* * *A * cg_splatterHitFadeOutTime "0.1" * * * * * * * Blood splatter Fade-out time
* * *A * cg_splatterHitFullInTime "0" * * * * * * * * *?
* * *A * cg_splatterHitInnerAngle "15" * * * * * * * * Blood splatter inner angle
* * *A * cg_splatterHitInnerRadius "0" * * * * * * * * Blood splatter inner radius
* * * *C cg_splatterHitOntoScreen "0" * * * * * * * * *?
* * *A * cg_splatterHitOuterAngle "30" * * * * * * * * Blood splatter outer angle
* * *A * cg_splatterHitOuterRadius "0.6" * * * * * * * Blood splatter outer radius
* * *A * cg_splatterTrackAlpha "1" * * * * * * * * * * Blood splatter direction arrow On/Off
* * *A * cg_splatterTrackFadeInTime "0" * * * * * * * *?
* * *A * cg_splatterTrackFadeOutTime "0.5" * * * * * * ?
* * *A * cg_splatterTrackFullInTime "0.3" * * * * * * *?
* * * *C cg_splatterTrackIndependent "1" * * * * * * * ?
* * *A * cg_splatterTrackInnerAngle "5" * * * * * * * *?
* * *A * cg_splatterTrackInnerRadius "0.4" * * * * * * ?
* * * *C cg_splatterTrackOntoScreen "0" * * * * * * * *?
* * *A * cg_splatterTrackOuterAngle "20" * * * * * * * ?
* * *A * cg_splatterTrackOuterRadius "0.6" * * * * * * ?
* * *A * cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" Sprint meter(?) color while off
* * *A * cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" * *Sprint meter(?) color while empty
* * *A * cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" * * Sprint meter(?) color while full
* * *A * cg_subtitleMinTime "3" * * * * * * * * * * * *?
* * *A * cg_subtitleWidthStandard "520" * * * * * * * *?
* * *A * cg_subtitleWidthWidescreen "520" * * * * * * *?
* * *A * cg_teamChatsOnly "0" * * * * * * * * * * * * *Disable Party Chat in gametype On/Off
* * * *C cg_thirdPerson "0" * * * * * * * * * * * * * *Third person On/Off
* * * *C cg_thirdPersonAngle "0" * * * * * * * * * * * Third person angle
* * * *C cg_thirdPersonMode "Fixed" * * * * * * * * * *Third person mode ONLY
* * * *C cg_thirdPersonRange "120" * * * * * * * * * * Third person range (gun or vision)
* * * *C cg_turretKillCamBackDist "10" * * * * * * * * Turret killcam dist. (behind)
* * * *C cg_turretKillCamFov "50" * * * * * * * * * * *Turret killcam field of view
* * * *C cg_turretKillCamUpDist "10" * * * * * * * * * Turret killcam dist. (up)
* * * *C cg_viewVehicleInfluence "1" * * * * * * * * * ?
* * *A * cg_viewZSmoothingMax "16" * * * * * * * * * * ?
* * *A * cg_viewZSmoothingMin "1" * * * * * * * * * * *?
* * *A * cg_viewZSmoothingTime "0.1" * * * * * * * * * ?
* * *A * cg_voiceIconSize "0" * * * * * * * * * * * * *Mic. icon size
* * * *C cg_watersheeting "1" * * * * * * * * * * * * *Watersheeting On/Off
* * *A * cg_waterSheeting_brightness "0" * * * * * * * Watersheeting brightness
* * *A * cg_waterSheeting_contrast "1" * * * * * * * * Watersheeting contrast
* * *A * cg_waterSheeting_darkTint "1 1 1" * * * * * * Watersheeting tint(dark)
* * *A * cg_waterSheeting_desaturation "0" * * * * * * Watersheeting desaturation
* * *A * cg_waterSheeting_distortionScaleFactor "0.021961 1 0 0" *Watersheeting distortion scale
* * *A * cg_waterSheeting_enable "0" * * * * * * * * * Watersheeting On/Off
* * *A * cg_waterSheeting_fadeDuration "2" * * * * * * Watersheeting fade time
* * *A * cg_waterSheeting_lightTint "0.780261 1 1" * * Watersheeting tint(light)
* * *A * cg_waterSheeting_magnitude "0.0655388" * * * *Watersheeting magnitude
* * *A * cg_waterSheeting_radius "4.44051" * * * * * * Watersheeting radius
* * * * *cg_weapHitCullAngle "45" * * * * * * * * * * *?
* * * * *cg_weapHitCullEnable "1" * * * * * * * * * * *?
* * *A * cg_weaponCycleDelay "0" * * * * * * * * * * * Delay switching weapons
* * * * *cg_weaponHintsCoD1Style "1" * * * * * * * * * CoD1 style hints On/Off
* * * *C cg_weaponVisInterval "4" * * * * * * * * * * *?
* * *A * cg_youInKillCamSize "6" * * * * * * * * * * * ?
* * * * *cl_analog_attack_threshold "0.8" * * * * * * *?
* * * * *cl_anglespeedkey "1.5" * * * * * * * * * * * *?
* * * * *cl_bypassMouseInput "0" * * * * * * * * * * * ?
* * * * *cl_connectionAttempts "15" * * * * * * * * * *Attemps to connect to game
* * * * *cl_connectTimeout "120" * * * * * * * * * * * Connection timeout
* * * * *cl_demoBackJump "20000" * * * * * * * * * * * Backwards fly dist. from explosive
* * * * *cl_demoFastTimescaleSpeed "3" * * * * * * * * Speed of game
* * * * *cl_demoForwardJump "4000" * * * * * * * * * * Forwards fly dist. from explosive
* * * * *cl_demoSlowTimescaleSpeed "0.4" * * * * * * * Explosive slow-mo speed
* * * * *cl_dirSelConvergenceTime "0.1" * * * * * * * *?
* * *A * cl_freelook "1" * * * * * * * * * * * * * * * Spectator On/Off (Part of UFO mode)
* * * * *cl_freezeDemo "0" * * * * * * * * * * * * * * ?
* * * * *cl_hudDrawsBehindUI "1" * * * * * * * * * * * ?
* *R * * cl_ingame "0" * * * * * * * * * * * * * * * * ?
* * *A * cl_maxpackets "30" * * * * * * * * * * * * * *Max number of packets
* * *A * cl_maxPing "800" * * * * * * * * * * * * * * *Max ping
* * * * *cl_migrationTimeout "40" * * * * * * * * * * *Max 'Host Migration' time-out
* *R * * cl_motdString "" * * * * * * * * * * * * * * *?
* * *A * cl_mouseAccel "0" * * * * * * * * * * * * * * ?
* * * * *cl_nodelta "0" * * * * * * * * * * * * * * * *?
* * * * *cl_noprint "0" * * * * * * * * * * * * * * * *?
* * *A * cl_packetdup "1" * * * * * * * * * * * * * * *?
* *R * * cl_paused "0" * * * * * * * * * * * * * * * * ?
* * *A * cl_pitchspeed "140" * * * * * * * * * * * * * ?
* * * * *cl_serverStatusResendTime "750" * * * * * * * ?
* * * * *cl_showmouserate "0" * * * * * * * * * * * * *?
* * * * *cl_shownet "0" * * * * * * * * * * * * * * * *?Show network On/Off?
* * * * *cl_shownuments "0" * * * * * * * * * * * * * *?
* * * * *cl_showSend "0" * * * * * * * * * * * * * * * ?
* * * * *cl_showServerCommands "0" * * * * * * * * * * ?
* * * * *cl_showTimeDelta "0" * * * * * * * * * * * * *?
* * * * *cl_stanceHoldTime "300" * * * * * * * * * * * ?Ho long you hold (B) to go prone?
* * * * *cl_timeout "20" * * * * * * * * * * * * * * * ?
* U *A * cl_voice "1" * * * * * * * * * * * * * * * * *Allow/Show voice On/Off
* * *A * cl_yawspeed "140" * * * * * * * * * * * * * * ?
* * * *C clientSideEffects "1" * * * * * * * * * * * * ?Allow infections?
* * * * *com_animCheck "0" * * * * * * * * * * * * * * ?
* * * * *com_cinematicEndInWhite "0" * * * * * * * * * ?Cinematic ending (fade to white)?
* *R * * com_errorResolveCommand "" * * * * * * * * * *?
* * * * *com_filter_output "0" * * * * * * * * * * * * ?
* * *A * com_maxfps "85" * * * * * * * * * * * * * * * Max frames per second
* * * * *com_maxFrameTime "100" * * * * * * * * * * * *?
* * *A * com_recommendedSet "1" * * * * * * * * * * * *?
* * * * *com_statmon "0" * * * * * * * * * * * * * * * ?
* *R * C com_timescale "1" * * * * * * * * * * * * * * Game time speed
* * * * *compass "1" * * * * * * * * * * * * * * * * * Compass On/Off
* * * *C compassClampIcons "1" * * * * * * * * * * * * ?Compass icons (N,S,E,W)?
* * * * *compassCoords "740 3590 400" * * * * * * * * *?
* * * * *compassECoordCutoff "37" * * * * * * * * * * *?
* * * *C compassEnemyFootstepEnabled "0" * * * * * * * Part of STICKY UAV (On/Off)
* * * *C compassEnemyFootstepMaxRange "500" * * * * * *Part of STICKY UAV (Max range)
* * * *C compassEnemyFootstepMaxZ "100" * * * * * * * *Part of STICKY UAV
* * * *C compassEnemyFootstepMinSpeed "140" * * * * * *Part of STICKY UAV (Min. speed)
* * * *C compassFastRadarUpdateTime "2" * * * * * * * *Radar update time
* * * * *compassFriendlyHeight "16" * * * * * * * * * *Friendly arrow hieght
* * * * *compassFriendlyWidth "16" * * * * * * * * * * Friendly width
* * * *C compassHellfireTargetSpot "0" * * * * * * * * ?
* * * *C compassHideSansObjectivePointer "0" * * * * * ?
* * * *C compassHideVehicles "0" * * * * * * * * * * * Show vehicles On/Off
* * * *C compassMaxRange "2500" * * * * * * * * * * * *Compass max range
* * * * *compassMinRadius "0.0001" * * * * * * * * * * Compass min. radius
* * * * *compassMinRange "0.0001" * * * * * * * * * * *Compass min. range
* * * * *compassObjectiveArrowHeight "20" * * * * * * *Objective arrow height
* * * * *compassObjectiveArrowOffset "2" * * * * * * * Objective arrow offset
* * * * *compassObjectiveArrowRotateDist "5" * * * * * Objective arrow dist.
* * * * *compassObjectiveArrowWidth "20" * * * * * * * Objective arrow width
* * * * *compassObjectiveDetailDist "10" * * * * * * * Objective detail dist.
* * * * *compassObjectiveDrawLines "1" * * * * * * * * ?
* * * * *compassObjectiveHeight "20" * * * * * * * * * Objective height
* * * * *compassObjectiveIconHeight "16" * * * * * * * Objective icon height
* * * * *compassObjectiveIconWidth "16" * * * * * * * *Objective icon width
* * * * *compassObjectiveMaxHeight "70" * * * * * * * *Objective max height
* * * * *compassObjectiveMaxRange "2048" * * * * * * * Objective max range
* * * * *compassObjectiveMinAlpha "1" * * * * * * * * *?
* * * * *compassObjectiveMinDistRange "1" * * * * * * *?
* * * * *compassObjectiveMinHeight "-70" * * * * * * * Objective min. height
* * * * *compassObjectiveNearbyDist "4" * * * * * * * *Objective nearby dist.
* * * * *compassObjectiveNumRings "10" * * * * * * * * ?
* * * * *compassObjectiveRingSize "80" * * * * * * * * ?
* * * * *compassObjectiveRingTime "10000" * * * * * * *?
* * * * *compassObjectiveTextHeight "18" * * * * * * * Objective text height
* * * * *compassObjectiveTextScale "0.3" * * * * * * * Objective text scale
* * * * *compassObjectiveWidth "20" * * * * * * * * * *Objective width
* * * * *compassPlayerHeight "18.75" * * * * * * * * * ?
* * * * *compassPlayerWidth "18.75" * * * * * * * * * *?
* * * *C compassRadarLineThickness "0.4" * * * * * * * ?
* * * *C compassRadarPingFadeTime "4" * * * * * * * * *?
* * * *C compassRadarUpdateTime "4" * * * * * * * * * *?
* * * * *compassRotation "1" * * * * * * * * * * * * * Compass rotation On/Off
* * *A * compassSize "1" * * * * * * * * * * * * * * * Compass size
* * * *C compassSoundPingFadeTime "2" * * * * * * * * *?
* * * *C compassTickertapeStretch "0.5" * * * * * * * *?
* * * * *con_default_console_filter "*" * * * * * * * *?
* * *A * con_errormessagetime "8" * * * * * * * * * * *?
* * *A * con_gameMsgWindow0FadeInTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow0FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow0Filter "gamenotify obituary"?
* * *A * con_gameMsgWindow0LineCount "4" * * * * * * * ?
* * *A * con_gameMsgWindow0MsgTime "5" * * * * * * * * ?
* * *A * con_gameMsgWindow0ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow0SplitscreenScale "1.5" * * *?
* * *A * con_gameMsgWindow1FadeInTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow1FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow1Filter "boldgame" * * * * * ?
* * *A * con_gameMsgWindow1LineCount "1" * * * * * * * ?
* * *A * con_gameMsgWindow1MsgTime "3" * * * * * * * * ?
* * *A * con_gameMsgWindow1ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow1SplitscreenScale "1.5" * * *?
* * *A * con_gameMsgWindow2FadeInTime "0.75" * * * * * ?
* * *A * con_gameMsgWindow2FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow2Filter "subtitle" * * * * * ?
* * *A * con_gameMsgWindow2LineCount "7" * * * * * * * ?
* * *A * con_gameMsgWindow2MsgTime "5" * * * * * * * * ?
* * *A * con_gameMsgWindow2ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow2SplitscreenScale "1.5" * * *?
* * *A * con_gameMsgWindow3FadeInTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow3FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow3Filter "" * * * * * * * * * ?
* * *A * con_gameMsgWindow3LineCount "5" * * * * * * * ?
* * *A * con_gameMsgWindow3MsgTime "5" * * * * * * * * ?
* * *A * con_gameMsgWindow3ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow3SplitscreenScale "1.5" * * *?
* * *A * con_inputBoxColor "0.25 0.25 0.2 1" * * * * * ?
* * *A * con_inputHintBoxColor "0.4 0.4 0.35 1" * * * *?
* * *A * con_matchPrefixOnly "1" * * * * * * * * * * * ?
* * *A * con_minicon "0" * * * * * * * * * * * * * * * This will Enable the Mini Console on the Screen. Showing you Errors and so on that the Game is doing.
* * *A * con_miniconlines "5" * * * * * * * * * * * * *This is the amount of lines that will be shown when you enable the Mini console. Above.
* * *A * con_minicontime "4" * * * * * * * * * * * * * This is the amount of time that the error or messages from the Console stay on the screen.
* * *A * con_outputBarColor "1 1 0.95 0.6" * * * * * * ?
* * *A * con_outputSliderColor "0.15 0.15 0.1 0.6" * * ?
* * *A * con_outputWindowColor "0.35 0.35 0.3 0.75" * *?
* * * * *con_typewriterColorBase "1 1 1" * * * * * * * ?
* * *A * con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" * * *Text color for checkpoint
* * *A * con_typewriterColorGlowCompleted "0 0.3 0.8 1" * * * * Text color for completion
* * *A * con_typewriterColorGlowFailed "0.8 0 0 1" * * * * * * *Text color for failure
* * *A * con_typewriterColorGlowUpdated "0 0.6 0.18 1" * * * * *Text color for update
* * *A * con_typewriterDecayDuration "700" * * * * * * Typewriter text fade-out time
* * *A * con_typewriterDecayStartTime "6000" * * * * * This is the amount of time before The message starts To Fade out.
* * *A * con_typewriterPrintSpeed "50" * * * * * * * * Typewriter write speed. This is the speed at which the message that is Displayed as a type writer is written across the screen.
* * * * *cpu_speed_12players "3" * * * * * * * * * * * ?
* * * * *cpu_speed_18players "6" * * * * * * * * * * * ?
* * * * *cpu_speed_8players "2.7" * * * * * * * * * * *?
* * * * *developer "0" * * * * * * * * * * * * * * * * Don't know what this is at the moment but seems to Remove Everything from off the screen..
* * * * *developer_script "0" * * * * * * * * * * * * *See above.. more of the same..
* * * * *didyouknow "@PLATFORM_DYK_IW4_MSG17" * * * * *?
* * * * *drawEntityCount "0" * * * * * * * * * * * * * ?
* * * * *drawEntityCountPos "-55 -180" * * * * * * * * ?
* * * * *drawEntityCountSize "32" * * * * * * * * * * *?
* * * * *drawKillcamData "0" * * * * * * * * * * * * * Killcam data On/Off
* * * * *drawKillcamDataPos "-55 -340" * * * * * * * * Killcam data pos.
* * * * *drawKillcamDataSize "32" * * * * * * * * * * *Killcam data size
* * *A * drawLagometer "0" * * * * * * * * * * * * * * Show 'Lagometer' On/Off
* * * * *drawServerBandwidth "0" * * * * * * * * * * * Show server bandwidth
* * * * *drawServerBandwidthPos "-55 -340" * * * * * * Server bandwidth pos.
* * *A * dynEnt_active "1" * * * * * * * * * * * * * * ?
* * * *C dynEnt_bulletForce "1000" * * * * * * * * * * ?
* * * *C dynEnt_damageScale "1" * * * * * * * * * * * *Damage scale (damageXthe value)
* * * *C dynEnt_explodeForce "12500" * * * * * * * * * ?
* * * *C dynEnt_explodeMaxEnts "20" * * * * * * * * * *?
* * * *C dynEnt_explodeMinForce "40" * * * * * * * * * ?
* * * *C dynEnt_explodeSpinScale "3" * * * * * * * * * ?
* * * *C dynEnt_explodeUpbias "0.5" * * * * * * * * * *?
* * * *C dynEnt_explodingBulletForce "3500" * * * * * *?
* * * *C dynEnt_explodingBulletMaxEnts "5" * * * * * * ?
* * * *C dynEnt_explodingBulletMinForce "5" * * * * * *?
* * * *C dynEnt_explodingBulletSpinScale "1" * * * * * ?
* * * *C dynEnt_explodingBulletUpbias "0.5" * * * * * *?
* * * *C fixedtime "0" * * * * * * * * * * * * * * * * This Will enable a fixed Time on the Server. Meaning it will never move from that time. (pretty much like setting unlimited time in options.)
* * * *C FoFIconMaxSize "640" * * * * * * * * * * * * *?
* * * *C FoFIconMinSize "30" * * * * * * * * * * * * * ?
* * * *C FoFIconScale "1.3" * * * * * * * * * * * * * *?
* * * *C FoFIconSpawnTimeDelay "1" * * * * * * * * * * Spawn delay On/Off
* * * *C FoFIconSpawnTimeFade "5" * * * * * * * * * * *Spawn time fade out
* * * *C friction "5.5" * * * * * * * * * * * * * * * *Friction
* * I * *fs_basegame "" * * * * * * * * * * * * * * * *?
* * I * *fs_basepath "G:\codmw2" * * * * * * * * * * * ?
* * I * *fs_cdpath "" * * * * * * * * * * * * * * * * *?
* * I * *fs_copyfiles "0" * * * * * * * * * * * * * * *?
* * * * *fs_debug "0" * * * * * * * * * * * * * * * * *Debug On/Off
*S *I * *fs_game "" * * * * * * * * * * * * * * * * * *?
* * I * *fs_homepath "G:\codmw2" * * * * * * * * * * * ?
* * * LC fs_ignoreLocalized "0" * * * * * * * * * * * *?
* * * *C fx_count "0" * * * * * * * * * * * * * * * * *?
* * * * *fx_cull_elem_draw "1" * * * * * * * * * * * * ?
* * * * *fx_cull_elem_spawn "1" * * * * * * * * * * * *?
* * * *C fx_debugBolt "0" * * * * * * * * * * * * * * *?
* * * *C fx_draw "1" * * * * * * * * * * * * * * * * * ?
* * * *C fx_drawClouds "1" * * * * * * * * * * * * * * Clouds On/Off
* * * *C fx_enable "1" * * * * * * * * * * * * * * * * Effects On/Off
* * * *C fx_freeze "0" * * * * * * * * * * * * * * * * ?Freeze all effects?
* * * *C fx_mark_profile "0" * * * * * * * * * * * * * ?
* * *A * fx_marks "1" * * * * * * * * * * * * * * * * *?
* * *A * fx_marks_ents "1" * * * * * * * * * * * * * * ?
* * *A * fx_marks_smodels "1" * * * * * * * * * * * * *?
* * * *C fx_profile "0" * * * * * * * * * * * * * * * *?
* * * *C fx_profileFilter "" * * * * * * * * * * * * * ?
* * * *C fx_profileSkip "0" * * * * * * * * * * * * * *?
* * * *C fx_profileSort "cost" * * * * * * * * * * * * ?
* * * *C fx_visMinTraceDist "80" * * * * * * * * * * * ?
* * *A * g_allowvote "1" * * * * * * * * * * * * * * * Allow 'Vote to Skip' On/Off
*S * *L *g_gametype "war" * * * * * * * * * * * * * * *?
* * * * *g_gravity "800" * * * * * * * * * * * * * * * This is the over all games gravity. meaning When you jump you float.
*S * * * g_hardcore "0" * * * * * * * * * * * * * * * *Hardcore mode On/Off
* * * * *g_logsync "2" * * * * * * * * * * * * * * * * ?
* * * * *g_synchronousClients "0" * * * * * * * * * * *Synchronize players
* *R * * gameMode "mp" * * * * * * * * * * * * * * * * ?
* * *A * glass_angular_vel "5 35" * * * * * * * * * * *?
* * * *C glass_break "1" * * * * * * * * * * * * * * * Glass breaking On/Off
* * *A * glass_debug "0" * * * * * * * * * * * * * * * ?
* * *A * glass_edge_angle "5 10" * * * * * * * * * * * Glass edge angle
* * *A * glass_fall_delay "0.2 0.9" * * * * * * * * * *Glass delay to fall
* * *A * glass_fall_gravity "800" * * * * * * * * * * *Glass gravity
* * *A * glass_fall_ratio "1.5 3" * * * * * * * * * * *Glass fall ratio
* * *A * glass_fringe_maxcoverage "0.2" * * * * * * * *Max area of left-over glass
* * *A * glass_fringe_maxsize "150" * * * * * * * * * *Max size of left-over glass
* * *A * glass_fx_chance "0.25" * * * * * * * * * * * *?
* * *A * glass_hinge_friction "50" * * * * * * * * * * ?
* * *A * glass_linear_vel "200 400" * * * * * * * * * *?
* * *A * glass_max_pieces_per_frame "100" * * * * * * *Glass pieces per frame
* * *A * glass_max_shatter_fx_per_frame "6" * * * * * *Max amt. of shattering per frame
* * *A * glass_physics_chance "0.15" * * * * * * * * * ?
* * *A * glass_physics_maxdist "512" * * * * * * * * * ?
* * *A * glass_shard_maxsize "300" * * * * * * * * * * Max size for a glass shard
* * *A * glass_shattered_scale "48" * * * * * * * * * *?
* * *A * glass_trace_interval "100" * * * * * * * * * *?
* * * * *heli_barrelMaxVelocity "1250" * * * * * * * * Heli bullet speed
* * * * *heli_barrelRotation "70" * * * * * * * * * * *Heli minigun rotation speed
* * * * *heli_barrelSlowdown "360" * * * * * * * * * * Heli minigun slowdown time
* *R * * hiDef "1" * * * * * * * * * * * * * * * * * * High-Def On/Off
* * * *C hud_bloodOverlayLerpRate "0.3" * * * * * * * *?
* * *A * hud_deathQuoteFadeTime "1000" * * * * * * * * ?
* * *A * hud_enable "1" * * * * * * * * * * * * * * * *Show HUD On/Off
* * *A * hud_fade_ammodisplay "0" * * * * * * * * * * *Ammo counter fade (On/Off?)
* * * *C hud_fade_compass "0" * * * * * * * * * * * * *Compass fade
* * *A * hud_fade_healthbar "2" * * * * * * * * * * * *Healthbar fade
* * *A * hud_fade_offhand "0" * * * * * * * * * * * * *?
* * *A * hud_fade_sprint "1.7" * * * * * * * * * * * * ?
* * *A * hud_fade_stance "1.7" * * * * * * * * * * * * Fade stance indicator
* * *A * hud_fadeout_speed "0.1" * * * * * * * * * * * Fade-out speed
* * *A * hud_flash_period_offhand "0.5" * * * * * * * *?
* * *A * hud_flash_time_offhand "2" * * * * * * * * * *?
* * *A * hud_health_pulserate_critical "0.5" * * * * * Pulse rate (critical)
* * *A * hud_health_pulserate_injured "1" * * * * * * *Pulse rate (hurt)
* * *A * hud_health_startpulse_critical "0.33" * * * * Start pulse (critical)
* * *A * hud_health_startpulse_injured "1" * * * * * * Start pulse (hurt)
* * * *C hudElemPausedBrightness "0.4" * * * * * * * * ?
* * *AL *in_mouse "1" * * * * * * * * * * * * * * * * *?
* * *A * intro "0" * * * * * * * * * * * * * * * * * * ?Intro On/Off?
* * * * *iwnet_debug "0" * * * * * * * * * * * * * * * IWnet debug On/Off
* * * * *iwnet_maxResendTime "120" * * * * * * * * * * IWnet max resend time
* * * * *iwnet_minResendTime "4" * * * * * * * * * * * IWnet min. resend time
* * * * *iwnet_searching "1" * * * * * * * * * * * * * IWnet search On/Off
* * * * *iwnet_sessionFullHeartbeat "20000" * * * * * *?
* * * * *iwnet_sessionHeartbeat "5000" * * * * * * * * ?
* * * * *iwnet_sessions "1" * * * * * * * * * * * * * *IWnet sessions On/Off
* * * * *iwnet_xuid "504" * * * * * * * * * * * * * * *?
* * * *C jump_height "39" * * * * * * * * * * * * * * *Jump height. Settings this to 999 Will give you the Super jump Match. (This Does not carry over system link)
* * * *C jump_ladderPushVel "128" * * * * * * * * * * *?
* * * *C jump_slowdownEnable "1" * * * * * * * * * * * Toggle for Slow Down that happens when you jump over and over and over "bunny hops"
* * * *C jump_spreadAdd "64" * * * * * * * * * * * * * Add to spread while jumping
* * * *C jump_stepSize "18" * * * * * * * * * * * * * *?
* * * * *koth_autodestroytime "60" * * * * * * * * * * KOTH objective stay time
* * * * *koth_capturetime "20" * * * * * * * * * * * * KOTH capture time
* * * * *koth_delayPlayer "0" * * * * * * * * * * * * *KOTH delay spawn
* * * * *koth_destroytime "10" * * * * * * * * * * * * KOTH destroy time
* * * * *koth_extraDelay "0" * * * * * * * * * * * * * ?
* * * * *koth_kothmode "0" * * * * * * * * * * * * * * ?
* * * * *koth_proMode "0" * * * * * * * * * * * * * * *HQ Pro On/Off
* * * * *koth_spawnDelay "60" * * * * * * * * * * * * *Spawn delay time
* * * * *koth_spawntime "30" * * * * * * * * * * * * * ?
* * * *C laserDebug "0" * * * * * * * * * * * * * * * *?
* * * *C laserEndOffset "0.5" * * * * * * * * * * * * *Laser point offset
* * * *C laserFlarePct "0.2" * * * * * * * * * * * * * ?
* * * *C laserFlarePct_alt "0" * * * * * * * * * * * * ?
* * * *C laserForceOn "0" * * * * * * * * * * * * * * *Laser On/Off
* * *A * laserLight "1" * * * * * * * * * * * * * * * *?Laser light On/Off?
* * * *C laserLightBeginOffset "13" * * * * * * * * * *?
* * * *C laserLightBodyTweak "15" * * * * * * * * * * *?
* * * *C laserLightEndOffset "-3" * * * * * * * * * * *?
* * * *C laserLightRadius "3" * * * * * * * * * * * * *Laser Radius
* * * *C laserLightRadius_alt "100" * * * * * * * * * *?
* * *A * laserLightWithoutNightvision "0" * * * * * * *Laser without NV
* * * *C laserRadius "0.8" * * * * * * * * * * * * * * Laser beam radius
* * * *C laserRadius_alt "30" * * * * * * * * * * * * *?
* * * *C laserRange "1500" * * * * * * * * * * * * * * Visible range of laser
* * * *C laserRange_alt "5000" * * * * * * * * * * * * ?
* * * *C laserRangePlayer "1500" * * * * * * * * * * * ?
* * * * *loading_sre_fatal "1" * * * * * * * * * * * * ?
* * * * *lobby_animationSpeed "30" * * * * * * * * * * This is the speed that the Stars Spin when you are Searching for a match. Use this To Confirm you are infected. (Only you see it)
* * * * *lobby_animationTilesHigh "4" * * * * * * * * *SEE ABOVE
* * * * *lobby_animationTilesWide "8" * * * * * * * * *SEE ABOVE
* * * * *lobby_numAnimationFrames "30" * * * * * * * * SEE ABOVE
* * * * *lobby_partySearchWaitTime "1000" * * * * * * *SEE ABOVE
* * * * *lobby_searchingPartyColor "0.941177 0.768627 0.321569 * * ?
* * *AL *loc_forceEnglish "0" * * * * * * * * * * * * *Force all lang. (Text or local?) On/Off
* * *AL *loc_language "0" * * * * * * * * * * * * * * *Force local lang. On/Off
* * * L *loc_translate "1" * * * * * * * * * * * * * * Translate text On/Off
* * * * *loc_warnings "0" * * * * * * * * * * * * * * *?
* * * * *loc_warningsAsErrors "0" * * * * * * * * * * *Force warnings to show as errors
* * * * *loc_warningsUI "0" * * * * * * * * * * * * * *?
* * * * *logfile "1" * * * * * * * * * * * * * * * * * Logfile On/Off
* * * * *lowAmmoWarningColor1 "0.701961 0.701961 0.701961 0.8" * * * Low ammo color 1
* * * * *lowAmmoWarningColor2 "1 1 1 1" * * * * * * * * * * * * * * *Low ammo color 2
* * * * *lowAmmoWarningNoAmmoColor1 "0.8 0.25098 0.301961 0.8" * * * No ammo color 1
* * * * *lowAmmoWarningNoAmmoColor2 "1 0.25098 0.301961 1" * * * * * No ammo color 2
* * * * *lowAmmoWarningNoReloadColor1 "0.701961 0.701961 0.301961" * Low ammo(no reload) color 1
* * * * *lowAmmoWarningNoReloadColor2 "0.701961 0.701961 0.301961 1" Low ammo(no reload) color 2
* * * * *lowAmmoWarningPulseFreq "2.3" * * * * * * * * *Low ammo pulse frequency
* * * * *lowAmmoWarningPulseMax "1.5" * * * * * * * * * Low ammo pulse max frequency
* * * * *lowAmmoWarningPulseMin "0" * * * * * * * * * * Low ammo pulse min. frequency
* * * * *lsp_debug "0" * * * * * * * * * * * * * * * * *?
* * *A * m_filter "0" * * * * * * * * * * * * * * * * * ?
* * *A * m_forward "0.25" * * * * * * * * * * * * * * * ?
* * *A * m_pitch "0.022" * * * * * * * * * * * * * * * *?
* * *A * m_side "0.25" * * * * * * * * * * * * * * * * *?
* * *A * m_yaw "0.022" * * * * * * * * * * * * * * * * *?
* * * *C mantle_check_angle "60" * * * * * * * * * * * *?
* * * *C mantle_check_radius "0.1" * * * * * * * * * * *?
* * * *C mantle_check_range "20" * * * * * * * * * * * *?
* * * *C mantle_debug "0" * * * * * * * * * * * * * * * ?
* * * *C mantle_enable "1" * * * * * * * * * * * * * * *?
* * * *C mantle_max_vertical_end_velocity "0" * * * * * ?
* * * *C mantle_view_yawcap "60" * * * * * * * * * * * *?
* *R * * mapcrc "0" * * * * * * * * * * * * * * * * * * ?
*S R * * mapname "" * * * * * * * * * * * * * * * * * * ?
* * * *C masterPort "20810" * * * * * * * * * * * * * * ?
* * * *C masterServerName "cod4master.activision.com" * ?
* * * * *matchmaking_debug "1" * * * * * * * * * * * * *?
* * * * *maxVoicePacketsPerSec "100" * * * * * * * * * *Max voice packets per second
* * * * *maxVoicePacketsPerSecForServer "20" * * * * * *Max voice packets per second (server)
* * * * *migration_blocksperframe "0" * * * * * * * * * ?
* * * *C migration_dvarErrors "1" * * * * * * * * * * * ?
* * * * *migration_limit "5" * * * * * * * * * * * *?Allowed times to migrate host in 1 game?
* * * * *migration_msgtimeout "500" * * * * * * * * * * Host migration time-out time
* * * * *migration_timeBetween "30000" * * * * * * * * *Time between host migration
* * * * *migration_verboseBroadcastTime "100" * * * * * ?
* * * * *migrationPingTime "10" * * * * * * * * * * * * ?
* * * *C missileRemoteFOV "15" * * * * * * * * * * * * *Predator field of view
* * * *C missileRemoteSteerPitchRange "1 87" * * * * * *Predator turn limit
* * * *C missileRemoteSteerPitchRate "35" * * * * * * * Predator turn limit
* * * *C missileRemoteSteerYawRate "35" * * * * * * * * ?
* * *A * monkeytoy "0" * * * * * * * * * * * * * * * * *?Lol sounds cool?
* * * * *motd "Welcome to Modern Warfare 2 multiplayer" Text at bottom while in a lobby
* * * *C motionTrackerBlurDuration "0.2" * * * * * * * *?
* * * * *motionTrackerCenterX "0" * * * * * * * * * * * Heartbeat center (X)
* * * * *motionTrackerCenterY "-0.37" * * * * * * * * * Heartbeat center (Y)
* * * *C motionTrackerPingFadeTime "3" * * * * * * * * *Dot fade away time
* * * * *motionTrackerPingPitchAddPerEnemy "0" * * * * *Sound for far enemy
* * * * *motionTrackerPingPitchBase "1" * * * * * * * * Sound for enemy
* * * * *motionTrackerPingPitchNearby "2" * * * * * * * Sound for close enemy
* * * * *motionTrackerPingSize "0.2" * * * * * * * * * *Heartbeat dot size
* * * *C motionTrackerRange "1600" * * * * * * * * * * *Heartbeat range
* * * *C motionTrackerSweepAngle "90" * * * * * * * * * Heartbeat angle
* * * *C motionTrackerSweepInterval "3" * * * * * * * * Heartbeat update time
* * * *C motionTrackerSweepSpeed "2000" * * * * * * * * Heartbeat update speed
* * * *C mp_paused "0" * * * * * * * * * * * * * * * * *?
* * * * *msg_dumpEnts "0" * * * * * * * * * * * * * * * ?
* * * * *msg_hudelemspew "0" * * * * * * * * * * * * * *?
* * * * *msg_printEntityNums "0" * * * * * * * * * * * *?
* U *A * name "" * * * * * * * * * * * * * * * * * * * *?
* * * L *net_ip "localhost" * * * * * * * * * * * * * * ?
* * * * *net_lanauthorize "0" * * * * * * * * * * * * * ?Might have something to do with How a pc server checks the Cd key?
* * *AL *net_noipx "0" * * * * * * * * * * * * * * * * *?
* * *AL *net_noudp "0" * * * * * * * * * * * * * * * * *?
* * * L *net_port "28960" * * * * * * * * * * * * * * * ?
* * * * *net_profile "0" * * * * * * * * * * * * * * * *?
* * * * *net_showprofile "0" * * * * * * * * * * * * * *?
* * *AL *net_socksEnabled "0" * * * * * * * * * * * * * ?
* * *AL *net_socksPassword "" * * * * * * * * * * * * * ?
* * *AL *net_socksPort "1080" * * * * * * * * * * * * * ?
* * *AL *net_socksServer "" * * * * * * * * * * * * * * ?
* * *AL *net_socksUsername "" * * * * * * * * * * * * * ?
* * * * *nextdemo "" * * * * * * * * * * * * * * * * * *?
* * * * *nextmap "" * * * * * * * * * * * * * * * * * * ?Might be how you select next map when hosting?
* * * * *nightVisionDisableEffects "0" * * * * * * * * *Night vision On/Off
* * * * *nightVisionFadeInOutTime "0.1" * * * * * * * * Night vision turnoff time
* * * * *nightVisionPowerOnTime "0.3" * * * * * * * * * Night vision turnon time
* * * *C objectiveFadeTimeGoingOff "0.5" * * * * * * * *?
* * * *C objectiveFadeTimeGoingOn "1" * * * * * * * * * ?
* * * *C objectiveFadeTimeWaitOff "2" * * * * * * * * * ?
* * * *C objectiveFadeTimeWaitOn "2" * * * * * * * * * *?
* * * *C objectiveFadeTooClose "0.1" * * * * * * * * * *?
* * * *C objectiveFadeTooFar "25" * * * * * * * * * * * ?
* * * *C objectiveFontSize "0.6" * * * * * * * * * * * *Objective font size
* * * *C objectiveHide "0" * * * * * * * * * * * * * * *Show objective On/Off
* * * *C objectiveTextOffsetY "-5.33" * * * * * * * * * Objective text offset
* * * *C onlinegame "0" * * * * * * * * * * * * * * * * Make privatematch count as online On/Off
* * * * *onlinegameandhost "0" * * * * * * * * * * * * *?Using all these makes the Game not joinable after the host has spawned?
* * * * *onlineunrankedgameandhost "0" * * * * * * * * *?Using all these makes the Game not joinable after the host has spawned?
* * * * *overrideNVGModelWithKnife "0" * * * * * * * * *?
* * * * *packetDebug "0" * * * * * * * * * * * * * * * *?
* * * *C painReverbDryLevel "0.5" * * * * * * * * * * * ?
* * * *C painReverbRoomType "underwater" * * * * * * * *?
* * * *C painReverbWetLevel "0.4" * * * * * * * * * * * ?
* * * *C painVisionLerpOutRate "0.3" * * * * * * * * * *?
* * * *C painVisionTriggerHealth "0.55" * * * * * * * * Health to activate 'pain vision'
* * * *C party_autoteams "1" * * * * * * * * * * * * * *Autoselect teams On/Off
* * * * *party_connectTimeout "1000" * * * * * * * * * *?
* * * * *party_connectToOthers "1" * * * * * * * * * * *Allow party to connect to others On/Off
* * * * *party_currentSearchTier "2" * * * * * * * * * *?
* * * * *party_debug "0" * * * * * * * * * * * * * * * *?
* * * * *party_defaultSearchTier "2" * * * * * * * * * *?
* * * * *party_editingsettings "0" * * * * * * * * * * *?
* * * * *party_firstSubpartyIndex "0" * * * * * * * * * ?
* *R * * party_gamesize "" * * * * * * * * * * * * * * *?
* * * * *party_gameStartTimerLength "10" * * * * * * * *Time at beginning of game where you wait
* *R * * party_gametype "" * * * * * * * * * * * * * * *?
* *R * * party_host "0" * * * * * * * * * * * * * * * * Party host On/Off
* * * * *party_hostmigration "1" * * * * * * * * * * * *Party host migration On/Off
* *R * * party_hostname "" * * * * * * * * * * * * * * *Party host (enter gamertag in "")
* *R * * party_IAmSelected "0" * * * * * * * * * * * * *?Another Force host Dvar?
* *R * * party_kickplayerquestion "" * * * * * * * * * *Allow to kick players On/Off
* * * * *party_listFocus "0" * * * * * * * * * * * * * *?
* *R * * party_lobbyPlayerCount "" * * * * * * * * * * *?
* *R * * party_mapname "" * * * * * * * * * * * * * * * ?Will Show map in the lobby but wont be the right map when it starts?
* *R * * party_mappacks "" * * * * * * * * * * * * * * *?
* * * * *party_matchedPlayerCount "4" * * * * * * * * * ?
* * * * *party_maxplayers "16" * * * * * * * * * * * * *Max number of players in an online game
* * * * *party_maxPrivatePartyPlayers "18" * * * * * * *Max number of players in a pvt. match
* * * * *party_maxSearchTier "6" * * * * * * * * * * * *?
* * * * *party_maxTeamDiff "1" * * * * * * * * * * * * *Max number of different team members
* *R * * party_membersMissingMapPack "0" * * * * * * * *?
* * * * *party_minLobbyTime "60" * * * * * * * * * * * *?
* * * * *party_minplayers "2" * * * * * * * * * * * * * Min. players for a game
* * * * *party_msPerTier "50" * * * * * * * * * * * * * ?
* *R * * party_partyPlayerCount "" * * * * * * * * * * *?
* *R * * party_playervisible "0" * * * * * * * * * * * *Visibility On/Off
* * * * *party_pregameStartTimerLength "5" * * * * * * *Pregame count down
* * * * *party_searchPauseTime "2000" * * * * * * * * * ?
* * * * *party_searchRandomDelay "500" * * * * * * * * *?
* * * * *party_searchResultsLifetime "45000" * * * * * *? [color=] [/color]
* * * * *activeAction "" * * * * * * * * * * * * * * * ?
* * *A * ai_corpseCount "16" Sets The Body Count in single player mode for AI.* * * * * * * * * * * * *---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
* * * *C aim_accel_turnrate_debug "0" * * * * * * * * *?Speed of turn?
* * * *C aim_accel_turnrate_enabled "1" * * * * * * * *?Quick turn On/Off?
* * * *C aim_accel_turnrate_lerp "1200" * * * * * * * *?
* * * *C aim_aimAssistRangeScale "1" * * * * * * * * * Snap Time Response To Target (Setting to 2 yields no improvement)
* * * *C aim_autoaim_debug "0" * * * * * * * * * * * * This Show the Auto Aim region on the Screen as a "GREEN BOX"
* * * *C aim_autoaim_enabled "0" * * * * * * * * * * * Master Dvar To Enable "Auto Aim". This Must be turned no matter what if you plan on using "AUTO AIM"
* * * *C aim_autoaim_lerp "40" * * * * * * * * * * * * Distance region can be from Target before Snapping into place.
* * * *C aim_autoaim_region_height "120" * * * * * * * Sets the Height of the Auto Aim region. This is the height The auto aim will Engage in. (adjusting this will also change Size of Box)
* * * *C aim_autoaim_region_width "160" * * * * * * * *Sets the width of the Auto Aim region. This is the width The auto aim will Engage in. (adjusting this will also change Size of Box)
* * * *C aim_autoAimRangeScale "1" * * * * * * * * * * Snap Time Response To Target (Setting to 2 yields no improvement)
* * * *C aim_automelee_debug "0" * * * * * * * * * * * This Will enable yet another "box" to Show the Auto knife Region
* * * *C aim_automelee_enabled "1" * * * * * * * * * * AUTO KNIFE (AIMBOT FOR KNIFE) This must be Enabled to use Auto Knife.
* * * *C aim_automelee_lerp "40" * * * * * * * * * * * Distance region can be from Target before Snapping into place.
* * * *C aim_automelee_range "128" * * * * * * * * * * Distance that you can Stab someone from. Setting this to 999 will allow you to knife from very far.
* * * *C aim_automelee_region_height "240" * * * * * * Sets the Height of the Auto knife region. This is the height The auto knife will Engage in.
* * * *C aim_automelee_region_width "320" * * * * * * *Sets the width of the Auto knife region. This is the width The auto knife will Engage in.
* * * *C aim_input_graph_debug "0" * * * * * * * * * * ?
* * * *C aim_input_graph_enabled "1" * * * * * * * * * ?
* * * *C aim_input_graph_index "3" * * * * * * * * * * ?
* * * *C aim_lockon_debug "0" * * * * * * * * * * * * *This Will show the AIM LOCKON Region. "GREEN BOX"
* * * *C aim_lockon_deflection "0.05" * * * * * * * * *How much of AIM LOCKON attempts To stay at first Lock on position. (Will attempted To follow or lead target more so)
* * * *C aim_lockon_enabled "1" * * * * * * * * * * * *AIM LOCKON ENABLE. This must be Enabled For AIM LOCKON Dvars to Work.
* * * *C aim_lockon_region_height "90" * * * * * * * * Sets the Height of the AIM LOCKON region. This is the height The AIM LOCKON will Engage in.
* * * *C aim_lockon_region_width "90" * * * * * * * * *Sets the width of the AIM LOCKON region. This is the width The AIM LOCKON will Engage in.
* * * *C aim_lockon_strength "0.6" * * * * * * * * * * Strength Of AIM LOCKON on target. This is how much of a "LOCK" you have on your Target. Test This my walking by your target within Region.
* * * *C aim_scale_view_axis "1" * * * * * * * * * * * ?Feild of view?
* * * *C aim_slowdown_debug "0" * * * * * * * * * * * *?
* * * *C aim_slowdown_enabled "1" * * * * * * * * * * *This is the amount of slow down that accrues when you have locked onto a target.
* * * *C aim_slowdown_pitch_scale "0.4" * * * * * * * *?
* * * *C aim_slowdown_pitch_scale_ads "0.5" * * * * * *?
* * * *C aim_slowdown_region_height "90" * * * * * * * This is the Same as the Other values for height and Width of region
* * * *C aim_slowdown_region_width "90" * * * * * * * *This is the Same as the Other values for height and Width of region
* * * *C aim_slowdown_yaw_scale "0.4" * * * * * * * * *?
* * * *C aim_slowdown_yaw_scale_ads "0.5" * * * * * * *?
* * * *C aim_turnrate_pitch "90" * * * * * * * * * * * ?
* * * *C aim_turnrate_pitch_ads "55" * * * * * * * * * ?
* * * *C aim_turnrate_yaw "260" * * * * * * * * * * * *?
* * * *C aim_turnrate_yaw_ads "90" * * * * * * * * * * ?
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
* * * * *ammoCounterHide "0" * * * * * * * * * * * * * Hide/Show ammo left
* * * *C authPort "20800" * * * * * * * * * * * * * * *?
* * * *C authServerName "cod4master.activision.com" * *?Server for computer vers.?
* * * * *badhost_debug "0" * * * * * * * * * * * * * * ?
* * * * *badhost_endGameIfISuck "1" * * * * * * * * * *This is if your Connection times out or you have a crappy connection to be a host. It will end the game "if you suck" ;)
* * * * *badhost_maxDoISuckFrames "300" * * * * * * * *Host min. frames per second
* * * * *badhost_maxHappyPingTime "400" * * * * * * * *Host max ping
* * * * *badhost_minPercentClientsUnhappyToSuck "0.51" ?
* * * * *badhost_minTotalClientsForHappyTest "3" * * * ?
* * * * *band_12players "384000" * * * * * * * * * * * ?Max of 12 Players?
* * * * *band_18players "580000" * * * * * * * * * * * ?Max of 18 Players?
* * * * *band_2players "64000" * * * * * * * * * * * * ?Max of 2 Players?
* * * * *band_4players "128000" * * * * * * * * * * * *?Max of 4 Players?
* * * * *band_8players "256000" * * * * * * * * * * * *?Max of 8 Players?
* * * * *bandwidthtest_announceinterval "200" * *?Host Test (Time of 'Finding New Host' screen)?
* * * * *bandwidthtest_duration "500" * * * * * *?Host Test (Time of 'Connect to New Host')?
* * * * *bandwidthtest_enable "1" * * * * * * * * * * *?Enable game to find new host?
* * * * *bandwidthtest_fudge "1" * * * * * * * * * * * ?
* * * * *bandwidthtest_ingame_enable "1" * * * * * * * ?
* * * * *bandwidthtest_ingame_fudge "1" * * * * * * * *?
* * * * *bandwidthtest_maxpacketsize "1000" * * * * * *?
* * * * *bandwidthtest_quota "0.5" * * * * * * * * * * ?
* * * * *bandwidthtest_rounds "10" * * * * * * * * * * ?
* * * * *bandwidthtest_scalar "2" * * * * * * * * * * *?
* * * * *bandwidthtest_timeout "1500" * * * * * * * * *?Timeout time of Host Migration?
* * * *C bg_aimSpreadMoveSpeedThreshold "11" * * * * * Spread of bullets while moving
* * * *C bg_bulletExplDmgFactor "1" * * * * * * * * * *Explosive bullets
* * * *C bg_bulletExplRadius "250" * * * * * * * * * * Explosive bullet explosion size
* * * *C bg_debugProne "0" * * * * * * * * * * * * * * ?
* * * *C bg_fallDamageMaxHeight "300" * * * * * * * * *How high you have to be to die
* * * *C bg_fallDamageMinHeight "128" * * * * * * * * *How high you have to be to take damage
* * * *C bg_foliagesnd_fastinterval "500" * * * * * * *?
* * * *C bg_foliagesnd_maxspeed "180" * * * * * * * * *?
* * * *C bg_foliagesnd_minspeed "40" * * * * * * * * * ?
* * * *C bg_foliagesnd_resetinterval "500" * * * * * * ?
* * * *C bg_foliagesnd_slowinterval "1500" * * * * * * ?
* * * *C bg_forceDualWield "0" * * * * * * * * * * * * Duel-wield FALs, Thumpers, etc.
* * * *C bg_forceExplosiveBullets "0" * * * * * * * * *Explosive bullets On/Off
* * * *C bg_ladder_yawcap "100" * * * * * * * * * How far you can look side-to-side on a ladder.
* * * *C bg_legYawTolerance "20" * * * * * * * * * * * ?
* * * * *bg_lowGravity "800" * * * * * * * * * * * * * Low gravity
* * * *C bg_maxGrenadeIndicatorSpeed "100" * * * * * * Grenade indicator ?dist?
* * * *C bg_prone_yawcap "85" * * * * * * * * * * * * *?
* * * *C bg_shieldHitEncodeHeightVM "-10 10" * * * ?When meleeing with a shield exposed area?
* * * *C bg_shieldHitEncodeHeightWorld "-25 20" * * * *?
* * * *C bg_shieldHitEncodeWidthVM "-16 16" * * * * * *?
* * * *C bg_shieldHitEncodeWidthWorld "-14 14" * * * * ?
* * * *C bg_shock_lookControl "1" * * * * * * * * * * * This Dvar enables you To Look Around when you are Stunned by a Flash or Stun Grenade.
* * * *C bg_shock_lookControl_fadeTime "2" * * * * * * Fade Time for A stun or Flash grenade
* * * *C bg_shock_lookControl_maxpitchspeed "90" * Turn speed when hurt by explosive/Flash/Stun (Up/Down)
* * * *C bg_shock_lookControl_maxyawspeed "90" * Turn speed when hurt by explosive/Flash/STun (left/right)
* * * *C bg_shock_lookControl_mousesensitivityscale "0.5" This is The Rate Modifier For your Controls when You are Flashed or Stun.
* * * *C bg_shock_movement "1" * * * * * * * * * * * * Movement when hurt by explosive
* * * *C bg_shock_screenBlurBlendFadeTime "1" * * * * *The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
* * * *C bg_shock_screenBlurBlendTime "0.4" * * * * * *The time it takes for The Screen To Fade from Stun or Flash (Blurry effect)
* * * *C bg_shock_screenFlashShotFadeTime "1" * * * * *The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
* * * *C bg_shock_screenFlashWhiteFadeTime "1" * * * * The time it takes for The Screen To Fade from Stun or Flash (WHITE screen effect)
* * * *C bg_shock_screenType "blurred" * * * * * * * * This is the effect that is used when you are stunned. You could Change This with other effects.
* * * *C bg_shock_sound "1" * * * * * * * * * * * * * *This is the Sound that you hear when you are shocked or Flashed.
* * * *C bg_shock_soundDryLevel "1" * * * * * * * * * *More Settings For The Stunned/Shocked Sound
* * * *C bg_shock_soundEnd "shellshock_end" * * * * * *This is the Last part of the Sound that you hear when you are flashed or Stunned
* * * *C bg_shock_soundEndAbort "shellshock_end_abort" ?
* * * *C bg_shock_soundFadeInTime "0.25" * * * * * * * This is the time it Takes for the ringing to kick in. when you are stunned or flashed.
* * * *C bg_shock_soundFadeOutTime "2.5" * * * * * * * And This is the the that it takes To fade out.
* * * *C bg_shock_soundLoop "shellshock_loop" * * * * *?
* * * *C bg_shock_soundLoopEndDelay "-3" * * * * * * * ?
* * * *C bg_shock_soundLoopFadeTime "1.5" * * * * * * *?
* * * *C bg_shock_soundLoopSilent "shellshock_loop_silent" * This is the Sound of "nothing" that you hear when you are in the middle of the stun or Flash. (You can replace this)
* * * *C bg_shock_soundModEndDelay "2" * * * * * * * * ?
* * * *C bg_shock_soundRoomType "generic" * * * * * * *You can add reverb here and such things like that to change the way you here the Shock/Stun Sound.
* * * *C bg_shock_soundWetLevel "0.5" * * * * * * * * *?
* * * *C bg_shock_viewKickFadeTime "3" * * * * * * * * ?
* * * *C bg_shock_viewKickPeriod "0.75" * * * * * * * *?
* * * *C bg_shock_viewKickRadius "0.05" * * * * * * * *?
* * * *C bg_shock_volume_ambdist1 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_ambdist2 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_ambient "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_announcer "0.5" * * * * * * * ?Anoucer sound (ie. 'Keep it up men!)?
* * * *C bg_shock_volume_auto "0.5" * * * * * * * * * *?
* * * *C bg_shock_volume_auto2 "0.5" * * * * * * * * * ?
* * * *C bg_shock_volume_auto2d "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_autodog "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_body "0.5" * * * * * * * * * *?
* * * *C bg_shock_volume_body2d "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_bulletimpact "0.5" * * * * * *Bullet sound (contact)
* * * *C bg_shock_volume_bulletwhizby "0.5" * * * * * *Bullet sound (close but no contact
* * * *C bg_shock_volume_effects1 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_effects2 "0.5" * * * * * * * *?
* * * *C bg_shock_volume_element "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_explosiveimpact "0.5" * * * * ?
* * * *C bg_shock_volume_hurt "0.5" * * * * * * * * * *Heartbeat sound (when hurt)
* * * *C bg_shock_volume_item "0.5" * * * * * * * * * *?Picked up item?
* * * *C bg_shock_volume_local "0.5" * * * * * * * * * ?
* * * *C bg_shock_volume_local2 "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_local3 "0.5" * * * * * * * * *?
* * * *C bg_shock_volume_menu "0.5" * * * * * * * * * *Menu volume (pregame lobby?)
* * * *C bg_shock_volume_mission "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_music "0.5" * * * * * * * * * ?Atmospheric music?
* * * *C bg_shock_volume_musicnopause "0.5" * * * * * *?
* * * *C bg_shock_volume_nonshock "0.5" * * * * * * * *?
* * * *C bg_shock_volume_physics "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_player1 "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_player2 "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_reload "0.5" * * * * * * * * *Reload volume
* * * *C bg_shock_volume_reload2d "0.5" * * * * * * * *?Other (teamate/enemy) reload volume?
* * * *C bg_shock_volume_shellshock "0.5" * * * * * * *?
* * * *C bg_shock_volume_vehicle "0.5" * * * * * * * * ?
* * * *C bg_shock_volume_vehiclelimited "0.5" * * * * *?
* * * *C bg_shock_volume_voice "0.5" * * * * * * * * * Random speak volume
* * * *C bg_shock_volume_weapon "0.5" * * * * * * * * *Weapon volume (shooting or switching?)
* * * *C bg_shock_volume_weapon2d "0.5" * * * * * * * *Weapon volume (shooting or switching?)
* * * *C bg_softLandingMaxDamage "0.1" * * * * * * * * Damage taken from 'soft landing'
* * * *C bg_softLandingMaxHeight "300" * * * * * * * * 'Soft landing' max height
* * * *C bg_softLandingMinHeight "128" * * * * * * * * 'Soft landing' min. height
* * * *C bg_swingSpeed "0.2" * * * * * * * * * * * * * ?
* * * * *bg_viewBobAmplitudeBase "0.16" * * * * * * * *?Base levels (sound/music)?
* * * *C bg_viewBobAmplitudeDucked "0.0075 0.0075" * * ?
* * * *C bg_viewBobAmplitudeDuckedAds "0.0075 0.0075" *?
* * * *C bg_viewBobAmplitudeProne "0.02 0.005" * * * * ?
* * * *C bg_viewBobAmplitudeRoll "1.5" * * * * * * * * ?
* * * *C bg_viewBobAmplitudeSprinting "0.02 0.014" * * ?
* * * *C bg_viewBobAmplitudeStanding "0.007 0.007" * * ?
* * * *C bg_viewBobAmplitudeStandingAds "0.007 0.007" *?
* * * *C bg_viewBobLag "0.25" * * * * * * * * * * * * *?
* * * *C bg_viewBobMax "8" * * * * * * * * * * * * * * ?Who the heck is 'Bob'?
* * * *C bg_viewKickMax "90" * * * * * * * * * * * * * ?
* * * *C bg_viewKickMin "5" * * * * * * * * * * * * * *?
* * * *C bg_viewKickRandom "0.4" * * * * * * * * * * * ?
* * * *C bg_viewKickScale "0.2" * * * * * * * * * * * *?
* * * * *bg_weaponBobAmplitudeBase "0.16" * * * * * * *?Weapon sound (standing still)?
* * * *C bg_weaponBobAmplitudeDucked "0.045 0.025" * * ?Weapon sound (crouching)?
* * * *C bg_weaponBobAmplitudeProne "0.02 0.005" * * * ?Weapon sound (prone)?
* * * *C bg_weaponBobAmplitudeRoll "1.5" * * * * * * * ?Weapon sound (roll??)?
* * * *C bg_weaponBobAmplitudeSprinting "0.02 0.014" * ?Weapon sound (sprinting)?
* * * *C bg_weaponBobAmplitudeStanding "0.055 0.025" * ?Weapon sound (walking)?
* * * *C bg_weaponBobLag "0.25" * * * * * * * * * * * *?
* * * *C bg_weaponBobMax "8" * * * * * * * * * * * * * ?
* * * *C bullet_penetration_enabled "1" * * * * * * * *Bullet penetration On/Off
* * * *C bullet_penetrationMinFxDist "30" * * * * * * *Penetration min. dist This is the distance that you need to be in order to Shoot through an object. (note: you still cant shoot through everything)
* * * *C bullet_ricochetBaseChance "0.5" * * * * * * * Chance of ricochet
* * * *C camera_thirdPerson "0" * * * * * * * * * * * *Third person On/Off
* * * *C camera_thirdPersonAdsTransScale "2" * * * * * ?
* * * *C camera_thirdPersonCrosshairOffset "0.35" * * *?Crosshair offset (3rd Person)?
* * * *C camera_thirdPersonFovScale "0.9" * * * * * * *Third person field of view
* * * *C camera_thirdPersonOffset "-120 0 14" * * * * *?
* * * *C camera_thirdPersonOffsetAds "-60 -20 4" * * * ?
* * * *C camera_thirdPersonOffsetTurretAds "-80 0 14" *?
* * * *C cameraShakeRemoteHelo_Angles "0.221 0.15 2" * ?
* * * *C cameraShakeRemoteHelo_Freqs "31 90 0.5" * * * ?
* * * *C cameraShakeRemoteHelo_SpeedRange "2000 5000" *?
* * * *C cameraShakeRemoteMissile_Angles "0.05 0.7 0.07" * *?
* * * *C cameraShakeRemoteMissile_Freqs "42 0.7 100" * ?
* * * *C cameraShakeRemoteMissile_SpeedRange "1000 4000" * *?
* * * *C cg_airstrikeKillCamCloseXYDist "24" * * * *?Dist. away during killcam (airstrike)(x,y)?
* * * *C cg_airstrikeKillCamCloseZDist "24" * * * * ?Dist. away during killcam (airstrike)(z)?
* * * *C cg_airstrikeKillCamFarBlur "2" * * * * * * ?Bur items during killcam (airstrike)?
* * * *C cg_airstrikeKillCamFarBlurDist "300" * * * ?Dist. away of items to blur (airstrike)?
* * * *C cg_airstrikeKillCamFarBlurStart "100" * * * * ?
* * * *C cg_airstrikeKillCamFov "50" * * * * * * * * * ?Airstrike killcam field of view?
* * * *C cg_airstrikeKillCamNearBlur "4" * * * * * * * ?
* * * *C cg_airstrikeKillCamNearBlurEnd "100" * * * * *?
* * * *C cg_airstrikeKillCamNearBlurStart "0" * * * * *?
* * *A * cg_blood "1" * * * * * * * * * * * * * * * * *Blood On/Off
* * *A * cg_brass "1" * * * * * * * * * * * * * * * * *Ejected bullet casings On/Off
* * * *C cg_centertime "5" * * * * * * * * * * * * * * ?
* * *A * cg_chatHeight "4" * * * * * * * * * * * * * * ?
* * *A * cg_chatTime "12000" * * * * * * * * * * * * * ?
* * * *C cg_chatWithOtherTeams "0" * * * * * * * * * * Chat with other teams On/Off
* * *A * cg_connectionIconSize "0" * * * * * * * * * * ?
* * * *C cg_constantSizeHeadIcons "0" * * * * * * * * *?
* * * *C cg_crosshairAlpha "1" * * * * * * * * * * * * This will make your crosshair appear and disappear. Use this to Turn off Crosshair.
* * * *C cg_crosshairAlphaMin "0.5" * * * * * * * * * *This is the amount that the crosshair appears on the screen. The transparency
* * * *C cg_crosshairDynamic "0" * * * * * * * * * * * This will keep the crosshair the same size regardless of what you are doing.
* * * *C cg_crosshairEnemyColor "1" * * * * * * * * * *Crosshairs turn red on enemy On/Of
* * * *C cg_crosshairVerticalOffset "0" * * * * * * * *Crosshair position (up/down)
* * * *C cg_cullBulletAngle "50" * * * * * * * * * * * ?Max bullet angle while hip firing?
* * * *C cg_cullBullets "1" * * * * * * * * * * * * * *?Bullets On/Off?
* * *A * cg_cursorHints "4" * * * * * * * * * * * * * *?
* * * *C cg_deadChatWithDead "0" * * * * * * * * * * * Talk with dead while your dead
* * * *C cg_deadChatWithTeam "0" * * * * * * * * * * * Talk with team(living) while you're dead?
* * * *C cg_deadHearAllLiving "0" * * * * * * * * * * *Dead hear(living)
* * * *C cg_deadHearTeamLiving "0" * * * * * * * * * * Dead hear team(living)
* * * *C cg_debug_overlay_viewport "0" * * * * * * * * ?
* * * *C cg_debugevents "-1" * * * * * * * * * * * * * ?
* * * *C cg_debugInfoCornerOffset "0 -30" * * * * * * *?
* * * *C cg_debugposition "0" * * * * * * * * * * * * *?
* * *A * cg_descriptiveText "1" * * * * * * * * * * * *?
* * * *C cg_dobjdump "-1" * * * * * * * * * * * * * * *?
* * * *C cg_draw2D "1" * * * * * * * * * * * * * * * * ?2D view/objects On/Off?
* * *A * cg_drawBreathHint "1" * * * * * * * * * * * * 'Click (RS) to hold breath' On/Off
* * * *C cg_drawCrosshair "1" * * * * * * * * * * * * *Crosshair On/Off
* * * *C cg_drawCrosshairNames "1" * * * * * * * * * * Names show when crosshair is on
* * * * *cg_drawCrosshairNamesPosX "300" * * * * * * * ?Name pos. when crosshair is on (X)?
* * * * *cg_drawCrosshairNamesPosY "180" * * * * * * * ?Name pos. when crosshair is on (Y)
* * * *C cg_drawDamageDirection "1" * * * * * * * * * *Show damage direction On/Off
* * * *C cg_drawDamageFlash "0" * * * * * * * * * * * *Show damage(flashbang) direction On/Off
* * * * *cg_drawFPS "Off" * * * * * * * * * * * * * * *(F)rames (P)er (S)econd Counter On/Off as well as Show you Who the host of the lobby is.
* * *A * cg_drawFPSLabels "1" * * * * * * * * * * * * *FPS Labels On/Off
* * * *C cg_drawFriendlyNames "1" * * * * * * * * * * *This will Show the Names of the People on your Team. on/off
* * * *C cg_drawGun "1" * * * * * * * * * * * * * * * *Show gun On/Off
* * * *C cg_drawHealth "0" * * * * * * * * * * * * * * Show health On/Off
* * *A * cg_drawMantleHint "1" * * * * * * * * * * * * ?
* * * *C cg_drawMaterial "Off" * * * * * * * * * * * * Draw 'material(?)' On/Off
* * * * *cg_drawpaused "1" * * * * * * * * * * * * * * ?
* * * * *cg_drawScriptUsage "0" * * * * * * * * * * * *?Show what scripts are being used On/Off?
* * * *C cg_drawShellshock "1" * * * * * * * * * * * * ?Show explosive damage On/Off?
* * *A * cg_drawSnapshot "0" * * * * * * * * * * * * * ?Draw snapshot (pic?)?
* * * *C cg_drawSplatter "0" * * * * * * * * * * * * * Show blood splatter (from headshot)
* * * *C cg_drawSplatterTest "0" * * * * * * * * * * * ?
* * *A * cg_drawStatsSource "0" * * * * * * * * * * * *?
* * * * *cg_drawTalk "ALL" * * * * * * * * * * * * * * This will show Who Is talking in a lobby. Speaker Icon that lights up when a Player is talking into there Headset.
* * * *C cg_drawThroughWalls "0" * * * * * * * * * * * This will show you The Names of the Targets Through Walls. (This is not the RED Square)
* * *A * cg_drawTurretCrosshair "1" * * * * * * * * * *Crosshair for turret On/Off
* * *A * cg_drawViewpos "0" * * * * * * * * * * * * * *View position (Radar?) On/Off
* * * *C cg_dumpAnims "-1" * * * * * * * * * * * * * * ?
* * * *C cg_enemyNameFadeIn "250" * * * * * * * * * * *This is the Distance that you can see the Enemies Names From. Use This with Above "cg_drawThroughWalls" For MAX EFFECT
* * * *C cg_enemyNameFadeOut "250" * * * * * * * * * * This is the Distance that the Names of the enemies will fadeout. Setting This to 999999 for Max Effect
* * * * *cg_errordecay "100" * * * * * * * * * * * * * ?
* * * *C cg_everyoneHearsEveryone "0" * * * * * * *Everyone can hear (not talk to) everyone else
* * * *C cg_explosiveKillCamBackDist "35" * * *Dist. away from explosive (in-air during killcam)
* * * *C cg_explosiveKillCamGroundBackDist "30" Dist. away from explosive (on ground in killcam)
* * * *C cg_explosiveKillCamGroundUpDist "15" * Dist. above explosive on ground during killcam
* * * *C cg_explosiveKillCamStopDecelDist "100" * * * *?
* * * *C cg_explosiveKillCamStopDist "350" * * * * * * ?
* * * *C cg_explosiveKillCamUpDist "5" * * * * * * * * ?
* * * *C cg_explosiveKillCamWallOutDist "10" * * * * * ?
* * * *C cg_explosiveKillCamWallSideDist "30" * * * * *?
* * * *C cg_flashbangNameFadeIn "1000" * * * * * * * * ?
* * * *C cg_flashbangNameFadeOut "50" * * * * * * * * *?
* * * *C cg_footsteps "1" * * * * * * * * * * * * * * *Footstep sounds On/Off
* * * *C cg_fov "65" * * * * * * * * * * * * * * * * * Field of view
* * * *C cg_fovMin "1" * * * * * * * * * * * * * * * * ?Field of view min.?
* * * *C cg_fovScale "1" * * * * * * * * * * * * * * * ?Field of view scale?
* * * *C cg_friendlyNameFadeIn "0" * * * * * * * * * * This is the Same thing as the enemy Names but With your Team mates. Distance That the names will fade in
* * * *C cg_friendlyNameFadeOut "1500" * * * * * * * * And the Distance that the Names Will fade out.
* * *A * cg_gameBoldMessageWidth "390" * * * * * * * * Message (bold) width
* * *A * cg_gameMessageWidth "455" * * * * * * * * * * Message width
* * * *C cg_gun_x "0" * * * * * * * * * * * * * * * * *Gun aim offset (X)
* * * *C cg_gun_y "0" * * * * * * * * * * * * * * * * *Gun aim offset (Y)
* * * *C cg_gun_z "0" * * * * * * * * * * * * * * * * *Gun aim offset (Z)
* * *A * cg_headIconMinScreenRadius "0.015" * * * * * *?Headshot icon size?
* * * *C cg_heliKillCamFarBlur "2" * * * * * * * * * * ?Blur during killcam (heli)?
* * * *C cg_heliKillCamFarBlurDist "300" * * * * * * * ?Dist. away of items to blur (heli)?
* * * *C cg_heliKillCamFarBlurStart "100" * * * * * * *?Min. dist. to star burring (heli)?
* * * *C cg_heliKillCamFov "15" * * * * * * * * * * * *?Field of view during killcam (heli)?
* * * *C cg_heliKillCamNearBlur "4" * * * * * * * * * *?
* * * *C cg_heliKillCamNearBlurEnd "100" * * * * * * * ?
* * * *C cg_heliKillCamNearBlurStart "0" * * * * * * * ?
* * *A * cg_hintFadeTime "100" * * * * * * * * * * * * Fade time of hints
* * *A * cg_hudChatIntermissionPosition "5 110" * * * *?
* * *A * cg_hudChatPosition "5 200" * * * * * * * * * *GT location when talking (X,Y)
* * *A * cg_hudDamageIconHeight "64" * * * * * * * * * Damage icon scale (up/down)
* * *A * cg_hudDamageIconInScope "0" * * * * * * * * * Damage icon scale while scoped
* * *A * cg_hudDamageIconOffset "128" * * * * * * * * *Damage icon offset
* * *A * cg_hudDamageIconTime "6000" * * * * * * * * * ?
* * *A * cg_hudDamageIconWidth "128" * * * * * * * * * Damage icon scale (left/right)
* * *A * cg_hudGrenadeIconEnabledFlash "0" * * * * * * ?Killed by flash icon On/Off?
* * *A * cg_hudGrenadeIconHeight "25" * * * * * * * * *Icon (^) scale (up/down)
* * *A * cg_hudGrenadeIconInScope "0" * * * * * * * * *Show icon (^) in scope On/Off
* * *A * cg_hudGrenadeIconMaxHeight "104" * * * * * * *?Grenade icon max height?
* * * *C cg_hudGrenadeIconMaxRangeFlash "500" * * * * *Max range flash (damage or throwing)
* * * *C cg_hudGrenadeIconMaxRangeFrag "250" * * * * * Max range frag (damage or throwing)
* * *A * cg_hudGrenadeIconOffset "50" * * * * * * * * *Grenade icon offset (frag?)
* * *A * cg_hudGrenadeIconWidth "25" * * * * * * * * * Icon (^) scale (left/right)
* * *A * cg_hudGrenadePointerHeight "12" * * * * * * * Grenade danger indicator arrow height
* * *A * cg_hudGrenadePointerPivot "12 27" * * * * * * Grenade danger indicator pivot location
* * * * *cg_hudGrenadePointerPulseFreq "1.7" * * * * * Grenade danger indicator pulse frequency
* * * * *cg_hudGrenadePointerPulseMax "1.85" * * * * * Pulse max number
* * * * *cg_hudGrenadePointerPulseMin "0.3" * * * * * *Pulse min. number
* * *A * cg_hudGrenadePointerWidth "25" * * * * * * * *Grenade danger indicator arrow width
* * * * *cg_hudlegacysplitscreenscale "2" * * * * * * *?
* * * * *cg_hudMapBorderWidth "2" * * * * * * * * * * *Width of the border of map (HUD)
* * * * *cg_hudMapFriendlyHeight "15" * * * * * * * * *Friendly arrow height
* * * * *cg_hudMapFriendlyWidth "15" * * * * * * * * * Friendly arrow width
* * * * *cg_hudMapPlayerHeight "20" * * * * * * * * * *Player arrow height
* * * * *cg_hudMapPlayerWidth "20" * * * * * * * * * * Player arrow width
* * * *C cg_hudMapRadarLineThickness "0.15" * * * * * *Thickness of UAV line
* * * * *cg_hudObjectiveTextScale "0.3" * * * * * * * *Thickness of objective text
* * *A * cg_hudProneY "-160" * * * * * * * * * * * * * ?
* * *A * cg_hudSayPosition "5 175" * * * * * * * * * * Location of Stance Indicator on HUD
* * * * *cg_hudsplitscreencompassscale "1.5" * * * * * Scale of compass in splitscreen
* * * * *cg_hudsplitscreenstancescale "2" * * * * * * *Scale of Stance-Indicator in splitscreen
* * * * *cg_hudStanceFlash "1 1 1 1" * * * * * * * * * ?
* * *A * cg_hudStanceHintPrints "0" * * * * * * * * * *?
* * *A * cg_hudVotePosition "5 220" * * * * * * * * * *?
* * *A * cg_invalidCmdHintBlinkInterval "600" * * * * *'Invalid Command' pulse frequency
* * *A * cg_invalidCmdHintDuration "1800" * * * * * * *'Invalid Command' display time
* * * *C cg_javelinKillCamCloseZDist "128" * * * * * * Javelin killcam dist. (Z)
* * * *C cg_javelinKillCamDownDist "150" * * * * * * * Javelin killcam dist. (down)
* * * *C cg_javelinKillCamFov "60" * * * * * * * * * * Javelin killcam field of view
* * * *C cg_javelinKillCamLookLerpDist "3000" * * * * *?
* * * *C cg_javelinKillCamPassDist "50" * * * * * * * *?
* * * *C cg_javelinKillCamPassTime "5" * * * * * * * * ?
* * * *C cg_javelinKillCamUpDist "200" * * * * * * * * Javelin killcam dist. (up)
* * * *C cg_killCamDefaultLerpTime "300" * * * * * * * ?
* * * *C cg_killCamTurretLerpTime "900" * * * * * * * *?
* * *A * cg_laserlight "1" * * * * * * * * * * * * * * Laser On/Off
* * * *C cg_levelReverbDryLevel "0.9" * * * * * * * * *?
* * * *C cg_levelReverbEnabled "1" * * * * * * * * * * ?
* * * *C cg_levelReverbRoomType "city" * * * * * * * * ?
* * * *C cg_levelReverbWetLevel "0.15" * * * * * * * * ?
* * *A * cg_mapLocationselectionCursorSpeed "0.6" * * *?
* * *A * cg_marks_ents_player_only "0" * * * * * * * * ?
* * * *C cg_minCullBulletDist "128" * * * * * * * * * *?min. 'Longshot' dist.?
* * * * *cg_nopredict "0" * * * * * * * * * * * * * * *This Seems to Turn off A "lag" predict on the game Engine. This will make your controls lag with anything over 50 or so ping.
* * * *C cg_overheadIconSize "0.7" * * * * * * * * * * This is the Size of the Icon that you get from prestige that hovers over all the targets and Team mates. Setting too big is no good ;)
* * * *C cg_overheadNamesFarDist "1024" * * * * * * * Overhead name dist. to trigger 'far scale'
* * * *C cg_overheadNamesFarScale "0.75" * * * * * * * Overhead name scale far away
* * * *C cg_overheadNamesFont "2" * * * * * * * * * * *Overhead name font
* * * *C cg_overheadNamesGlow "0 0 0 1" * * * * * * * *Overhead name glow scale
* * * *C cg_overheadNamesMaxDist "10000" * * * * * * * Max dist. to show overhead names
* * * *C cg_overheadNamesNearDist "256" * * * * * * *Overhead name dist. to trigger 'near scale'
* * * *C cg_overheadNamesSize "0.5" * * * * * * * * * *Overhead name size
* * * *C cg_overheadRankSize "0.5" * * * * * * * * * * Overhead Rank size
* * * *C cg_overheadTitlesFont "2" * * * * * * * * * * Title font
* * * *C cg_overheadTitleSize "0.5" * * * * * * * * * *Title size
* U *A * cg_predictItems "1" * * * * * * * * * * * * * ?___________ On/Off
* * * * *cg_predictItemsDuration "5" * * * * * * * * * ?
* * * *C cg_remoteMissileKillCamBackDist "300" * * * * Predator killcam dist. (behind)
* * * *C cg_remoteMissileKillCamUpDist "60" * * * * * *Predator killcam dist. (up)
* * * *C cg_rocketKillCamBackDist "70" * * * * * * * * Rocket killcam dist. (behind)
* * * *C cg_rocketKillCamUpDist "10" * * * * * * * * * Rocket killcam dist. (up)
* * * * *cg_scoreboardBannerHeight "35" * * * * * * * *Scoreboard banner height
* * * * *cg_scoreboardFont "0" * * * * * * * * * * * * Scoreboard font
* * * * *cg_scoreboardHeaderFontScale "0.35" * * * * * Scoreboard header text size
* * * * *cg_scoreboardHeight "435" * * * * * * * * * * Overall scoreboard height
* * * * *cg_scoreboardItemHeight "18" * * * * * * * * *Scoreboard item(player?) height
* * * * *cg_scoreboardMyColor "1 0.8 0.4 1" * * * * * *Scoreboard player color
* * * * *cg_scoreboardPingGraph "1" * * * * * * * * * *Scoreboard ping 'bars' On/Off
* * * * *cg_scoreboardPingHeight "0.7" * * * * * * * * Scoreboard ping 'bars' height
* * * * *cg_scoreboardPingText "0" * * * * * * * * * * Scoreboard ping 'bars' text On/Off
* * * * *cg_scoreboardPingWidth "0.036" * * * * * * * *Scoreboard ping 'bars' width
* * * * *cg_scoreboardRankFontScale "0.25" * * * * * * Scoreboard rank text size
* * * * *cg_scoreboardScrollStep "3" * * * * * * * * * ?
* * * * *cg_scoreboardTextOffset "0.5" * * * * * * * * Scoreboard text offset
* * * * *cg_scoreboardWidth "500" * * * * * * * * * * *Scoreboard width
* * *A * cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961" ?Empty color?
* * *A * cg_ScoresPing_HighColor "0.8 0 0 1" * * * * * 4 Bar color
* * *A * cg_ScoresPing_Interval "100" * * * * * * * * *?
* * *A * cg_ScoresPing_LowColor "0 0.74902 0 1" * * * *1 Bar color
* * *A * cg_ScoresPing_MaxBars "4" * * * * * * * * * * Max amount of bars
* * *A * cg_ScoresPing_MedColor "0.8 0.8 0 1" * * * * *2&3 bar colors
* * *A * cg_scriptIconSize "0" * * * * * * * * * * * * ?
* * * * *cg_showmiss "0" * * * * * * * * * * * * * * * ?
* * *A * cg_splatterHitAlpha "1" * * * * * * * * * * * Blood splatter (from damage) On/Off
* * *A * cg_splatterHitFadeInTime "0.05" * * * * * * * Blood splatter fade-in time
* * *A * cg_splatterHitFadeOutTime "0.1" * * * * * * * Blood splatter Fade-out time
* * *A * cg_splatterHitFullInTime "0" * * * * * * * * *?
* * *A * cg_splatterHitInnerAngle "15" * * * * * * * * Blood splatter inner angle
* * *A * cg_splatterHitInnerRadius "0" * * * * * * * * Blood splatter inner radius
* * * *C cg_splatterHitOntoScreen "0" * * * * * * * * *?
* * *A * cg_splatterHitOuterAngle "30" * * * * * * * * Blood splatter outer angle
* * *A * cg_splatterHitOuterRadius "0.6" * * * * * * * Blood splatter outer radius
* * *A * cg_splatterTrackAlpha "1" * * * * * * * * * * Blood splatter direction arrow On/Off
* * *A * cg_splatterTrackFadeInTime "0" * * * * * * * *?
* * *A * cg_splatterTrackFadeOutTime "0.5" * * * * * * ?
* * *A * cg_splatterTrackFullInTime "0.3" * * * * * * *?
* * * *C cg_splatterTrackIndependent "1" * * * * * * * ?
* * *A * cg_splatterTrackInnerAngle "5" * * * * * * * *?
* * *A * cg_splatterTrackInnerRadius "0.4" * * * * * * ?
* * * *C cg_splatterTrackOntoScreen "0" * * * * * * * *?
* * *A * cg_splatterTrackOuterAngle "20" * * * * * * * ?
* * *A * cg_splatterTrackOuterRadius "0.6" * * * * * * ?
* * *A * cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" Sprint meter(?) color while off
* * *A * cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" * *Sprint meter(?) color while empty
* * *A * cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" * * Sprint meter(?) color while full
* * *A * cg_subtitleMinTime "3" * * * * * * * * * * * *?
* * *A * cg_subtitleWidthStandard "520" * * * * * * * *?
* * *A * cg_subtitleWidthWidescreen "520" * * * * * * *?
* * *A * cg_teamChatsOnly "0" * * * * * * * * * * * * *Disable Party Chat in gametype On/Off
* * * *C cg_thirdPerson "0" * * * * * * * * * * * * * *Third person On/Off
* * * *C cg_thirdPersonAngle "0" * * * * * * * * * * * Third person angle
* * * *C cg_thirdPersonMode "Fixed" * * * * * * * * * *Third person mode ONLY
* * * *C cg_thirdPersonRange "120" * * * * * * * * * * Third person range (gun or vision)
* * * *C cg_turretKillCamBackDist "10" * * * * * * * * Turret killcam dist. (behind)
* * * *C cg_turretKillCamFov "50" * * * * * * * * * * *Turret killcam field of view
* * * *C cg_turretKillCamUpDist "10" * * * * * * * * * Turret killcam dist. (up)
* * * *C cg_viewVehicleInfluence "1" * * * * * * * * * ?
* * *A * cg_viewZSmoothingMax "16" * * * * * * * * * * ?
* * *A * cg_viewZSmoothingMin "1" * * * * * * * * * * *?
* * *A * cg_viewZSmoothingTime "0.1" * * * * * * * * * ?
* * *A * cg_voiceIconSize "0" * * * * * * * * * * * * *Mic. icon size
* * * *C cg_watersheeting "1" * * * * * * * * * * * * *Watersheeting On/Off
* * *A * cg_waterSheeting_brightness "0" * * * * * * * Watersheeting brightness
* * *A * cg_waterSheeting_contrast "1" * * * * * * * * Watersheeting contrast
* * *A * cg_waterSheeting_darkTint "1 1 1" * * * * * * Watersheeting tint(dark)
* * *A * cg_waterSheeting_desaturation "0" * * * * * * Watersheeting desaturation
* * *A * cg_waterSheeting_distortionScaleFactor "0.021961 1 0 0" *Watersheeting distortion scale
* * *A * cg_waterSheeting_enable "0" * * * * * * * * * Watersheeting On/Off
* * *A * cg_waterSheeting_fadeDuration "2" * * * * * * Watersheeting fade time
* * *A * cg_waterSheeting_lightTint "0.780261 1 1" * * Watersheeting tint(light)
* * *A * cg_waterSheeting_magnitude "0.0655388" * * * *Watersheeting magnitude
* * *A * cg_waterSheeting_radius "4.44051" * * * * * * Watersheeting radius
* * * * *cg_weapHitCullAngle "45" * * * * * * * * * * *?
* * * * *cg_weapHitCullEnable "1" * * * * * * * * * * *?
* * *A * cg_weaponCycleDelay "0" * * * * * * * * * * * Delay switching weapons
* * * * *cg_weaponHintsCoD1Style "1" * * * * * * * * * CoD1 style hints On/Off
* * * *C cg_weaponVisInterval "4" * * * * * * * * * * *?
* * *A * cg_youInKillCamSize "6" * * * * * * * * * * * ?
* * * * *cl_analog_attack_threshold "0.8" * * * * * * *?
* * * * *cl_anglespeedkey "1.5" * * * * * * * * * * * *?
* * * * *cl_bypassMouseInput "0" * * * * * * * * * * * ?
* * * * *cl_connectionAttempts "15" * * * * * * * * * *Attemps to connect to game
* * * * *cl_connectTimeout "120" * * * * * * * * * * * Connection timeout
* * * * *cl_demoBackJump "20000" * * * * * * * * * * * Backwards fly dist. from explosive
* * * * *cl_demoFastTimescaleSpeed "3" * * * * * * * * Speed of game
* * * * *cl_demoForwardJump "4000" * * * * * * * * * * Forwards fly dist. from explosive
* * * * *cl_demoSlowTimescaleSpeed "0.4" * * * * * * * Explosive slow-mo speed
* * * * *cl_dirSelConvergenceTime "0.1" * * * * * * * *?
* * *A * cl_freelook "1" * * * * * * * * * * * * * * * Spectator On/Off (Part of UFO mode)
* * * * *cl_freezeDemo "0" * * * * * * * * * * * * * * ?
* * * * *cl_hudDrawsBehindUI "1" * * * * * * * * * * * ?
* *R * * cl_ingame "0" * * * * * * * * * * * * * * * * ?
* * *A * cl_maxpackets "30" * * * * * * * * * * * * * *Max number of packets
* * *A * cl_maxPing "800" * * * * * * * * * * * * * * *Max ping
* * * * *cl_migrationTimeout "40" * * * * * * * * * * *Max 'Host Migration' time-out
* *R * * cl_motdString "" * * * * * * * * * * * * * * *?
* * *A * cl_mouseAccel "0" * * * * * * * * * * * * * * ?
* * * * *cl_nodelta "0" * * * * * * * * * * * * * * * *?
* * * * *cl_noprint "0" * * * * * * * * * * * * * * * *?
* * *A * cl_packetdup "1" * * * * * * * * * * * * * * *?
* *R * * cl_paused "0" * * * * * * * * * * * * * * * * ?
* * *A * cl_pitchspeed "140" * * * * * * * * * * * * * ?
* * * * *cl_serverStatusResendTime "750" * * * * * * * ?
* * * * *cl_showmouserate "0" * * * * * * * * * * * * *?
* * * * *cl_shownet "0" * * * * * * * * * * * * * * * *?Show network On/Off?
* * * * *cl_shownuments "0" * * * * * * * * * * * * * *?
* * * * *cl_showSend "0" * * * * * * * * * * * * * * * ?
* * * * *cl_showServerCommands "0" * * * * * * * * * * ?
* * * * *cl_showTimeDelta "0" * * * * * * * * * * * * *?
* * * * *cl_stanceHoldTime "300" * * * * * * * * * * * ?Ho long you hold (B) to go prone?
* * * * *cl_timeout "20" * * * * * * * * * * * * * * * ?
* U *A * cl_voice "1" * * * * * * * * * * * * * * * * *Allow/Show voice On/Off
* * *A * cl_yawspeed "140" * * * * * * * * * * * * * * ?
* * * *C clientSideEffects "1" * * * * * * * * * * * * ?Allow infections?
* * * * *com_animCheck "0" * * * * * * * * * * * * * * ?
* * * * *com_cinematicEndInWhite "0" * * * * * * * * * ?Cinematic ending (fade to white)?
* *R * * com_errorResolveCommand "" * * * * * * * * * *?
* * * * *com_filter_output "0" * * * * * * * * * * * * ?
* * *A * com_maxfps "85" * * * * * * * * * * * * * * * Max frames per second
* * * * *com_maxFrameTime "100" * * * * * * * * * * * *?
* * *A * com_recommendedSet "1" * * * * * * * * * * * *?
* * * * *com_statmon "0" * * * * * * * * * * * * * * * ?
* *R * C com_timescale "1" * * * * * * * * * * * * * * Game time speed
* * * * *compass "1" * * * * * * * * * * * * * * * * * Compass On/Off
* * * *C compassClampIcons "1" * * * * * * * * * * * * ?Compass icons (N,S,E,W)?
* * * * *compassCoords "740 3590 400" * * * * * * * * *?
* * * * *compassECoordCutoff "37" * * * * * * * * * * *?
* * * *C compassEnemyFootstepEnabled "0" * * * * * * * Part of STICKY UAV (On/Off)
* * * *C compassEnemyFootstepMaxRange "500" * * * * * *Part of STICKY UAV (Max range)
* * * *C compassEnemyFootstepMaxZ "100" * * * * * * * *Part of STICKY UAV
* * * *C compassEnemyFootstepMinSpeed "140" * * * * * *Part of STICKY UAV (Min. speed)
* * * *C compassFastRadarUpdateTime "2" * * * * * * * *Radar update time
* * * * *compassFriendlyHeight "16" * * * * * * * * * *Friendly arrow hieght
* * * * *compassFriendlyWidth "16" * * * * * * * * * * Friendly width
* * * *C compassHellfireTargetSpot "0" * * * * * * * * ?
* * * *C compassHideSansObjectivePointer "0" * * * * * ?
* * * *C compassHideVehicles "0" * * * * * * * * * * * Show vehicles On/Off
* * * *C compassMaxRange "2500" * * * * * * * * * * * *Compass max range
* * * * *compassMinRadius "0.0001" * * * * * * * * * * Compass min. radius
* * * * *compassMinRange "0.0001" * * * * * * * * * * *Compass min. range
* * * * *compassObjectiveArrowHeight "20" * * * * * * *Objective arrow height
* * * * *compassObjectiveArrowOffset "2" * * * * * * * Objective arrow offset
* * * * *compassObjectiveArrowRotateDist "5" * * * * * Objective arrow dist.
* * * * *compassObjectiveArrowWidth "20" * * * * * * * Objective arrow width
* * * * *compassObjectiveDetailDist "10" * * * * * * * Objective detail dist.
* * * * *compassObjectiveDrawLines "1" * * * * * * * * ?
* * * * *compassObjectiveHeight "20" * * * * * * * * * Objective height
* * * * *compassObjectiveIconHeight "16" * * * * * * * Objective icon height
* * * * *compassObjectiveIconWidth "16" * * * * * * * *Objective icon width
* * * * *compassObjectiveMaxHeight "70" * * * * * * * *Objective max height
* * * * *compassObjectiveMaxRange "2048" * * * * * * * Objective max range
* * * * *compassObjectiveMinAlpha "1" * * * * * * * * *?
* * * * *compassObjectiveMinDistRange "1" * * * * * * *?
* * * * *compassObjectiveMinHeight "-70" * * * * * * * Objective min. height
* * * * *compassObjectiveNearbyDist "4" * * * * * * * *Objective nearby dist.
* * * * *compassObjectiveNumRings "10" * * * * * * * * ?
* * * * *compassObjectiveRingSize "80" * * * * * * * * ?
* * * * *compassObjectiveRingTime "10000" * * * * * * *?
* * * * *compassObjectiveTextHeight "18" * * * * * * * Objective text height
* * * * *compassObjectiveTextScale "0.3" * * * * * * * Objective text scale
* * * * *compassObjectiveWidth "20" * * * * * * * * * *Objective width
* * * * *compassPlayerHeight "18.75" * * * * * * * * * ?
* * * * *compassPlayerWidth "18.75" * * * * * * * * * *?
* * * *C compassRadarLineThickness "0.4" * * * * * * * ?
* * * *C compassRadarPingFadeTime "4" * * * * * * * * *?
* * * *C compassRadarUpdateTime "4" * * * * * * * * * *?
* * * * *compassRotation "1" * * * * * * * * * * * * * Compass rotation On/Off
* * *A * compassSize "1" * * * * * * * * * * * * * * * Compass size
* * * *C compassSoundPingFadeTime "2" * * * * * * * * *?
* * * *C compassTickertapeStretch "0.5" * * * * * * * *?
* * * * *con_default_console_filter "*" * * * * * * * *?
* * *A * con_errormessagetime "8" * * * * * * * * * * *?
* * *A * con_gameMsgWindow0FadeInTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow0FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow0Filter "gamenotify obituary"?
* * *A * con_gameMsgWindow0LineCount "4" * * * * * * * ?
* * *A * con_gameMsgWindow0MsgTime "5" * * * * * * * * ?
* * *A * con_gameMsgWindow0ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow0SplitscreenScale "1.5" * * *?
* * *A * con_gameMsgWindow1FadeInTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow1FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow1Filter "boldgame" * * * * * ?
* * *A * con_gameMsgWindow1LineCount "1" * * * * * * * ?
* * *A * con_gameMsgWindow1MsgTime "3" * * * * * * * * ?
* * *A * con_gameMsgWindow1ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow1SplitscreenScale "1.5" * * *?
* * *A * con_gameMsgWindow2FadeInTime "0.75" * * * * * ?
* * *A * con_gameMsgWindow2FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow2Filter "subtitle" * * * * * ?
* * *A * con_gameMsgWindow2LineCount "7" * * * * * * * ?
* * *A * con_gameMsgWindow2MsgTime "5" * * * * * * * * ?
* * *A * con_gameMsgWindow2ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow2SplitscreenScale "1.5" * * *?
* * *A * con_gameMsgWindow3FadeInTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow3FadeOutTime "0.5" * * * * * ?
* * *AL *con_gameMsgWindow3Filter "" * * * * * * * * * ?
* * *A * con_gameMsgWindow3LineCount "5" * * * * * * * ?
* * *A * con_gameMsgWindow3MsgTime "5" * * * * * * * * ?
* * *A * con_gameMsgWindow3ScrollTime "0.25" * * * * * ?
* * *A * con_gameMsgWindow3SplitscreenScale "1.5" * * *?
* * *A * con_inputBoxColor "0.25 0.25 0.2 1" * * * * * ?
* * *A * con_inputHintBoxColor "0.4 0.4 0.35 1" * * * *?
* * *A * con_matchPrefixOnly "1" * * * * * * * * * * * ?
* * *A * con_minicon "0" * * * * * * * * * * * * * * * This will Enable the Mini Console on the Screen. Showing you Errors and so on that the Game is doing.
* * *A * con_miniconlines "5" * * * * * * * * * * * * *This is the amount of lines that will be shown when you enable the Mini console. Above.
* * *A * con_minicontime "4" * * * * * * * * * * * * * This is the amount of time that the error or messages from the Console stay on the screen.
* * *A * con_outputBarColor "1 1 0.95 0.6" * * * * * * ?
* * *A * con_outputSliderColor "0.15 0.15 0.1 0.6" * * ?
* * *A * con_outputWindowColor "0.35 0.35 0.3 0.75" * *?
* * * * *con_typewriterColorBase "1 1 1" * * * * * * * ?
* * *A * con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" * * *Text color for checkpoint
* * *A * con_typewriterColorGlowCompleted "0 0.3 0.8 1" * * * * Text color for completion
* * *A * con_typewriterColorGlowFailed "0.8 0 0 1" * * * * * * *Text color for failure
* * *A * con_typewriterColorGlowUpdated "0 0.6 0.18 1" * * * * *Text color for update
* * *A * con_typewriterDecayDuration "700" * * * * * * Typewriter text fade-out time
* * *A * con_typewriterDecayStartTime "6000" * * * * * This is the amount of time before The message starts To Fade out.
* * *A * con_typewriterPrintSpeed "50" * * * * * * * * Typewriter write speed. This is the speed at which the message that is Displayed as a type writer is written across the screen.
* * * * *cpu_speed_12players "3" * * * * * * * * * * * ?
* * * * *cpu_speed_18players "6" * * * * * * * * * * * ?
* * * * *cpu_speed_8players "2.7" * * * * * * * * * * *?
* * * * *developer "0" * * * * * * * * * * * * * * * * Don't know what this is at the moment but seems to Remove Everything from off the screen..
* * * * *developer_script "0" * * * * * * * * * * * * *See above.. more of the same..
* * * * *didyouknow "@PLATFORM_DYK_IW4_MSG17" * * * * *?
* * * * *drawEntityCount "0" * * * * * * * * * * * * * ?
* * * * *drawEntityCountPos "-55 -180" * * * * * * * * ?
* * * * *drawEntityCountSize "32" * * * * * * * * * * *?
* * * * *drawKillcamData "0" * * * * * * * * * * * * * Killcam data On/Off
* * * * *drawKillcamDataPos "-55 -340" * * * * * * * * Killcam data pos.
* * * * *drawKillcamDataSize "32" * * * * * * * * * * *Killcam data size
* * *A * drawLagometer "0" * * * * * * * * * * * * * * Show 'Lagometer' On/Off
* * * * *drawServerBandwidth "0" * * * * * * * * * * * Show server bandwidth
* * * * *drawServerBandwidthPos "-55 -340" * * * * * * Server bandwidth pos.
* * *A * dynEnt_active "1" * * * * * * * * * * * * * * ?
* * * *C dynEnt_bulletForce "1000" * * * * * * * * * * ?
* * * *C dynEnt_damageScale "1" * * * * * * * * * * * *Damage scale (damageXthe value)
* * * *C dynEnt_explodeForce "12500" * * * * * * * * * ?
* * * *C dynEnt_explodeMaxEnts "20" * * * * * * * * * *?
* * * *C dynEnt_explodeMinForce "40" * * * * * * * * * ?
* * * *C dynEnt_explodeSpinScale "3" * * * * * * * * * ?
* * * *C dynEnt_explodeUpbias "0.5" * * * * * * * * * *?
* * * *C dynEnt_explodingBulletForce "3500" * * * * * *?
* * * *C dynEnt_explodingBulletMaxEnts "5" * * * * * * ?
* * * *C dynEnt_explodingBulletMinForce "5" * * * * * *?
* * * *C dynEnt_explodingBulletSpinScale "1" * * * * * ?
* * * *C dynEnt_explodingBulletUpbias "0.5" * * * * * *?
* * * *C fixedtime "0" * * * * * * * * * * * * * * * * This Will enable a fixed Time on the Server. Meaning it will never move from that time. (pretty much like setting unlimited time in options.)
* * * *C FoFIconMaxSize "640" * * * * * * * * * * * * *?
* * * *C FoFIconMinSize "30" * * * * * * * * * * * * * ?
* * * *C FoFIconScale "1.3" * * * * * * * * * * * * * *?
* * * *C FoFIconSpawnTimeDelay "1" * * * * * * * * * * Spawn delay On/Off
* * * *C FoFIconSpawnTimeFade "5" * * * * * * * * * * *Spawn time fade out
* * * *C friction "5.5" * * * * * * * * * * * * * * * *Friction
* * I * *fs_basegame "" * * * * * * * * * * * * * * * *?
* * I * *fs_basepath "G:\codmw2" * * * * * * * * * * * ?
* * I * *fs_cdpath "" * * * * * * * * * * * * * * * * *?
* * I * *fs_copyfiles "0" * * * * * * * * * * * * * * *?
* * * * *fs_debug "0" * * * * * * * * * * * * * * * * *Debug On/Off
*S *I * *fs_game "" * * * * * * * * * * * * * * * * * *?
* * I * *fs_homepath "G:\codmw2" * * * * * * * * * * * ?
* * * LC fs_ignoreLocalized "0" * * * * * * * * * * * *?
* * * *C fx_count "0" * * * * * * * * * * * * * * * * *?
* * * * *fx_cull_elem_draw "1" * * * * * * * * * * * * ?
* * * * *fx_cull_elem_spawn "1" * * * * * * * * * * * *?
* * * *C fx_debugBolt "0" * * * * * * * * * * * * * * *?
* * * *C fx_draw "1" * * * * * * * * * * * * * * * * * ?
* * * *C fx_drawClouds "1" * * * * * * * * * * * * * * Clouds On/Off
* * * *C fx_enable "1" * * * * * * * * * * * * * * * * Effects On/Off
* * * *C fx_freeze "0" * * * * * * * * * * * * * * * * ?Freeze all effects?
* * * *C fx_mark_profile "0" * * * * * * * * * * * * * ?
* * *A * fx_marks "1" * * * * * * * * * * * * * * * * *?
* * *A * fx_marks_ents "1" * * * * * * * * * * * * * * ?
* * *A * fx_marks_smodels "1" * * * * * * * * * * * * *?
* * * *C fx_profile "0" * * * * * * * * * * * * * * * *?
* * * *C fx_profileFilter "" * * * * * * * * * * * * * ?
* * * *C fx_profileSkip "0" * * * * * * * * * * * * * *?
* * * *C fx_profileSort "cost" * * * * * * * * * * * * ?
* * * *C fx_visMinTraceDist "80" * * * * * * * * * * * ?
* * *A * g_allowvote "1" * * * * * * * * * * * * * * * Allow 'Vote to Skip' On/Off
*S * *L *g_gametype "war" * * * * * * * * * * * * * * *?
* * * * *g_gravity "800" * * * * * * * * * * * * * * * This is the over all games gravity. meaning When you jump you float.
*S * * * g_hardcore "0" * * * * * * * * * * * * * * * *Hardcore mode On/Off
* * * * *g_logsync "2" * * * * * * * * * * * * * * * * ?
* * * * *g_synchronousClients "0" * * * * * * * * * * *Synchronize players
* *R * * gameMode "mp" * * * * * * * * * * * * * * * * ?
* * *A * glass_angular_vel "5 35" * * * * * * * * * * *?
* * * *C glass_break "1" * * * * * * * * * * * * * * * Glass breaking On/Off
* * *A * glass_debug "0" * * * * * * * * * * * * * * * ?
* * *A * glass_edge_angle "5 10" * * * * * * * * * * * Glass edge angle
* * *A * glass_fall_delay "0.2 0.9" * * * * * * * * * *Glass delay to fall
* * *A * glass_fall_gravity "800" * * * * * * * * * * *Glass gravity
* * *A * glass_fall_ratio "1.5 3" * * * * * * * * * * *Glass fall ratio
* * *A * glass_fringe_maxcoverage "0.2" * * * * * * * *Max area of left-over glass
* * *A * glass_fringe_maxsize "150" * * * * * * * * * *Max size of left-over glass
* * *A * glass_fx_chance "0.25" * * * * * * * * * * * *?
* * *A * glass_hinge_friction "50" * * * * * * * * * * ?
* * *A * glass_linear_vel "200 400" * * * * * * * * * *?
* * *A * glass_max_pieces_per_frame "100" * * * * * * *Glass pieces per frame
* * *A * glass_max_shatter_fx_per_frame "6" * * * * * *Max amt. of shattering per frame
* * *A * glass_physics_chance "0.15" * * * * * * * * * ?
* * *A * glass_physics_maxdist "512" * * * * * * * * * ?
* * *A * glass_shard_maxsize "300" * * * * * * * * * * Max size for a glass shard
* * *A * glass_shattered_scale "48" * * * * * * * * * *?
* * *A * glass_trace_interval "100" * * * * * * * * * *?
* * * * *heli_barrelMaxVelocity "1250" * * * * * * * * Heli bullet speed
* * * * *heli_barrelRotation "70" * * * * * * * * * * *Heli minigun rotation speed
* * * * *heli_barrelSlowdown "360" * * * * * * * * * * Heli minigun slowdown time
* *R * * hiDef "1" * * * * * * * * * * * * * * * * * * High-Def On/Off
* * * *C hud_bloodOverlayLerpRate "0.3" * * * * * * * *?
* * *A * hud_deathQuoteFadeTime "1000" * * * * * * * * ?
* * *A * hud_enable "1" * * * * * * * * * * * * * * * *Show HUD On/Off
* * *A * hud_fade_ammodisplay "0" * * * * * * * * * * *Ammo counter fade (On/Off?)
* * * *C hud_fade_compass "0" * * * * * * * * * * * * *Compass fade
* * *A * hud_fade_healthbar "2" * * * * * * * * * * * *Healthbar fade
* * *A * hud_fade_offhand "0" * * * * * * * * * * * * *?
* * *A * hud_fade_sprint "1.7" * * * * * * * * * * * * ?
* * *A * hud_fade_stance "1.7" * * * * * * * * * * * * Fade stance indicator
* * *A * hud_fadeout_speed "0.1" * * * * * * * * * * * Fade-out speed
* * *A * hud_flash_period_offhand "0.5" * * * * * * * *?
* * *A * hud_flash_time_offhand "2" * * * * * * * * * *?
* * *A * hud_health_pulserate_critical "0.5" * * * * * Pulse rate (critical)
* * *A * hud_health_pulserate_injured "1" * * * * * * *Pulse rate (hurt)
* * *A * hud_health_startpulse_critical "0.33" * * * * Start pulse (critical)
* * *A * hud_health_startpulse_injured "1" * * * * * * Start pulse (hurt)
* * * *C hudElemPausedBrightness "0.4" * * * * * * * * ?
* * *AL *in_mouse "1" * * * * * * * * * * * * * * * * *?
* * *A * intro "0" * * * * * * * * * * * * * * * * * * ?Intro On/Off?
* * * * *iwnet_debug "0" * * * * * * * * * * * * * * * IWnet debug On/Off
* * * * *iwnet_maxResendTime "120" * * * * * * * * * * IWnet max resend time
* * * * *iwnet_minResendTime "4" * * * * * * * * * * * IWnet min. resend time
* * * * *iwnet_searching "1" * * * * * * * * * * * * * IWnet search On/Off
* * * * *iwnet_sessionFullHeartbeat "20000" * * * * * *?
* * * * *iwnet_sessionHeartbeat "5000" * * * * * * * * ?
* * * * *iwnet_sessions "1" * * * * * * * * * * * * * *IWnet sessions On/Off
* * * * *iwnet_xuid "504" * * * * * * * * * * * * * * *?
* * * *C jump_height "39" * * * * * * * * * * * * * * *Jump height. Settings this to 999 Will give you the Super jump Match. (This Does not carry over system link)
* * * *C jump_ladderPushVel "128" * * * * * * * * * * *?
* * * *C jump_slowdownEnable "1" * * * * * * * * * * * Toggle for Slow Down that happens when you jump over and over and over "bunny hops"
* * * *C jump_spreadAdd "64" * * * * * * * * * * * * * Add to spread while jumping
* * * *C jump_stepSize "18" * * * * * * * * * * * * * *?
* * * * *koth_autodestroytime "60" * * * * * * * * * * KOTH objective stay time
* * * * *koth_capturetime "20" * * * * * * * * * * * * KOTH capture time
* * * * *koth_delayPlayer "0" * * * * * * * * * * * * *KOTH delay spawn
* * * * *koth_destroytime "10" * * * * * * * * * * * * KOTH destroy time
* * * * *koth_extraDelay "0" * * * * * * * * * * * * * ?
* * * * *koth_kothmode "0" * * * * * * * * * * * * * * ?
* * * * *koth_proMode "0" * * * * * * * * * * * * * * *HQ Pro On/Off
* * * * *koth_spawnDelay "60" * * * * * * * * * * * * *Spawn delay time
* * * * *koth_spawntime "30" * * * * * * * * * * * * * ?
* * * *C laserDebug "0" * * * * * * * * * * * * * * * *?
* * * *C laserEndOffset "0.5" * * * * * * * * * * * * *Laser point offset
* * * *C laserFlarePct "0.2" * * * * * * * * * * * * * ?
* * * *C laserFlarePct_alt "0" * * * * * * * * * * * * ?
* * * *C laserForceOn "0" * * * * * * * * * * * * * * *Laser On/Off
* * *A * laserLight "1" * * * * * * * * * * * * * * * *?Laser light On/Off?
* * * *C laserLightBeginOffset "13" * * * * * * * * * *?
* * * *C laserLightBodyTweak "15" * * * * * * * * * * *?
* * * *C laserLightEndOffset "-3" * * * * * * * * * * *?
* * * *C laserLightRadius "3" * * * * * * * * * * * * *Laser Radius
* * * *C laserLightRadius_alt "100" * * * * * * * * * *?
* * *A * laserLightWithoutNightvision "0" * * * * * * *Laser without NV
* * * *C laserRadius "0.8" * * * * * * * * * * * * * * Laser beam radius
* * * *C laserRadius_alt "30" * * * * * * * * * * * * *?
* * * *C laserRange "1500" * * * * * * * * * * * * * * Visible range of laser
* * * *C laserRange_alt "5000" * * * * * * * * * * * * ?
* * * *C laserRangePlayer "1500" * * * * * * * * * * * ?
* * * * *loading_sre_fatal "1" * * * * * * * * * * * * ?
* * * * *lobby_animationSpeed "30" * * * * * * * * * * This is the speed that the Stars Spin when you are Searching for a match. Use this To Confirm you are infected. (Only you see it)
* * * * *lobby_animationTilesHigh "4" * * * * * * * * *SEE ABOVE
* * * * *lobby_animationTilesWide "8" * * * * * * * * *SEE ABOVE
* * * * *lobby_numAnimationFrames "30" * * * * * * * * SEE ABOVE
* * * * *lobby_partySearchWaitTime "1000" * * * * * * *SEE ABOVE
* * * * *lobby_searchingPartyColor "0.941177 0.768627 0.321569 * * ?
* * *AL *loc_forceEnglish "0" * * * * * * * * * * * * *Force all lang. (Text or local?) On/Off
* * *AL *loc_language "0" * * * * * * * * * * * * * * *Force local lang. On/Off
* * * L *loc_translate "1" * * * * * * * * * * * * * * Translate text On/Off
* * * * *loc_warnings "0" * * * * * * * * * * * * * * *?
* * * * *loc_warningsAsErrors "0" * * * * * * * * * * *Force warnings to show as errors
* * * * *loc_warningsUI "0" * * * * * * * * * * * * * *?
* * * * *logfile "1" * * * * * * * * * * * * * * * * * Logfile On/Off
* * * * *lowAmmoWarningColor1 "0.701961 0.701961 0.701961 0.8" * * * Low ammo color 1
* * * * *lowAmmoWarningColor2 "1 1 1 1" * * * * * * * * * * * * * * *Low ammo color 2
* * * * *lowAmmoWarningNoAmmoColor1 "0.8 0.25098 0.301961 0.8" * * * No ammo color 1
* * * * *lowAmmoWarningNoAmmoColor2 "1 0.25098 0.301961 1" * * * * * No ammo color 2
* * * * *lowAmmoWarningNoReloadColor1 "0.701961 0.701961 0.301961" * Low ammo(no reload) color 1
* * * * *lowAmmoWarningNoReloadColor2 "0.701961 0.701961 0.301961 1" Low ammo(no reload) color 2
* * * * *lowAmmoWarningPulseFreq "2.3" * * * * * * * * *Low ammo pulse frequency
* * * * *lowAmmoWarningPulseMax "1.5" * * * * * * * * * Low ammo pulse max frequency
* * * * *lowAmmoWarningPulseMin "0" * * * * * * * * * * Low ammo pulse min. frequency
* * * * *lsp_debug "0" * * * * * * * * * * * * * * * * *?
* * *A * m_filter "0" * * * * * * * * * * * * * * * * * ?
* * *A * m_forward "0.25" * * * * * * * * * * * * * * * ?
* * *A * m_pitch "0.022" * * * * * * * * * * * * * * * *?
* * *A * m_side "0.25" * * * * * * * * * * * * * * * * *?
* * *A * m_yaw "0.022" * * * * * * * * * * * * * * * * *?
* * * *C mantle_check_angle "60" * * * * * * * * * * * *?
* * * *C mantle_check_radius "0.1" * * * * * * * * * * *?
* * * *C mantle_check_range "20" * * * * * * * * * * * *?
* * * *C mantle_debug "0" * * * * * * * * * * * * * * * ?
* * * *C mantle_enable "1" * * * * * * * * * * * * * * *?
* * * *C mantle_max_vertical_end_velocity "0" * * * * * ?
* * * *C mantle_view_yawcap "60" * * * * * * * * * * * *?
* *R * * mapcrc "0" * * * * * * * * * * * * * * * * * * ?
*S R * * mapname "" * * * * * * * * * * * * * * * * * * ?
* * * *C masterPort "20810" * * * * * * * * * * * * * * ?
* * * *C masterServerName "cod4master.activision.com" * ?
* * * * *matchmaking_debug "1" * * * * * * * * * * * * *?
* * * * *maxVoicePacketsPerSec "100" * * * * * * * * * *Max voice packets per second
* * * * *maxVoicePacketsPerSecForServer "20" * * * * * *Max voice packets per second (server)
* * * * *migration_blocksperframe "0" * * * * * * * * * ?
* * * *C migration_dvarErrors "1" * * * * * * * * * * * ?
* * * * *migration_limit "5" * * * * * * * * * * * *?Allowed times to migrate host in 1 game?
* * * * *migration_msgtimeout "500" * * * * * * * * * * Host migration time-out time
* * * * *migration_timeBetween "30000" * * * * * * * * *Time between host migration
* * * * *migration_verboseBroadcastTime "100" * * * * * ?
* * * * *migrationPingTime "10" * * * * * * * * * * * * ?
* * * *C missileRemoteFOV "15" * * * * * * * * * * * * *Predator field of view
* * * *C missileRemoteSteerPitchRange "1 87" * * * * * *Predator turn limit
* * * *C missileRemoteSteerPitchRate "35" * * * * * * * Predator turn limit
* * * *C missileRemoteSteerYawRate "35" * * * * * * * * ?
* * *A * monkeytoy "0" * * * * * * * * * * * * * * * * *?Lol sounds cool?
* * * * *motd "Welcome to Modern Warfare 2 multiplayer" Text at bottom while in a lobby
* * * *C motionTrackerBlurDuration "0.2" * * * * * * * *?
* * * * *motionTrackerCenterX "0" * * * * * * * * * * * Heartbeat center (X)
* * * * *motionTrackerCenterY "-0.37" * * * * * * * * * Heartbeat center (Y)
* * * *C motionTrackerPingFadeTime "3" * * * * * * * * *Dot fade away time
* * * * *motionTrackerPingPitchAddPerEnemy "0" * * * * *Sound for far enemy
* * * * *motionTrackerPingPitchBase "1" * * * * * * * * Sound for enemy
* * * * *motionTrackerPingPitchNearby "2" * * * * * * * Sound for close enemy
* * * * *motionTrackerPingSize "0.2" * * * * * * * * * *Heartbeat dot size
* * * *C motionTrackerRange "1600" * * * * * * * * * * *Heartbeat range
* * * *C motionTrackerSweepAngle "90" * * * * * * * * * Heartbeat angle
* * * *C motionTrackerSweepInterval "3" * * * * * * * * Heartbeat update time
* * * *C motionTrackerSweepSpeed "2000" * * * * * * * * Heartbeat update speed
* * * *C mp_paused "0" * * * * * * * * * * * * * * * * *?
* * * * *msg_dumpEnts "0" * * * * * * * * * * * * * * * ?
* * * * *msg_hudelemspew "0" * * * * * * * * * * * * * *?
* * * * *msg_printEntityNums "0" * * * * * * * * * * * *?
* U *A * name "" * * * * * * * * * * * * * * * * * * * *?
* * * L *net_ip "localhost" * * * * * * * * * * * * * * ?
* * * * *net_lanauthorize "0" * * * * * * * * * * * * * ?Might have something to do with How a pc server checks the Cd key?
* * *AL *net_noipx "0" * * * * * * * * * * * * * * * * *?
* * *AL *net_noudp "0" * * * * * * * * * * * * * * * * *?
* * * L *net_port "28960" * * * * * * * * * * * * * * * ?
* * * * *net_profile "0" * * * * * * * * * * * * * * * *?
* * * * *net_showprofile "0" * * * * * * * * * * * * * *?
* * *AL *net_socksEnabled "0" * * * * * * * * * * * * * ?
* * *AL *net_socksPassword "" * * * * * * * * * * * * * ?
* * *AL *net_socksPort "1080" * * * * * * * * * * * * * ?
* * *AL *net_socksServer "" * * * * * * * * * * * * * * ?
* * *AL *net_socksUsername "" * * * * * * * * * * * * * ?
* * * * *nextdemo "" * * * * * * * * * * * * * * * * * *?
* * * * *nextmap "" * * * * * * * * * * * * * * * * * * ?Might be how you select next map when hosting?
* * * * *nightVisionDisableEffects "0" * * * * * * * * *Night vision On/Off
* * * * *nightVisionFadeInOutTime "0.1" * * * * * * * * Night vision turnoff time
* * * * *nightVisionPowerOnTime "0.3" * * * * * * * * * Night vision turnon time
* * * *C objectiveFadeTimeGoingOff "0.5" * * * * * * * *?
* * * *C objectiveFadeTimeGoingOn "1" * * * * * * * * * ?
* * * *C objectiveFadeTimeWaitOff "2" * * * * * * * * * ?
* * * *C objectiveFadeTimeWaitOn "2" * * * * * * * * * *?
* * * *C objectiveFadeTooClose "0.1" * * * * * * * * * *?
* * * *C objectiveFadeTooFar "25" * * * * * * * * * * * ?
* * * *C objectiveFontSize "0.6" * * * * * * * * * * * *Objective font size
* * * *C objectiveHide "0" * * * * * * * * * * * * * * *Show objective On/Off
* * * *C objectiveTextOffsetY "-5.33" * * * * * * * * * Objective text offset
* * * *C onlinegame "0" * * * * * * * * * * * * * * * * Make privatematch count as online On/Off
* * * * *onlinegameandhost "0" * * * * * * * * * * * * *?Using all these makes the Game not joinable after the host has spawned?
* * * * *onlineunrankedgameandhost "0" * * * * * * * * *?Using all these makes the Game not joinable after the host has spawned?
* * * * *overrideNVGModelWithKnife "0" * * * * * * * * *?
* * * * *packetDebug "0" * * * * * * * * * * * * * * * *?
* * * *C painReverbDryLevel "0.5" * * * * * * * * * * * ?
* * * *C painReverbRoomType "underwater" * * * * * * * *?
* * * *C painReverbWetLevel "0.4" * * * * * * * * * * * ?
* * * *C painVisionLerpOutRate "0.3" * * * * * * * * * *?
* * * *C painVisionTriggerHealth "0.55" * * * * * * * * Health to activate 'pain vision'
* * * *C party_autoteams "1" * * * * * * * * * * * * * *Autoselect teams On/Off
* * * * *party_connectTimeout "1000" * * * * * * * * * *?
* * * * *party_connectToOthers "1" * * * * * * * * * * *Allow party to connect to others On/Off
* * * * *party_currentSearchTier "2" * * * * * * * * * *?
* * * * *party_debug "0" * * * * * * * * * * * * * * * *?
* * * * *party_defaultSearchTier "2" * * * * * * * * * *?
* * * * *party_editingsettings "0" * * * * * * * * * * *?
* * * * *party_firstSubpartyIndex "0" * * * * * * * * * ?
* *R * * party_gamesize "" * * * * * * * * * * * * * * *?
* * * * *party_gameStartTimerLength "10" * * * * * * * *Time at beginning of game where you wait
* *R * * party_gametype "" * * * * * * * * * * * * * * *?
* *R * * party_host "0" * * * * * * * * * * * * * * * * Party host On/Off
* * * * *party_hostmigration "1" * * * * * * * * * * * *Party host migration On/Off
* *R * * party_hostname "" * * * * * * * * * * * * * * *Party host (enter gamertag in "")
* *R * * party_IAmSelected "0" * * * * * * * * * * * * *?Another Force host Dvar?
* *R * * party_kickplayerquestion "" * * * * * * * * * *Allow to kick players On/Off
* * * * *party_listFocus "0" * * * * * * * * * * * * * *?
* *R * * party_lobbyPlayerCount "" * * * * * * * * * * *?
* *R * * party_mapname "" * * * * * * * * * * * * * * * ?Will Show map in the lobby but wont be the right map when it starts?
* *R * * party_mappacks "" * * * * * * * * * * * * * * *?
* * * * *party_matchedPlayerCount "4" * * * * * * * * * ?
* * * * *party_maxplayers "16" * * * * * * * * * * * * *Max number of players in an online game
* * * * *party_maxPrivatePartyPlayers "18" * * * * * * *Max number of players in a pvt. match
* * * * *party_maxSearchTier "6" * * * * * * * * * * * *?
* * * * *party_maxTeamDiff "1" * * * * * * * * * * * * *Max number of different team members
* *R * * party_membersMissingMapPack "0" * * * * * * * *?
* * * * *party_minLobbyTime "60" * * * * * * * * * * * *?
* * * * *party_minplayers "2" * * * * * * * * * * * * * Min. players for a game
* * * * *party_msPerTier "50" * * * * * * * * * * * * * ?
* *R * * party_partyPlayerCount "" * * * * * * * * * * *?
* *R * * party_playervisible "0" * * * * * * * * * * * *Visibility On/Off
* * * * *party_pregameStartTimerLength "5" * * * * * * *Pregame count down
* * * * *party_searchPauseTime "2000" * * * * * * * * * ?
* * * * *party_searchRandomDelay "500" * * * * * * * * *?
* * * * *party_searchResultsLifetime "45000" * * * * * *? [color=] [/color]
Last edited by TTG-ice ; edited 1 time in total
#2. Posted:
Status: Offline
Joined: Jan 31, 201212Year Member
Posts: 114
Reputation Power: 4
Status: Offline
Joined: Jan 31, 201212Year Member
Posts: 114
Reputation Power: 4
can u host challenge lobby and i will rep this
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- 1not useful
#3. Posted:
Status: Offline
Joined: Apr 05, 201014Year Member
Posts: 1,215
Reputation Power: 53
Status: Offline
Joined: Apr 05, 201014Year Member
Posts: 1,215
Reputation Power: 53
Nice post bro keep it up!
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#4. Posted:
Status: Offline
Joined: Apr 05, 201014Year Member
Posts: 1,215
Reputation Power: 53
Status: Offline
Joined: Apr 05, 201014Year Member
Posts: 1,215
Reputation Power: 53
TTGFINDERS wrote can u host challenge lobby and i will rep this
Leach leach leach. Challenge lobbies are patch
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- 0not useful
#5. Posted:
Status: Offline
Joined: Jul 19, 201113Year Member
Posts: 16
Reputation Power: 0
Status: Offline
Joined: Jul 19, 201113Year Member
Posts: 16
Reputation Power: 0
ummmm plz inv KeMiCz
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- 0not useful
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