actionSlotsHide "0" // Hide the actionslots. activeAction // Action to execute in first frame aim_accel_turnrate_debug "0" // Turn on debugging info for the acceleration aim_accel_turnrate_enabled "1" // Enable/disable acceleration of the turnrates aim_accel_turnrate_lerp "1200" // The acceleration of the turnrates aim_aimAssistRangeScale "1" // Scales the weapon's aim assist range aim_autoAimRangeScale "1" // Scales the weapon's auto aim range aim_autoaim_debug "0" // Turn on auto aim debugging aim_autoaim_enabled "0" // Turn on auto aim aim_autoaim_lerp "40" // The rate in degrees per second that the auto aim will converge to its target aim_autoaim_region_height "120" // The height of the auto aim region in virtual screen coordinates (0 - 480) aim_autoaim_region_width "160" // The width of the auto aim region in virtual screen coordinates (0 - 640) aim_automelee_debug "0" // Turn on auto melee debugging aim_automelee_enabled "1" // Turn on auto melee aim_automelee_lerp "40" // The rate in degrees per second that the auto melee will converge to its target aim_automelee_range "128" // The range of the auto melee aim_automelee_region_height "240" // The height of the auto melee region in virtual screen coordinates (0 - 480) aim_automelee_region_width "320" // The width of the auto melee region in virtual screen coordinates (0 - 640) aim_input_graph_debug "0" // Debug the view input graphs aim_input_graph_enabled "1" // Use graph for adjusting view input aim_input_graph_index "3" // Which input graph to use aim_lockon_debug "0" // Turn on debugging info for aim lock on aim_lockon_deflection "0.05" // The amount of stick deflection for the lockon to activate aim_lockon_enabled "1" // Aim lock on helps the player to stay on target aim_lockon_region_height "90" // The height of the auto aim region in virtual screen coordinates(0-480) aim_lockon_region_width "90" // The width of the auto aim region in virtual screen coordinates(0-640) aim_lockon_strength "0.6" // The amount of aim assistance given by the target lock on aim_scale_view_axis "1" // Scale the influence of each input axis so that the major axis has more influence on the control aim_slowdown_debug "0" // Turn on debugging info for aim slowdown aim_slowdown_enabled "1" // Slowdown the turn rate when the cross hair passes over a target aim_slowdown_pitch_scale "0.4" // The vertical aim assist slowdown ratio from the hip aim_slowdown_pitch_scale_ads "0.5" // The vertical aim assist slowdown ratio when aiming down the sight aim_slowdown_region_height "90" // The screen height of the aim assist slowdown region aim_slowdown_region_width "90" // The screen width of the aim slowdown region aim_slowdown_yaw_scale "0.4" // The horizontal aim assist slowdown ratio from the hip aim_slowdown_yaw_scale_ads "0.5" // The horizontal aim assist slowdown ratio when aiming down the sight aim_turnrate_pitch "90" // The vertical turn rate for aim assist when firing from the hip aim_turnrate_pitch_ads "55" // The turn rate up and down for aim assist when aiming down the sight aim_turnrate_yaw "260" // The horizontal turn rate for aim assist when firing from the hip aim_turnrate_yaw_ads "90" // The horizontal turn rate for aim assist when aiming down the sight ai_corpseCount "16" ammoCounterHide "0" // Hide the Ammo Counter authPort "20800" authServerName "cod4master.activision.com" badhost_debug "0" // Bad host debugging badhost_endGameIfISuck "1" // End the match if most of the players are lagged out badhost_maxDoISuckFrames "300" // Max lagged frames need to end match badhost_maxHappyPingTime "400" // Max ping that a player can have that we consider acceptable when calculating if the server is swamped badhost_minPercentClientsUnhappyToSuck "0.51" // What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts badhost_minTotalClientsForHappyTest "3" // Minimum number of clients before it does the 'suck as host' test bandwidthtest_announceinterval "200" bandwidthtest_duration "500" bandwidthtest_enable "1" 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" band_12players "384000" // 12 player bandwidth req'd band_18players "580000" // 18 player bandwidth req'd band_2players "64000" // 2 player bandwidth req'd band_4players "128000" // 4 player bandwidth req'd band_8players "256000" // 8 player bandwidth req'd bg_aimSpreadMoveSpeedThreshold "11" // When player is moving faster than this speed, the aim spread will increase bg_bulletExplDmgFactor "1" // Weapon damage multiplier that will be applied at the center of the slash damage area. bg_bulletExplRadius "250" // The radius of the bullet splash damage, where the damage gradually falls off to 0. bg_debugProne "0" // Show prone debug information bg_fallDamageMaxHeight "300" // The height that a player will take maximum damage when falling bg_fallDamageMinHeight "128" // The height that a player will start to take minimum damage if they fall bg_foliagesnd_fastinterval "500" // The time between each foliage sound when moving quickly bg_foliagesnd_maxspeed "180" // The speed that a player must be going to make maximum noise while moving through foliage bg_foliagesnd_minspeed "40" // The speed that a player must be going to make minimum noise while moving through foliage bg_foliagesnd_resetinterval "500" // The time interval before foliage sounds are reset after the player has stopped moving bg_foliagesnd_slowinterval "1500" // The time between each foliage sound when moving slowly bg_forceDualWield "0" // Force akimbo for all possible weapons bg_forceExplosiveBullets "0" // When set, all bullet weapons will fire explosive rounds (Simulates Perk) bg_ladder_yawcap "100" // The maximum angle that a player can look around while on a ladder bg_legYawTolerance "20" // The amount the player's leg yaw can differ from his torso before moving ta match bg_lowGravity "800" // Low gravity for slow or floaty objects, in inches per second per second bg_maxGrenadeIndicatorSpeed "100" // Maximum speed of grenade that will show up in indicator and can be thrown back. bg_prone_yawcap "85" // The maximum angle that a player can look around quickly while prone bg_shieldHitEncodeHeightVM "-10" bg_shieldHitEncodeHeightWorld "-25" // The encoding range, in height, of a client's world shield. A hit in this range is encoded into one of 8 rows. bg_shieldHitEncodeWidthVM "-16" bg_shieldHitEncodeWidthWorld "-14" // The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns. bg_shock_lookControl "1" bg_shock_lookControl_fadeTime "2" bg_shock_lookControl_maxpitchspeed "90" bg_shock_lookControl_maxyawspeed "90" bg_shock_lookControl_mousesensitivityscale "0.5" bg_shock_movement "1" bg_shock_screenBlurBlendFadeTime "1" bg_shock_screenBlurBlendTime "0.4" bg_shock_screenFlashShotFadeTime "1" bg_shock_screenFlashWhiteFadeTime "1" bg_shock_screenType "blurred" bg_shock_sound "1" bg_shock_soundDryLevel "1" bg_shock_soundEnd "shellshock_end" bg_shock_soundEndAbort "shellshock_end_abort" bg_shock_soundFadeInTime "0.25" bg_shock_soundFadeOutTime "2.5" bg_shock_soundLoop "shellshock_loop" bg_shock_soundLoopEndDelay "-3" bg_shock_soundLoopFadeTime "1.5" bg_shock_soundLoopSilent "shellshock_loop_silent" bg_shock_soundModEndDelay "2" bg_shock_soundRoomType "generic" bg_shock_soundWetLevel "0.5" bg_shock_viewKickFadeTime "3" bg_shock_viewKickPeriod "0.75" bg_shock_viewKickRadius "0.05" bg_shock_volume_ambdist1 "0.5" bg_shock_volume_ambdist2 "0.5" bg_shock_volume_ambient "0.5" bg_shock_volume_announcer "0.5" bg_shock_volume_auto "0.5" bg_shock_volume_auto2 "0.5" bg_shock_volume_auto2d "0.5" bg_shock_volume_autodog "0.5" bg_shock_volume_body "0.5" bg_shock_volume_body2d "0.5" bg_shock_volume_bulletimpact "0.5" bg_shock_volume_bulletwhizby "0.5" bg_shock_volume_effects1 "0.5" bg_shock_volume_effects2 "0.5" bg_shock_volume_element "0.5" bg_shock_volume_explosiveimpact "0.5" bg_shock_volume_hurt "0.5" bg_shock_volume_item "0.5" bg_shock_volume_local "0.5" bg_shock_volume_local2 "0.5" bg_shock_volume_local3 "0.5" bg_shock_volume_menu "0.5" bg_shock_volume_mission "0.5" bg_shock_volume_music "0.5" bg_shock_volume_musicnopause "0.5" bg_shock_volume_nonshock "0.5" bg_shock_volume_physics "0.5" bg_shock_volume_player1 "0.5" bg_shock_volume_player2 "0.5" bg_shock_volume_reload "0.5" bg_shock_volume_reload2d "0.5" bg_shock_volume_shellshock "0.5" bg_shock_volume_vehicle "0.5" bg_shock_volume_vehiclelimited "0.5" bg_shock_volume_voice "0.5" bg_shock_volume_weapon "0.5" bg_shock_volume_weapon2d "0.5" bg_softLandingMaxDamage "0.1" // The max amount of damage (as % of max health) if soft landing is in effect bg_softLandingMaxHeight "300" // The height that a player will start to take max damage if soft landing is in effect bg_softLandingMinHeight "128" // The height that a player will start to take minimum damage if soft landing is in effect bg_swingSpeed "0.2" // The rate at which the player's legs swing around when strafing(multi-player only) bg_viewBobAmplitudeBase "0.16" // The base speed-based view bob amplitude bg_viewBobAmplitudeDucked "0.0075" // The multiplier to apply to the player's speed to get the view bob amplitude while ducking bg_viewBobAmplitudeDuckedAds "0.0075" // The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS bg_viewBobAmplitudeProne "0.02" // The multiplier to apply to the player's speed to get the view bob amplitude while prone bg_viewBobAmplitudeRoll "1.5" // The amplitude applied to the roll for view bobbing bg_viewBobAmplitudeSprinting "0.02" // The multiplier to apply to the player's speed to get the view bob amplitude while sprinting bg_viewBobAmplitudeStanding "0.007" // The multiplier to apply to the player's speed to get the view bob amplitude while standing bg_viewBobAmplitudeStandingAds "0.007" // The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS bg_viewBobLag "0.25" // The lag that will be applied the view bob cycle bg_viewBobMax "8" // The maximum allowed bob amplitude bg_viewKickMax "90" // The maximum view kick bg_viewKickMin "5" // The minimum view kick bg_viewKickRandom "0.4" // The random direction scale view kick bg_viewKickScale "0.2" // The scale to apply to the damage done to calculate damage view kick bg_weaponBobAmplitudeBase "0.16" // The base speed-based weapon bob amplitude bg_weaponBobAmplitudeDucked "0.045" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking bg_weaponBobAmplitudeProne "0.02" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone bg_weaponBobAmplitudeRoll "1.5" // The amplitude applied to the roll for weapon bobbing bg_weaponBobAmplitudeSprinting "0.02" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting bg_weaponBobAmplitudeStanding "0.055" // The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing bg_weaponBobLag "0.25" // The lag that will be applied the weapon bob cycle bg_weaponBobMax "8" // The maximum allowed weapon/viewmodel bob amplitude bind bullet_penetrationMinFxDist "30" // Min distance a penetrated bullet must travel before it'll trigger the effects bullet_penetration_enabled "1" // When false, disables bullet penetration completely. bullet_ricochetBaseChance "0.5" // The base chance a bullet has of ricocheting off of a riot shield. cameraShakeRemoteHelo_Angles "0.221" // Remote helicopter gunner cam, range to shake the view. cameraShakeRemoteHelo_Freqs "31" // Remote helicopter gunner cam, how fast to shake. cameraShakeRemoteHelo_SpeedRange "2000" // Remote helicopter gunner cam, range of missile speed to scale the shaking. cameraShakeRemoteMissile_Angles "0.05" // Remote missile-cam, range to shake the view. cameraShakeRemoteMissile_Freqs "42" // Remote missile-cam, how fast to shake. cameraShakeRemoteMissile_SpeedRange "1000" // Remote missile-cam, range of missile speed to scale the shaking. camera_thirdPerson "0" // Use third person view globally camera_thirdPersonAdsTransScale "2" // Scale applied to ADS transition time when in third person mode camera_thirdPersonCrosshairOffset "0.35" // Amount to vertically offset the crosshair from the center when in third person mode camera_thirdPersonFovScale "0.9" // Scale applied to the field of view when in global third person view camera_thirdPersonOffset "-120" // The offset of the camera from the player in global third person view camera_thirdPersonOffsetAds "-60" // The ADS offset of the camera from the player in global third person view camera_thirdPersonOffsetTurretAds "-80" // The ADS offset of the camera from the player when on a turret in global third person view cg_airstrikeKillCamCloseXYDist "24" // Airstrike kill camera closest distance in front of the bomb. cg_airstrikeKillCamCloseZDist "24" // Airstrike kill camera closest distance above the target. cg_airstrikeKillCamFarBlur "2" cg_airstrikeKillCamFarBlurDist "300" cg_airstrikeKillCamFarBlurStart "100" // Airstrike kill camera distance above the airplane. cg_airstrikeKillCamFov "50" // Airstrike kill camera field of view. cg_airstrikeKillCamNearBlur "4" cg_airstrikeKillCamNearBlurEnd "100" cg_airstrikeKillCamNearBlurStart "0" cg_blood "1" // Show Blood cg_brass "1" // Weapons eject brass cg_centertime "5" // The time for a center printed message to fade cg_chatHeight "4" // The font height of a chat message cg_chatTime "12000" // The amount of time that a chat message is visible cg_chatWithOtherTeams "0" // If true, players can talk to other players regardless of their teams cg_connectionIconSize "0" // Size of the connection icon cg_constantSizeHeadIcons "0" // Head icons are the same size regardless of distance from the player cg_crosshairAlpha "1" // The alpha value of the crosshair cg_crosshairAlphaMin "0.5" // The minimum alpha value of the crosshair when it fades in cg_crosshairDynamic "0" // Crosshair is Dynamic cg_crosshairEnemyColor "1" // The crosshair color when over an enemy cg_crosshairVerticalOffset "0" // Amount to vertically offset the crosshair from the center. cg_cullBulletAngle "50" // Cull bullet trajectories that don't fall within this fov cg_cullBullets "1" // Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you cg_cursorHints "4" // Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static cg_deadChatWithDead "0" // If true, dead players can all chat together, regardless of team cg_deadChatWithTeam "0" // If true, dead players can talk to living players on their team cg_deadHearAllLiving "0" // If true, dead players can hear all living players talk cg_deadHearTeamLiving "0" // If true, dead players can hear living players on their team talk cg_debugevents "-1" // Output event debug information. EV_NONE turns it off. EV_MAX_EVENTS shows all events. Otherwise, show only specified value. cg_debugInfoCornerOffset "0" // Offset from top-right corner, for cg_drawFPS, etc cg_debugposition "0" // Output position debugging information cg_debug_overlay_viewport "0" // Remove the sniper overlay so you can check that the scissor window is correct. cg_descriptiveText "1" // Draw descriptive spectator messages cg_dobjdump "-1" // Output dobj info for the given entity id cg_draw2D "1" // Draw 2D screen elements cg_drawBreathHint "1" // Draw a 'hold breath to steady' hint cg_drawCrosshair "1" // Turn on weapon crosshair cg_drawCrosshairNames "1" // Draw the name of an enemy under the crosshair cg_drawCrosshairNamesPosX "300" // Virtual screen space position of the crosshair name cg_drawCrosshairNamesPosY "180" cg_drawDamageDirection "1" // Draw hit direction arrow. cg_drawDamageFlash "0" // Draw flash when hit. cg_drawFPS "Off" // Draw frames per second cg_drawFPSLabels "1" // Draw FPS Info Labels cg_drawFriendlyNames "1" // Whether to show friendly names in game cg_drawGun "1" cg_drawHealth "0" // Draw health bar cg_drawMantleHint "1" // Draw a 'press key to mantle' hint cg_drawMaterial "Off" // Draw debugging information for materials cg_drawpaused "1" // Draw paused screen cg_drawScriptUsage "0" // Draw debugging information for scripts cg_drawShellshock "1" // Draw shellshock & flashbang screen effects. cg_drawSnapshot "0" // Draw debugging information for snapshots cg_drawSplatter "0" // Draw on-camera splatter effects. cg_drawSplatterTest "0" // Test out on-camera splatter effects. cg_drawStatsSource "0" // Draw stats source cg_drawTalk "ALL" // Controls which icons CG_TALKER ownerdraw draws cg_drawThroughWalls "0" // Whether to draw friendly names through walls or not cg_drawTurretCrosshair "1" // Draw a cross hair when using a turret cg_drawViewpos "0" // Draw viewpos cg_dumpAnims "-1" // Output animation info for the given entity id cg_enemyNameFadeIn "250" // Time in milliseconds to fade in enemy names cg_enemyNameFadeOut "250" // Time in milliseconds to fade out enemy names cg_errordecay "100" // Decay for predicted error cg_everyoneHearsEveryone "0" // If true, all players can all chat together, regardless of team or death cg_explosiveKillCamBackDist "35" // Explosive kill camera: distance of camera backwards from explosive. cg_explosiveKillCamGroundBackDist "30" // Explosive kill camera when stuck to ground: distance of camera backwards from explosive. cg_explosiveKillCamGroundUpDist "15" // Explosive kill camera when stuck to ground: distance of camera vertically from explosive. cg_explosiveKillCamStopDecelDist "100" // Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest cg_explosiveKillCamStopDist "350" // Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest cg_explosiveKillCamUpDist "5" // Explosive kill camera: distance of camera vertically from explosive. cg_explosiveKillCamWallOutDist "10" // Explosive kill camera when stuck to wall: distance of camera out from wall. cg_explosiveKillCamWallSideDist "30" // Explosive kill camera when stuck to wall: distance of camera along wall from explosive. cg_flashbangNameFadeIn "1000" // Time in milliseconds to fade in friendly names after a flashbang cg_flashbangNameFadeOut "50" // Time in milliseconds to fade out friendly names when flash banged cg_footsteps "1" // Play footstep sounds cg_fov "65" // The field of view angle in degrees cg_fovMin "1" // The minimum possible field of view cg_fovScale "1" // Scale applied to the field of view cg_friendlyNameFadeIn "0" // Time in milliseconds to fade in friendly names cg_friendlyNameFadeOut "1500" // Time in milliseconds to fade out friendly names cg_gameBoldMessageWidth "390" // The maximum character width of the bold game messages cg_gameMessageWidth "455" // The maximum character width of the game messages cg_gun_x "0" // Forward position of the viewmodel cg_gun_y "0" // Right position of the viewmodel cg_gun_z "0" // Up position of the viewmodel cg_headIconMinScreenRadius "0.015" // The minumum radius of a head icon on the screen cg_heliKillCamFarBlur "2" cg_heliKillCamFarBlurDist "300" cg_heliKillCamFarBlurStart "100" // Helicopter kill camera distance above the helicopter. cg_heliKillCamFov "15" // Helicopter kill camera field of view. cg_heliKillCamNearBlur "4" // Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 cg_heliKillCamNearBlurEnd "100" cg_heliKillCamNearBlurStart "0" cg_hintFadeTime "100" // Time in milliseconds for the cursor hint to fade cg_hudChatIntermissionPosition "5" // Position of the HUD chat box during intermission cg_hudChatPosition "5" // Position of the HUD chat box cg_hudDamageIconHeight "64" // The height of the damage icon cg_hudDamageIconInScope "0" // Draw damage icons when aiming down the sight of a scoped weapon cg_hudDamageIconOffset "128" // The offset from the center of the damage icon cg_hudDamageIconTime "6000" // The amount of time for the damage icon to stay on screen after damage is taken cg_hudDamageIconWidth "128" // The width of the damage icon cg_hudGrenadeIconEnabledFlash "0" // Show the grenade indicator for flash grenades cg_hudGrenadeIconHeight "25" // The height of the grenade indicator icon cg_hudGrenadeIconInScope "0" // Show the grenade indicator when aiming down the sight of a scoped weapon cg_hudGrenadeIconMaxHeight "104" // The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator cg_hudGrenadeIconMaxRangeFlash "500" // The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator cg_hudGrenadeIconMaxRangeFrag "250" // The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator cg_hudGrenadeIconOffset "50" // The offset from the center of the screen for a grenade icon cg_hudGrenadeIconWidth "25" // The width of the grenade indicator icon cg_hudGrenadePointerHeight "12" // The height of the grenade indicator pointer cg_hudGrenadePointerPivot "12" // The pivot point of th grenade indicator pointer cg_hudGrenadePointerPulseFreq "1.7" // The number of times per second that the grenade indicator flashes in Hertz cg_hudGrenadePointerPulseMax "1.85" // The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer cg_hudGrenadePointerPulseMin "0.3" // The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer cg_hudGrenadePointerWidth "25" // The width of the grenade indicator pointer cg_hudlegacysplitscreenscale "2" cg_hudMapBorderWidth "2" // The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw cg_hudMapFriendlyHeight "15" cg_hudMapFriendlyWidth "15" // The size of the friendly icon on the full map cg_hudMapPlayerHeight "20" cg_hudMapPlayerWidth "20" // The size of the player's icon on the full map cg_hudMapRadarLineThickness "0.15" // Thickness, relative to the map width, of the radar texture that sweeps across the full screen map cg_hudObjectiveTextScale "0.3" cg_hudProneY "-160" // Virtual screen y coordinate of the prone blocked message cg_hudSayPosition "5" // Position of the HUD say box cg_hudsplitscreencompassscale "1.5" cg_hudsplitscreenstancescale "2" cg_hudStanceFlash "1" // The background color of the flash when the stance changes cg_hudStanceHintPrints "0" // Draw helpful text to say how to change stances cg_hudVotePosition "5" // Position of the HUD vote box cg_invalidCmdHintBlinkInterval "600" // Blink rate of an invalid command hint cg_invalidCmdHintDuration "1800" // Duration of an invalid command hint cg_javelinKillCamCloseZDist "128" // Javelin kill camera: closest distance above the target. cg_javelinKillCamDownDist "150" // Javelin kill camera: distance to follow during descent. cg_javelinKillCamFov "60" // Javelin kill camera: fov cg_javelinKillCamLookLerpDist "3000" // Javelin kill camera: distance over which to lerp to look at player during descent. A value of zero means don't lerp at all. cg_javelinKillCamPassDist "50" // Javelin kill camera: distance away when passing. cg_javelinKillCamPassTime "5" // Javelin kill camera: time in seconds to pass javelin on the way up cg_javelinKillCamUpDist "200" // Javelin kill camera: distance to follow during ascent. cg_killCamDefaultLerpTime "300" // Default time used to lerp between killcam entities. cg_killCamTurretLerpTime "900" // Time used to lerp to a killcam entity of the TURRET type. cg_laserlight "1" cg_levelReverbDryLevel "0.9" // Level reverb dry level. cg_levelReverbEnabled "1" // Enables level reverb. cg_levelReverbRoomType "city" // Level reverb room type. cg_levelReverbWetLevel "0.15" // Level reverb wet level. cg_mapLocationSelectionCursorSpeed "0.6" // Speed of the cursor when selecting a location on the map cg_marks_ents_player_only "0" // Marks on entities from players' bullets only. cg_minCullBulletDist "128" // Don't cull bullet trajectories that are within this distance to you. cg_nopredict "0" // Don't do client side prediction cg_overheadIconSize "0.7" // The maximum size to show overhead icons like 'rank' cg_overheadNamesFarDist "1024" // The far distance at which name sizes are scaled by cg_overheadNamesFarScale cg_overheadNamesFarScale "0.75" // The amount to scale overhead name sizes at cg_overheadNamesFarDist cg_overheadNamesFont "2" // Font for overhead names ( see menudefinition.h ) cg_overheadNamesGlow "0" // Glow color for overhead names cg_overheadNamesMaxDist "10000" // The maximum distance for showing friendly player names cg_overheadNamesNearDist "256" // The near distance at which names are full size cg_overheadNamesSize "0.5" // The maximum size to show overhead names cg_overheadRankSize "0.5" // The size to show rank text cg_overheadTitlesFont "2" // Font for overhead titles ( see menudefinition.h ) cg_overheadTitleSize "0.5" // The size to show title text cg_predictItems "1" // Turn on client side prediction for item pickup cg_predictItemsDuration "5" // The amount of time to wait after an item pickup prediction to show the item again if it failed. cg_remoteMissileKillCamBackDist "300" // Remote missile kill camera: distance of camera backwards from rocket. cg_remoteMissileKillCamUpDist "60" // Remote missile kill camera: distance of camera vertically from rocket. cg_rocketKillCamBackDist "70" // Rocket kill camera: distance of camera backwards from rocket. cg_rocketKillCamUpDist "10" // Rocket kill camera: distance of camera vertically from rocket. cg_scoreboardBannerHeight "35" // Banner height of the scoreboard cg_scoreboardFont "0" // Scoreboard font enum ( see menudefinition.h ) cg_scoreboardHeaderFontScale "0.35" // Scoreboard header font scale cg_scoreboardHeight "435" // Height of the scoreboard cg_scoreboardItemHeight "18" // Item height of each item cg_scoreboardMyColor "1" // The local player's font color when shown in scoreboard cg_scoreboardPingGraph "1" // Whether to show graphical ping cg_scoreboardPingHeight "0.7" // Height of the ping graph as a % of the scoreboard row height cg_scoreboardPingText "0" // Whether to show numeric ping value cg_scoreboardPingWidth "0.036" // Width of the ping graph as a % of the scoreboard cg_scoreboardRankFontScale "0.25" // Scale of rank font cg_scoreboardScrollStep "3" // Scroll step amount for the scoreboard cg_scoreboardTextOffset "0.5" // Scoreboard text offset cg_scoreboardWidth "500" // Width of the scoreboard cg_ScoresPing_BgColor "0.25098" // Background color of ping cg_ScoresPing_HighColor "0.8" // Color for high ping cg_ScoresPing_Interval "100" // Number of milliseconds each bar represents cg_ScoresPing_LowColor "0" // Color for low ping cg_ScoresPing_MaxBars "4" // Number of bars to show in ping cg_ScoresPing_MedColor "0.8" // Color for medium ping cg_scriptIconSize "0" // Size of Icons defined by script cg_showmiss "0" // Show prediction errors cg_splatterHitAlpha "1" // Alpha to add for each splatter hit indicator cg_splatterHitFadeInTime "0.05" // Ratio of time spent fading hit indicator in cg_splatterHitFadeOutTime "0.1" // Ratio of time spent fading hit indicator out cg_splatterHitFullInTime "0" // Ratio of time spent with hit indicator at full alpha cg_splatterHitInnerAngle "15" // Angle from hit direction at which splatter hit indicator is at full alpha cg_splatterHitInnerRadius "0" // Distance from center (0 to 1) at which splatter hit indicator is at zero alpha cg_splatterHitOntoScreen "0" // Show blood on screen when on-screen guy shoots you. cg_splatterHitOuterAngle "30" // Angle from hit direction at which splatter hit indicator is at zero alpha cg_splatterHitOuterRadius "0.6" // Distance from center (0 to 1) at which splatter hit indicator is at full alpha cg_splatterTrackAlpha "1" // Alpha to add for each splatter tracking indicator cg_splatterTrackFadeInTime "0" // Ratio of time spent fading tracking indicator in cg_splatterTrackFadeOutTime "0.5" // Ratio of time spent fading tracking indicator out cg_splatterTrackFullInTime "0.3" // Ratio of time spent with tracking indicator at full alpha cg_splatterTrackIndependent "1" // Background portion of hit effect tracks independently of splatter portion. cg_splatterTrackInnerAngle "5" // Angle from hit direction at which splatter tracking indicator is at full alpha cg_splatterTrackInnerRadius "0.4" // Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha cg_splatterTrackOntoScreen "0" // Show tracking on screen when on-screen guy shoots you. cg_splatterTrackOuterAngle "20" // Angle from hit direction at which splatter tracking indicator is at zero alpha cg_splatterTrackOuterRadius "0.6" // Distance from center (0 to 1) at which splatter tracking indicator is at full alpha cg_sprintMeterDisabledColor "0.8" // The color of the sprint meter when the sprint meter is disabled cg_sprintMeterEmptyColor "0.7" // The color of the sprint meter when the sprint meter is empty cg_sprintMeterFullColor "0.8" // The color of the sprint meter when the sprint meter is full cg_subtitleMinTime "3" // The minimum time that the subtitles are displayed on screen in seconds cg_subtitleWidthStandard "520" // The width of the subtitles on a non wide-screen cg_subtitleWidthWidescreen "520" // The width of the subtitle on a wide-screen cg_teamChatsOnly "0" // Allow chatting only on the same team cg_thirdPerson "0" // Use third person view cg_thirdPersonAngle "0" // The angle of the camera from the player in third person view cg_thirdPersonMode "Fixed" // How the camera behaves in third person cg_thirdPersonRange "120" // The range of the camera from the player in third person view cg_turretKillCamBackDist "10" // Turret kill camera: distance of camera backwards from Turret. cg_turretKillCamFov "50" // Turret kill camera field of view. cg_turretKillCamUpDist "10" // Turret kill camera: distance of camera vertically from Turret. cg_viewVehicleInfluence "1" // The influence on the view angles from being in a vehicle cg_viewZSmoothingMax "16" // Threshhold for the maximum smoothing distance we'll do cg_viewZSmoothingMin "1" // Threshhold for the minimum smoothing distance it must move to smooth cg_viewZSmoothingTime "0.1" // Amount of time to spread the smoothing over cg_voiceIconSize "0" // Size of the 'voice' icon cg_watersheeting "1" // Enables/disables the watersheeting fullscreen effect cg_waterSheeting_brightness "0" // Tweak dev var; film color brightness cg_waterSheeting_contrast "1" // Tweak dev var; film color contrast cg_waterSheeting_darkTint "1" // Tweak dev var; film color dark tint color cg_waterSheeting_desaturation "0" // Tweak dev var; Desaturation applied after all 3D drawing cg_waterSheeting_distortionScaleFactor "0.021961" // Distortion uv scales (Default to 1) cg_waterSheeting_enable "0" // Enable the water sheeting effect cg_waterSheeting_fadeDuration "2" // Sets fade duration in seconds cg_waterSheeting_lightTint "0.780261" // Tweak dev var; film color light tint color cg_waterSheeting_magnitude "0.0655388" // Distortion magnitude cg_waterSheeting_radius "4.44051" // Tweak dev var; Glow radius in pixels at 640x480 cg_weapHitCullAngle "45" // Angle of cone within which to cull back facing weapon hit effects cg_weapHitCullEnable "1" // When true, cull back facing weapon hit fx. cg_weaponCycleDelay "0" // The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast cg_weaponHintsCoD1Style "1" // Draw weapon hints in CoD1 style: with the weapon name, and with the icon below cg_weaponVisInterval "4" // Do weapon vis checks once per this many frames, per centity cg_youInKillCamSize "6" // Size of the 'you' Icon in the kill cam clientSideEffects "1" // Enable loading _fx.gsc files on the client cl_analog_attack_threshold "0.8" // The threshold before firing cl_anglespeedkey "1.5" // Multiplier for max angle speed for game pad and keyboard cl_bypassMouseInput "0" // Bypass UI mouse input and send directly to the game cl_connectionAttempts "15" // Maximum number of connection attempts before aborting cl_connectTimeout "120" // Timeout time in seconds while connecting to a server cl_demoBackJump "20000" cl_demoFastTimescaleSpeed "3" cl_demoForwardJump "4000" cl_demoSlowTimescaleSpeed "0.4" cl_dirSelConvergenceTime "0.1" // Time to converge to the new direction when selecting a direction on the map. cl_freelook "1" // Enable looking with mouse cl_freezeDemo "0" // is used to lock a demo in place for single frame advances cl_hudDrawsBehindUI "1" // Should the HUD draw when the UI is up? cl_ingame "0" // True if the game is active cl_maxpackets "30" // Maximum number of packets sent per frame cl_maxPing "800" // Maximum ping for the client cl_migrationTimeout "40" cl_motdString // Message of the day cl_mouseAccel "0" // Mouse acceleration cl_nodelta "0" // The server does not send snapshot deltas cl_noprint "0" // Print nothing to the console cl_packetdup "1" // Enable packet duplication cl_paused "0" // Pause the game cl_pitchspeed "140" // Max pitch speed in degrees for game pad cl_serverStatusResendTime "750" // Time in milliseconds to resend a server status message cl_showmouserate "0" // Print mouse rate debugging information to the console cl_shownet "0" // Display network debugging information cl_shownuments "0" // Show the number of entities cl_showSend "0" // Enable debugging information for sent commands cl_showServerCommands "0" // Enable debugging information for server commands cl_showTimeDelta "0" // Enable debugging information for time delta cl_stanceHoldTime "300" // The time to hold the stance button before the player goes prone cl_timeout "20" // Seconds with no received packets until a timeout occurs cl_voice "1" cl_yawspeed "140" // Max yaw speed in degrees for game pad and keyboard compass "1" // Display Compass Compass ownerdraw had width or height of 0 compassClampIcons "1" // If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge. compassCoords "740" // x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit) compassECoordCutoff "37" // Left cutoff for the scrolling east-west coords compassEnemyFootstepEnabled "0" // Enables enemies showing on the compass because of moving rapidly nearby. compassEnemyFootstepMaxRange "500" // The maximum distance at which an enemy may appear on the compass due to 'footsteps' compassEnemyFootstepMaxZ "100" // The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps' compassEnemyFootstepMinSpeed "140" // The minimum speed an enemy must be moving to appear on the compass due to 'footsteps' compassFastRadarUpdateTime "2" // Time between radar updates for the fast radar mode compassFriendlyHeight "16" compassFriendlyWidth "16" // The size of the friendly icon on the compass compassHellfireTargetSpot "0" // Hellfires on the compass show the spot that they're pointed at, instead of showing their own position. compassHideSansObjectivePointer "0" // Hide the compass, but leave the obective pointer visible. compassHideVehicles "0" // When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw. compassMaxRange "2500" // The maximum range from the player in world space that objects will be shown on the compass compassMinRadius "0.0001" // The minimum radius from the center of the compass that objects will appear. compassMinRange "0.0001" // The minimum range from the player in world space that objects will appear on the compass compassObjectiveArrowHeight "20" compassObjectiveArrowOffset "2" // The offset of the objective arrow inward from the edge of the compass map compassObjectiveArrowRotateDist "5" // Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees compassObjectiveArrowWidth "20" // The size of the objective arrow on the compass compassObjectiveDetailDist "10" // When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape. compassObjectiveDrawLines "1" // Draw horizontal and vertical lines to the active target, if it is within the minimap boundries compassObjectiveHeight "20" compassObjectiveIconHeight "16" compassObjectiveIconWidth "16" // The size of the objective on the full map compassObjectiveMaxHeight "70" // The maximum height that an objective is considered to be on this level compassObjectiveMaxRange "2048" // The maximum range at which an objective is visible on the compass compassObjectiveMinAlpha "1" // The minimum alpha for an objective at the edge of the compass compassObjectiveMinDistRange "1" // The distance that objective transition effects play over, centered on compassObjectiveNearbyDist. compassObjectiveMinHeight "-70" // The minimum height that an objective is considered to be on this level compassObjectiveNearbyDist "4" // When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown. compassObjectiveNumRings "10" // The number of rings when a new objective appears compassObjectiveRingSize "80" // The maximum objective ring sige when a new objective appears on the compass compassObjectiveRingTime "10000" // The amount of time between each ring when an objective appears compassObjectiveTextHeight "18" // Objective text height compassObjectiveTextScale "0.3" // Scale to apply to hud objectives compassObjectiveWidth "20" // The size of the objective on the compass compassPlayerHeight "18.75" compassPlayerWidth "18.75" // The size of the player's icon on the compass compassRadarLineThickness "0.4" // Thickness, relative to the compass size, of the radar texture that sweeps across the map compassRadarPingFadeTime "4" // How long an enemy is visible on the compass after it is detected by radar compassRadarUpdateTime "4" // Time between radar updates for the normal radar mode compassRotation "1" // Style of compass compassSize "1" // Scale the compass compassSoundPingFadeTime "2" // The time in seconds for the sound overlay on the compass to fade compassTickertapeStretch "0.5" // How far the tickertape should stretch from its center. com_animCheck "0" // Check anim tree com_cinematicEndInWhite "0" // Set by script. True if cinematic ends with a white screen. com_errorResolveCommand // Command to run when they close the error box com_filter_output "0" // Use console filters for filtering output. com_maxfps "85" // Cap frames per second com_maxFrameTime "100" // Time slows down if a frame takes longer than this many milliseconds com_recommendedSet "1" com_statmon "0" // Draw stats monitor com_timescale "1" // Scale time of each frame con_default_console_filter "*" con_errormessagetime "8" // Onscreen time for error messages in seconds con_gameMsgWindow0FadeInTime "0.25" con_gameMsgWindow0FadeOutTime "0.5" con_gameMsgWindow0Filter "gamenotify" con_gameMsgWindow0LineCount "4" con_gameMsgWindow0MsgTime "5" con_gameMsgWindow0ScrollTime "0.25" con_gameMsgWindow0SplitscreenScale "1.5" con_gameMsgWindow1FadeInTime "0.25" con_gameMsgWindow1FadeOutTime "0.5" con_gameMsgWindow1Filter "boldgame" con_gameMsgWindow1LineCount "1" con_gameMsgWindow1MsgTime "3" con_gameMsgWindow1ScrollTime "0.25" con_gameMsgWindow1SplitscreenScale "1.5" con_gameMsgWindow2FadeInTime "0.75" con_gameMsgWindow2FadeOutTime "0.5" con_gameMsgWindow2Filter "subtitle" con_gameMsgWindow2LineCount "7" con_gameMsgWindow2MsgTime "5" con_gameMsgWindow2ScrollTime "0.25" con_gameMsgWindow2SplitscreenScale "1.5" con_gameMsgWindow3FadeInTime "0.25" con_gameMsgWindow3FadeOutTime "0.5" con_gameMsgWindow3Filter con_gameMsgWindow3LineCount "5" con_gameMsgWindow3MsgTime "5" con_gameMsgWindow3ScrollTime "0.25" con_gameMsgWindow3SplitscreenScale "1.5" con_inputBoxColor "0.25" // Color of the console input box con_inputHintBoxColor "0.4" // Color of the console input hint box con_matchPrefixOnly "1" // Only match the prefix when listing matching Dvars con_minicon "0" // Display the mini console on screen con_miniconlines "5" // Number of lines in the minicon message window con_minicontime "4" // Onscreen time for minicon messages in seconds con_outputBarColor "1" // Color of the console output slider bar con_outputSliderColor "0.15" // Color of the console slider con_outputWindowColor "0.35" // Color of the console output con_typewriterColorBase "1" // Base color of typewritten objective text. con_typewriterColorGlowCheckpoint "0.6" con_typewriterColorGlowCompleted "0" con_typewriterColorGlowFailed "0.8" con_typewriterColorGlowUpdated "0" // Color of typewritten objective text. con_typewriterDecayDuration "700" // Time (in milliseconds) to spend disolving the line away. con_typewriterDecayStartTime "6000" // Time (in milliseconds) to spend between the build and disolve phases. con_typewriterPrintSpeed "50" // Time (in milliseconds) to print each letter in the line. cpu_speed_12players "3" cpu_speed_18players "6" cpu_speed_8players "2.7" developer "0" // Enable development options developer_script "0" // Enable developer script comments didyouknow "@PLATFORM_DYK_IW4_MSG17" drawEntityCount "0" // Enable entity count drawing drawEntityCountPos "-55" // Where to draw the entity count graph drawEntityCountSize "32" // How big to draw the entity count graph drawKillcamData "0" // Enable drawing server killcam data drawKillcamDataPos "-55" // Where to draw the server killcam graph drawKillcamDataSize "32" // How big to draw the killcam data graph drawLagometer "0" // Enable the 'lagometer' drawServerBandwidth "0" // Enable drawing server bandwidth drawServerBandwidthPos "-55" // Where to draw the server bandwidth graph dynEnt_active "1" dynEnt_bulletForce "1000" // Force applied from bullet hit dynEnt_damageScale "1" // Scales damage applied to destructible dynents dynEnt_explodeForce "12500" // Force applied from explosion hit dynEnt_explodeMaxEnts "20" // The maximum number of dynents that can be awakened by one explosion dynEnt_explodeMinForce "40" // Force below which dynents won't even bother waking up dynEnt_explodeSpinScale "3" // Scale of the random offset from the center of mass for explosion forces. dynEnt_explodeUpbias "0.5" // Upward bias applied to force directions from explosion hits dynEnt_explodingBulletForce "3500" // Force applied from bullet explosion hit dynEnt_explodingBulletMaxEnts "5" // The maximum number of dynents that can be awakened by one explosive bullet dynEnt_explodingBulletMinForce "5" // Force below which dynents won't even bother waking up when hit by explosive bullets dynEnt_explodingBulletSpinScale "1" // Scale of the random offset from the center of mass for bullet explosion forces. dynEnt_explodingBulletUpbias "0.5" // Upward bias applied to force directions from bullet explosion hits fixedtime "0" // Use a fixed time rate for each frame FoFIconMaxSize "640" // Maximum size a Friend-or-Foe icon should ever grow to. FoFIconMinSize "30" // Minimum size a Friend-or-Foe icon should ever shrink to. FoFIconScale "1.3" // Base scale of Friend-or-Foe icons. FoFIconSpawnTimeDelay "1" // How long to wait, after spawning, before showing the Friend-or-Foe icon on a player. FoFIconSpawnTimeFade "5" // Length of the Friend-or-Foe icons' fade-ins. friction "5.5" // Player fs_basegame fs_basepath "G:codmw2" fs_cdpath fs_copyfiles "0" fs_debug "0" fs_game fs_homepath "G:codmw2" fs_ignoreLocalized "0" fx_count "0" // Debug effects count fx_cull_elem_draw "1" // Culls effect elems for drawing fx_cull_elem_spawn "1" // Culls effect elems for spawning fx_debugBolt "0" // Debug effects bolt fx_draw "1" // Toggles drawing of effects after processing fx_drawClouds "1" // Toggles the drawing of particle clouds fx_enable "1" // Toggles all effects processing fx_freeze "0" // Freeze effects fx_marks "1" // Toggles whether bullet hits leave marks fx_marks_ents "1" // Toggles whether bullet hits leave marks on entities fx_marks_smodels "1" // Toggles whether bullet hits leave marks on static models fx_mark_profile "0" // Turn on FX profiling for marks (specify which local client, with '1' being the first.) fx_profile "0" // Turn on FX profiling (specify which local client, with '1' being the first.) fx_profileFilter // Only show effects with this as a substring in FX profile fx_profileSkip "0" // Skip the first n lines in FX profile (to see ones off bottom of screen) fx_profileSort "cost" // Choose sort criteria for FX profiling fx_visMinTraceDist "80" // Minimum visibility trace size gameMode "mp" glass_angular_vel "5" // Sets the range of angular velocities used by new glass pieces glass_break "1" // Toggle whether or not glass breaks when shot glass_debug "0" // Shows debug info for glass glass_edge_angle "5" // Sets the range of angle deflections used by new glass pieces on a supported edge glass_fall_delay "0.2" // Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio glass_fall_gravity "800" // Gravity for falling pieces of glass glass_fall_ratio "1.5" // Ratio of piece area to supporting edge length squared. Below the min, the piece never falls. glass_fringe_maxcoverage "0.2" // The maximum portion of the original piece of glass that is allowed to remain after the glass shatters glass_fringe_maxsize "150" // The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones glass_fx_chance "0.25" // Chance to play an effect on a small piece of glass when it hits the ground glass_hinge_friction "50" // Friction used by moving glass pieces when joined like a hinge to a frame glass_linear_vel "200" // Sets the range of linear velocities used by new glass pieces glass_max_pieces_per_frame "100" // Maximum number of pieces to create in one frame. This is a guideline and not a hard limit. glass_max_shatter_fx_per_frame "6" // Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit. glass_physics_chance "0.15" // The chance for a given shard of glass to use physics glass_physics_maxdist "512" // The maximum distance of a glass piece from the player to do physics glass_shard_maxsize "300" // The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones glass_shattered_scale "48" // The scale of the shattered glass material glass_trace_interval "100" // The length of time, in milliseconds, between glass piece traces g_allowvote "1" g_bounce "1" // Depatch bouncing to enable it, custom dvar for https://github.com/jacob-schroeder/IW4-Binaries g_elevators "1" // Depatch elevators to enable it, custom dvar for https://github.com/jacob-schroeder/IW4-Binaries g_gametype "war" g_gravity "800" // Gravity in inches per second per second g_hardcore "0" g_logsync "2" g_synchronousClients "0" // Client is synchronized to the server - allows smooth demos heli_barrelMaxVelocity "1250" heli_barrelRotation "70" heli_barrelSlowdown "360" hiDef "1" // True if the game video is running in high-def. hudElemPausedBrightness "0.4" // Brightness of the hudelems when the game is paused. hud_bloodOverlayLerpRate "0.3" // Rate at which blood overlay fades out hud_deathQuoteFadeTime "1000" // The time for the death quote to fade hud_enable "1" hud_fadeout_speed "0.1" // The speed that the HUD will fade at hud_fade_ammodisplay "0" // The time for the ammo display to fade in seconds hud_fade_compass "0" // The time for the compass to fade in seconds hud_fade_healthbar "2" // The time for the health bar to fade in seconds hud_fade_offhand "0" // The time for the offhand weapons to fade in seconds hud_fade_sprint "1.7" // The time for the sprint meter to fade in seconds hud_fade_stance "1.7" // The time for the stance to fade in seconds hud_flash_period_offhand "0.5" // Offhand weapons flash period on changing weapon hud_flash_time_offhand "2" // Offhand weapons flash duration on changing weapon hud_health_pulserate_critical "0.5" // The pulse rate of the 'critical' pulse effect hud_health_pulserate_injured "1" // The pulse rate of the 'injured' pulse effect hud_health_startpulse_critical "0.33" // The health level at which to start the 'critical' pulse effect hud_health_startpulse_injured "1" // The health level at which to start the 'injured' pulse effect intro "0" // Intro movie should play in_mouse "1" iwnet_debug "0" // turn on iwnet debugging iwnet_maxResendTime "120" // maximum resend time for iwnet commands iwnet_minResendTime "4" // minimum resend time for iwnet commands iwnet_searching "1" // Whether to use IW matchmaking iwnet_sessionFullHeartbeat "20000" iwnet_sessionHeartbeat "5000" // How often to send a heartbeat msg iwnet_sessions "1" // Whether to give IWNet info about our session iwnet_xuid "504" jump_height "39" // The maximum height of a player's jump jump_ladderPushVel "128" // The velocity of a jump off of a ladder jump_slowdownEnable "1" // Slow player movement after jumping jump_spreadAdd "64" // The amount of spread scale to add as a side effect of jumping jump_stepSize "18" // The maximum step up to the top of a jump arc koth_autodestroytime "60" koth_capturetime "20" koth_delayPlayer "0" koth_destroytime "10" koth_extraDelay "0" koth_kothmode "0" koth_proMode "0" koth_spawnDelay "60" koth_spawntime "30" laserDebug "0" // Enables the display of various debug info. laserEndOffset "0.5" // How far from the point of collision the end of the beam is. laserFlarePct "0.2" // Percentage laser widens over distance from viewer. laserFlarePct_alt "0" laserForceOn "0" // Force laser sights on in all possible places (for debug purposes). laserLight "1" // Whether to draw the light emitted from a laser (not the laser itself) laserLightBeginOffset "13" // How far from the true beginning of the beam the light at the beginning is. laserLightBodyTweak "15" // Amount to add to length of beam for light when laser hits a body (for hitboxes) laserLightEndOffset "-3" // How far from the true end of the beam the light at the end is. laserLightRadius "3" // The radius of the light at the far end of a laser beam laserLightRadius_alt "100" laserLightWithoutNightvision "0" // Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light. laserRadius "0.8" // The size (radius) of a laser beam laserRadius_alt "30" laserRange "1500" // The maximum range of a laser beam laserRangePlayer "1500" // The maximum range of the player's laser beam laserRange_alt "5000" loading_sre_fatal "1" lobby_animationSpeed "30" // How long each frame of the animation should draw, in milliseconds lobby_animationTilesHigh "4" // How many animation tiles high is the searching_for_player texture lobby_animationTilesWide "8" // How many animation tiles wide is the searching_for_player texture lobby_numAnimationFrames "30" // How many animation tiles are in the searching_for_player texture lobby_partySearchWaitTime "1000" // How long to wait for party members to join the lobby before we start searching for games lobby_searchingPartyColor "0.941177" // The color to show that we're searching for that slot when shown in lobbies loc_forceEnglish "0" // Force english localized strings loc_language "0" // Language loc_translate "1" // Enable translations loc_warnings "0" // Enable localization warnings loc_warningsAsErrors "0" // Throw an error for any unlocalized string loc_warningsUI "0" // Enable localization warnings for UI logfile "1" // Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write lowAmmoWarningColor1 "0.701961" // Color 1 of 2 to oscilate between lowAmmoWarningColor2 "1" // Color 2 of 2 to oscilate between lowAmmoWarningNoAmmoColor1 "0.8" // Like lowAmmoWarningColor1, but when no ammo. lowAmmoWarningNoAmmoColor2 "1" // lowAmmoWarningColor2, but when no ammo. lowAmmoWarningNoReloadColor1 "0.701961" // Like lowAmmoWarningColor1, but when no ammo to reload with. lowAmmoWarningNoReloadColor2 "0.701961" // lowAmmoWarningColor2, but when no ammo to reload with. lowAmmoWarningPulseFreq "2.3" // Frequency of the pulse (oscilation between the 2 colors) lowAmmoWarningPulseMax "1.5" // Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0. lowAmmoWarningPulseMin "0" // Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0. lsp_debug "0" // Whether to print lsp debug info mantle_check_angle "60" // The minimum angle from the player to a mantle surface to allow a mantle mantle_check_radius "0.1" // The player radius to test against while mantling mantle_check_range "20" // The minimum distance from a player to a mantle surface to allow a mantle mantle_debug "0" // Show debug information for mantling mantle_enable "1" // Enable player mantling mantle_max_vertical_end_velocity "0" // The maximum allowed vertical velocity when finishing a mantle mantle_view_yawcap "60" // The angle at which to restrict a sideways turn while mantling mapcrc "0" mapname masterPort "20810" masterServerName "cod4master.activision.com" matchmaking_debug "1" // Enable matchmaking debugging information maxVoicePacketsPerSec "100" maxVoicePacketsPerSecForServer "20" migrationPingTime "10" migration_blocksperframe "0" // Number of blocks to send out each server frame. A value of 0 means base it off our tested bandwidth. migration_dvarErrors "1" // Whether to check for illegal script dvar changes. migration_limit "5" // maximum number of migrations within migration_timeBetween dvar's value in milliseconds. migration_msgtimeout "500" // timeout time in ms of migration messages migration_timeBetween "30000" // milliseconds between migration_limit dvar's value of migrations. migration_verboseBroadcastTime "100" // time in milliseconds between verbose migration state broadcasts missileRemoteFOV "15" // Remote missile-cam, FOV to use. missileRemoteSteerPitchRange "1" // Remote-controlled missile allowed up/down range. To keep players from steering missiles above the horizon. missileRemoteSteerPitchRate "35" // Remote-controlled missile up/down steering speed. missileRemoteSteerYawRate "35" // Remote-controlled missile left/right steering speed. monkeytoy "0" // Restrict console access motd "Welcome" motionTrackerBlurDuration "0.2" // The motion blur duration for motion tracker dots motionTrackerCenterX "0" // The fractional position of the player on the motion tracker motionTrackerCenterY "-0.37" motionTrackerPingFadeTime "3" // How long an enemy is visible on the motion tracker after being detected motionTrackerPingPitchAddPerEnemy "0" // The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this)) motionTrackerPingPitchBase "1" // The pitch of the motion tracker sound for a distant enemy motionTrackerPingPitchNearby "2" // The pitch of the motion tracker sound for a nearby enemy motionTrackerPingSize "0.2" // The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale motionTrackerRange "1600" // The range, in world units, that the motion tracker displays motionTrackerSweepAngle "90" // The maximum angle from straight forward that the motion tracker detects enemies motionTrackerSweepInterval "3" // The time between motion tracker sweeps motionTrackerSweepSpeed "2000" // The speed, in world units per second, of the motion tracker sweep mp_paused "0" // If true ignore server time advancing. Handy for taking hi-res screen shots. msg_dumpEnts "0" // Print snapshot entity info msg_hudelemspew "0" // Debug hudelem fields changing msg_printEntityNums "0" // Print entity numbers m_filter "0" // Allow mouse movement smoothing m_forward "0.25" // Forward speed in units per second m_pitch "0.022" // Default pitch m_side "0.25" // Sideways motion in units per second m_yaw "0.022" // Default yaw name net_ip "localhost" // Network IP address net_lanauthorize "0" // Authorise CD keys when using a LAN net_noipx "0" net_noudp "0" net_port "28960" // Network port net_profile "0" // Profile network performance net_showprofile "0" // Show network profiling display net_socksEnabled "0" net_socksPassword net_socksPort "1080" net_socksServer net_socksUsername nextdemo // The next demo to play nextmap nightVisionDisableEffects "0" nightVisionFadeInOutTime "0.1" // How long the fade to/from black lasts when putting on or removing night vision goggles. nightVisionPowerOnTime "0.3" // How long the black-to-nightvision fade lasts when turning on the goggles. objectiveFadeTimeGoingOff "0.5" // Onscreen Objective Pointer - How long to take to fade out. objectiveFadeTimeGoingOn "1" // Onscreen Objective Pointer - How long to take to fade back in. objectiveFadeTimeWaitOff "2" // Onscreen Objective Pointer - How long to wait before turning off, when appropriate. objectiveFadeTimeWaitOn "2" // Onscreen Objective Pointer - How long to wait before turning back on, when appropriate. objectiveFadeTooClose "0.1" // Onscreen Objective Pointer - Will not fade back in if target ent is closer than this. objectiveFadeTooFar "25" // Onscreen Objective Pointer - Will not fade out if target ent is farther than this. objectiveFontSize "0.6" // Onscreen Objective Pointer - Fontsize of the icon's text. objectiveHide "0" // When enabled, objectives will not show. objectiveTextOffsetY "-5.33" // Onscreen Objective Pointer - Offset of the icon's text. onlinegame "0" // Current game is an online game with stats, custom classes, unlocks onlinegameandhost "0" // true only if this is an xbox live game AND we're the host, otherwise false onlineunrankedgameandhost "0" // true only if this is an xbox live RANKED game AND we're the host, otherwise false overrideNVGModelWithKnife "0" // When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles. packetDebug "0" // Enable packet debugging information painReverbDryLevel "0.5" // Pain reverb dry level. painReverbRoomType "underwater" // Pain reverb room type. painReverbWetLevel "0.4" // Pain reverb wet level. painVisionLerpOutRate "0.3" // Rate at which pain vision effect lerps out painVisionTriggerHealth "0.55" // Health (0 to 1) that will trigger the pain vision effect partymigrate_broadcast_interval "200" partymigrate_cpuBonusPing "25" partymigrate_cpuBonusThreshold "0.5" partymigrate_pingtest_retry "100" partymigrate_pingtest_timeout "600" partymigrate_selectiontime "1800" partymigrate_timeout "8000" partymigrate_timeoutmax "15000" party_autoteams "1" // Enables/Disables auto team functionality party_connectTimeout "1000" // Connect timeout party_connectToOthers "1" // If false, we will just start our own lobby rather than connect to another lobby, even if others exist party_currentSearchTier "2" // Current search tier we want when joining a game party_debug "0" // Debug party functionality party_defaultSearchTier "2" // Default search tier we want when joining a game party_editingsettings "0" // True if the host is editing game settings party_firstSubpartyIndex "0" // Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging. party_gamesize // Current maximum game size party_gameStartTimerLength "10" // Time in seconds before a game start once enough party members are ready party_gametype // Current gametype party_host "0" // True if we are the host of the party party_hostmigration "1" // Whether to use host migration in lobbies party_hostname // The name of the host player party_IAmSelected "0" // True if selected player is you. Only valid when used with party feeders. party_kickplayerquestion // String to store the question about kicking the selected player party_listFocus "0" party_lobbyPlayerCount // Number of players currently in the party/lobby in lobby format (x/y players) party_mapname // Current map name party_mappacks party_matchedPlayerCount "4" // Number of matched players before revealing their true names party_maxplayers "16" // Maximum number of players in a party party_maxPrivatePartyPlayers "18" // Max number of players allowed in a private party. party_maxSearchTier "6" // Max possible search tier we want when joining a game party_maxTeamDiff "1" // Maximum difference allowed between teams before starting a match party_membersMissingMapPack "0" // Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar party_minLobbyTime "60" // Minimum time (in seconds) for a lobby to be open before auto starting a match party_minplayers "2" // Minimum number of players in a party party_msPerTier "50" // ms per search tier party_partyPlayerCount // Number of players currently in the party/lobby in party format (x players in y's party) party_playervisible "0" // Whether selected player in party is showing true info or not. Only valid when used with party feeders. party_pregameStartTimerLength "5" // Time in seconds before showing and starting the game start timer party_searchPauseTime "2000" // Minimum amount of time to pause between searches party_searchRandomDelay "500" // Time period over which the search timers will get randomly delayed. party_searchResultsLifetime "45000" // Time at which we consider the search results stale party_searchResultsMin "2000" // Minimum amount of time that has to pass before we'll search again for matches party_selectedIndex "0" // Current selected player index in the feeder. party_selectedIndexChangedTime "0" // Time stamp in milliseconds when the selected index last changed. party_statusString // Party Status (localized ) party_teambased "1" // True if the current playlist is team based party_teamsVisible "0" // teams are visible in UI party_timer "0" // Time until game begins in seconds, for UI display party_vetoButtonVisible "0" // The party veto button is visible in the UI party_vetoDelayTime "4" // Delay time in seconds for a successful map vote to execute party_vetoPassed "0" // Did the veto pass? party_vetoPercentRequired "0.501" // The fraction of the waiting players who need to veto for a map to be skipped party_vetoStatus // Veto progress (localized ) password perk_armorPiercingDamage "40" perk_blastShield "65" perk_bulletPenetrationMultiplier "2" // Multiplier for extra bullet penetration perk_diveDistanceCheck "64" // Length of required empty space to allow diving perk_diveGravityScale "0.75" // Scale for gravity while diving perk_diveVelocity "250" // Horizontal velocity when diving perk_diveViewRollResetSpeed "4" // Rate at which view rotates after the dive is finished perk_diveViewRollSpeed "0.5" // Rate at which view rotates perk_diveViewRollTarget "45" // Max angle to rotate view by when diving perk_extendedMagsMGAmmo "10" // Number of extra bullets per clip for machine gun weapons with the extended mags perk. perk_extendedMagsPistolAmmo "5" // Number of extra bullets per clip for pistol weapons with the extended mags perk. perk_extendedMagsRifleAmmo "10" // Number of extra bullets per clip for rifle weapons with the extended mags perk. perk_extendedMagsSMGAmmo "10" // Number of extra bullets per clip for sub machine gun weapons with the extended mags perk. perk_extendedMagsSpreadAmmo "5" // Number of extra bullets per clip for spread weapons with the extended mags perk. perk_extendedMeleeRange "176" // The range of the auto melee with the extened perk perk_extraBreath "5" // Number of extra seconds a player can hold his breath perk_fastSnipeScale "2" // Scales the recovery speed of the view kick when using a sniper. perk_footstepVolumeAlly "0.25" perk_footstepVolumeEnemy "4" perk_footstepVolumePlayer "0.25" perk_grenadeDeath "frag_grenade_short_mp" // Name of the grenade weapon to drop perk_improvedExtraBreath "5" // Number of extra seconds a player can hold his breath on top of the base perk perk_lightWeightViewBobScale "0.75" // Scale for first person view movement while lightweight. perk_parabolicAngle "180" // Eavesdrop perk's effective FOV angle perk_parabolicIcon "specialty_parabolic" // Eavesdrop icon to use when displaying eavesdropped voice chats perk_parabolicRadius "400" // Eavesdrop perk's effective radius perk_quickDrawSpeedScale "1.5" // Scales the 'Hip to ADS' transition speed. perk_scavengerMode "0" perk_sprintMultiplier "2" // Multiplier for player_sprinttime perk_sprintRecoveryMultiplierActual "0.6" // Percent of sprint recovery time to use. perk_sprintRecoveryMultiplierVisual "0.6" perk_weapRateMultiplier "0.75" // Percentage of weapon firing rate to use perk_weapReloadMultiplier "0.5" // Percentage of weapon reload time to use perk_weapSpreadMultiplier "0.65" // Percentage of weapon spread to use physVeh_collideWithClipOnly "0" // Physics vehicles will only collide with vehicle clip when true physVeh_explodeForce "800" // The force applied to physics vehicles due to explosions physVeh_explodeSpinScale "3" // The max (random) offset from the center of mass at which splash damage applies its force physVeh_jump "0" // Set to 1 to make a vehicle jump. physVeh_minImpactMomentum "17.6" // The minimum collision momentum needed to register an impact physVeh_pathConstraintCfm "1e-006" // The constraint cfm for path-constrained vehicles physVeh_pathConstraintErp "0.8" physVeh_slideReductionForHighSpeed "0" // A larger value makes it harder to slip when moving faster than the max speed physVeh_StepsPerFrame "3" // The number of physics timesteps that the server frame will be divided into. phys_autoDisableAngular "57" // A body must have angular velocity less than this to be considered idle. (deg/sec) phys_autoDisableFastAngular "270" // Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). (deg/sec) phys_autoDisableFastLinear "40" // Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). phys_autoDisableFastTime "0.5" phys_autoDisableLinear "20" // A body must have linear velocity less than this to be considered idle. phys_autoDisableTime "0.9" // The amount of time a body must be idle for it to go to sleep. phys_bulletSpinScale "3" // Scale of the effective offset from the center of mass for the bullet impacts. phys_bulletUpBias "0.5" // Up Bias for the direction of the bullet impact. phys_cfm "0.0001" // Physics constraint force mixing magic parameter. phys_collUseEntities "0" // Disable to turn off testing for collision against entities phys_contact_cfm "1e-005" // Physics constraint force mixing magic parameter for contacts. phys_contact_cfm_ragdoll "0.001" phys_contact_cfm_vehicle "0.001" phys_contact_cfm_vehicleSoft "0.05" phys_contact_erp "0.8" // Physics error reduction magic parameter for contacts. phys_contact_erp_ragdoll "0.3" phys_contact_erp_vehicle "0.5" phys_contact_erp_vehicleSoft "0.05" phys_csl "0.3" // Physics contact surface level magic parameter. phys_dragAngular "0.5" // The amount of angular drag, applied globally phys_dragLinear "0.03" // The amount of linear drag, applied globally phys_drawAwake "0" // Debug draw a box indicating which bodies are disabled phys_drawCollisionObj "0" // Debug draw collision geometry for each physics object phys_drawCollisionWorld "0" // Debug draw collision brushes and terrain triangles phys_drawcontacts "0" // Debug draw contact points phys_drawDebugInfo "0" // Print info about the physics objects phys_dumpcontacts "0" // Set to true to dump all constraints in next physics frame. phys_erp "0.8" // Physics error reduction magic parameter. phys_frictionScale "1" // Scales the amount of physics friction globally. phys_gravity "-800" // Physics gravity in units/sec^2. phys_gravityChangeWakeupRadius "120" // The radius around the player within which objects get awakened when gravity changes phys_gravity_ragdoll "-800" // Physics gravity used by ragdolls in units/sec^2. phys_jitterMaxMass "200" // Maximum mass to jitter - jitter will fall off up to this mass phys_jointPullThreshold "4" // If joints are farther apart than sqrt(this distance), they will be pulled together. phys_joint_cfm "0.0001" // Physics constraint force mixing magic parameter for joints. phys_joint_stop_cfm "0.0001" // Physics constraint force mixing magic parameter for joints at their limits. phys_joint_stop_erp "0.8" // Physics error reduction magic parameter for joints at their limits. phys_mcv "20" // Physics maximum correcting velocity magic parameter. phys_mcv_ragdoll "1000" // Physics maximum correcting velocity magic parameter (for ragdoll). phys_mcv_vehicle "300" // Physics maximum correcting velocity magic parameter (for vehicles). phys_minImpactMomentum "250" // The minimum momentum required to trigger impact sounds phys_narrowObjMaxLength "4" // If a geom has a dimension less than this, then extra work will be done to prevent it from falling into cracks (like between the wall and the floor) phys_noIslands "0" // Make all contacts joints between an object and the world: no object-object contacts phys_qsi "15" // Number of iterations that QuickStep performs per step. phys_reorderConst "1" // ODE solver reorder constraints player_adsExitDelay "0" // Delay before exiting aim down sight player_backSpeedScale "0.7" // The scale applied to the player speed when moving backwards player_breath_fire_delay "0" // The amount of time subtracted from the player remaining breath time when a weapon is fired player_breath_gasp_lerp "6" // The interpolation rate for the target waver amplitude when gasping player_breath_gasp_scale "4.5" // Scale value to apply to the target waver during a gasp player_breath_gasp_time "1" // The amount of time a player will gasp once they can breath again player_breath_hold_lerp "1" // The interpolation rate for the target waver amplitude when holding breath player_breath_hold_time "4.5" // The maximum time a player can hold his breath player_breath_snd_delay "1" // The delay before playing the breathe in sound player_breath_snd_lerp "2" // The interpolation rate for the player hold breath sound player_burstFireCooldown "0.2" // Seconds after a burst fire before weapons can be fired again. player_debugHealth "0" // Turn on debugging info for player health player_dmgtimer_flinchTime "500" // Maximum time to play flinch animations player_dmgtimer_maxTime "750" // The maximum time that the player is slowed due to damage player_dmgtimer_minScale "0" // The minimum scale value to slow the player by when damaged player_dmgtimer_stumbleTime "500" // Maximum time to play stumble animations player_dmgtimer_timePerPoint "100" // The time in milliseconds that the player is slowed down per point of damage player_footstepsThreshhold "0" // The minimum speed at which the player makes loud footstep noises player_lastStandCrawlSpeedScale "0.2" // The scale applied to the player speed when crawling in last stand. player_lastStandDebug "0" // Forces players into last stand for debugging purposes. player_lean_rotate_crouch_left "0.8" // Amount to rotate the player 3rd person model when crouch leaning left player_lean_rotate_crouch_right "0.3" // Amount to rotate the player 3rd person model when crouch leaning right player_lean_rotate_left "0.8" // Amount to rotate the player 3rd person model when leaning left player_lean_rotate_right "0.4" // Amount to rotate the player 3rd person model when leaning right player_lean_shift_crouch_left "4" // Amount to shift the player 3rd person model when crouch leaning left player_lean_shift_crouch_right "15" // Amount to shift the player 3rd person model when crouch leaning right player_lean_shift_left "5" // Amount to shift the player 3rd person model when leaning left player_lean_shift_right "9" // Amount to shift the player 3rd person model when leaning right player_meleeHeight "10" // The height of the player's melee attack player_meleeRange "64" // The maximum range of the player's mellee attack player_meleeWidth "10" // The width of the player's melee attack player_moveThreshhold "10" // The speed at which the player is considered to be moving for the purposes of player_move_factor_on_torso "0" // The contribution movement direction has on player torso direction(multi-player only) player_runThreshhold "110" // The speed threshold before a player is considered to be running forwards player_scopeExitOnDamage "0" // Exit the scope if the player takes damage player_spectateSpeedScale "1" // The scale applied to the player speed when spectating player_sprintCameraBob "0.5" // The speed the camera bobs while you sprint player_sprintForwardMinimum "105" // The minimum forward deflection required to maintain a sprint player_sprintMinTime "1" // The minimum sprint time needed in order to start sprinting player_sprintRechargePause "0" // The length of time the meter will pause before starting to recharge after a player sprints player_sprintSpeedScale "1.5" // The scale applied to the player speed when sprinting player_sprintStrafeSpeedScale "0.667" // The speed at which you can strafe while sprinting player_sprintTime "4" // The base length of time a player can sprint player_sprintUnlimited "0" // Whether players can sprint forever or not player_strafeAnimCosAngle "0.5" // Cosine of the angle which player starts using strafe animations player_strafeSpeedScale "0.8" // The scale applied to the player speed when strafing player_sustainAmmo "0" // Firing weapon will not decrease clip ammo. player_turnAnims "0" // Use animations to turn a player's model in multiplayer player_view_pitch_down "85" // Maximum angle that the player can look down player_view_pitch_up "85" // Maximum angle that the player can look up playlist "0" // The number playlistFilename "playlists.info" // Playlist filename privateMatch_joinPassword privateMatch_serverPassword pro******nuOption_blacklevel "0" pro******nuOption_gamma "0.8" pro******nuOption_safeAreaHorz "0.85" pro******nuOption_safeAreaVert "0.85" pro******nuOption_volume "0.8" protocol "134" radarjamDistMax "800" radarjamDistMin "350" radarjamSinCurve "0" ragdoll_baselerp_time "1000" // Default time ragdoll baselerp bones take to reach the base pose ragdoll_bullet_force "500" // Bullet force applied to ragdolls ragdoll_bullet_upbias "0.5" // Upward bias applied to ragdoll bullet effects ragdoll_debug "0" // Draw ragdoll debug info (bitflags) ragdoll_dump_anims "0" // Dump animation data when ragdoll fails ragdoll_enable "1" // Turn on ragdoll death animations ragdoll_explode_force "18000" // Explosive force applied to ragdolls ragdoll_explode_upbias "0.8" // Upwards bias applied to ragdoll explosion effects ragdoll_exploding_bullet_force "5000" // Force applied to ragdolls from explosive bullets ragdoll_exploding_bullet_upbias "0.8" // Upwards bias applied to ragdoll from explosive bullets ragdoll_fps "20" // Ragdoll update frames per second ragdoll_idle_min_velsq "2" // Minimum squared speed a ragdoll body needs to be moving before it will shut down due to time ragdoll_jitter_scale "1" // Scale up or down the effect of physics jitter on ragdolls ragdoll_jointlerp_time "3000" // Default time taken to lerp down ragdoll joint friction ragdoll_max_life "4500" // Max lifetime of a ragdoll system in msec ragdoll_max_simulating "16" // Max number of simultaneous active ragdolls ragdoll_max_stretch_pct "10" // Force ragdoll limbs to not stretch more than this percentage in one frame ragdoll_rotvel_scale "1" // Ragdoll rotational velocity estimate scale ragdoll_self_collision_scale "1.2" // Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating ragdoll_stretch_iters "10" // Iterations to run the alternate limb solver rate "25000" // Player's preferred network reliableResendTime "300" reliableTimeoutTime "20000" RemoteCameraSounds_DryLevel "0.1" RemoteCameraSounds_RoomType "underwater" RemoteCameraSounds_WetLevel "0.5" requireOpenNat "1" r_aaAlpha "dither" r_aaMaxQuality "0" r_aaSamples "2" r_altModelLightingUpdate "0" r_aspectRatio "auto" r_atlasAnimFPS "15" // Speed to animate atlased 2d materials r_autopriority "0" r_blacklevel "0" // Black level (negative brightens output) r_blur "0" // Dev tweak to blur the screen r_brightness "0" // Brightness adjustment r_cacheModelLighting "1" // Speed up model lighting by caching previous results r_cacheSModelLighting "1" // Speed up static model lighting by caching previous results r_clear "never" // Controls how the color buffer is cleared r_clearColor "0" // Color to clear the screen to when clearing the frame buffer r_clearColor2 "0" // Color to clear every second frame to (for use during development) r_colorMap "Unchanged" // Replace all color maps with pure black or pure white r_contrast "1" // Contrast adjustment r_customMode r_debugLineWidth "1" // Width of server side debug lines r_debugShader "none" // Enable shader debugging information r_depthPrepass "None" r_desaturation "1" // Desaturation adjustment r_detail "1" r_detailMap "Unchanged" // Replace all detail maps with an image that effectively disables them r_diffuseColorScale "1" // Globally scale the diffuse color of all point lights r_displayRefresh "60" r_distortion "1" // Enable distortion r_dlightLimit "4" // Maximum number of dynamic lights drawn simultaneously r_dof_bias "0.5" // Depth of field bias as a power function (like gamma); less than 1 is sharper r_dof_enable "1" // Enable the depth of field effect r_dof_farBlur "1.8" r_dof_farEnd "7000" // Depth of field far end distance, in inches r_dof_farStart "1000" // Depth of field far start distance, in inches r_dof_nearBlur "6" r_dof_nearEnd "60" // Depth of field near end distance, in inches r_dof_nearStart "10" // Depth of field near start distance, in inches r_dof_tweak "0" // Use dvars to set the depth of field effect; overrides r_dof_enable r_dof_viewModelEnd "8" // Depth of field viewmodel end distance, in inches r_dof_viewModelStart "2" // Depth of field viewmodel start distance, in inches r_dpvsFilterDebug "0" // Filter all entities to all cells (debug) r_drawDecals "1" r_drawSun "1" r_drawWater "1" // Enable water animation r_envMapExponent "5" // Reflection exponent. r_envMapMaxIntensity "0.5" // Max reflection intensity based on glancing angle. r_envMapMinIntensity "0.2" // Min reflection intensity based on glancing angle. r_envMapOverride "0" r_envMapSunIntensity "2" // Max sun specular intensity intensity with env map materials. r_fastSkin "0" r_filmAltShader "1" // Use alternate shader (with middle tint and dark desat) for film color. r_filmTweakBrightness "0" r_filmTweakContrast "1.4" r_filmTweakDarkTint "0.7" r_filmTweakDesaturation "0.2" r_filmTweakDesaturationDark "0.2" r_filmTweakEnable "0" r_filmTweakInvert "0" r_filmTweakLightTint "1.1" r_filmTweakMediumTint "0.9" r_filmUseTweaks "0" // Overide film effects with tweak dvar values. r_floatz "1" r_fog "1" // Set to 0 to disable fog r_forceLod "none" // Force all level of detail to this level r_fullbright "0" // Toggles rendering without lighting r_fullscreen "0" // Display game full screen r_gamma "0.8" // Gamma value r_glow "1" r_glowTweakBloomCutoff "0.5" r_glowTweakBloomDesaturation "0" r_glowTweakBloomIntensity0 "1" r_glowTweakEnable "0" r_glowTweakRadius0 "5" r_glowUseTweaks "0" r_glow_allowed "1" // Allow glow. r_glow_allowed_script_forced "0" // Force 'allow glow' to be treated as true, by script. r_gpuSync "off" r_heroLighting "1" // Enable hero-only lighting r_highLodDist "-1" // Distance for high level of detail r_ignore "0" // used for debugging anything r_ignorehwgamma "0" // Ignore hardware gamma r_inGameVideo "1" // Allow in game cinematics r_lightCacheLessFrequentMaxDistance "64" // Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit r_lightCacheLessFrequentPeriod "10" // Adjust how frequently fx models (and models tagged as less-frequently-lit by script) get relit on average (1 is every frame, 8 is every 8th frame) r_lightGridContrast "0" // Adjust the contrast of light color from the light grid r_lightGridEnableTweaks "0" // Enable tweaks of the light color from the light grid r_lightGridIntensity "1" // Adjust the intensity of light color from the light grid r_lightGridUseTweakedValues "1" // Use tweaked values instead of default r_lightMap "Unchanged" // Replace all lightmaps with pure black or pure white r_loadForRenderer "1" r_lockPvs "0" // Lock the viewpoint used for determining what is visible to the current position and direction r_lodBiasRigid "0" r_lodBiasSkinned "0" r_lodScaleRigid "1" r_lodScaleSkinned "1" r_lowestLodDist "-1" // Distance for lowest level of detail r_lowLodDist "-1" // Distance for low level of detail r_mediumLodDist "-1" // Distance for medium level of detail r_mode "1024x768" r_modelVertColor "1" r_monitor "0" r_multiGpu "0" r_normal "1" r_normalMap "Unchanged" // Replace all normal maps with a flat normal map r_outdoor "1" r_outdoorFeather "8" // Outdoor z-feathering value r_picmip "0" r_picmip_bump "0" r_picmip_manual "0" r_picmip_spec "0" r_picmip_water "0" r_polygonOffsetBias "-1" // Offset bias for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetScale "-1" // Offset scale for decal polygons; bigger values z-fight less but poke through walls more r_portalBevels "0.7" // Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle r_portalBevelsOnly "0" // Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen r_portalMinClipArea "0.02" // Don't clip child portals by a parent portal smaller than this fraction of the screen area. r_portalMinRecurseDepth "2" // Ignore r_portalMinClipArea for portals with fewer than this many parent portals. r_portalWalkLimit "0" // Stop portal recursion after this many iterations. Useful for debugging portal errors. r_preloadShaders "0" r_pretess "1" r_primaryLightTweakDiffuseStrength "1" r_primaryLightTweakSpecularStrength "1" r_primaryLightUseTweaks "0" r_reflectionProbeGenerate "0" r_reflectionProbeGenerateExit "0" r_reflectionProbeRegenerateAll "0" r_rendererInUse "Shader" r_rendererPreference "Default" r_resampleScene "1" // Upscale the frame buffer with sharpen filter and color correction. r_scaleViewport "1" // Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound. r_showFbColorDebug "None" // Show front buffer color debugging information r_showFloatZDebug "0" // Show float z buffer used to eliminate hard edges on particles near geometry r_showLightGrid "0" // Show light grid debugging information (2: detailed, 3: detailed for this box only) r_showMissingLightGrid "0" // Use rainbow colors for entities that are outside the light grid r_showPortals "0" r_showPortalsOverview "0" r_singleCell "0" // Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is. r_skipPvs "0" // Skipt the determination of what is in the potentially visible set (disables most drawing) r_smc_enable "1" r_smc_optimize "1" r_smp_backend "1" // Process renderer back end in a separate thread r_smp_worker "1" // Process renderer front end in a separate thread r_smp_worker_thread0 "1" r_smp_worker_thread1 "1" r_specular "1" r_specularColorScale "2.5" // Set greater than 1 to brighten specular highlights r_specularMap "Unchanged" // Replace all specular maps with pure black (off) or pure white (super shiny) r_spotLightBrightness "14" // Brightness scale for spot light to get overbrightness from the 0-1 particle color range. r_spotLightEndRadius "196" // Radius of the circle at the end of the spot light in inches. r_spotLightEntityShadows "1" // Enable entity shadows for spot lights. r_spotLightExponent "2" // Exponent for spot light to control falloff away from the center r_spotLightFovInnerFraction "0.5" // Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade. r_spotLightMaxLength "5000" // Maximum length of the spot light used to light geo. The will limit the length set in the effect. r_spotLightShadows "1" // Enable shadows for spot lights. r_spotLightSModelShadows "1" // Enable static model shadows for spot lights. r_spotLightStartRadius "36" // Radius of the circle at the start of the spot light in inches. r_sse_skinning "1" r_subwindow "0" // subwindow to draw: left, right, top, bottom r_sunblind_fadein "0.5" // time in seconds to fade blind from 0% to 100% r_sunblind_fadeout "3" // time in seconds to fade blind from 100% to 0% r_sunblind_max_angle "5" // angle from sun in degrees inside which blinding is max r_sunblind_max_darken "0.75" // 0-1 fraction for how black the world is at max blind r_sunblind_min_angle "30" // angle from sun in degrees outside which blinding is 0 r_sunflare_fadein "1" // time in seconds to fade alpha from 0% to 100% r_sunflare_fadeout "1" // time in seconds to fade alpha from 100% to 0% r_sunflare_max_alpha "1" // 0-1 vertex color and alpha of sun at max effect r_sunflare_max_angle "2" // angle from sun in degrees inside which effect is max r_sunflare_max_size "2500" // largest size of flare effect in pixels at 640x480 r_sunflare_min_angle "45" // angle from sun in degrees outside which effect is 0 r_sunflare_min_size "0" // smallest size of flare effect in pixels at 640x480 r_sunflare_shader "sun_flare" // name for flare effect; can be any material r_sunglare_fadein "0.5" // time in seconds to fade glare from 0% to 100% r_sunglare_fadeout "3" // time in seconds to fade glare from 100% to 0% r_sunglare_max_angle "5" // angle from sun in degrees inside which glare is minimum r_sunglare_max_lighten "0.75" // 0-1 fraction for how white the world is at max glare r_sunglare_min_angle "30" // angle from sun in degrees inside which glare is maximum r_sunsprite_shader "sun" // name for static sprite; can be any material r_sunsprite_size "16" // diameter in pixels at 640x480 and 80 fov r_sun_from_dvars "0" // Set sun flare values from dvars rather than the level r_sun_fx_position "0" // Position in degrees of the sun effect r_texFilterAnisoMax "4" // Maximum anisotropy to use for texture filtering r_texFilterAnisoMin "1" // Minimum anisotropy to use for texture filtering (overridden by max) r_texFilterDisable "0" // Disables all texture filtering (uses nearest only.) r_texFilterMipBias "0" // Change the mipmap bias r_texFilterMipMode "Unchanged" // Forces all mipmaps to use a particular blend between levels (or disables mipping.) r_useLayeredMaterials "0" r_vc_makelog "0" // Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends. r_vc_showlog "0" // Show this many rows of light grid points for the vis cache r_vsync "0" // Enable v-sync before drawing the next frame to avoid 'tearing' artifacts. r_warningRepeatDelay "5" r_zfar "0" // Change the distance at which culling fog reaches 100% opacity; 0 is off r_zFeather "1" r_znear "4" // Things closer than this aren't drawn. Reducing this increases z-fighting in the distance. r_znear_depthhack "0.1" // Viewmodel near clip plane safeArea_adjusted_horizontal "1" // User-adjustable horizontal safe area as a fraction of the screen width safeArea_adjusted_vertical "1" // User-adjustable vertical safe area as a fraction of the screen height safeArea_horizontal "0.85" // Horizontal safe area as a fraction of the screen width safeArea_vertical "0.85" // Vertical safe area as a fraction of the screen height scr_airdrop_ac130 "3" scr_airdrop_ammo "17" scr_airdrop_counter_uav "15" scr_airdrop_emp "1" scr_airdrop_harrier_airstrike "7" scr_airdrop_helicopter "7" scr_airdrop_helicopter_flares "5" scr_airdrop_helicopter_minigun "3" scr_airdrop_mega_ac130 "2" scr_airdrop_mega_ammo "12" scr_airdrop_mega_counter_uav "16" scr_airdrop_mega_emp "0" scr_airdrop_mega_harrier_airstrike "5" scr_airdrop_mega_helicopter "5" scr_airdrop_mega_helicopter_flares "3" scr_airdrop_mega_helicopter_minigun "2" scr_airdrop_mega_nuke "0" scr_airdrop_mega_precision_airstrike "10" scr_airdrop_mega_predator_missile "14" scr_airdrop_mega_sentry "16" scr_airdrop_mega_stealth_airstrike "3" scr_airdrop_mega_uav "12" scr_airdrop_nuke "0" scr_airdrop_precision_airstrike "11" scr_airdrop_predator_missile "12" scr_airdrop_sentry "12" scr_airdrop_stealth_airstrike "5" scr_airdrop_uav "17" scr_arena_numlives "1" scr_arena_promode "0" scr_arena_roundlimit "0" scr_arena_roundswitch "3" scr_arena_scorelimit "1" scr_arena_timelimit "2.5" scr_arena_winlimit "4" scr_ctf_halftime "1" scr_ctf_numlives "0" scr_ctf_playerrespawndelay "0" scr_ctf_promode "0" scr_ctf_returntime "30" scr_ctf_roundlimit "1" scr_ctf_scorelimit "0" scr_ctf_timelimit "10" scr_ctf_waverespawndelay "10" scr_ctf_winlimit "1" scr_dd_addtime "2.5" scr_dd_bombtimer "45" scr_dd_defusetime "5" scr_dd_numlives "0" scr_dd_planttime "5" scr_dd_playerrespawndelay "0" scr_dd_promode "0" scr_dd_roundlimit "3" scr_dd_roundswitch "1" scr_dd_scorelimit "1" scr_dd_timelimit "2.5" scr_dd_waverespawndelay "0" scr_dd_winlimit "2" scr_diehard "0" scr_dm_numlives "0" scr_dm_playerrespawndelay "0" scr_dm_promode "0" scr_dm_roundlimit "1" scr_dm_scorelimit "1500" scr_dm_timelimit "10" scr_dm_waverespawndelay "0" scr_dm_winlimit "1" scr_dom_numlives "0" scr_dom_playerrespawndelay "0" scr_dom_promode "0" scr_dom_roundlimit "1" scr_dom_scorelimit "200" scr_dom_timelimit "0" scr_dom_waverespawndelay "0" scr_dom_winlimit "1" scr_explBulletMod "1" scr_game_allowkillcam "1" // script allow killcam scr_game_deathpointloss "0" scr_game_forceuav "0" scr_game_graceperiod "0" scr_game_hardpoints "1" scr_game_killstreakdelay "0" scr_game_onlyheadshots "0" scr_game_perks "1" scr_game_spectatetype "1" scr_game_suicidepointloss "0" scr_gtnw_numlives "0" scr_gtnw_playerrespawndelay "0" scr_gtnw_promode "0" scr_gtnw_roundlimit "1" scr_gtnw_roundswitch "0" scr_gtnw_scorelimit "101" scr_gtnw_timelimit "10" scr_gtnw_waverespawndelay "0" scr_gtnw_winlimit "1" scr_hardcore "0" scr_hardpoint_allowartillery "1" scr_hardpoint_allowhelicopter "1" scr_hardpoint_allowuav "1" scr_koth_numlives "0" scr_koth_playerrespawndelay "0" scr_koth_promode "0" scr_koth_roundlimit "1" scr_koth_roundswitch "1" scr_koth_scorelimit "250" scr_koth_timelimit "15" scr_koth_waverespawndelay "0" scr_koth_winlimit "1" scr_maxPerPlayerExplosives "2" scr_nukeCancelMode "0" scr_nukeTimer "10" scr_oldschool "0" scr_oneflag_numlives "0" scr_oneflag_playerrespawndelay "0" scr_oneflag_promode "0" scr_oneflag_roundlimit "0" scr_oneflag_roundswitch "3" scr_oneflag_scorelimit "1" scr_oneflag_timelimit "3" scr_oneflag_waverespawndelay "0" scr_oneflag_winlimit "4" scr_patientZero scr_player_forcerespawn "1" scr_player_healthregentime "5" scr_player_maxhealth "100" scr_player_numlives "0" scr_player_respawndelay "0" scr_player_sprinttime "4" scr_player_suicidespawndelay "0" scr_RequiredMapAspectratio "1" scr_restxp_cap "0.5" scr_restxp_enable "0" scr_restxp_levelsPerDay "0.5" scr_restxp_minRestTime "4" scr_restxp_restedAwardScale "0.5" scr_restxp_timescale "1" scr_riotShieldXPBullets "15" scr_sab_bombtimer "30" scr_sab_defusetime "5" scr_sab_hotpotato "0" scr_sab_numlives "0" scr_sab_planttime "2.5" scr_sab_playerrespawndelay "7.5" scr_sab_promode "0" scr_sab_roundlimit "1" scr_sab_roundswitch "1" scr_sab_scorelimit "0" scr_sab_timelimit "20" scr_sab_waverespawndelay "0" scr_sab_winlimit "1" scr_sd_bombtimer "45" scr_sd_defusetime "5" scr_sd_multibomb "0" scr_sd_numlives "1" scr_sd_planttime "5" scr_sd_playerrespawndelay "0" scr_sd_promode "0" scr_sd_roundlimit "0" scr_sd_roundswitch "3" scr_sd_scorelimit "1" scr_sd_timelimit "2.5" scr_sd_waverespawndelay "0" scr_sd_winlimit "4" scr_team_fftype "0" // script team friendly fire type scr_team_kickteamkillers "0" scr_team_respawntime "0" scr_team_teamkillpointloss "1" scr_team_teamkillspawndelay "20" scr_thirdPerson "0" scr_tispawndelay "0" scr_vip_numlives "0" scr_vip_promode "0" scr_vip_roundlimit "3" scr_vip_roundswitch "1" scr_vip_scorelimit "1" scr_vip_timelimit "2.5" scr_vip_winlimit "2" scr_war_numlives "0" scr_war_playerrespawndelay "0" scr_war_promode "0" scr_war_roundlimit "1" scr_war_scorelimit "7500" scr_war_timelimit "10" scr_war_waverespawndelay "0" scr_war_winlimit "1" scr_xpscale "1" sensitivity "5" // Mouse sentry_placement_debug "0" // Enables sentry placement debug lines sentry_placement_feet_offset "17" // Position of the feet from the center axis. sentry_placement_feet_trace_dist_z "20" // Max distance for a foot to be considered touching the ground sentry_placement_trace_dist "42" // Distance along the trace axis where the sentry will attempt to position itself sentry_placement_trace_min_normal "0.7" // Minimum normal to accept a sentry position sentry_placement_trace_pitch "20" // Pitch used for the trace axis sentry_placement_trace_radius "30" // Radius of the bound used for the placement trace sentry_placement_trace_radius_canon_safety "5" // Extra radius used in the forward direction to compensate for the canon length server1 server10 server11 server12 server13 server14 server15 server16 server2 server3 server4 server5 server6 server7 server8 server9 session_immediateDeleteTinySessions "0" // Whether to immediately delete sessions with 1 user session_nonblocking "1" // Non-blocking Session code shieldImpactBulletShakeDuration "500" // Viewmodel shake duration for bullet impacts. shieldImpactBulletShakeScale "0.35" // Viewmodel shake scale for bullet impacts. shieldImpactExplosionHighShakeDuration "1250" // Viewmodel shake duration for strong splash damage. shieldImpactExplosionHighShakeScale "0.5" // Viewmodel shake scale for strong splash damage. shieldImpactExplosionLowShakeDuration "800" // Viewmodel shake duration for weak splash damage. shieldImpactExplosionLowShakeScale "0.4" // Viewmodel shake scale for weak splash damage. shieldImpactExplosionThreshold "85" // Pre-shield splash damage that is above this will be 'strong'. shieldImpactMissileShakeDuration "1500" // Viewmodel shake duration for direct missile impacts. shieldImpactMissileShakeScale "0.5" // Viewmodel shake scale for direct missile impacts. shortversion "1.0" // Short game version showdrop "0" // Show dropped packets showpackets "0" // Show packets sm_enable "1" // Enable shadow mapping sm_fastSunShadow "1" // Fast sun shadow sm_lightScore_eyeProjectDist "64" // When picking shadows for primary lights, measure distance from a point this far in front of the camera. sm_lightScore_spotProjectFrac "0.125" // When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction. sm_maxLights "4" // Limits how many primary lights can have shadow maps sm_minSpotLightScore "0.5" // Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps. sm_polygonOffsetBias "0.125" // Shadow map offset bias sm_polygonOffsetScale "2" // Shadow map offset scale sm_qualitySpotShadow "1" // Fast spot shadow sm_spotDistCull "1" // Distance cull spot shadows sm_spotEnable "1" // Enable spot shadow mapping from script sm_spotLimit "4" // Limit number of spot shadows from script sm_spotShadowFadeTime "1" // How many seconds it takes for a primary light shadow map to fade in or out sm_strictCull "1" // Strict shadow map cull sm_sunEnable "1" // Enable sun shadow mapping from script sm_sunSampleSizeNear "0.25" // Shadow sample size sm_sunShadowCenter "0" // Sun shadow center, 0 0 0 means don't override sm_sunShadowScale "1" // Sun shadow scale optimization sm_sunShadowScaleLocked "1" snaps "20" // Snapshot rate snd_cinematicVolumeScale "0.5" // Scales the volume of Bink videos. snd_draw3D "Off" // Draw the position and info of world sounds snd_drawInfo "None" // Draw debugging information for sounds snd_enable2D "1" // Enable 2D sounds snd_enable3D "1" // Enable 3D sounds snd_enableEq "1" // Enable equalization filter snd_enableReverb "1" // Enable sound reverberation snd_enableStream "1" // Enable streamed sounds snd_errorOnMissing "0" // Cause a Com_Error if a sound file is missing. snd_khz "44" snd_levelFadeTime "250" // The amout of time in milliseconds for all audio to fade in at the start of a level snd_outputConfiguration "Windows" snd_slaveFadeTime "500" // The amount of time in milliseconds for a 'slave' sound snd_touchStreamFilesOnLoad "0" snd_volume "0.8" // Game sound master volume splitscreen "0" // Current game is a game stat_version "10" stopspeed "100" // The player deceleration stringtable_debug "0" sv_allowAnonymous "0" sv_allowClientConsole "1" sv_allowDownload "1" sv_allowedClan1 // Allow this clan to join the server sv_allowedClan2 sv_cheats "0" sv_clientArchive "1" // Have the clients archive data to save bandwidth on the server sv_clientSideBullets "1" // If true, clients will synthesize tracers and bullet impacts sv_connectTimeout "120" // seconds without any message when a client is loading sv_debugRate "0" // Enable snapshot rate debugging info sv_debugReliableCmds "0" // Enable debugging information for 'reliable' commands sv_floodProtect "1" // Prevent malicious lagging by flooding the server with commands sv_hostname "CoD4Host" sv_hugeSnapshotDelay "200" // How long to wait before building a new snapshot after a 'huge' snapshot is sent sv_hugeSnapshotSize "4000" // Size of a snapshot to be considered 'huge' sv_iwdNames sv_iwds sv_kickBanTime "300" // Time in seconds for a player to be banned from the server after being kicked sv_mapRotation // List of maps for the server to play sv_mapRotationCurrent // Current map in the map rotation sv_maxclients "18" sv_maxPing "0" // Maximum ping allowed on the server sv_maxRate "25000" // Maximum bit rate sv_minPing "0" // Minimum ping allowed on the server sv_network_fps "50" // Number of times per second the server checks for net messages sv_packet_info "0" // Enable packet info debugging information sv_padPackets "0" // add nop bytes to messages sv_paused "0" // Pause the client/server sv_privateClients "0" // Maximum number of private clients allowed on the server sv_privateClientsForClients "0" sv_privatePassword sv_pure "1" sv_reconnectlimit "3" // minimum seconds between connect messages sv_referencedFFCheckSums sv_referencedFFNames sv_referencedIwdNames sv_referencedIwds sv_rejoinTimeout "5" sv_running "0" // Server is running sv_showAverageBPS "0" // Show average bytes per second for net debugging sv_timeout "20" // seconds without any message sv_voiceQuality "3" sv_zombietime "2" // seconds to sync messages after disconnect systemlink "0" // Current game is a system link game sys_configSum "230111639" sys_configureGHz "18.5691" sys_cpuGHz "2.67277" sys_cpuName "IntelĀ®" sys_gpu "ATI" sys_lockThreads "none" sys_quitMigrateTime "15000" sys_smp_allowed "1" sys_SSE "1" sys_sysMB "2048" testClients_doAttack "1" // Testclients will use the attack button. testClients_doCrouch "0" // Testclients will use the crouch button. testClients_doMove "1" // Testclients will use the movement. testClients_doReload "1" // Testclients will use the reload button. testClients_watchKillcam "1" // Testclients will not press buttons during killcam. thermalBlurFactorNoScope "250" // Amount of blur to use when drawing blur that is NOT through a weapon's thermal scope. thermalBlurFactorScope "250" // Amount of blur to use when drawing blur through a weapon's thermal scope. thermal_playerModel // Model to draw for players when in thermal vision mode timescale "1" tracer_debugDraw "0" // Draw debug lines where the tracers should be visible. tracer_explosiveColor1 "1" // The 1st color of a bullet tracer when using explosive bullets tracer_explosiveColor2 "1" // The 2nd color of a bullet tracer when using explosive bullets tracer_explosiveColor3 "1" // The 3rd color of a bullet tracer when using explosive bullets tracer_explosiveColor4 "1" // The 4th color of a bullet tracer when using explosive bullets tracer_explosiveColor5 "1" // The 5th color of a bullet tracer when using explosive bullets tracer_explosiveColor6 "1" // The 6th color of a bullet tracer when using explosive bullets tracer_explosiveOverride "1" // When turned on, will apply an override to the tracer settings when shooting explosive bullets. tracer_explosiveWidth "15" // The width of a bullet tracer when using explosive bullets tracer_firstPersonMaxWidth "4" // The maximum width our OWN tracers can be when looking through our ADS tracer_stoppingPowerColor1 "0" // The 1st color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor2 "1" // The 2nd color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor3 "1" // The 3rd color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor4 "1" // The 4th color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor5 "1" // The 5th color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerColor6 "1" // The 6th color of a bullet tracer when using StoppingPower bullets tracer_stoppingPowerOverride "0" // When turned on, will apply an override to the tracer settings when the stopping power perk is active. tracer_stoppingPowerWidth "6" // The width of a bullet tracer when using StoppingPower bullets tracer_thermalWidthMult "2" // The multiplier applied to the base width when viewed in thermal vision turret_adsEnabled "1" // Enable/Disable ADS on turrets turret_adsFov "35" // FOV when using a turret in ADS turret_adsTime "250" // Time (msec) to transition to ADS turret_fov "55" // FOV when using a turret uiscript_debug "0" ui_allow_classchange "0" // Whether the UI should allow changing class ui_allow_controlschange "1" ui_allow_teamchange "0" // Whether the UI should allow changing team ui_bigFont "0.4" // Big font scale ui_borderLowLightScale "0.35" // Scales the border color for the lowlight color on certain UI borders ui_browserFriendlyfire "-1" ui_browserKillcam "-1" ui_browserMod "0" ui_browserShowDedicated "0" ui_browserShowEmpty "1" ui_browserShowFull "1" ui_browserShowPassword "-1" ui_browserShowPure "1" ui_buildLocation "-60" // Where to draw the build number ui_buildSize "0.2" // Font size to use for the build number ui_cinematicsTimestamp "0" // Shows cinematics timestamp on subtitle UI elements. ui_connectScreenTextGlowColor "0.3" // Glow color applied to the mode and map name strings on the connect screen. ui_currentFeederMapIndex "0" // Currently selected map ui_currentMap "0" // Current map index ui_customClassName // Custom Class name ui_customModeEditName // Name to give the currently edited custom game mode when editing is complete ui_customModeName // Custom game mode name ui_debugMode "0" // Draw ui debug info on the screen. ui_debug_localVarBool ui_debug_localVarFloat ui_debug_localVarInt ui_debug_localVarString ui_drawCrosshair "1" // Whether to draw crosshairs. ui_extraBigFont "0.55" // Extra big font scale ui_gametype "war" ui_hud_hardcore "0" // Whether the HUD should be suppressed for hardcore mode ui_hud_obituaries "1" ui_hud_showobjicons "1" ui_joinGametype "0" ui_mapname "mp_afghan" ui_maxclients "18" ui_mousePitch "0" ui_multiplayer "1" ui_netGametype "0" ui_netGametypeName "dm" ui_netSource "1" // The network source where: 0:Local 1:Internet 2:Favourites ui_partyFull "0" // True if the current party is full. ui_playerPartyColor "1" // The local player's font color when shown in lobbies and parties ui_serverStatusTimeOut "7000" // Time in milliseconds before a server status request times out ui_showEndOfGame "0" ui_showList "0" // Show onscreen list of currently visible menus ui_showmap "1" ui_showMenuOnly // If set, only menus using this name will draw. ui_sliderSteps "40" // The number of steps for a slider itemdef ui_smallFont "0.25" // Small font scale ui_textScrollFadeTime "0.2" // Text scrolling takes this long (seconds) to fade out at the end before restarting ui_textScrollPauseEnd "3" // Text scrolling waits this long (seconds) at the end before restarting ui_textScrollPauseStart "1" // Text scrolling waits this long (seconds) before starting ui_textScrollSpeed "30" // Speed at which text scrolls vertically unbindall upnp_maxAttempts "4" useFastFile "1" useMapPreloading "1" // Whether to start loading the map before connecting to server useonlinestats "0" // Whether to use online stats when in offline modes useRelativeTeamColors "0" // Whether to use relative team colors. useSvMapPreloading "1" // Whether to start loading the map before starting the server useTagFlashSilenced "1" // When true, silenced weapons will use "tag_flash_silenced" instead of "tag_flash". vehAudio_inAirPitchDownLerp "1.2" // Rate at which the pitch lerps down vehAudio_inAirPitchUpLerp "0.75" // Rate at which the pitch lerps up vehAudio_spawnVolumeTime "2" // Seconds it takes for spawned vehicles to reach full volume. vehCam_angles "0" // Camera angles from vehicle vehCam_editMode "0" // Enables camera edit mode via dvars vehCam_freeLook "0" // Enables free look mode vehCam_offset "0" // Focus offset from vehicle origin vehCam_pitchClamp "45" // Pitch clamp for user adjustment vehCam_pitchTurnRate "90" // Pitch turn rate for user adjustment vehCam_radius "0" // Camera radius from vehicle vehCam_speedInfluence "0" // Controls how much the vehicle's speed effects the camera. vehCam_yawClamp "45" // Yaw clamp for user adjustment vehCam_yawTurnRate "260" // Yaw turn rate for user adjustment vehCam_zOffsetMode "World" // Camera offset mode for Z axis veh_boneControllerLodDist "2000" // Distance at which bone controllers are not updated. version "IW4" // Game vid_xpos "22" vid_ypos "53" viewModelDebugNotetracks "0" // Enable display of viewmodel notetrack debug info. viewModelHacks "1" // Enabled depth hack and remove viewmodel from shadows. viewposNow "0" voiceDebug "0" voiceDegrade "0" waypointDebugDraw "0" waypointDistScaleRangeMax "3000" // Distance from player that icon distance scaling ends. waypointDistScaleRangeMin "1000" // Distance from player that icon distance scaling starts. waypointDistScaleSmallest "0.8" // Smallest scale that the distance effect uses. waypointIconHeight "36" // Height of the offscreen pointer. waypointIconWidth "36" // Width of the offscreen pointer. waypointOffscreenCornerRadius "105" // Size of the rounded corners. waypointOffscreenDistanceThresholdAlpha "30" // Distance from the threshold over which offscreen objective icons lerp their alpha. waypointOffscreenPadBottom "30" waypointOffscreenPadLeft "103" // Offset from the edge. waypointOffscreenPadRight "0" waypointOffscreenPadTop "0" waypointOffscreenPointerDistance "20" // Distance from the center of the offscreen objective icon to the center its arrow. waypointOffscreenPointerHeight "12" waypointOffscreenPointerWidth "25" waypointOffscreenRoundedCorners "1" // Off-screen icons take rounded corners when true. 90-degree corners when false. waypointOffscreenScaleLength "500" // How far the offscreen icon scale travels from full to smallest scale. waypointOffscreenScaleSmallest "1" // Smallest scale that the offscreen effect uses. waypointPlayerOffsetCrouch "56" // For waypoints pointing to players, how high to offset off of their origin when they are crouching. waypointPlayerOffsetProne "30" // For waypoints pointing to players, how high to offset off of their origin when they are prone. waypointPlayerOffsetStand "66" // For waypoints pointing to players, how high to offset off of their origin when they are standing. waypointSplitscreenScale "1.8" waypointTweakY "-17" // Scale applied to waypoint icons in splitscreen views. wideScreen "0" // True if the game video is running in 16x9 aspect, false if 4x3. winvoice_loopback "0" winvoice_mic_mute "1" winvoice_mic_reclevel "65535" winvoice_mic_scaler "1" winvoice_save_voice "0" xblive_hostingprivateparty "0" // true only if we're hosting a party xblive_loggedin "0" // User is logged into xbox live xblive_playEvenIfDown "0" // Allow people to play online even if Live is down xblive_privatematch "0" // Current game is a private match