command_list
Kalti:
All available FarCry console commands:
[code]----------------------------------------------------------------------------------------------------------------
*** CONSOLE COMMANDS ***
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From http://farcry.d0x.de
Please visit http://www.centralgamers.net for a farcry demo modding guide by bl0ss0m.
command: SProfile_load
script: Script:LoadScript('profiles/server/'..%%..'_server.cfg',1)
help: Load the saved server profiles. To start the game you have
to start the server by hand with 'start_server' or 'start_ubiserver'
Usage: SProfile_load <profilename>
command: SProfile_run
script: Script:LoadScript('profiles/server/'..%%..'_server.cfg',1);Game:LoadLevelListen(getglobal('gr_NextMap'))
help: Load and run the server with the server setting specified in the profile (generate in game)
Usage: SProfile_run <profilename>
command: caClearDecals
script: Animation:ClearDecals()
help:
command: caDumpAnims
script: Animation:DumpAnims()
help:
command: caDumpDecals
script: Animation:DumpDecals()
help:
command: caDumpModels
script: Animation:DumpModels()
help:
command: caDumpStates
script: Animation:DumpStates()
help:
command: caTrashAnims
script: Animation:TrashAnims()
help:
command: clear
script: System:ClearConsole()
help: Clears console text.
Usage: clear
command: connect
script: Game:Connect(%1)
help: Connects to the specified multiplayer server.
Usage: connect ip
command: dcheckpoint
script: System:DebugStats(1)
help:
Usage:
command: demo
script: Game:StartDemoPlay(%%)
help: Plays a demo from file.
Usage: demo demoname
Loads demoname.? for playback in the FarCry game.
command: disconnect
script: Game:Disconnect("@UserDisconnected")
help: Breaks the client connection with the multiplayer server.
Usage: disconnect
command: dstats
script: System:DebugStats(nil)
help: Displays debugging statistics.
Usage: dstats
command: dump_ents
script: Game:DumpEntities()
help: Outputs a list of the loaded entities.
Usage: dump_ents
command: dump_scripts
script: Script:DumpLoadedScripts()
help: Outputs a list of currently loaded scripts.
Usage: dump_scripts
command: dumpcommandsvars
script: System:DumpCommandsVars(%%)
help: Outputs a list of commands and variables.
Usage: dumpcommandsvars
Saves a list of all registered commands and variables
to a file called consolecommandsandvars.txt
command: end_frame_display
script: System:FrameProfiler(nil,1,"")
help:
command: end_frame_profiling
script: System:FrameProfiler(nil,nil,"")
help:
command: fov
script: Game:SetCameraFov(%1/180*3.14159)
help: Sets the player's field of view.
Usage: fov 120
The field of vision is set in degrees between 1 and 180.
command: frame_profiling
script: System:FrameProfiler(%%)
help:
command: kick
script: if (GameRules) then GameRules.Kick(%%); end
help:
command: listplayers
script: Game:ListPlayers()
help: Lists current players on the server!
Usage: listplayers
command: load_game
script: Game:Load(%%)
help: Loads a previously saved game.
Usage: load_game gamename
command: load_lastcheckpoint
script: Game:LoadLatestCheckPoint()
help: Respawns the player at the last checkpoint reached.
Usage: load_lastcheckpoint
command: load_level
script: Game:LoadLevel(%%)
help: Loads a new level.
Usage: load_level levelname
Same as 'map' command.
command: loadpos
script: Game:LoadPlayerPos(%%)
help: Loads player position from the tagpoint file.
Usage: loadpos pointname
command: map
script: local mapname = %%; if (Game:CheckMap(mapname)) then Game:LoadLevel(mapname) else System:LogToConsole("\001map '"..mapname.."' not found!"); end
help: Loads a new level.
Usage: map levelname
Same as 'load_level' command.
command: messagemode
script: Game:MessageMode(%line)
help: Requests input from the player!
Usage: messagemode command arg1 arg2Executes the passed command, with the player input as argument! If no param given, say_team is used.
command: messagemode2
script: Game:MessageMode2(%line)
help: Requests input from the player!
Usage: messagemode command arg1 arg2Executes the passed command, with the player input as argument! If no param given, say_team is used.
command: quit
script: Game:Quit()
help: Quits the game.
Usage: quit
command: rcon
script: Game:ExecuteRConCommand(%line)
help: Execute a console command on a RCon server (call rcon_connect to set up the connection)
Usage: rcon sv_restart
command: reconnect
script: Game:Reconnect()
help: Reconnects to the most recent multiplayer server.
Usage: reconnect
command: record
script: Game:StartRecord(%%)
help: Starts recording of a demo.
Usage: record demoname
File 'demoname.?' will be created.
command: reload_materials
script: Game.ReloadMaterials()
help:
command: reload_script
script: Script:ReloadScript(%1)
help:
Usage:
command: retry
script: Game:Reconnect()
help: Reconnects to the most recent multiplayer server.
Usage: retry
command: rstats
script: System:DumpMMStats()
help: Displays memory usage stats for release mode builds.
Usage: rstats
command: save_game
script: Game:Save(%%)
help: Saves the current game.
Usage: save_game gamename
command: savepos
script: Game:SavePlayerPos(%%)
help: Saves current player position to the tagpoint file.
Usage: savepos pointname
command: start_frame_display
script: System:FrameProfiler(1,1,"")
help:
command: start_frame_profiling
script: System:FrameProfiler(1,nil,"")
help:
command: start_server
script: Game:LoadLevelListen(%%)
help: Starts a multiplayer server.
Usage: start_server levelname
Loads levelname on the local machine and listens for client connections.
command: start_ubiserver
script: Game:UbiLoadLevelListen(%%)
help: Starts a multiplayer server.
Usage: start_ubiserver levelname
Loads levelname on the local machine and listens for client connections.
command: stopdemo
script: Game:StopDemoPlay()
help: Stop playing demo.
command: stoprecording
script: Game:StopRecord()
help: Stops recording of a demo.
Usage: stoprecording
File 'demoname.?' will be saved.
command: sv_changemap
script: if (GameRules) then GameRules:ChangeMap(%%) end
help: Changes to the specified map and game type!
If no gametype is specified, the current gametype is used!
Usage: sv_changemap mapname gametype
command: sv_restart
script: if (GameRules) then GameRules:Restart(%%) end
help: Restarts the game in X seconds!
Usage: sv_restart X
command: ubilogout
script: if (NewUbisoftClient) then NewUbisoftClient:Client_Disconnect(); Game:Disconnect(); end
help: Disconnects from ubi.com game service.
Usage: ubilogout
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*** CVAR LIST ***
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variable: a_draw_area
type: string
current: 0
help:
Usage:
variable: a_log_area
type: string
current: 0
help:
Usage:
variable: ai_createindoorgraph
type: string
current: 0
help:
variable: ai_max_vis_rays_per_frame
type: string
current: 100
help: Maximum allowed visibility rays per frame - the rest are all assumed to succeed
Usage: ai_max_vis_rays_per_frame <number>
Default is 100.
variable: ai_noupdate
type: string
current: 0
help:
variable: ai_num_of_bots
type: string
current: 0
help:
variable: ai_triangulate
type: string
current: 0
help:
variable: ai_update_interval
type: string
current: 0.1000000014901161
help: In seconds the amount of time between two full updates for AI
Usage: ai_update_interval <number>
Default is 0.1. Number is time in seconds
variable: b_accelerationv
type: string
current: 100000.0
help: This variable is not used.
variable: b_camera
type: string
current: 0
help: This variable is not used.
variable: b_dump
type: string
current: 2000.4
help: This variable is not used.
variable: b_dumprot
type: string
current: 9000.4
help: This variable is not used.
variable: b_dumpv
type: string
current: 1500.4
help: This variable is not used.
variable: b_dumpvh
type: string
current: 10000.4
help: This variable is not used.
variable: b_float
type: string
current: 7
help: This variable is not used.
variable: b_speedminturn
type: string
current: 5.0
help: This variable is not used.
variable: b_speedv
type: string
current: 35000.0
help: This variable is not used.
variable: b_stand
type: string
current: 10000.5
help: This variable is not used.
variable: b_tilt
type: string
current: 2.0
help: This variable is not used.
variable: b_turn
type: string
current: 12000.0
help: This variable is not used.
variable: b_turnspeed
type: string
current: 2
help:
Usage:
variable: b_wmomentum
type: string
current: 500.5
help: This variable is not used.
variable: b_wscale
type: string
current: 2.1
help: This variable is not used.
variable: b_wscalew
type: string
current: 2.1
help: This variable is not used.
variable: ca_ambient_light_intensity
type: string
current: 0.2000000029802322
help: Controls the intensity of the additional directional light. Right now, we only allow for different gray levels.
Initial value = 0.2f
variable: ca_ambient_light_range
type: string
current: 10
help: Controls the presence of an additional directional light, which brings out the bumps on objects in shadows.
A radius of 0 disables the light.
Initial value = 0
variable: ca_AnimationDeferredLoad
type: int
current: 1.000000
help: if this is non-0, the animation are not loaded immediately upon request (when loading CGF), but
rather on first request. This feature should not be used with ca_AnimationUnloadDelay, because loading
all animations first and then automatically unloading them doesn't have much sense.
variable: ca_AnimationUnloadDelay
type: int
current: 300.000000
help: If not 0, then the unused animations get unloaded after the specified number of frames being not used
variable: ca_AnimWarningLevel
type: int
current: 2.000000
help: if you set this to 0, there won't be any
frequest warnings from the animation system
variable: ca_DeathBlendTime
type: string
current: 0.3
help: Specifies the blending time between low-detail dead body skeleton and current skeleton
variable: ca_Debug
type: int
current: 0.000000
help: Debug varialbe: enables some additional debug logging
variable: ca_DebugHeatSources
type: int
current: 0.000000
help: This is generic variable for debugging the heat light sources. Don't use it (or use on your own risk)
variable: ca_DebugShaders
type: int
current: 0.000000
help: 1 - draws a label under each character, saying which shaders it uses
variable: ca_DecalAntiflickerHack
type: int
current: 1.000000
help: Enable this to draw decals only during light or fog pass - can be used to reduce decal flickering on characters
variable: ca_DecalSizeMultiplier
type: string
current: 1
help: The multiplier for the decal sizes
variable: ca_DefaultDecalTexture
type: int
current: 0.000000
help: if set to 1, the decals use the default texture
variable: ca_DisableAnimEvents
type: int
current: 0.000000
help: If this is not 0, then the OnAnimationEvent methods are not called upon animation events
variable: ca_DisablePlusRotationMask
type: int
current: 0.000000
help: flag set:
0 - effectively does nothing (enables all coordinate transforms)
1 - disables Z rotation
2 - disables Y rotation
4 - disables X rotation
can be used ORed: 1+4 disables X and Z rotations
variable: ca_DrawAnims
type: string
current: 0
help: Draws the debug information on the character in realtime
variable: ca_DrawBBox
type: int
current: 0.000000
help: if set to 1, the own bounding box of the character is drawn
variable: ca_DrawBones
type: int
current: 0.000000
help: if set to 1, the skeleton is drawn
variable: ca_DrawDecalOutline
type: int
current: 0.000000
help: if this is 1, will draw the decal outline in wireframe
variable: ca_DrawLHelpers
type: int
current: 0.000000
help: if set to 1, the light helpers are drawn
variable: ca_EnableAnimationLog
type: int
current: 0.000000
help: enables a special kind of log: Animation.log file, solely for debugging
variable: ca_EnableCCG
type: int
current: 1.000000
help: If this is 1, CCG searching and loading is enabled
variable: ca_EnableCharacterShadowVolume
type: int
current: 1.000000
help: If 0, then the character's shadow volume isn't rendered (but the attached objects' volumes are rendered)
variable: ca_EnableCubicBlending
type: int
current: 1.000000
help: if this is true, then the blending between layers is performed by
cubic (spline) function, not linear. This should look more natural
variable: ca_EnableDecals
type: int
current: 1
help: if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals
variable: ca_EnableLightUpdate
type: int
current: 1.000000
help: if set to 1, the lights (heat and light sources, dynamic and bound during CGF load) will be updated upon each Draw() call
variable: ca_EnableTangentSkinning
type: int
current: 1.000000
help: if this is 0, the original tangents will be used rather than the tangent skin to update the tangets during rendering
variable: ca_EnableVertexColors
type: int
current: 0.000000
help: if set to 1, during loading of the model, the vertex colors will be loaded and they will be updated in the vertex buffer
variable: ca_KeepModels
type: int
current: 0.000000
help: If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character
variable: ca_LimitShadowLOD
type: int
current: 0.000000
help: this is the maximum LOD to use for shadow volumes; if it's 0, it effectively does nothing
(all the range of LODs is available for shadow builder), if it's 1, then objects will use
LOD 1 shadows for LOD 0 characters if available . Etc.
variable: ca_LodBias
type: string
current: 0.125f
help: Multiplier value used to calculate the LOD for characters.
Increase this to decreasethe LOD distances
variable: ca_LogAnimation
type: string
current:
help:
variable: ca_MatPlusDebug
type: int
current: 0.000000
help: If this is set to non-0, the Plus matrix changes that are more than some threshold are all logged
variable: ca_MinVertexWeightLOD0
type: string
current: 0.07f
help: this is the threshold of LOD minimal vertex weight that will be truncated
the vertex bindings with the given weight and less will be truncated
Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5
variable: ca_MinVertexWeightLOD1
type: string
current: 0.3f
help: this is the threshold of LOD minimal vertex weight that will be truncated
the vertex bindings with the given weight and less will be truncated
Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5
variable: ca_MinVertexWeightLOD2
type: string
current: 0.5f
help: this is the threshold of LOD minimal vertex weight that will be truncated
the vertex bindings with the given weight and less will be truncated
Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5
variable: ca_MorphNormals
type: int
current: 0.000000
help: this variable enables changing of normals during morphing. Required for the reflection effect when only vertex animation is used
variable: ca_NoAnim
type: int
current: 0.000000
help: the animation isn't updated (the characters remain in the same pose)
variable: ca_NoDeform
type: int
current: 0.000000
help: the skinning is not performed during rendering if this is 1
variable: ca_NoDraw
type: int
current: 0.000000
help: if this is 1, will not draw the characters
variable: ca_NoDrawBound
type: int
current: 0.000000
help: if this is 1, will not draw the bound objects
variable: ca_NoDrawShadowVolumes
type: int
current: 0.000000
help: if this is 1, shadow volumes won't draw
variable: ca_NoMatPlus
type: int
current: 0.000000
help: Debug variable: doesn't take into account the external 'Plus' matrix supplied by the Game
variable: ca_NoMorph
type: int
current: 0.000000
help: the morph skinning step is skipped (it's part of overall skinning during rendering)
variable: ca_NoMtlSorting
type: int
current: 1.000000
help: if this is not 0, then no material sorting is performed
variable: ca_NoPhys
type: int
current: 0.000000
help: the physics is not applied (effectively, no IK)
variable: ca_NormalizeBases
type: int
current: 0.000000
help: If set to N != 0, then every Nth frame the normalization for the characters will be switched on and off
variable: ca_OverrideLayer
type: int
current: 0.000000
help: if this is not 0, then all animations will be started in the specified layer,
useful for testing only
variable: ca_PerforatingDecals
type: int
current: 1.000000
help: if set to 1, all decals will be penetrating, i.e. the bullets will pierce through the character. 0 - decal will be placed only around the bullet income position; this can yield incorrect results with gutter [tangential] wounds
variable: ca_PrebuildShadowConnectivity
type: int
current: 0.000000
help: If this is enabled, the shadow connectivity is built upon load
variable: ca_Profile
type: int
current: 0.000000
help: Enables a table of real-time profile statistics
variable: ca_RainPower
type: int
current: 5.000000
help: this is the "power" with which the rain drops the character:
with infinity, only the vertex that's the most parallel to the rain will react to the rain;
with 0, random point (including those not facing the rain flow) will be chosen.
variable: ca_RestartBehaviour
type: int
current: 0.000000
help: 0 - restarts the same animation if half of animation has been played; 1 - doesn't restart it at all
variable: ca_RuntimeScale
type: string
current: 1
help: Debug variable: all characters are immediately multiplied by this scale factor
variable: ca_SafeReskin
type: int
current: 0.000000
help: If this is enabled, the character is reskinned every 2^6 frames even if it's doesn't seem to be required
variable: ca_ShadowBufferLimit
type: int
current: 6.000000
help: This is the maximum number of shadow buffers per instance.
With double buffering, there must be 2 * max number of light sources
variable: ca_ShadowDoubleBuffer
type: int
current: 1.000000
help: 0 - the same shadow vertex buffer is used for every frame shadow volume rendering
1 - the shadow vertex buffers are switched
variable: ca_ShadowVolumeExtent
type: string
current: 0
help: if this is not 0, then it will always replace the shadow volume extent
variable: ca_SkinBasedBBoxMask
type: int
current: -1.000000
help: This (binary) mask is applied to the frame id to determine if the calculation of character BBox based on the skin vertex coordinates is enabled
variable: ca_SSEEnable
type: int
current: 1.000000
help: If this is 1, then SSE is used for tangent space calculations and perhaps other things (like skinning)
variable: ca_StopDeformingAfter
type: int
current: 0.000000
help: Debug variable: stops deforming characters after the given number of frames
variable: ca_StripifyGeometry
type: int
current: 4.000000
help: this is the type of stripification to use on new objects. Set 0 not to stripify
variable: ca_TangentBasisCalcPeriod
type: int
current: 1.000000
help: the period, in frames, when the tangents will be recalculated for the character. 1 means ever frame, 2 means every 2nd frame and so on
variable: ca_TestMirror
type: int
current: 0.000000
help: The lowest 3 bits determine whether the characters will be mirrored in the corresponding axis
variable: ca_TestSkinningRepeats
type: int
current: 1.000000
help: this is the number of repeats of skinning for testing
variable: ca_TickVersion
type: int
current: 1.000000
help: Sets the version of blending routine Tick(). Dev-time-only variable
variable: ca_UpdateSpeed
type: string
current: 1
help: the additional multiplier that MIGHT be used in a special (debug) build to make characters be animated slower/faster
variable: ca_UpdateSpeed0
type: string
current: 1
help: The additional speed multiplier that are used for layer 0 (primary)
variable: ca_UpdateSpeed1
type: string
current: 1
help: The additional speed multiplier that are used for layer 1
variable: ca_UpdateSpeed2
type: string
current: 1
help: The additional speed multiplier that are used for layer 2
variable: ca_UpdateSpeed3
type: string
current: 1
help: The additional speed multiplier that are used for layer 3
variable: ca_UpdateSpeed4
type: string
current: 1
help: The additional speed multiplier that are used for layer 4
variable: ca_VertsPerTangSubskin
type: int
current: 3000.000000
help: this parameter determines how many vertices can be used in one tangent basis skin
This is used for strip-mining optimization recommended by the Pentium4 Optimization Manual:
only part of the skin is processed at a moment.
variable: ca_ZDeleteConstructionData
type: int
current: 1.000000
help: if this is 0, then the data that was used during construction of instances
of CryGeometryInfo and all its clients will be retained in memory for debugging purposes
variable: cl_display_hud
type: string
current: 1
help: Toggles the head up display (HUD).
Usage: cl_display_hud [0/1]
Default is 1 (HUD on).
variable: cl_hud_name
type: string
current: hud.lua
help: Sets the name of the HUD script.
Usage: cl_hud_name Scriptname.lua
Default is 'hud.lua'.
variable: cl_lazy_weapon
type: string
current: 0.0
help: Control if the weapon follows the camera in a lazy way.
Usage: cl_lazy_weapon [0..1]Default value is 0.6.
variable: cl_loadtimeout
type: string
current: 120.0
help: Sets the client timeout during loading (seconds).
Usage: cl_loadtimeout 120
The default loading timeout is 120 seconds. This is the time the
client waits for packets from the server when the server is changing map.
variable: cl_msg_notification
type: string
current: 1
help: Toggles the hud messages sound notification (HUD).
Usage: cl_msg_notification [0/1]
Default is 1 (notification sound on).
variable: cl_password
type: string
current:
help: Sets the client password to join a password protected server.
It must match the server password. Otherwise you will get disconnected
variable: cl_rcon_password
type: string
current:
help: RCon (RemoteControl) client password (specify the RCon server password)
Usage: cl_rcon_password mypassword
variable: cl_rcon_port
type: string
current: 49001
help: RCon (RemoteControl) port number
Usage: cl_rcon_port 49001
Default: 49001
variable: cl_rcon_serverip
type: string
current:
help: RCon (RemoteControl) ip adress
Usage: cl_rcon_port 192.168.0.123
Default: ''
variable: cl_scope_flare
type: string
current: 1
help: Draw a flare at the weapon's scope.
Usage: cl_scope_flare 0/1Default value is 1.
variable: cl_snoopcount
type: string
current: 15.0
help: Sets the number or servers to ping at the same time.
Usage: cl_snoopcount 10
The default number of servers is 15.
variable: cl_snoopretries
type: string
current: 5.0
help: Sets the number or times to retry a timedout server when pinging.
Usage: cl_snoopretries 3
The default number of retries is 5.
variable: cl_snooptimeout
type: string
current: 2.0
help: Sets the time to wait for a server, when pinging (seconds).
Usage: cl_snooptimeout 3
The default timeout is 2 seconds. This is the time the
pinger waits for response from the server.
variable: cl_timeout
type: string
current: 5.0
help: Sets the client timeout (seconds).
Usage: cl_timeout 5
The default timeout is 5 seconds. This is the time the
client waits for packets from the server.
variable: cl_ubiname
type: string
current:
help: Sets the Ubi.com account name.
Usage: cl_ubiname <name>
variable: cl_ubipassword
type: string
current:
help: Sets the Ubi.com account password.
Usage: cl_ubipassword <password>
variable: cl_ViewFace
type: string
current: 0
help:
Usage:
variable: con_display_last_messages
type: string
current: 0
help:
variable: con_line_buffer_size
type: string
current: 1000
help:
variable: CV_ind_DrawBorderEdges
type: int
current: 0.000000
help:
variable: CV_ind_ReverseShadowVolumes
type: int
current: 0.000000
help:
variable: CV_ind_VisualizeShadowVolumes
type: int
current: 0.000000
help:
variable: d3d9_AllowSoftware
type: int
current: 1.000000
help:
variable: d3d9_BumpType
type: int
current: 1.000000
help:
variable: d3d9_ClipPlanes
type: int
current: 1.000000
help:
variable: d3d9_CompressedTextures
type: int
current: 1.000000
help:
variable: d3d9_DecalOffset
type: int
current: 15.000000
help:
variable: d3d9_Device
type: string
current: Auto
help:
variable: d3d9_ForceSoftware
type: int
current: 0.000000
help:
variable: d3d9_Gamma
type: float
current: 1.200000
help:
variable: d3d9_MipProcedures
type: int
current: 0.000000
help:
variable: d3d9_NoDepthMaps
type: int
current: 1.000000
help:
variable: d3d9_NodeviceId
type: int
current: 0.000000
help:
variable: d3d9_NormalMapScale
type: float
current: 0.150000
help:
variable: d3d9_NV30_PS20
type: int
current: 0.000000
help:
variable: d3d9_Occlusion_Query
type: int
current: 1.000000
help:
variable: d3d9_PalettedTextures
type: int
current: 1.000000
help:
variable: d3d9_pip_buff_size
type: float
current: 50.000000
help:
variable: d3d9_PSforce11
type: int
current: 1.000000
help:
variable: d3d9_rb_Tris
type: int
current: 4096.000000
help:
variable: d3d9_rb_Verts
type: int
current: 2048.000000
help:
variable: d3d9_SaveDepthmaps
type: int
current: 0.000000
help:
variable: d3d9_SquareTextures
type: int
current: 0.000000
help:
variable: d3d9_TexMipFilter
type: int
current: 1.000000
help:
variable: d3d9_Texture_Filter_Anisotropic
type: int
current: 0.000000
help:
variable: d3d9_TextureBits
type: int
current: 0.000000
help:
variable: d3d9_TextureFilter
type: string
current: TRILINEAR
help:
variable: d3d9_TripleBuffering
type: int
current: 0.000000
help:
variable: d3d9_UseBumpmap
type: int
current: 1.000000
help:
variable: d3d9_VBPools
type: int
current: 1.000000
help:
variable: d3d9_VBPoolSize
type: int
current: 65536
help:
variable: d3d9_VSforce11
type: int
current: 1.000000
help:
variable: demo_file
type: string
current: timedemo
help:
variable: demo_noinfo
type: int
current: 0.000000
help: Disable info display during demo playback
variable: demo_num_runs
type: int
current: 1000.000000
help: Number of times to loop timedemo
variable: demo_quit
type: int
current: 0.000000
help: Quit game after demo runs finished
variable: demo_scroll_pause
type: int
current: 1.000000
help: ScrollLock pauses demo play/record
variable: e_active_shadow_maps_receving
type: int
current: 0
help: Allow shadow map receiving from all objects
variable: e_allow_cvars_serialization
type: int
current: 1.000000
help: If set to zero - will not save cvars to cfg file
variable: e_area_merging_distance
type: int
current: 0.000000
help: Merge sectror geometry in specified range for rendering speedup
variable: e_area_merging_draw_merged_geometry_only
type: int
current: 0.000000
help: Do not draw not merged objects
variable: e_area_merging_max_tris_in_input_brush
type: int
current: 512.000000
help: Merge only objects containing no more than x triangles
variable: e_bboxes
type: int
current: 0.000000
help: Activates drawing of bounding boxes
variable: e_beach
type: int
current: 1
help: Activates drawing of shore on the border of the ocean
variable: e_bflyes
type: int
current: 1.000000
help: Activates drawing of butterflies around the camera
variable: e_brushes
type: int
current: 1.000000
help: Draw brushes
variable: e_brushes_merging
type: int
current: 1
help: Merge marked brushes during loading
variable: e_brushes_merging_debug
type: int
current: 0.000000
help: Print debug info of merged brushes
variable: e_brushes_onlymerged
type: int
current: 0.000000
help: Show only merged brushes
variable: e_capture_file_format
type: string
current: JPG
help: Set output image file format for video capturing. Can be JPG or TGA
variable: e_capture_folder
type: string
current: CaptureOutput
help: Set output folder for video capturing
variable: e_capture_frames
type: int
current: 0.000000
help: If set to 1 - will save every frame to tga file
variable: e_cbuffer
type: int
current: 1.000000
help: Activates usage of software coverage buffer
variable: e_ccgf_load
type: int
current: 0.000000
help: Load CCGF if found
variable: e_ccgf_make_if_not_found
type: int
current: 0.000000
help: Make CCGF if not found
variable: e_check_number_of_physicalized_polygons
type: int
current: 1.000000
help: Activates check (during loading) for number of tris in the objects physics representation
Current maximum is 100 + overall number of tris divided by 2
variable: e_debug_lights
type: float
current: 0.000000
help: Use different colors for objects affected by different number of lights
0 - back, 1 - blue, 2 - green, 3 or more - red
variable: e_decals
type: int
current: 1
help: Activates drawing of decals (marks from bullets and explosions)
variable: e_deformable_terrain
type: string
current: 1
help: Toggles terrain deforming.
Usage: e_deformable_terrain [0/1]
Default is 1 (on). Terrain is deformed by explosions. Set
to 0 to disable terrain deforming.
variable: e_detail_objects
type: int
current: 1.000000
help: Activates drawing of detail objects
variable: e_detail_texture
type: int
current: 1.000000
help: Activates drawing of detail textures on terrain ground
variable: e_detail_texture_min_fov
type: float
current: 0.550000
help: If FOV is less - alternative version of terrain detail texturing will be used
variable: e_detail_texture_quality
type: int
current: 1
help: 0 - use one single texture per entire level, 1 - use multiple textures
variable: e_dynamic_ambient_ratio
type: float
current: 1.000000
help: Controls how object ambient level dependinds from surrounding lights
variable: e_dynamic_light
type: int
current: 1.000000
help: Activates dynamic light sources
variable: e_dynamic_light_debug
type: int
current: 0.000000
help: Debug
variable: e_dynamic_light_exact_vis_test
type: int
current: 1.000000
help: Use more exact visibility test (based on last draw frame)
variable: e_entities
type: int
current: 1.000000
help: Activates drawing of entities and brushes
variable: e_entities_debug
type: int
current: 0.000000
help: Debug
variable: e_EntitySuppressionLevel
type: string
current: 2
help: Defines the level at which entities are spawned. Entities marked with lower level will not be spawned - 0 means no level.Usage: e_EntitySuppressionLevel [0-infinity]
Default is 0 (off).
variable: e_flocks
type: int
current: 0
help: Enable Flocks (Birds/Fishes)
variable: e_fog
type: int
current: 1.000000
help: Activates distance based fog
variable: e_hires_screenshoot
type: int
current: 0.000000
help: Writes screenshot to disk, X is scale of image resolution relative to current one, big values can cause crash
variable: e_hw_occlusion_culling_objects
type: int
current: 0.000000
help: Activates usage of HW occlusion test for objects
variable: e_hw_occlusion_culling_water
type: int
current: 1.000000
help: Activates usage of HW occlusion test for ocean
variable: e_light_maps
type: int
current: 1
help: Use lightmaps on brushes
variable: e_light_maps_quality
type: int
current: 1
help: define quality for lightmaps (0-2)
variable: e_lod_ratio
type: float
current: 0.900000
help: Debug
variable: e_materials
type: int
current: 1.000000
help: Activates material support for non animated objects
variable: e_max_entity_lights
type: int
current: 2
help: Set maximum number of lights affecting object
variable: e_max_shadow_map_size
type: int
current: 512.000000
help: Set maximum resolution of shadow map, this value is alos limited by screen resolution in OpenGL
variable: e_motion_blur
type: int
current: 0.000000
help: Activates motion blur, values from 1 to 7 will change blur type
variable: e_obj_lod_ratio
type: float
current: 5.000000
help: LOD for vegetation, brushes and entities
variable: e_obj_view_dist_ratio
type: float
current: 55.000000
help: View distance for vegetation, brushes and entities
variable: e_objects
type: int
current: 1.000000
help: Render or not all objects on terrain
variable: e_objects_fade_on_distance
type: int
current: 1.000000
help: Objects fading out on distance
variable: e_occlusion_volumes
type: int
current: 1.000000
help: Enable occlusion volumes(antiportals)
variable: e_on_demand_physics
type: int
current: 0.000000
help: Turns on on-demand physicalization
variable: e_out_space
type: int
current: 0.000000
help: Debug
variable: e_overlay_geometry
type: int
current: 1
help: Enable rendering of overlay geometry
variable: e_particles
type: int
current: 1.000000
help: Activates drawing of particles
variable: e_particles_debug
type: int
current: 0.000000
help: Debug
variable: e_particles_lod
type: float
current: 0.750000
help: 1 - full LOD, 0.5 - scale frequency and count down twice
variable: e_particles_max_count
type: int
current: 2048
help: Maximum number of particles
variable: e_player
type: int
current: 1.000000
help: Draw main player
variable: e_portals
type: int
current: 1.000000
help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
variable: e_precache_level
type: int
current: 1.000000
help: Pre-render objects right after level loading
variable: e_projector_exact_test
type: int
current: 1.000000
help: Debug
variable: e_rain_amount
type: float
current: 0.000000
help: Values between 0 and 1 controls density of the rain
variable: e_register_in_sectors
type: int
current: 1.000000
help: Debug, can cause crash
variable: e_scissor_debug
type: int
current: 0.000000
help: Debug
variable: e_shadow_maps
type: int
current: 0
help: Activates drawing of shadow maps
variable: e_shadow_maps_debug
type: int
current: 0.000000
help: Debug
variable: e_shadow_maps_fade_from_light_bit
type: int
current: 1.000000
help: Fade shadow maps on terrain if caster is in dark area
variable: e_shadow_maps_from_static_objects
type: int
current: 1
help: Activates drawing of shadow maps from distributed objects
variable: e_shadow_maps_frustums
type: int
current: 0.000000
help: Debug
variable: e_shadow_maps_max_casters_per_object
type: int
current: 16.000000
help: Maximum number of active shadow casters per object
variable: e_shadow_maps_size_ratio
type: int
current: 500.000000
help: Controls how shadow map resolution depends from distance to object from camera
variable: e_shadow_spots
type: int
current: 0
help: Draw shadow spot under entities
variable: e_sky_box
type: int
current: 1.000000
help: Activates drawing of skybox and moving cloud layers
variable: e_sleep
type: int
current: 0.000000
help: Sleep X in C3DEngine::Draw
variable: e_sprite_min_distance
type: float
current: 8.000000
help: Sets minimal distance when distributed object can be replaced with sprite
variable: e_stencil_shadows
type: int
current: 1
help: Activates drawing of shadow volumes
variable: e_stencil_shadows_only_from_strongest_light
type: int
current: 1
help: Cast no more than one stencil shadow from object
variable: e_stream_areas
type: int
current: 0.000000
help: Stream content of terrain and indoor sectors
variable: e_stream_cgf
type: int
current: 0.000000
help: Debug
variable: e_stream_for_physics
type: int
current: 1.000000
help: Debug
variable: e_stream_for_visuals
type: int
current: 1.000000
help: Debug
variable: e_stream_preload_textures
type: int
current: 0.000000
help: If texture streaming in renderer enabled - dynamicaly preload textures in x neibhour indoor sectors
variable: e_sun
type: int
current: 1.000000
help: Activates sun light source
variable: e_sun_stencil
type: int
current: 0.000000
help: Enable stencil shadows from sun light
variable: e_terrain
type: int
current: 1.000000
help: Activates drawing of terain ground
variable: e_terrain_debug
type: int
current: 0.000000
help: Debug
variable: e_terrain_draw_this_sector_only
type: int
current: 0.000000
help: 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
variable: e_terrain_lod_ratio
type: float
current: 1.000000
help: Set heightmap LOD
variable: e_terrain_log
type: int
current: 0.000000
help: Debug
variable: e_terrain_merge_far_sectors
type: int
current: 1.000000
help: Render far heightmap sectors as one mesh
variable: e_terrain_occlusion_culling
type: int
current: 1.000000
help: heightmap occlusion culling with time coherency 0=off, 1=on(distant occluders not processed),
4=on(distant occluders still processed but with less precision) ]
variable: e_terrain_occlusion_culling_precision
type: float
current: 0.150000
help: Density of rays
variable: e_terrain_single_pass
type: int
current: 1.000000
help: Draw all terrain detail layers in single pass
variable: e_terrain_single_pass_vol_fog
type: int
current: 0.000000
help: Use single pass volumetric fog on terrain where possible
variable: e_terrain_texture_bind
type: int
current: 1.000000
help: Debug
variable: e_terrain_texture_mip_offset
type: int
current: 0.000000
help: Allows to reduce terrain texture resolution by selecting more low mips from texture file
variable: e_terrain_texture_mipmaps
type: int
current: 0.000000
help: Debug
variable: e_terrain_texture_pool
type: int
current: 0.000000
help: Debug
variable: e_time_profiling
type: int
current: 0.000000
help: 0=off, 1=??, 2=peak profiling, 3=??
variable: e_time_smoothing
type: int
current: 0.000000
help: [0..15] 0=no smoothing, x=x additional steps
variable: e_timedemo_frames
type: int
current: 0.000000
help: Will quit appication in X number of frames, r_DisplayInfo must be also enabled
variable: e_timedemo_milliseconds
type: int
current: 0.000000
help: Will quit appication in X number of milliseconds
variable: e_use_global_fog_in_fog_volumes
type: int
current: 0
help: simulate ocean volume fog using global fog
variable: e_vegetation
type: int
current: 1.000000
help: Activates drawing of distributed objects like trees
variable: e_vegetation_bending
type: int
current: 2.000000
help: Debug
variable: e_vegetation_debug
type: int
current: 0.000000
help: Debug
variable: e_vegetation_min_size
type: float
current: 2.200000
help: Minimal size of static object, smaller objects will be not rendered
variable: e_vegetation_sprites
type: int
current: 1.000000
help: Activates drawing of sprites instead of distributed objects at far distance
variable: e_vegetation_sprites_slow_switch
type: int
current: 1.000000
help: Orient 3d vegetations and sprites to much each other
variable: e_vegetation_sprites_texres
type: int
current: 0
help: Sprite texture size modifier. 0 - no scale, 1 - scale 2 times down and so on
variable: e_water_ocean
type: int
current: 1.000000
help: Activates drawing of ocean
variable: e_water_ocean_sun_reflection
type: int
current: 0.000000
help: Draw sun reflection in the ocean
variable: e_water_ocean_tesselation
type: int
current: 0
help: 0 - default tesselation, 2 - high tesselation, -1 - select automatically depends on per pixel projection support
variable: e_water_volumes
type: int
current: 1.000000
help: Activates drawing of water volumes
variable: es_bboxes
type: string
current: 0
help: Toggles entity bounding boxes.
Usage: es_bboxes [0/1]
Default is 0 (off). Set to 1 to display bounding boxes.
variable: es_DebugTimer
type: string
current: 0
help:
Usage: es_DebugTimer [0/1]
Default is 0 (on).
variable: es_helpers
type: string
current: 0
help: Toggles helpers.
Usage: es_helpers [0/1]
Default is 0 (off). Set to 1 to display entity helpers.
variable: es_HitCharacters
type: string
current: 1
help: specifies whether alive characters are affected by bullet hits (0 or 1)
variable: es_HitDeadBodies
type: string
current: 1
help: specifies whether dead bodies are affected by bullet hits (0 or 1)
variable: es_ImpulseScale
type: string
current: 0.0
help:
Usage: es_ImpulseScale 0.0
variable: es_MaxImpulseAdjMass
type: string
current: 2000.0
help:
Usage: es_MaxImpulseAdjMass 2000.0
variable: es_MinImpulseVel
type: string
current: 0.0
help:
Usage: es_MinImpulseVel 0.0
variable: es_OnDemandPhysics
type: string
current: 0
help:
Usage: es_OnDemandPhysics [0/1]
Default is 1 (on).
variable: es_PiercingCamera
type: string
current: 0
help:
Usage: es_PiercingCamera [0/1]
Default is 0 (off).
variable: es_profileentities
type: string
current: 0
help:
Usage:
Default is 0 (off).
variable: es_SplashThreshold
type: string
current: 1.0
help: minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
variable: es_SplashTimeout
type: string
current: 3.0
help: minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
variable: es_UpdateAI
type: string
current: 1
help: Toggles updating of AI entities.
Usage: es_UpdateAI [0/1]
Default is 1 (on). Set to 0 to prevent AI entities from updating.
variable: es_UpdateBonePositions
type: string
current: 1
help:
Usage:
Default is 1 (on).
variable: es_UpdateCamera
type: string
current: 1
help: Toggles camera updating.
Usage: es_UpdateCamera [0/1]
Default is 1 (on).
variable: es_UpdateCollision
type: string
current: 1
help: Toggles updating of entity collisions.
Usage: es_UpdateCollision [0/1]
Default is 1 (on). Set to 0 to disable entity collision updating.
variable: es_UpdateCollisionScript
type: string
current: 1
help:
Usage: es_UpdateCollisionScript [0/1]
Default is 1 (on).
variable: es_UpdateContainer
type: string
current: 1
help:
Usage: es_UpdateContainer [0/1]
Default is 1 (on).
variable: es_UpdateCoocooEgg
type: string
current: 1
help:
Usage: es_UpdateCoocooEgg [0/1]
Default is 1 (on).
variable: es_UpdateEntities
type: string
current: 1
help: Toggles entity updating.
Usage: es_UpdateEntities [0/1]
Default is 1 (on). Set to 0 to prevent all entities from updating.
variable: es_UpdateInvisibleCharacter
type: string
current: 0
help:
Usage:
Default is 0 (off).
variable: es_UpdatePhysics
type: string
current: 1
help: Toggles updating of entity physics.
Usage: es_UpdatePhysics [0/1]
Default is 1 (on). Set to 0 to prevent entity physics from updating.
variable: es_UpdateScript
type: string
current: 1
help:
Usage:
Default is 1 (on).
variable: es_UpdateTimer
type: string
current: 1
help:
Usage: es_UpdateTimer [0/1]
Default is 1 (on).
variable: es_VisCheckForUpdate
type: string
current: 1
help:
Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).
variable: ExitOnQuit
type: string
current: 1
help:
variable: fixed_time_step
type: float
current: 0.000000
help: Game updated with this fixed time step
variable: g_GameType
type: string
current: Default
help: Sets the game type.
Usage: g_GameType [Default/FFA/TDM/ASSAULT]
Default game type is 'default'.
variable: g_GC_Frequence
type: string
current: 1000
help: The pause between calls to the garbage collector.
Usage: g_GC_Frequence 1000
Default setting is 1000 ms. If the pause is too long,
the framerate may suffer.
variable: g_gore
type: string
current: 1
help:
Usage:
variable: g_internet_simulator_maxping
type: string
current: 0
help: Turn on ping.
Usage: g_internet_simulator_ping 300Default value is 0.
variable: g_internet_simulator_minping
type: string
current: 0
help: Turn on ping.
Usage: g_internet_simulator_ping 100Default value is 0.
variable: g_internet_simulator_packetloss
type: string
current: 0
help: Turn on packetloss.
Usage: g_internet_simulator_packetloss 2Default value is 0.
variable: g_language
type: string
current: english
help: Sets the game language.
Usage: g_language [english/other?]
Default is 'english'.
variable: g_LeftHanded
type: string
current: 0
help: Sets left-handed 1st person weapons
variable: g_LevelName
type: string
current: 0.4
help:
variable: g_maxfps
type: string
current: 500
help: Sets the maximum frame rate.
Usage: g_maxfps 500Default value is 500.
variable: g_MP_fixed_timestep
type: string
current: 0.01
help: Enables fixed timestep physics simulation for multiplayer mode.
Usage: g_MP_fixed_timestep 0.01
Default is 0.
variable: g_playerprofile
type: string
current: default
help: Sets the player profile (to store player settings).
Leave this empty to get the defaults from the root directory.
variable: g_Render
type: string
current: 1
help:
Usage:
variable: g_serverprofile
type: string
current:
help: Sets the server profile (to store server settings).
Leave this empty to get the server defaults.
variable: g_StartLevel
type: string
current: DEFAULT
help:
Usage:
variable: g_StartMission
type: string
current:
help:
Usage:
variable: game_Accuracy
type: string
current: 1
help: Factor to scale the ai accuracy, default = 1.0
Usage: game_Accuracy 1.2
variable: game_AdaptiveDifficulty
type: string
current: 0
help: 0=off, 1=on
Usage:
variable: game_Aggression
type: string
current: 1
help: Factor to scale the ai agression, default = 1.0
Usage: cv_game_Aggression 1.2
variable: game_AI_Invulnerable
type: string
current: 0
help: When set to 1 all AI in the game will become invulnerable (default 0)
Usage: game_AI_Invulnerable (1/0)
variable: game_Allow_AI_Movement
type: string
current: 1
help: Allow or not allow actual AI movement - AI will still think its moving (default 1)
Usage: game_Allow_AI_Movement (1/0)
variable: game_GliderBackImpulse
type: string
current: 2.5f
help: Sets paraglider's back impulse (heading up).
Usage: game_GliderBackImpulse 2.5
variable: game_GliderDamping
type: str
All available FarCry console commands:
[code]----------------------------------------------------------------------------------------------------------------
*** CONSOLE COMMANDS ***
----------------------------------------------------------------------------------------------------------------
From http://farcry.d0x.de
Please visit http://www.centralgamers.net for a farcry demo modding guide by bl0ss0m.
command: SProfile_load
script: Script:LoadScript('profiles/server/'..%%..'_server.cfg',1)
help: Load the saved server profiles. To start the game you have
to start the server by hand with 'start_server' or 'start_ubiserver'
Usage: SProfile_load <profilename>
command: SProfile_run
script: Script:LoadScript('profiles/server/'..%%..'_server.cfg',1);Game:LoadLevelListen(getglobal('gr_NextMap'))
help: Load and run the server with the server setting specified in the profile (generate in game)
Usage: SProfile_run <profilename>
command: caClearDecals
script: Animation:ClearDecals()
help:
command: caDumpAnims
script: Animation:DumpAnims()
help:
command: caDumpDecals
script: Animation:DumpDecals()
help:
command: caDumpModels
script: Animation:DumpModels()
help:
command: caDumpStates
script: Animation:DumpStates()
help:
command: caTrashAnims
script: Animation:TrashAnims()
help:
command: clear
script: System:ClearConsole()
help: Clears console text.
Usage: clear
command: connect
script: Game:Connect(%1)
help: Connects to the specified multiplayer server.
Usage: connect ip
command: dcheckpoint
script: System:DebugStats(1)
help:
Usage:
command: demo
script: Game:StartDemoPlay(%%)
help: Plays a demo from file.
Usage: demo demoname
Loads demoname.? for playback in the FarCry game.
command: disconnect
script: Game:Disconnect("@UserDisconnected")
help: Breaks the client connection with the multiplayer server.
Usage: disconnect
command: dstats
script: System:DebugStats(nil)
help: Displays debugging statistics.
Usage: dstats
command: dump_ents
script: Game:DumpEntities()
help: Outputs a list of the loaded entities.
Usage: dump_ents
command: dump_scripts
script: Script:DumpLoadedScripts()
help: Outputs a list of currently loaded scripts.
Usage: dump_scripts
command: dumpcommandsvars
script: System:DumpCommandsVars(%%)
help: Outputs a list of commands and variables.
Usage: dumpcommandsvars
Saves a list of all registered commands and variables
to a file called consolecommandsandvars.txt
command: end_frame_display
script: System:FrameProfiler(nil,1,"")
help:
command: end_frame_profiling
script: System:FrameProfiler(nil,nil,"")
help:
command: fov
script: Game:SetCameraFov(%1/180*3.14159)
help: Sets the player's field of view.
Usage: fov 120
The field of vision is set in degrees between 1 and 180.
command: frame_profiling
script: System:FrameProfiler(%%)
help:
command: kick
script: if (GameRules) then GameRules.Kick(%%); end
help:
command: listplayers
script: Game:ListPlayers()
help: Lists current players on the server!
Usage: listplayers
command: load_game
script: Game:Load(%%)
help: Loads a previously saved game.
Usage: load_game gamename
command: load_lastcheckpoint
script: Game:LoadLatestCheckPoint()
help: Respawns the player at the last checkpoint reached.
Usage: load_lastcheckpoint
command: load_level
script: Game:LoadLevel(%%)
help: Loads a new level.
Usage: load_level levelname
Same as 'map' command.
command: loadpos
script: Game:LoadPlayerPos(%%)
help: Loads player position from the tagpoint file.
Usage: loadpos pointname
command: map
script: local mapname = %%; if (Game:CheckMap(mapname)) then Game:LoadLevel(mapname) else System:LogToConsole("\001map '"..mapname.."' not found!"); end
help: Loads a new level.
Usage: map levelname
Same as 'load_level' command.
command: messagemode
script: Game:MessageMode(%line)
help: Requests input from the player!
Usage: messagemode command arg1 arg2Executes the passed command, with the player input as argument! If no param given, say_team is used.
command: messagemode2
script: Game:MessageMode2(%line)
help: Requests input from the player!
Usage: messagemode command arg1 arg2Executes the passed command, with the player input as argument! If no param given, say_team is used.
command: quit
script: Game:Quit()
help: Quits the game.
Usage: quit
command: rcon
script: Game:ExecuteRConCommand(%line)
help: Execute a console command on a RCon server (call rcon_connect to set up the connection)
Usage: rcon sv_restart
command: reconnect
script: Game:Reconnect()
help: Reconnects to the most recent multiplayer server.
Usage: reconnect
command: record
script: Game:StartRecord(%%)
help: Starts recording of a demo.
Usage: record demoname
File 'demoname.?' will be created.
command: reload_materials
script: Game.ReloadMaterials()
help:
command: reload_script
script: Script:ReloadScript(%1)
help:
Usage:
command: retry
script: Game:Reconnect()
help: Reconnects to the most recent multiplayer server.
Usage: retry
command: rstats
script: System:DumpMMStats()
help: Displays memory usage stats for release mode builds.
Usage: rstats
command: save_game
script: Game:Save(%%)
help: Saves the current game.
Usage: save_game gamename
command: savepos
script: Game:SavePlayerPos(%%)
help: Saves current player position to the tagpoint file.
Usage: savepos pointname
command: start_frame_display
script: System:FrameProfiler(1,1,"")
help:
command: start_frame_profiling
script: System:FrameProfiler(1,nil,"")
help:
command: start_server
script: Game:LoadLevelListen(%%)
help: Starts a multiplayer server.
Usage: start_server levelname
Loads levelname on the local machine and listens for client connections.
command: start_ubiserver
script: Game:UbiLoadLevelListen(%%)
help: Starts a multiplayer server.
Usage: start_ubiserver levelname
Loads levelname on the local machine and listens for client connections.
command: stopdemo
script: Game:StopDemoPlay()
help: Stop playing demo.
command: stoprecording
script: Game:StopRecord()
help: Stops recording of a demo.
Usage: stoprecording
File 'demoname.?' will be saved.
command: sv_changemap
script: if (GameRules) then GameRules:ChangeMap(%%) end
help: Changes to the specified map and game type!
If no gametype is specified, the current gametype is used!
Usage: sv_changemap mapname gametype
command: sv_restart
script: if (GameRules) then GameRules:Restart(%%) end
help: Restarts the game in X seconds!
Usage: sv_restart X
command: ubilogout
script: if (NewUbisoftClient) then NewUbisoftClient:Client_Disconnect(); Game:Disconnect(); end
help: Disconnects from ubi.com game service.
Usage: ubilogout
----------------------------------------------------------------------------------------------------------------
*** CVAR LIST ***
----------------------------------------------------------------------------------------------------------------
variable: a_draw_area
type: string
current: 0
help:
Usage:
variable: a_log_area
type: string
current: 0
help:
Usage:
variable: ai_createindoorgraph
type: string
current: 0
help:
variable: ai_max_vis_rays_per_frame
type: string
current: 100
help: Maximum allowed visibility rays per frame - the rest are all assumed to succeed
Usage: ai_max_vis_rays_per_frame <number>
Default is 100.
variable: ai_noupdate
type: string
current: 0
help:
variable: ai_num_of_bots
type: string
current: 0
help:
variable: ai_triangulate
type: string
current: 0
help:
variable: ai_update_interval
type: string
current: 0.1000000014901161
help: In seconds the amount of time between two full updates for AI
Usage: ai_update_interval <number>
Default is 0.1. Number is time in seconds
variable: b_accelerationv
type: string
current: 100000.0
help: This variable is not used.
variable: b_camera
type: string
current: 0
help: This variable is not used.
variable: b_dump
type: string
current: 2000.4
help: This variable is not used.
variable: b_dumprot
type: string
current: 9000.4
help: This variable is not used.
variable: b_dumpv
type: string
current: 1500.4
help: This variable is not used.
variable: b_dumpvh
type: string
current: 10000.4
help: This variable is not used.
variable: b_float
type: string
current: 7
help: This variable is not used.
variable: b_speedminturn
type: string
current: 5.0
help: This variable is not used.
variable: b_speedv
type: string
current: 35000.0
help: This variable is not used.
variable: b_stand
type: string
current: 10000.5
help: This variable is not used.
variable: b_tilt
type: string
current: 2.0
help: This variable is not used.
variable: b_turn
type: string
current: 12000.0
help: This variable is not used.
variable: b_turnspeed
type: string
current: 2
help:
Usage:
variable: b_wmomentum
type: string
current: 500.5
help: This variable is not used.
variable: b_wscale
type: string
current: 2.1
help: This variable is not used.
variable: b_wscalew
type: string
current: 2.1
help: This variable is not used.
variable: ca_ambient_light_intensity
type: string
current: 0.2000000029802322
help: Controls the intensity of the additional directional light. Right now, we only allow for different gray levels.
Initial value = 0.2f
variable: ca_ambient_light_range
type: string
current: 10
help: Controls the presence of an additional directional light, which brings out the bumps on objects in shadows.
A radius of 0 disables the light.
Initial value = 0
variable: ca_AnimationDeferredLoad
type: int
current: 1.000000
help: if this is non-0, the animation are not loaded immediately upon request (when loading CGF), but
rather on first request. This feature should not be used with ca_AnimationUnloadDelay, because loading
all animations first and then automatically unloading them doesn't have much sense.
variable: ca_AnimationUnloadDelay
type: int
current: 300.000000
help: If not 0, then the unused animations get unloaded after the specified number of frames being not used
variable: ca_AnimWarningLevel
type: int
current: 2.000000
help: if you set this to 0, there won't be any
frequest warnings from the animation system
variable: ca_DeathBlendTime
type: string
current: 0.3
help: Specifies the blending time between low-detail dead body skeleton and current skeleton
variable: ca_Debug
type: int
current: 0.000000
help: Debug varialbe: enables some additional debug logging
variable: ca_DebugHeatSources
type: int
current: 0.000000
help: This is generic variable for debugging the heat light sources. Don't use it (or use on your own risk)
variable: ca_DebugShaders
type: int
current: 0.000000
help: 1 - draws a label under each character, saying which shaders it uses
variable: ca_DecalAntiflickerHack
type: int
current: 1.000000
help: Enable this to draw decals only during light or fog pass - can be used to reduce decal flickering on characters
variable: ca_DecalSizeMultiplier
type: string
current: 1
help: The multiplier for the decal sizes
variable: ca_DefaultDecalTexture
type: int
current: 0.000000
help: if set to 1, the decals use the default texture
variable: ca_DisableAnimEvents
type: int
current: 0.000000
help: If this is not 0, then the OnAnimationEvent methods are not called upon animation events
variable: ca_DisablePlusRotationMask
type: int
current: 0.000000
help: flag set:
0 - effectively does nothing (enables all coordinate transforms)
1 - disables Z rotation
2 - disables Y rotation
4 - disables X rotation
can be used ORed: 1+4 disables X and Z rotations
variable: ca_DrawAnims
type: string
current: 0
help: Draws the debug information on the character in realtime
variable: ca_DrawBBox
type: int
current: 0.000000
help: if set to 1, the own bounding box of the character is drawn
variable: ca_DrawBones
type: int
current: 0.000000
help: if set to 1, the skeleton is drawn
variable: ca_DrawDecalOutline
type: int
current: 0.000000
help: if this is 1, will draw the decal outline in wireframe
variable: ca_DrawLHelpers
type: int
current: 0.000000
help: if set to 1, the light helpers are drawn
variable: ca_EnableAnimationLog
type: int
current: 0.000000
help: enables a special kind of log: Animation.log file, solely for debugging
variable: ca_EnableCCG
type: int
current: 1.000000
help: If this is 1, CCG searching and loading is enabled
variable: ca_EnableCharacterShadowVolume
type: int
current: 1.000000
help: If 0, then the character's shadow volume isn't rendered (but the attached objects' volumes are rendered)
variable: ca_EnableCubicBlending
type: int
current: 1.000000
help: if this is true, then the blending between layers is performed by
cubic (spline) function, not linear. This should look more natural
variable: ca_EnableDecals
type: int
current: 1
help: if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals
variable: ca_EnableLightUpdate
type: int
current: 1.000000
help: if set to 1, the lights (heat and light sources, dynamic and bound during CGF load) will be updated upon each Draw() call
variable: ca_EnableTangentSkinning
type: int
current: 1.000000
help: if this is 0, the original tangents will be used rather than the tangent skin to update the tangets during rendering
variable: ca_EnableVertexColors
type: int
current: 0.000000
help: if set to 1, during loading of the model, the vertex colors will be loaded and they will be updated in the vertex buffer
variable: ca_KeepModels
type: int
current: 0.000000
help: If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character
variable: ca_LimitShadowLOD
type: int
current: 0.000000
help: this is the maximum LOD to use for shadow volumes; if it's 0, it effectively does nothing
(all the range of LODs is available for shadow builder), if it's 1, then objects will use
LOD 1 shadows for LOD 0 characters if available . Etc.
variable: ca_LodBias
type: string
current: 0.125f
help: Multiplier value used to calculate the LOD for characters.
Increase this to decreasethe LOD distances
variable: ca_LogAnimation
type: string
current:
help:
variable: ca_MatPlusDebug
type: int
current: 0.000000
help: If this is set to non-0, the Plus matrix changes that are more than some threshold are all logged
variable: ca_MinVertexWeightLOD0
type: string
current: 0.07f
help: this is the threshold of LOD minimal vertex weight that will be truncated
the vertex bindings with the given weight and less will be truncated
Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5
variable: ca_MinVertexWeightLOD1
type: string
current: 0.3f
help: this is the threshold of LOD minimal vertex weight that will be truncated
the vertex bindings with the given weight and less will be truncated
Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5
variable: ca_MinVertexWeightLOD2
type: string
current: 0.5f
help: this is the threshold of LOD minimal vertex weight that will be truncated
the vertex bindings with the given weight and less will be truncated
Effectively, the value >0.5 sets rigid linking, because there is never more than 1 weight > 0.5
variable: ca_MorphNormals
type: int
current: 0.000000
help: this variable enables changing of normals during morphing. Required for the reflection effect when only vertex animation is used
variable: ca_NoAnim
type: int
current: 0.000000
help: the animation isn't updated (the characters remain in the same pose)
variable: ca_NoDeform
type: int
current: 0.000000
help: the skinning is not performed during rendering if this is 1
variable: ca_NoDraw
type: int
current: 0.000000
help: if this is 1, will not draw the characters
variable: ca_NoDrawBound
type: int
current: 0.000000
help: if this is 1, will not draw the bound objects
variable: ca_NoDrawShadowVolumes
type: int
current: 0.000000
help: if this is 1, shadow volumes won't draw
variable: ca_NoMatPlus
type: int
current: 0.000000
help: Debug variable: doesn't take into account the external 'Plus' matrix supplied by the Game
variable: ca_NoMorph
type: int
current: 0.000000
help: the morph skinning step is skipped (it's part of overall skinning during rendering)
variable: ca_NoMtlSorting
type: int
current: 1.000000
help: if this is not 0, then no material sorting is performed
variable: ca_NoPhys
type: int
current: 0.000000
help: the physics is not applied (effectively, no IK)
variable: ca_NormalizeBases
type: int
current: 0.000000
help: If set to N != 0, then every Nth frame the normalization for the characters will be switched on and off
variable: ca_OverrideLayer
type: int
current: 0.000000
help: if this is not 0, then all animations will be started in the specified layer,
useful for testing only
variable: ca_PerforatingDecals
type: int
current: 1.000000
help: if set to 1, all decals will be penetrating, i.e. the bullets will pierce through the character. 0 - decal will be placed only around the bullet income position; this can yield incorrect results with gutter [tangential] wounds
variable: ca_PrebuildShadowConnectivity
type: int
current: 0.000000
help: If this is enabled, the shadow connectivity is built upon load
variable: ca_Profile
type: int
current: 0.000000
help: Enables a table of real-time profile statistics
variable: ca_RainPower
type: int
current: 5.000000
help: this is the "power" with which the rain drops the character:
with infinity, only the vertex that's the most parallel to the rain will react to the rain;
with 0, random point (including those not facing the rain flow) will be chosen.
variable: ca_RestartBehaviour
type: int
current: 0.000000
help: 0 - restarts the same animation if half of animation has been played; 1 - doesn't restart it at all
variable: ca_RuntimeScale
type: string
current: 1
help: Debug variable: all characters are immediately multiplied by this scale factor
variable: ca_SafeReskin
type: int
current: 0.000000
help: If this is enabled, the character is reskinned every 2^6 frames even if it's doesn't seem to be required
variable: ca_ShadowBufferLimit
type: int
current: 6.000000
help: This is the maximum number of shadow buffers per instance.
With double buffering, there must be 2 * max number of light sources
variable: ca_ShadowDoubleBuffer
type: int
current: 1.000000
help: 0 - the same shadow vertex buffer is used for every frame shadow volume rendering
1 - the shadow vertex buffers are switched
variable: ca_ShadowVolumeExtent
type: string
current: 0
help: if this is not 0, then it will always replace the shadow volume extent
variable: ca_SkinBasedBBoxMask
type: int
current: -1.000000
help: This (binary) mask is applied to the frame id to determine if the calculation of character BBox based on the skin vertex coordinates is enabled
variable: ca_SSEEnable
type: int
current: 1.000000
help: If this is 1, then SSE is used for tangent space calculations and perhaps other things (like skinning)
variable: ca_StopDeformingAfter
type: int
current: 0.000000
help: Debug variable: stops deforming characters after the given number of frames
variable: ca_StripifyGeometry
type: int
current: 4.000000
help: this is the type of stripification to use on new objects. Set 0 not to stripify
variable: ca_TangentBasisCalcPeriod
type: int
current: 1.000000
help: the period, in frames, when the tangents will be recalculated for the character. 1 means ever frame, 2 means every 2nd frame and so on
variable: ca_TestMirror
type: int
current: 0.000000
help: The lowest 3 bits determine whether the characters will be mirrored in the corresponding axis
variable: ca_TestSkinningRepeats
type: int
current: 1.000000
help: this is the number of repeats of skinning for testing
variable: ca_TickVersion
type: int
current: 1.000000
help: Sets the version of blending routine Tick(). Dev-time-only variable
variable: ca_UpdateSpeed
type: string
current: 1
help: the additional multiplier that MIGHT be used in a special (debug) build to make characters be animated slower/faster
variable: ca_UpdateSpeed0
type: string
current: 1
help: The additional speed multiplier that are used for layer 0 (primary)
variable: ca_UpdateSpeed1
type: string
current: 1
help: The additional speed multiplier that are used for layer 1
variable: ca_UpdateSpeed2
type: string
current: 1
help: The additional speed multiplier that are used for layer 2
variable: ca_UpdateSpeed3
type: string
current: 1
help: The additional speed multiplier that are used for layer 3
variable: ca_UpdateSpeed4
type: string
current: 1
help: The additional speed multiplier that are used for layer 4
variable: ca_VertsPerTangSubskin
type: int
current: 3000.000000
help: this parameter determines how many vertices can be used in one tangent basis skin
This is used for strip-mining optimization recommended by the Pentium4 Optimization Manual:
only part of the skin is processed at a moment.
variable: ca_ZDeleteConstructionData
type: int
current: 1.000000
help: if this is 0, then the data that was used during construction of instances
of CryGeometryInfo and all its clients will be retained in memory for debugging purposes
variable: cl_display_hud
type: string
current: 1
help: Toggles the head up display (HUD).
Usage: cl_display_hud [0/1]
Default is 1 (HUD on).
variable: cl_hud_name
type: string
current: hud.lua
help: Sets the name of the HUD script.
Usage: cl_hud_name Scriptname.lua
Default is 'hud.lua'.
variable: cl_lazy_weapon
type: string
current: 0.0
help: Control if the weapon follows the camera in a lazy way.
Usage: cl_lazy_weapon [0..1]Default value is 0.6.
variable: cl_loadtimeout
type: string
current: 120.0
help: Sets the client timeout during loading (seconds).
Usage: cl_loadtimeout 120
The default loading timeout is 120 seconds. This is the time the
client waits for packets from the server when the server is changing map.
variable: cl_msg_notification
type: string
current: 1
help: Toggles the hud messages sound notification (HUD).
Usage: cl_msg_notification [0/1]
Default is 1 (notification sound on).
variable: cl_password
type: string
current:
help: Sets the client password to join a password protected server.
It must match the server password. Otherwise you will get disconnected
variable: cl_rcon_password
type: string
current:
help: RCon (RemoteControl) client password (specify the RCon server password)
Usage: cl_rcon_password mypassword
variable: cl_rcon_port
type: string
current: 49001
help: RCon (RemoteControl) port number
Usage: cl_rcon_port 49001
Default: 49001
variable: cl_rcon_serverip
type: string
current:
help: RCon (RemoteControl) ip adress
Usage: cl_rcon_port 192.168.0.123
Default: ''
variable: cl_scope_flare
type: string
current: 1
help: Draw a flare at the weapon's scope.
Usage: cl_scope_flare 0/1Default value is 1.
variable: cl_snoopcount
type: string
current: 15.0
help: Sets the number or servers to ping at the same time.
Usage: cl_snoopcount 10
The default number of servers is 15.
variable: cl_snoopretries
type: string
current: 5.0
help: Sets the number or times to retry a timedout server when pinging.
Usage: cl_snoopretries 3
The default number of retries is 5.
variable: cl_snooptimeout
type: string
current: 2.0
help: Sets the time to wait for a server, when pinging (seconds).
Usage: cl_snooptimeout 3
The default timeout is 2 seconds. This is the time the
pinger waits for response from the server.
variable: cl_timeout
type: string
current: 5.0
help: Sets the client timeout (seconds).
Usage: cl_timeout 5
The default timeout is 5 seconds. This is the time the
client waits for packets from the server.
variable: cl_ubiname
type: string
current:
help: Sets the Ubi.com account name.
Usage: cl_ubiname <name>
variable: cl_ubipassword
type: string
current:
help: Sets the Ubi.com account password.
Usage: cl_ubipassword <password>
variable: cl_ViewFace
type: string
current: 0
help:
Usage:
variable: con_display_last_messages
type: string
current: 0
help:
variable: con_line_buffer_size
type: string
current: 1000
help:
variable: CV_ind_DrawBorderEdges
type: int
current: 0.000000
help:
variable: CV_ind_ReverseShadowVolumes
type: int
current: 0.000000
help:
variable: CV_ind_VisualizeShadowVolumes
type: int
current: 0.000000
help:
variable: d3d9_AllowSoftware
type: int
current: 1.000000
help:
variable: d3d9_BumpType
type: int
current: 1.000000
help:
variable: d3d9_ClipPlanes
type: int
current: 1.000000
help:
variable: d3d9_CompressedTextures
type: int
current: 1.000000
help:
variable: d3d9_DecalOffset
type: int
current: 15.000000
help:
variable: d3d9_Device
type: string
current: Auto
help:
variable: d3d9_ForceSoftware
type: int
current: 0.000000
help:
variable: d3d9_Gamma
type: float
current: 1.200000
help:
variable: d3d9_MipProcedures
type: int
current: 0.000000
help:
variable: d3d9_NoDepthMaps
type: int
current: 1.000000
help:
variable: d3d9_NodeviceId
type: int
current: 0.000000
help:
variable: d3d9_NormalMapScale
type: float
current: 0.150000
help:
variable: d3d9_NV30_PS20
type: int
current: 0.000000
help:
variable: d3d9_Occlusion_Query
type: int
current: 1.000000
help:
variable: d3d9_PalettedTextures
type: int
current: 1.000000
help:
variable: d3d9_pip_buff_size
type: float
current: 50.000000
help:
variable: d3d9_PSforce11
type: int
current: 1.000000
help:
variable: d3d9_rb_Tris
type: int
current: 4096.000000
help:
variable: d3d9_rb_Verts
type: int
current: 2048.000000
help:
variable: d3d9_SaveDepthmaps
type: int
current: 0.000000
help:
variable: d3d9_SquareTextures
type: int
current: 0.000000
help:
variable: d3d9_TexMipFilter
type: int
current: 1.000000
help:
variable: d3d9_Texture_Filter_Anisotropic
type: int
current: 0.000000
help:
variable: d3d9_TextureBits
type: int
current: 0.000000
help:
variable: d3d9_TextureFilter
type: string
current: TRILINEAR
help:
variable: d3d9_TripleBuffering
type: int
current: 0.000000
help:
variable: d3d9_UseBumpmap
type: int
current: 1.000000
help:
variable: d3d9_VBPools
type: int
current: 1.000000
help:
variable: d3d9_VBPoolSize
type: int
current: 65536
help:
variable: d3d9_VSforce11
type: int
current: 1.000000
help:
variable: demo_file
type: string
current: timedemo
help:
variable: demo_noinfo
type: int
current: 0.000000
help: Disable info display during demo playback
variable: demo_num_runs
type: int
current: 1000.000000
help: Number of times to loop timedemo
variable: demo_quit
type: int
current: 0.000000
help: Quit game after demo runs finished
variable: demo_scroll_pause
type: int
current: 1.000000
help: ScrollLock pauses demo play/record
variable: e_active_shadow_maps_receving
type: int
current: 0
help: Allow shadow map receiving from all objects
variable: e_allow_cvars_serialization
type: int
current: 1.000000
help: If set to zero - will not save cvars to cfg file
variable: e_area_merging_distance
type: int
current: 0.000000
help: Merge sectror geometry in specified range for rendering speedup
variable: e_area_merging_draw_merged_geometry_only
type: int
current: 0.000000
help: Do not draw not merged objects
variable: e_area_merging_max_tris_in_input_brush
type: int
current: 512.000000
help: Merge only objects containing no more than x triangles
variable: e_bboxes
type: int
current: 0.000000
help: Activates drawing of bounding boxes
variable: e_beach
type: int
current: 1
help: Activates drawing of shore on the border of the ocean
variable: e_bflyes
type: int
current: 1.000000
help: Activates drawing of butterflies around the camera
variable: e_brushes
type: int
current: 1.000000
help: Draw brushes
variable: e_brushes_merging
type: int
current: 1
help: Merge marked brushes during loading
variable: e_brushes_merging_debug
type: int
current: 0.000000
help: Print debug info of merged brushes
variable: e_brushes_onlymerged
type: int
current: 0.000000
help: Show only merged brushes
variable: e_capture_file_format
type: string
current: JPG
help: Set output image file format for video capturing. Can be JPG or TGA
variable: e_capture_folder
type: string
current: CaptureOutput
help: Set output folder for video capturing
variable: e_capture_frames
type: int
current: 0.000000
help: If set to 1 - will save every frame to tga file
variable: e_cbuffer
type: int
current: 1.000000
help: Activates usage of software coverage buffer
variable: e_ccgf_load
type: int
current: 0.000000
help: Load CCGF if found
variable: e_ccgf_make_if_not_found
type: int
current: 0.000000
help: Make CCGF if not found
variable: e_check_number_of_physicalized_polygons
type: int
current: 1.000000
help: Activates check (during loading) for number of tris in the objects physics representation
Current maximum is 100 + overall number of tris divided by 2
variable: e_debug_lights
type: float
current: 0.000000
help: Use different colors for objects affected by different number of lights
0 - back, 1 - blue, 2 - green, 3 or more - red
variable: e_decals
type: int
current: 1
help: Activates drawing of decals (marks from bullets and explosions)
variable: e_deformable_terrain
type: string
current: 1
help: Toggles terrain deforming.
Usage: e_deformable_terrain [0/1]
Default is 1 (on). Terrain is deformed by explosions. Set
to 0 to disable terrain deforming.
variable: e_detail_objects
type: int
current: 1.000000
help: Activates drawing of detail objects
variable: e_detail_texture
type: int
current: 1.000000
help: Activates drawing of detail textures on terrain ground
variable: e_detail_texture_min_fov
type: float
current: 0.550000
help: If FOV is less - alternative version of terrain detail texturing will be used
variable: e_detail_texture_quality
type: int
current: 1
help: 0 - use one single texture per entire level, 1 - use multiple textures
variable: e_dynamic_ambient_ratio
type: float
current: 1.000000
help: Controls how object ambient level dependinds from surrounding lights
variable: e_dynamic_light
type: int
current: 1.000000
help: Activates dynamic light sources
variable: e_dynamic_light_debug
type: int
current: 0.000000
help: Debug
variable: e_dynamic_light_exact_vis_test
type: int
current: 1.000000
help: Use more exact visibility test (based on last draw frame)
variable: e_entities
type: int
current: 1.000000
help: Activates drawing of entities and brushes
variable: e_entities_debug
type: int
current: 0.000000
help: Debug
variable: e_EntitySuppressionLevel
type: string
current: 2
help: Defines the level at which entities are spawned. Entities marked with lower level will not be spawned - 0 means no level.Usage: e_EntitySuppressionLevel [0-infinity]
Default is 0 (off).
variable: e_flocks
type: int
current: 0
help: Enable Flocks (Birds/Fishes)
variable: e_fog
type: int
current: 1.000000
help: Activates distance based fog
variable: e_hires_screenshoot
type: int
current: 0.000000
help: Writes screenshot to disk, X is scale of image resolution relative to current one, big values can cause crash
variable: e_hw_occlusion_culling_objects
type: int
current: 0.000000
help: Activates usage of HW occlusion test for objects
variable: e_hw_occlusion_culling_water
type: int
current: 1.000000
help: Activates usage of HW occlusion test for ocean
variable: e_light_maps
type: int
current: 1
help: Use lightmaps on brushes
variable: e_light_maps_quality
type: int
current: 1
help: define quality for lightmaps (0-2)
variable: e_lod_ratio
type: float
current: 0.900000
help: Debug
variable: e_materials
type: int
current: 1.000000
help: Activates material support for non animated objects
variable: e_max_entity_lights
type: int
current: 2
help: Set maximum number of lights affecting object
variable: e_max_shadow_map_size
type: int
current: 512.000000
help: Set maximum resolution of shadow map, this value is alos limited by screen resolution in OpenGL
variable: e_motion_blur
type: int
current: 0.000000
help: Activates motion blur, values from 1 to 7 will change blur type
variable: e_obj_lod_ratio
type: float
current: 5.000000
help: LOD for vegetation, brushes and entities
variable: e_obj_view_dist_ratio
type: float
current: 55.000000
help: View distance for vegetation, brushes and entities
variable: e_objects
type: int
current: 1.000000
help: Render or not all objects on terrain
variable: e_objects_fade_on_distance
type: int
current: 1.000000
help: Objects fading out on distance
variable: e_occlusion_volumes
type: int
current: 1.000000
help: Enable occlusion volumes(antiportals)
variable: e_on_demand_physics
type: int
current: 0.000000
help: Turns on on-demand physicalization
variable: e_out_space
type: int
current: 0.000000
help: Debug
variable: e_overlay_geometry
type: int
current: 1
help: Enable rendering of overlay geometry
variable: e_particles
type: int
current: 1.000000
help: Activates drawing of particles
variable: e_particles_debug
type: int
current: 0.000000
help: Debug
variable: e_particles_lod
type: float
current: 0.750000
help: 1 - full LOD, 0.5 - scale frequency and count down twice
variable: e_particles_max_count
type: int
current: 2048
help: Maximum number of particles
variable: e_player
type: int
current: 1.000000
help: Draw main player
variable: e_portals
type: int
current: 1.000000
help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
variable: e_precache_level
type: int
current: 1.000000
help: Pre-render objects right after level loading
variable: e_projector_exact_test
type: int
current: 1.000000
help: Debug
variable: e_rain_amount
type: float
current: 0.000000
help: Values between 0 and 1 controls density of the rain
variable: e_register_in_sectors
type: int
current: 1.000000
help: Debug, can cause crash
variable: e_scissor_debug
type: int
current: 0.000000
help: Debug
variable: e_shadow_maps
type: int
current: 0
help: Activates drawing of shadow maps
variable: e_shadow_maps_debug
type: int
current: 0.000000
help: Debug
variable: e_shadow_maps_fade_from_light_bit
type: int
current: 1.000000
help: Fade shadow maps on terrain if caster is in dark area
variable: e_shadow_maps_from_static_objects
type: int
current: 1
help: Activates drawing of shadow maps from distributed objects
variable: e_shadow_maps_frustums
type: int
current: 0.000000
help: Debug
variable: e_shadow_maps_max_casters_per_object
type: int
current: 16.000000
help: Maximum number of active shadow casters per object
variable: e_shadow_maps_size_ratio
type: int
current: 500.000000
help: Controls how shadow map resolution depends from distance to object from camera
variable: e_shadow_spots
type: int
current: 0
help: Draw shadow spot under entities
variable: e_sky_box
type: int
current: 1.000000
help: Activates drawing of skybox and moving cloud layers
variable: e_sleep
type: int
current: 0.000000
help: Sleep X in C3DEngine::Draw
variable: e_sprite_min_distance
type: float
current: 8.000000
help: Sets minimal distance when distributed object can be replaced with sprite
variable: e_stencil_shadows
type: int
current: 1
help: Activates drawing of shadow volumes
variable: e_stencil_shadows_only_from_strongest_light
type: int
current: 1
help: Cast no more than one stencil shadow from object
variable: e_stream_areas
type: int
current: 0.000000
help: Stream content of terrain and indoor sectors
variable: e_stream_cgf
type: int
current: 0.000000
help: Debug
variable: e_stream_for_physics
type: int
current: 1.000000
help: Debug
variable: e_stream_for_visuals
type: int
current: 1.000000
help: Debug
variable: e_stream_preload_textures
type: int
current: 0.000000
help: If texture streaming in renderer enabled - dynamicaly preload textures in x neibhour indoor sectors
variable: e_sun
type: int
current: 1.000000
help: Activates sun light source
variable: e_sun_stencil
type: int
current: 0.000000
help: Enable stencil shadows from sun light
variable: e_terrain
type: int
current: 1.000000
help: Activates drawing of terain ground
variable: e_terrain_debug
type: int
current: 0.000000
help: Debug
variable: e_terrain_draw_this_sector_only
type: int
current: 0.000000
help: 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
variable: e_terrain_lod_ratio
type: float
current: 1.000000
help: Set heightmap LOD
variable: e_terrain_log
type: int
current: 0.000000
help: Debug
variable: e_terrain_merge_far_sectors
type: int
current: 1.000000
help: Render far heightmap sectors as one mesh
variable: e_terrain_occlusion_culling
type: int
current: 1.000000
help: heightmap occlusion culling with time coherency 0=off, 1=on(distant occluders not processed),
4=on(distant occluders still processed but with less precision) ]
variable: e_terrain_occlusion_culling_precision
type: float
current: 0.150000
help: Density of rays
variable: e_terrain_single_pass
type: int
current: 1.000000
help: Draw all terrain detail layers in single pass
variable: e_terrain_single_pass_vol_fog
type: int
current: 0.000000
help: Use single pass volumetric fog on terrain where possible
variable: e_terrain_texture_bind
type: int
current: 1.000000
help: Debug
variable: e_terrain_texture_mip_offset
type: int
current: 0.000000
help: Allows to reduce terrain texture resolution by selecting more low mips from texture file
variable: e_terrain_texture_mipmaps
type: int
current: 0.000000
help: Debug
variable: e_terrain_texture_pool
type: int
current: 0.000000
help: Debug
variable: e_time_profiling
type: int
current: 0.000000
help: 0=off, 1=??, 2=peak profiling, 3=??
variable: e_time_smoothing
type: int
current: 0.000000
help: [0..15] 0=no smoothing, x=x additional steps
variable: e_timedemo_frames
type: int
current: 0.000000
help: Will quit appication in X number of frames, r_DisplayInfo must be also enabled
variable: e_timedemo_milliseconds
type: int
current: 0.000000
help: Will quit appication in X number of milliseconds
variable: e_use_global_fog_in_fog_volumes
type: int
current: 0
help: simulate ocean volume fog using global fog
variable: e_vegetation
type: int
current: 1.000000
help: Activates drawing of distributed objects like trees
variable: e_vegetation_bending
type: int
current: 2.000000
help: Debug
variable: e_vegetation_debug
type: int
current: 0.000000
help: Debug
variable: e_vegetation_min_size
type: float
current: 2.200000
help: Minimal size of static object, smaller objects will be not rendered
variable: e_vegetation_sprites
type: int
current: 1.000000
help: Activates drawing of sprites instead of distributed objects at far distance
variable: e_vegetation_sprites_slow_switch
type: int
current: 1.000000
help: Orient 3d vegetations and sprites to much each other
variable: e_vegetation_sprites_texres
type: int
current: 0
help: Sprite texture size modifier. 0 - no scale, 1 - scale 2 times down and so on
variable: e_water_ocean
type: int
current: 1.000000
help: Activates drawing of ocean
variable: e_water_ocean_sun_reflection
type: int
current: 0.000000
help: Draw sun reflection in the ocean
variable: e_water_ocean_tesselation
type: int
current: 0
help: 0 - default tesselation, 2 - high tesselation, -1 - select automatically depends on per pixel projection support
variable: e_water_volumes
type: int
current: 1.000000
help: Activates drawing of water volumes
variable: es_bboxes
type: string
current: 0
help: Toggles entity bounding boxes.
Usage: es_bboxes [0/1]
Default is 0 (off). Set to 1 to display bounding boxes.
variable: es_DebugTimer
type: string
current: 0
help:
Usage: es_DebugTimer [0/1]
Default is 0 (on).
variable: es_helpers
type: string
current: 0
help: Toggles helpers.
Usage: es_helpers [0/1]
Default is 0 (off). Set to 1 to display entity helpers.
variable: es_HitCharacters
type: string
current: 1
help: specifies whether alive characters are affected by bullet hits (0 or 1)
variable: es_HitDeadBodies
type: string
current: 1
help: specifies whether dead bodies are affected by bullet hits (0 or 1)
variable: es_ImpulseScale
type: string
current: 0.0
help:
Usage: es_ImpulseScale 0.0
variable: es_MaxImpulseAdjMass
type: string
current: 2000.0
help:
Usage: es_MaxImpulseAdjMass 2000.0
variable: es_MinImpulseVel
type: string
current: 0.0
help:
Usage: es_MinImpulseVel 0.0
variable: es_OnDemandPhysics
type: string
current: 0
help:
Usage: es_OnDemandPhysics [0/1]
Default is 1 (on).
variable: es_PiercingCamera
type: string
current: 0
help:
Usage: es_PiercingCamera [0/1]
Default is 0 (off).
variable: es_profileentities
type: string
current: 0
help:
Usage:
Default is 0 (off).
variable: es_SplashThreshold
type: string
current: 1.0
help: minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
variable: es_SplashTimeout
type: string
current: 3.0
help: minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
variable: es_UpdateAI
type: string
current: 1
help: Toggles updating of AI entities.
Usage: es_UpdateAI [0/1]
Default is 1 (on). Set to 0 to prevent AI entities from updating.
variable: es_UpdateBonePositions
type: string
current: 1
help:
Usage:
Default is 1 (on).
variable: es_UpdateCamera
type: string
current: 1
help: Toggles camera updating.
Usage: es_UpdateCamera [0/1]
Default is 1 (on).
variable: es_UpdateCollision
type: string
current: 1
help: Toggles updating of entity collisions.
Usage: es_UpdateCollision [0/1]
Default is 1 (on). Set to 0 to disable entity collision updating.
variable: es_UpdateCollisionScript
type: string
current: 1
help:
Usage: es_UpdateCollisionScript [0/1]
Default is 1 (on).
variable: es_UpdateContainer
type: string
current: 1
help:
Usage: es_UpdateContainer [0/1]
Default is 1 (on).
variable: es_UpdateCoocooEgg
type: string
current: 1
help:
Usage: es_UpdateCoocooEgg [0/1]
Default is 1 (on).
variable: es_UpdateEntities
type: string
current: 1
help: Toggles entity updating.
Usage: es_UpdateEntities [0/1]
Default is 1 (on). Set to 0 to prevent all entities from updating.
variable: es_UpdateInvisibleCharacter
type: string
current: 0
help:
Usage:
Default is 0 (off).
variable: es_UpdatePhysics
type: string
current: 1
help: Toggles updating of entity physics.
Usage: es_UpdatePhysics [0/1]
Default is 1 (on). Set to 0 to prevent entity physics from updating.
variable: es_UpdateScript
type: string
current: 1
help:
Usage:
Default is 1 (on).
variable: es_UpdateTimer
type: string
current: 1
help:
Usage: es_UpdateTimer [0/1]
Default is 1 (on).
variable: es_VisCheckForUpdate
type: string
current: 1
help:
Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).
variable: ExitOnQuit
type: string
current: 1
help:
variable: fixed_time_step
type: float
current: 0.000000
help: Game updated with this fixed time step
variable: g_GameType
type: string
current: Default
help: Sets the game type.
Usage: g_GameType [Default/FFA/TDM/ASSAULT]
Default game type is 'default'.
variable: g_GC_Frequence
type: string
current: 1000
help: The pause between calls to the garbage collector.
Usage: g_GC_Frequence 1000
Default setting is 1000 ms. If the pause is too long,
the framerate may suffer.
variable: g_gore
type: string
current: 1
help:
Usage:
variable: g_internet_simulator_maxping
type: string
current: 0
help: Turn on ping.
Usage: g_internet_simulator_ping 300Default value is 0.
variable: g_internet_simulator_minping
type: string
current: 0
help: Turn on ping.
Usage: g_internet_simulator_ping 100Default value is 0.
variable: g_internet_simulator_packetloss
type: string
current: 0
help: Turn on packetloss.
Usage: g_internet_simulator_packetloss 2Default value is 0.
variable: g_language
type: string
current: english
help: Sets the game language.
Usage: g_language [english/other?]
Default is 'english'.
variable: g_LeftHanded
type: string
current: 0
help: Sets left-handed 1st person weapons
variable: g_LevelName
type: string
current: 0.4
help:
variable: g_maxfps
type: string
current: 500
help: Sets the maximum frame rate.
Usage: g_maxfps 500Default value is 500.
variable: g_MP_fixed_timestep
type: string
current: 0.01
help: Enables fixed timestep physics simulation for multiplayer mode.
Usage: g_MP_fixed_timestep 0.01
Default is 0.
variable: g_playerprofile
type: string
current: default
help: Sets the player profile (to store player settings).
Leave this empty to get the defaults from the root directory.
variable: g_Render
type: string
current: 1
help:
Usage:
variable: g_serverprofile
type: string
current:
help: Sets the server profile (to store server settings).
Leave this empty to get the server defaults.
variable: g_StartLevel
type: string
current: DEFAULT
help:
Usage:
variable: g_StartMission
type: string
current:
help:
Usage:
variable: game_Accuracy
type: string
current: 1
help: Factor to scale the ai accuracy, default = 1.0
Usage: game_Accuracy 1.2
variable: game_AdaptiveDifficulty
type: string
current: 0
help: 0=off, 1=on
Usage:
variable: game_Aggression
type: string
current: 1
help: Factor to scale the ai agression, default = 1.0
Usage: cv_game_Aggression 1.2
variable: game_AI_Invulnerable
type: string
current: 0
help: When set to 1 all AI in the game will become invulnerable (default 0)
Usage: game_AI_Invulnerable (1/0)
variable: game_Allow_AI_Movement
type: string
current: 1
help: Allow or not allow actual AI movement - AI will still think its moving (default 1)
Usage: game_Allow_AI_Movement (1/0)
variable: game_GliderBackImpulse
type: string
current: 2.5f
help: Sets paraglider's back impulse (heading up).
Usage: game_GliderBackImpulse 2.5
variable: game_GliderDamping
type: str

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