game specific, not part of CryEngine
Used by certain achievement stats, defines the amount of time the ai must not be alerted by the player after performing some special kills
Sets the view dist ratio for actors.
Corpses at this distance from the player will have their physics disabled
Enable AI corpse debugging
Time in seconds the Ai will remain on the ground before being swap for a corpse
Enable AI corpse spawning
Corpses at this distance will be removed as soon as not visible
Max number of corpses allowed
Enable/disable debug drawing for aiming direction
Allow players to use custom loadouts
*TODO*
Allow players to use explosives
Allow players to gain fatality bonuses, 1=enable, 2=force
Allow saving and loading games in the editor (DANGEROUS)
whether players can join the game as pure spectators
whether players can use the in-game weapon customisation menu
Animator Debug Info
*TODO*
Debug auto aim manager
1 = auto assign teams, 0 = players choose teams
Time from death till the player is automatically revived
For the first X fraction of the flashbang effect, no blindness recovery will take place
Time between flashbang and killing
Enables/Disables BodyDamage logging
Reloads bodyDamage for the specified actor, or for everyone if not specified
Enables/Disables BodyDestruction Debug info
*TODO*
Reloads all body destruction data files
Turns on debug rendering for broken objects counted against g_breakage_mem_limit
Sets a budget for procedurally breakable objects (in KBs)
Imposes a limit on particles generated during 2d surfaces breaking
*TODO*
*TODO*
Log break events
Set this to 1.0 to force broken trees to have spherical inertia
Turns off all collisions for debris, apart from coltype_solid
Please see comments in ActionGame.cpp
Please see comments in ActionGame.cpp
Please see comments in ActionGame.cpp
Please see comments in ActionGame.cpp
How big do explosions need to be to break things?
*TODO*
Output incoming buddy messages in chat while playing game.
Enable bullet penetration debugging
Display time of debug messages
*TODO*
Debug information about currently loaded character dbas
Enable/Disable character dbas load/unload management
Sets cloak blend speed scale
Use cloak flickering effect when running, 1=always, 2=mp only
Sets cloak refraction scale
Debug watch level for the CombiCaptureObjective gamerules module.
Watch the audio signal players attached to the objective terminals in the CombiCaptureObjective gamerules module.
Time between last hit of previous weapon and kill for it count as combined fire
Limit for number of corpses active at any time
Time Duration it takes for corpses heat to fade in thermal vision mode
Min heat value in thermal vision mode
Number of seconds to keep corpses around before removing them. A value <= 0 means: never remove due to timeout.
Craig network debug options
high level config switch of which data centre to use for telemetry and web data
How many hours to wait before refreshing data from web server
Enables / disables the MP death camera (shows the killer's location)
Enables / disables the Depth of field effect in single player death camera
Speed the FocusDistance changes over time
FocusRange value used when focusing on the killer
FocusRange value used when not focusing on the killer
Speed the FocusRange value changes over time
Enables / disables the SP death camera
Update frequency for death camera dof effect values
Print incoming fscommands to console
Enabled massive gameplay events debug
Debug aim/look direction
Log collision damage
Enables the on screen debug info for flownode dialog buffers.
Displays current physics access statistics for the game module.
Display Fake Hits
Enables debug mode for the hardware mouse.
Log hits
Debug number of days required for long term award
Show some debug for player input
Debug offset the camera
Print debug information about save/load memory usage
When an achievement is/would be given, the achievement name is shown on the HUD
Debug smoke grenade LOS blocking
Enabled extra logging to debug spawn point registration
Fatal error if a client is requesting an initial spawn point that is in the wrong spawn group
Enable this to make the game check protected script binds cannot be accessed when they are disabled
0 - disables any weapon sway debug 1 - shows cross hair guide lines to help aligning the weapon 2 - will override player input to allow to manually align the weapon
Default amount of time to respawn an item - used if the actual timer length is lost in a host migration
Fraction of max health that counts as 'low health'
Period of time in seconds that player must have been at low health before making the kill
Demi God Mode warps you to the last checkpoint
Detach camera
Display debug graphics for detached camera spline playback.
Move detached camera
Move detached camera
Move speed turbo boost when holding down (360) A button
To enable developer demos (intended to be checked from flowgraph)
Difficulty level
Sets the lowest difficulty played (Used in completion for achievement determination)(Value is set to -1 in difficulty selection screen, becomes lowest diffculty 1,2,3,4 (Easy,Normal,Hard,Supersolder) when setting difficulty
Stop the game from automatically ending when all opponents have disconnected. Useful for debugging failed migrations, etc.
Disable entities being damaged by collisions
disables input Key flownodes even in dev mode. Pure game only, does not affect editor.
Disable players being awarded points
disable movie sequence playback
If set to true settings can be changed and the playlist manager will not flag game as custom variant - dev only - allows testing of full functionality
Display checkpoint name when game is saved
Show information (health, current state etc.) about each actor
Show HUD-related debugging text on the screen
Show player plug-in-related debugging text on the screen
Show list of 'player modifiable values' on the screen
Show silhouette-related debugging text on the screen
Display ignore list in chat tab.
Display the amount of damage being taken above a player who's getting injured
Distance at which to disable ground alignment IK
Distance at which to disable ground alignment IKs raycasts
Cheat to unlock DLC content on PC without purchase
high level config switch of which data centre to use for downloadmgr
Number of seconds before dropped heavy weapons vanish
Number of seconds before dropped items vanish
0 = no weapon change, 1 = sequential through weapon list, 2 = random weapons
Enable/Disable killing (and respawning) dummy players who've been alive for too long
Enable/Disable firing on the dummy players
Game rules for dummy player matchmaking
Control how often dummy players jump - 0.0 is never, 1.0 is whenever they're not crouching
Maximum time for dummy player to remain in game (seconds, < 0.0F to disable
Maximum time for dummy player to remain out of game (seconds, < 0.0F to disable
Minimum time for dummy player to remain in game (seconds, < 0.0F to disable
Minimum time for dummy player to remain out of game (seconds, < 0.0F to disable
Enable/Disable moving on the dummy players
Ranked flag for dummy player matchmaking
0 = default respawn location, 1 = respawn at position where they were killed
Enable/Disable on-screen messages about dummy players
*TODO*
Print to console the list of classes and their associated ids
Enable/Disable explosion culling of small objects. Default = 1
Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
Explosion culling scale to apply to explosion radius for object query.
At how many items in exploding area will it start removing items.
Explosion culling volume which needs to be exceed for objects to not be culled.
The time an EMP over time grenade stays alive for once initially exploding
Enable the caching of actor properties from Lua to avoid Lua access at run-time
Enable DEV menu options
Enables AI-owning bullet hit feedback for friendly actors.
Enables fall&play feedback for friendly actors.
Enables Player-owning bullet hit feedback for friendly actors.
Enable the loadout screen when joining a game.
1=Attempt silent login on startup
Enable/disable the item system
Enable the language selection menu.
Enable/disable the loading screen
Enables/disables saving and loading of savegames
Double tapping Y will switch to your grenades/explosives
Enable persistant stats debug screen (needs dev menu options enabled)
Enable the caching of data associated with entities pooled e.g., equipment pack, body damage, etc.
Enable the use of console style checkpoints instead of full save.
Enable Exclusive Playable Demo version
Length of raycast for non-direct impact explosions to find appropriate surface effect
Save the file list required to make the front end model cache pak
*TODO*
Applies flash bangs to friends
Set the minimum multiplier for the dot product comparison
Set the minimum movement and rotation speed multiplier when stunned by a flashbang
Set the radius fraction which will still blind a player even if not looking at a flashbang
Applies flash bangs to your self
Alters the falloff curve for the flashbang multiplier
Flash door panel distance check interval for visibility
Enable active flash rendering during level loading
Time between grenade bouncing near someone and flushed skill kill
Toggles whether the flycam should loop at the end of playback
Maximum squared distance for footstep sounds / fx spawned by Players.
Toggles debug messages of footstep sounds.
Toggles moving of footsteps sounds with it's entity.
Time from death till the player is forced to revive by the server, without any client request being received
GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
Force players to use a specific heavy weapon
Forces any intro sequence present (flownode) to play regardless of objectives etc
Override the amount of time it takes to respawn an item (0=disable override)
Force players to use a specific loadout package
Force the loadouts to all use the same weapon, -1=disable
Reduces player rotation speed when fov changes
Debug information about currently loaded fp dbas
Enable/Disable fp dbas load/unload management
Sets friendly damage ratio.
Max distance a friendly AI needs to be before the player will lower his weapon.
If a UI element in the MenuData XML has 'EPD=true' set then the global g_EPD value will need to match this value for the element to be enabled
Enables unicode input
Toggles game effects system lightning arc profiling
Toggles game effects system debug state
Amount of deferred intersection tests allowed to be cast per frame by Game
Enable/Disable Gameplay Analyst
Amount of deferred rays allowed to be cast per frame by Game
How long to show the endgame HUD message for
How long to show the full scoreboard for
How long to show the top 3 scoreboard for
Enable to start the gamemode with the player spawned but controls frozen. If disabled then they spawn when the start countdown has finished.
Skip the 15 second countdown?
Console command to run when MP game rules transition to Start Game
The N in 'Game will start in N seconds' (triggered once there are enough players)
Min number of players to trigger countdown (deathmatch mode)
Min number of players on each team to trigger countdown (team mode)
Override time in seconds to trigger countdown without min player limits met
Percentage of players loaded to trigger countdown (0.0f -> 1.0f)
Time between messages telling the player that the game hasn't started yet
Saves out the anim pair file used to hook up 1P & 3P animations
Give an achievement
Always smash the whole pane, and spawn fracture effect
If the area of glass is below this, then autoshatter
Just smash the whole pane, and spawn fracture effect for explosions
Make all glass break after a given time, overrides art settings
Add a random amount to forced glass shattering
Max glass breaks, before auto-shattering is forced
Turns off glass decals
Enables the new dynamic breaking system for glass
God Mode
After finishing the tutorial continue to campaign.
FOV range to be used in determining if actors are facing each other
Distance check for victim near friendly actor
Enable ground alignment for every character that supports it.
Enable/disable logging for GroundEffects (2 = use non-deferred ray-casting)
Max time in seconds since victim attacked a friendly
Activates the registration requirement for GameObjectEvents
*TODO*
Hide arms in first person
How close interactive entities should be before highlighting
How far the player needs to move before reassessing nearby interactive entities
Maximum time before entities are re-checked for highlight requirements
Enables/Disables debug information for hit and death reactions system
If enabled, it'll not allow to execute any AI instruction during the hit/death reaction
Disables switching to ragdoll at the end of animations
Dumps information about asset usage in the system, streaming, and so.
Enables/Disables Hit/Death reaction system
Non-Release only CVar: Enables logging of animations used by non-animation graph-based reactions. 0: don't log, 1: log anim names, 2: log filepaths
Reloads hitDeathReactions for the specified actor, or for everyone if not specified
Enables/Disables reactionAnims streaming. 0: Disabled, 1: DBA Registering-based, 2: Entity lifespan-based
If enabled, it'll use the default lua methods inside HitDeathReactions script instead of the default c++ version
Enables/Disables precaching of of hitreactions: Requires game restart.
The first crash site starts coming in this many seconds before the start of the game.
Debugging for hold objective 1. Draw debug cylinder. 2. Fade ring in on pulse
Time after players have rejoined before the game resumes
Delay in host migration before promoting to server (seconds)
1=Make calls to EnsureBestHost when in private games
3D Hud distance to camera
3D Hud z pos offset
if true g_hud3d_cameraDistance and g_hud3d_cameraOffsetZ can be used to change offsets, otherwise auto offsets
Enable/Disable debugging of post game state
Time to wait before kicking a player for being idle for too long (in seconds)
Shows all servers in the game browser even if the DLC requirements are not met
If set, multiplayer physics will be enabled
Reloads the parameters for the impulse handler of every actor
Infinite inventory ammo
Enables infinite inventory ammo for the tutorial.
whether players are locked in stealth mode
Infinite sprint
If positive, any damage caused greater than this value will kill the character
Enable/Disable the rendering of debug visuals for interactive object e.g. helper cones + radii
Time between ironsighting and killing
Enables any intro sequence setup for a level to play
Capacity for explosives slot in inventory
Capacity for grenades slot in inventory
Removes inventory slots restrictions. Allows carrying as many weapons as desired
Capacity for special slot in inventory
Capacity for weapons slot in inventory
Sets the view dist ratio for items owned by AI/Player in SP.
Sets the view dist ratio for items owned by AI/Player in SP.
Toggles jointed objects breaking
If MP-specific audio signals are in memory only when needed (0) or all the time (1)
Time in seconds after kicking a car that doors etc. will have all fallen off
1=drop on kick
Time in seconds after kicking a car that doors etc. should start falling off
Allows the user to skip the KillerCam
Disables KillerCam game-wide.
The amount of time to show display the KillerCam for. May be reduced or not used if g_autorevivetime is too small.
Blur amount for the background on the Killer Cam
The focus range for the depth of field on the Killer Cam
Debug watch level for the KingOfTheHill objective implementation.
Fraction of the bob time to be at full compression
Fraction of the bob time to release full compression
Defines which language pak is loaded
Will automatically match g_language setting unless specified otherwise
Distance a player must clear a ledge grab entity by to avoid doing a ledge grab
Toggles debug rendering on ledges: 0 - Disabled / 1 - Enabled
Max distance from camera at which ledges are rendered
Toggles debug rendering on ledges in editor: 0 - Disabled / 1 - Enabled in editing mode / 2 - Enabled in game mode / 3 - Visualize only deprecated ledge entities
Max distance from camera at which ledges are rendered
On exiting a grab onto a moving ledge a movement will be added to the players exit velocity in the direction of the ledge movement
Fade in time after a level load (seconds)
Fade in time after a quick load (seconds)
Loading hint refresh time (MP)
Loading hint refresh time (SP)
*TODO*
Sets if the client player's model should be loaded on level load
Load all profile & game data for use with bug reporting Usage: g_loadSave [filename, default=SaveGame.bin] 0/1 0=without executing resume game 1=execute resume game
Packet rate locally on faked network connection
Log all damage being taken
Log various operations and calculations concerning the "primary" round and round changes. FOR DEBUGGING
manually step through frames with a fixed time step
Used to shift matchmaking version for QA and EA builds - please leave as zero
Defines your matchmaking version (Only join games over the same version)
Maximum number of servers returned in game browser
Player health multiplier
Maximum health reduction allowed on actors. If negative it is ignored
MECHANISM MANAGER: Log messages enabled
MECHANISM MANAGER: On-screen watches enabled
message of the day
The microwave beam will ignore static geometry with more sub-parts than this value (To help limit worst case performance)
Minimum number of players to start a match.
Amount of players required before a game actually starts
Disables the kill cam
Disables spectator cam when you die
Cuts back HUD elements to essentials
Move detached camera
Enables/Disables on-screen debugging of movement transitions
Enables/Disables special movement transitions system
Enables/Disables logging of special movement transitions
Reloads all movementTransitions
Max health for Defenders in MP Assault gamemode
Player has radar that permanently shows all friends and enemies (for Attackers in Assault mode).
All players have radar that permanently shows all friends and enemies, controlled by server.
Culls ProbablyHits in Shoot function, to avoid line tests
Player has no radar (for Defenders when starting Assault mode).
specifies if players will see any hats/boots (indicating higher/lower positioning) on radar
Only allow damage from headshots
Turn on MP kickable car settings/Disable SP kickable car settings
Max time mp loader screen is allowed to wait before timing out and aborting MP
Max time mp loader screen will wait for optional loading tasks before moving on (eg patch and playlist updates) should be < g_mpLoaderScreenMaxTime or optional tasks will cause an abort
Player will not see any enemies on radar (for Attackers when Defenders are at high alert level in Assault mode).
Disable environmental weapons
Disable the VTOL
The size of the per-node information for the paths
Render debug information for all paths in the current level
Health regeneration rate (0=slow, 1=normal, 2=fast)
Enable/Disable debugging of trackview syncing in multiplayer
Time between kills needed for a multikill
Enable multiplayer gameplay by default
Enable vehicles in multiplayer
Sets exclusively multiplayer. Will not allow switching to singleplayer
Enable muzzle flash culling
Culls distant muzzle flashes
(Secs.) The maximum amount of time allowed left on the clock in the last round of CTF for the "Never Flagging" award to be awarded. (Remember that strings will also need to be changed if this is changed!!)
Switch to next level in rotation or restart current one.
Prevents procedural breaking caused by rigid bodies
Prevents secondary procedural breaks (to keep down memory usage)
Number of lives in assault and all or nothing gamemodes
turn on watch debugging of patch paks
Usage: g_patchpak_download_timeout
is patch paking enabled. Not suitable for runtime adjustment
Usage: g_patchpak_poll_time
if set, dedi servers MUST be able to access the patch download server, or they will fatal error and exit
Fraction of games that need to be completed so that you post on leaderboards
Maximum radius at which player can interact with other entities
Sets the lod ratio for players.
The player health threshold when the low health effect kicks in.
The player health threshold when the mid health feedback kicks in.
player's will use the automated dedicated input
Enable Post 3D Rendering debug screen. 1 = enable. 2 = draw grid
Number of segments in Post 3D Rendering debug grid.
Filter grain amount
Radial blurring amount
Radial blurring radius
Radial blurring screen position X
Radial blurring screen position Y
Global brightness
Global cyan
Global color hue
Global luminance
Global magenta
Global yellow
Global contrast
Global saturation
3D HUD field of view
3D HUD interference
The minimum time needed post-kill to display both of the KillerCam and DeathCam.
Percentage (0-1) of the remaining post-kill time to be used to display the DeathCam when the time available to show the screens is less than the chosen amount. The other percent will be used for the KillerCam. (0.25 with a total of 4 seconds to display the screens would show DeathCam for 1sec(25%) and KillerCam for 3secs(75%))
Force predator to be a specific player
Force predator to be a specific player
Force predator to be a specific player
Force predator to be a specific player
Force teams in predator gamemode - 1=Soldier, 2=Predator
Overrides hud_tagnames_EnemyTimeUntilLockObtained for marine team in hunter game mode
Give the predators a permanent radar
UI Flash Assets won't be preloaded, if this is set to 0. This will cause invalid file accesses at runtime.
Cheat to unlock the presale content without voucher
url to redirect presale users to
Toggles procedural mesh breaking (except explosion-breaking)
Process online callbacks in the gamelobbymanager.
Draw paths of projectiles through the air
for debugging. Display debugging info in watches on screen for gamestate
Specifies the layer on with to apply Procedural Weapon Animations. Should be above g_stapLayer
Radial blur on explosions. Default = 1, 0 to disable
Time to cache a spawn point for when picking random spawns, if you are the only one in the level.
Culls distant shell casing effects
Enable reject effect culling
Reloads action maps
Reload all game fx
Reload GameRules script
0: Disables level restart when the PC Prematch finishes; 1: Full restart; 2: Only respawn players
Revive wave timer.
RMI benchmark interval (milliseconds)
RMI benchmark should do two round trips?
Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
Time spent on the end of round scoreboard (in seconds).
Time between the round scoreboard being removed and the next round starting (in seconds).
Switch basic entity data optimization
Print to console the xml data saved for a specified entity
Enables the generation of detailed log information regarding saveloads
Only save entities in the editor-generated save list (if available). 0 is the previous behavior
Save all profile & game data for use with bug reporting Usage: g_saveSave [filename, default=SaveGame.bin]
Max number of points need to win in a team game. Default is 3
Override for score limit - because score limit is set by the variant
Server region
server image
Toggle if the actor model should be set from Lua or internally
Sets controller layout (params: type(button,stick) name(default,lefty, etc.. See Libs/Config/controller
Render the shadow casting character
Show the game object update state of any activated entities; 3-4 -- AI objects only
Debug watch level for the SimpleEntityBasedObjective gamerules module.
Automatically skip the ready screen, that is shown after level loading in singleplayer.
Skip all the intro videos.
The radius of the smoke blast from smoke grenades for LOS blocking
minimum distance between new spawnpoint and any explosives
How recently a spawn has to have occured for it to be considered 'recent' and result in a subsequent spawn being denied.
Send spawn requests to the server this many seconds apart
on the server - the number of linetest replacing areatests the vistable should do per frame
on the server - the number of linetests the vistable should do per frame
This long before revive, start precaching expected spawnpoints.
Enables/Disables debugging information for the spectacularKill
Maximum error allowed from the optimal distance to the target
Maximum height distance between killer and target for the spectacular kill to be allowed
Minimum dot product allowed between the killer look dir and the distance to target vector
Minimum time allowed between spectacular kills
Minimum time allowed between spectacular kills using the same animation
Square of the maximum distance in meters allowed between the target of the spectacular kill and the player. If set to a negative number is ignored
Reloads the parameters for the spectacular kill class for every actor
Show debug information for spectator mode. (1: show local player only, 2: show all players (however only so many will fit on screen)
*TODO*
*TODO*
*TODO*
*TODO*
If user orbiting is enabled then should the camera also rotate with the target rotation
Allow user input to orbit about the follow cam target (Irrelevant of data setup)
How high the pitch can be rotated by the user
How low the pitch can be rotated by the user
Additional scalar to control mouse speed
The max yaw rotation on a pad. In degrees per second
Time after which a new valid target is selected
If true, you can only spectate players on your team
Collide against the geometry in spectator mode
Enable spectate mode on this client
Cooldown in seconds between spectator switching
Enable STAP camera animation
Enables the STAP system. 0=disabled; 1=enabled; 2=force STAP to always be active
Specifies the layer on with to apply the STAP assuming that we are using the multi-threaded, interleaved STAP system
Start on quorum: 0 never, 1 default, 2 always
Statistics mode 0 - disabled 1 - enabled crysis mode 2 - enabled K01 mode
Enables the processing of the game stereo framework. (2=extra debug output)
Distance of convergence plane when in ironsight
Enables story info openitem action is available after picking up story database collectable
Duration story info openitem action is available after picking up story database collectable
Suppress warnings emitted by sanity checks about direction vectors of hits
Debug watch level for the SurvivorOneVictoryConditions gamerules module.
Allow players to switch teams when the teams are unbalanced
Minimum difference between team counts to allow team switching
Difference between team counts before the unbalanced game warning kicks in
Time in seconds between unbalanced game warnings
syncronise class registry from server to clients
Amount to increase for every button hit
Max amount to decrease per second after time out expires
Time to increase from normal decay to maximum after initial time out
Amount to decrease per second
Time out to start to increase decay towards maximum
Status progress initial value
Stomp attack damage area radius
Sweep attack damage area radius
Flat distance to player to select one side or the other of the platform
Sweep attack damage area up offset
Debug drill heads status
Debug melee attacks
Debug movement and target tracking status
Debug HFSM
Enable different character models for different teams
drawcall budget
compressed gameplay telemetry is copied to global heap when the session is ended to avoid corrupting the level heap
if telemetry is enabled are gameplay related telemetry stats being gathered
gameplay telemetry is gzipped before uploading to the server
gameplay telemetry is uploaded to the server, set this to also save to disk
display some info on the memory usage of the gameplay stats circular buffer
this is the size of the gameplay stats circular buffer used in bytes for multiplayer, 0 is unlimited
this is the size of the gameplay stats circular buffer used in bytes for singleplayer, 0 is unlimited
How long to wait in seconds before uploading the statslog after the game ends in multiplayer
Only capture performance & bandwidth telemetry when in a real in game state
method used to convert telemetry data structures to xml, 1 = chunked telemetry serializer (new), 2 = class build xml tree (mem hungry), 3 = both (for comparison)
How often in seconds the client should send its XP events to the server for logging in the telemetry files
Sets the telemetry config to use (see Libs/Telemetry/).
Displays the current telemetry session id to the screen
Enables telemetry collection in singleplayer
Specifies additional entity classes to export to minimap file for viewing in StatsTool. Seperate with commas, eg "AmmoCrate,MissionObjective"
How often to gather bandwidth telemetry statistics (negative to disable)
How often to gather memory telemetry statistics (negative to disable)
How often to gather performance telemetry statistics (negative to disable)
How often to gather sound telemetry statistics (negative to disable)
A list of comma seperated tags to apply to the telemetry session (e.g. nettest,qa)
*TODO*
Provided as a mechanism for tests to signal their status to Amble scripts
Enable/Disable debugging info on entities with a heat controller
Duration of a time-limited game (in minutes). 0 means no time-limit.
TEMPORARILY READ-ONLY UNTIL FRONTEND CAN SET THIS. Amount of time to use as Extra Time/Sudden Death Time (in minutes) for MP game modes that support it. Default is 0, 0 means no extra time.
Turns on punishment for team kills
Number of team kills user will be banned for
The radius of the collision sphere used for the camera to stop the third-person death cam from intersecting geometry
The distance between the third-person death camera and the player being watched dying at the end.
The minimum distance the camera can be from the player being watched dying.
The distance between the third-person death camera and the player being watched dying at the start.
By default the third-person death cam's height is at the centre-height of the player dying, but this variable can be used to tweak it up (+) or down (-)
Smoothing speed for the DeathCam.
A Small Number, used to pull collision spheres away from walls, etc.
DEBUG: turn the third-person "death cam" on all the time, helps for tweaking other variables
DEBUG: timeout for the third-person death cam debug graphics. 0 turns gfx off completely
Alternative method to find ground for focus pos, using directional test from the direction of the camera. This is the length of that test. Needs to be small, to avoid penetrating walls
When watching a third-person death but have no valid killer, an artificial look-at pos is created at this distance away
When the death cam collides with a wall it'll start to raise depending on how close the collision was. This is the maximum it can rise by
The furthest angle by which the DeathCam will turn as is displays.
Restrict by how much the sphere test can be longer than the clear part of the previous one. An attempt to stop back-and-forth glitchiness
If you are killed by another player, swap to the killerCam after this amount of time. May be reduced or not used if g_autorevivetime is too small.
Died by suicide, swap to the next mode after this amount of time. May be reduced or not used if g_autorevivetime is too small.
Stop the death cam from getting too vertical as it causes the rotation to freak out
Maximum scale for tracer geometry
Maximum scale applies at this distance from the camera
Minimum scale for tracer geometry
Minimum scale applies at this distance from the camera
Slow down tracer speed when inside this area around the camera
Enables Translation Pinning for the client player
Maximum distance from a previously made cut that allows reusing
The currently active Tweak profile, used for all tweakable values and for saving/loading
*TODO*
Interval rich presence should wait if it fails
use hit sound feedback
Speed up hit and kill RMIs to reduce network lag
Use Online Service For Dedicated Server (defaults to off = LAN)
Use left shoulder button for quick grenade throws, 1=always, 2=mp only
for autobuilds never automatically bring up the user sign in window, if the user isn't signed in. Can affect performance and skew performance test results. Has to be added to system.cfg, doesn't work if added to the commandline!
Activates the new Single Position update order
'Headshot' and 'Denied' Audio on skill kills
Use XML compressed binary format for save and loads. DON'T CHANGE THIS DURING RUNTIME!
When vaulting at slow speeds the resulting animation speed will never go beneath this value
Minimum height difference between a player and a ledge for a vault to be possible
Debug the current draw resolution stats on the server
Adds visibility timeout to IsProbablyVisible() calculations
Visibility timeout time used by IsProbablyVisible() calculations
Once a VTOL has been destroyed and crash lands it will hang around for x seconds
When the VTOL is destroyed it will continue accelerating in its current direction for x seconds
How fast the VTOL falls post-destruction
offset the VTOLs bounds in the z direction
scale of the VTOLs bounds to get a bounds more representative of the internal cabin
scale of the VTOLs bounds to get a bounds more representative of the internal cabin
scale of the VTOLs bounds to get a bounds more representative of the internal cabin
1: Enable debug options in the vtol manager
Players standing inside the vtol will stick to it up to this speed faster than by default
When the VTOL is destroyed any players inside will receive this much damage
How far ahead the vehicle starts looking at when looking for the next node to ravel to
How many seconds to wait after a VTOL is destroyed before spawning a new one
Enable VTOLVehicle manager Debug logic
Enable VTOLVehicle manager Debug logic
Simulate VTOLs moving around the path to provide a more accurate debug drawing of the VTOLs path
If the dot from 3 neighboring nodes is greater than this value we can disregard the middle node (Higher = more accurate but more memory/render work)
Time increment when simulating movement. Lower = more accurate but slower
Enable VTOLVehicle manager update logic
Bullet hit FX appears on water and not what's underneath
Restores the weapon offset
Outputs to the console the current weapon
Resets all weapon offsets
Moves the current weapon offset into current cry mannequin's selected key. g_weaponOffsetToMannequin left will select the left hand offset.
Zooms in the weapon, useful when when seting up offsets
Zooms out the weapon
When the xml debug files are activated, this option adds the name and entity class name to every entity reference in the .xml .
Limits the number of blocks to queue for saving, causes a main thread stall if exceeded. 0 for no limit.
Activates the generation, for debug purposes, of a text xml file each time that there is a binary save (LastBinarySaved.xml) or load (LastBinaryLoaded.xml).
defines the minimun size needed for nodes to be shown in the xml report file
Enables an extra zlib compression pass on the binary saves.
XP multiplyer (for promotions)