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games:nexuiz_cvars_c

Nexuiz cvars c

cvar Funktion Default-Wert
camera_chase_smoothly Attenuate player movements (only in chase mode) 0
camera_enable Enables the camera for demo playback 0
camera_forward_follows 0: Move the camera forwards without changing altitude. 1: Move towards what you are looking 1
camera_free Free camera instead of chasing the player 0
camera_look_attenuation Attenuation of „looking“ movements, only if camera_look_player is set. Bigger is smoother 8
camera_look_player Always look to the player. Mouse input is ignored in this mode 0
camera_mouse_treshold Use to ignore small mouse movements. This allows for smoother camera control 0.5
camera_reset Resets the camera position and switch to chase mode 0
camera_speed_attenuation Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements 10
camera_speed_chase Camera movement speed on the x/y/z axis while chasing the player 4
camera_speed_free Camera movement speed on the x/y/z axis in free mode 8
camera_speed_roll Camera rotation speed 0.9
capturelimit custom cvar 0
capturelimit_override Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
cdaudio CD playing mode (0 = never access CD drive, 1 = play CD tracks if no replacement available, 2 = play fake tracks if no CD track available, 3 = play only real CD tracks, 4 = play real CD tracks even instead of named fake tracks) 1
cdaudioinitialized indicates if CD Audio system is active 1
chase_active enables chase cam 0
chase_back chase cam distance from the player 48
chase_overhead chase cam looks straight down if this is not zero 0
chase_pitchangle chase cam pitch angle 55
chase_up chase cam distance from the player 24
cl_anglespeedkey how much +speed multiplies keyboard turning speed 1.5
cl_autodemo records every game played, using the date/time and map name to name the demo file 0
cl_autodemo_nameformat The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes) demos/%Y-%m-%d_%H-%M
cl_autoswitch automatically switch to newly picked up weapons if they are better than what you are carrying 1
cl_autotaunt automatically taunt enemies when fragging them 0
cl_backspeed backward movement speed 400
cl_beams_instantaimhack makes your lightning gun aiming update instantly 0
cl_beams_lightatend make a light at the end of the beam 0
cl_beams_polygons use beam polygons instead of models 1
cl_beams_quakepositionhack makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld) 1
cl_bob view bobbing amount 0.01
cl_bobcycle view bobbing speed 0
cl_bobmodel enables gun bobbing 1
cl_bobmodel_side gun bobbing sideways sway amount 0.15
cl_bobmodel_speed gun bobbing speed 7
cl_bobmodel_up gun bobbing upward movement amount 0.06
cl_bobup view bobbing adjustment that makes the up or down swing of the bob last longer 0.5
cl_capturevideo enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output) 0
cl_capturevideo_fps how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful) 30
cl_capturevideo_framestep when set to n >= 1, render n frames to capture one (useful for motion blur like effects) 1
cl_capturevideo_height scales all frames to this resolution before saving the video 0
cl_capturevideo_nameformat prefix for saved videos (the date is encoded using strftime escapes) dpvideo
cl_capturevideo_number number to append to video filename, incremented each time a capture begins 1
cl_capturevideo_ogg save captured video data as Ogg/Vorbis/Theora streams 1
cl_capturevideo_ogg_theora_bitrate video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better -1
cl_capturevideo_ogg_theora_keyframe_auto_threshold threshold for key frame decision (0 to 100) 80
cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier how much more bit rate to use for keyframes, specified as a factor of at least 1 1.5
cl_capturevideo_ogg_theora_keyframe_maxinterval maximum keyframe interval (1 to 1000) 64
cl_capturevideo_ogg_theora_keyframe_mininterval minimum keyframe interval (1 to 1000) 8
cl_capturevideo_ogg_theora_noise_sensitivity video noise sensitivity (0 to 6); lower is better 1
cl_capturevideo_ogg_theora_quality video quality factor (0 to 63), or -1 to use bitrate only; higher is better 32
cl_capturevideo_ogg_vorbis_quality audio quality (-1 to 10); higher is better 3
cl_capturevideo_printfps prints the frames per second captured in capturevideo (is only written to the log file, not to the console, as that would be visible on the video) 1
cl_capturevideo_realtime causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute 0
cl_capturevideo_width scales all frames to this resolution before saving the video 0
cl_casings enable or disable bullet casings 1
cl_casings_bronze_time bullet casings lifetime 10
cl_casings_shell_time shell casing lifetime 30
cl_curl_enabled whether client's download support is enabled 1
cl_curl_maxdownloads maximum number of concurrent HTTP/FTP downloads 1
cl_curl_maxspeed maximum download speed (KiB/s) 300
cl_deathnoviewmodel hides gun model when dead 1
cl_deathscoreboard shows scoreboard (+showscores) while dead 1
cl_decals enables decals (bullet holes, blood, etc) 1
cl_decals_fadetime how long decals take to fade away 1
cl_decals_time how long before decals start to fade away 2
cl_decals_visculling perform a very cheap check if each decal is visible before drawing 1
cl_demo_mousegrab Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always) 0
cl_dlights_decaybrightness reduces brightness of light flashes over time 1
cl_dlights_decayradius reduces size of light flashes over time 1
cl_effects_lightningarc_branchfactor_add custom cvar 0.1
cl_effects_lightningarc_branchfactor_start custom cvar 0.25
cl_effects_lightningarc_drift_end custom cvar 0.1
cl_effects_lightningarc_drift_start custom cvar 0.45
cl_effects_lightningarc_segmentlength custom cvar 64
cl_effects_lightningarc_simple custom cvar 0
cl_explosions_alpha_end end alpha of an explosion shell (just before it disappears) 0
cl_explosions_alpha_start starting alpha of an explosion shell 1.5
cl_explosions_lifetime how long an explosion shell lasts 0.5
cl_explosions_size_end ending alpha of an explosion shell (just before it disappears) 128
cl_explosions_size_start starting size of an explosion shell 16
cl_forceplayermodels custom cvar 0
cl_forceplayermodelsfromnexuiz custom cvar 0
cl_forwardspeed forward movement speed 400
cl_gameplayfix_soundsmovewithentities causes sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting position 1
cl_gentle client side gentle mode (only replaces gibs); when set to 1, white smoke replaces gibs, when set to 2, colorful clouds replace gibs 0
cl_gibs_damageforcescale force to push around gibs 3.5
cl_gibs_lifetime average lifetime of gibs 14
cl_gibs_velocity_random gib throw velocity randomness scale 1
cl_gibs_velocity_scale gib throw velocity force scale 1
cl_gibs_velocity_up extra z velocity for gibs 0
cl_gravity but ignored anyway 800
cl_gunalign Gun alignment; 1 = right, 2 = left, 3 = center 3
cl_handicap the higher, the more damage you will receive (client setting) 1
cl_hidewaypoints disable static waypoints, only show team waypoints 0
cl_hitsound play a hit notifier sound when you have hit an enemy 1
cl_iplog_name name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command darkplaces_iplog.txt
cl_itembobheight how much items bob up and down (try 8) 0
cl_itembobspeed how frequently items bob up and down 0.5
cl_joinbeforedownloadsfinish if non-zero the game will begin after the map is loaded before other downloads finish 1
cl_maxfps maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs) 0
cl_maxidlefps maximum fps cap when the game is not the active window (makes cpu time available to other programs 20
cl_minfps minimum fps target - while the rendering performance is below this, it will drift toward lower quality 40
cl_minfps_fade how fast the quality adapts to varying framerate 0.2
cl_minfps_qualitymax highest allowed drawdistance multiplier 1
cl_minfps_qualitymin lowest allowed drawdistance multiplier 0.25
cl_minfps_qualitypower raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate 4
cl_minfps_qualityscale multiplier for quality 0.5
cl_movement enables clientside prediction of your player movement 1
cl_movement_accelerate how fast you accelerate (should match sv_accelerate) 8
cl_movement_airaccel_qw ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw) 0.95
cl_movement_airaccel_sideways_friction anti-sideways movement stabilization (should match sv_airaccel_sideways_friction) 0.35
cl_movement_airaccelerate how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead 5.5
cl_movement_edgefriction how much to slow down when you may be about to fall off a ledge (should match edgefriction) 1
cl_movement_friction how fast you slow down (should match sv_friction) 7
cl_movement_jumpvelocity how fast you move upward when you begin a jump (should match the quakec code) 300
cl_movement_maxairspeed how fast you can move while in the air (should match sv_maxairspeed) 220
cl_movement_maxspeed how fast you can move (should match sv_maxspeed) 400
cl_movement_minping whether to use prediction when ping is lower than this value in milliseconds 0
cl_movement_stepheight how tall a step you can step in one instant (should match sv_stepheight) 34
cl_movement_stopspeed speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed) 100
cl_movement_track_canjump track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some „sliding“ slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too 0
cl_movement_wallfriction how fast you slow down while sliding along a wall (should match sv_wallfriction) 1
cl_movement_wateraccelerate how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead -1
cl_movement_waterfriction how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead -1
cl_movespeedkey how much +speed multiplies keyboard movement speed 2.0
cl_netfps how many input packets to send to server each second 20
cl_netimmediatebuttons sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon) 1
cl_netlocalping lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings) 0
cl_netpacketloss_receive drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc) 0
cl_netpacketloss_send drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc) 0
cl_netrepeatinput how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1) 1
cl_nettimesyncboundmode method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3 6
cl_nettimesyncboundtolerance how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1) 0.25
cl_nettimesyncfactor rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies) 0
cl_nodelta disables delta compression of non-player entities in QW network protocol 0
cl_nogibs reduce number of violence effects, or remove them totally 0
cl_nolerp network update smoothing 0
cl_noplayershadow hide player shadow 0
cl_particles enables particle effects 1
cl_particles_alpha multiplies opacity of particles 1
cl_particles_blood enables blood effects 1
cl_particles_blood_alpha opacity of blood 1
cl_particles_blood_bloodhack make certain quake particle() calls create blood effects instead 1
cl_particles_bubbles enables bubbles (used by multiple effects) 1
cl_particles_bulletimpacts enables bulletimpact effects 1
cl_particles_explosions_shell enables polygonal shell from explosions 0
cl_particles_explosions_sparks enables sparks from explosions 1
cl_particles_oldnexbeam Uses the old v2.3 Nexgun beam instead of the new beam, only works if server allows it (g_allow_oldnexbeam 1) 0
cl_particles_quake makes particle effects look mostly like the ones in Quake 0
cl_particles_quality multiplies number of particles 0.5
cl_particles_rain enables rain effects 1
cl_particles_size multiplies particle size 1
cl_particles_smoke enables smoke (used by multiple effects) 1
cl_particles_smoke_alpha smoke brightness 0.5
cl_particles_smoke_alphafade brightness fade per second 0.55
cl_particles_snow enables snow effects 1
cl_particles_sparks enables sparks (used by multiple effects) 1
cl_particles_visculling perform a costly check if each particle is visible before drawing 0
cl_pitchspeed keyboard pitch turning speed 150
cl_playerdetailreduction the higher, the less detailed player models are displayed (LOD) 0
cl_port forces client to use chosen port number if not 0 0
cl_prydoncursor enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc 0
cl_readpicture_force when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system 0
cl_rollangle how much to tilt the view when strafing 0
cl_rollspeed how much strafing is necessary to tilt the view 200
cl_serverextension_download indicates whether the server supports the download command 0
cl_shownames show player names pointed to (0: never, 1: teamplay only, 2: always) 1
cl_shownet 1 = print packet size, 2 = print packet message list 0
cl_showpressedkeys Show which movement keys someone is pressing: 1 for spectating, 2 for always 0
cl_showpressedkeys_position 1 0 would be upper right corner, 0.5 0.5 the center 1 0.8
cl_showspeed show the XY speed of the player 0
cl_showspeed_position Y-axis positioning of the numbers 0.3
cl_showspeed_size size of the numbers 14
cl_showspeed_z include the speed on the Z-axis 0
cl_sidespeed strafe movement speed 400
cl_sound_hknighthit sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
cl_sound_maptime_warning play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both 1
cl_sound_r_exp3 sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
cl_sound_ric_gunshot specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD 0
cl_sound_ric1 sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/ric1.wav
cl_sound_ric2 sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/ric2.wav
cl_sound_ric3 sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/ric3.wav
cl_sound_tink1 sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/tink1.wav
cl_sound_wizardhit sound to play during TE_WIZSPIKE (empty cvar disables sound)
cl_stainmaps stains lightmaps, much faster than decals but blurred 0
cl_stainmaps_clearonload clear stainmaps on map restart 1
cl_stairsmoothspeed how fast your view moves upward/downward when running up/down stairs 200
cl_stripcolorcodes experimental feature (notes: strips ALL color codes from messages!) 0
cl_teamradar show radar in teammatches when available 1
cl_teamradar_background_alpha set to -1 to disable 0
cl_teamradar_foreground_alpha alpha of the map 0.8
cl_teamradar_position 1 0 would be upper right corner, 0.5 0.5 the center, append a 2 at the end to disable the corner hack, and a 1 to disable half the hack 1 0
cl_teamradar_rotation rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north 0
cl_teamradar_scale distance you can see on the team radar 4096
cl_teamradar_size size of the team radar in pixels 128 128
cl_teamradar_zoommode zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out 0
cl_upspeed vertical movement speed (while swimming or flying) 400
cl_viewmodel_scale changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible 1
cl_voice_directional 0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional 1
cl_voice_directional_taunt_attenuation this defines the distance from which taunts can be heared 0.5
cl_weaponpriority weapon priority list (edit it using the menu, numbers see constants.qh) 11 9 7 4 13 8 6 15 3 5 14 2 1 12 10
cl_weaponpriority_useforcycling when set, weapon cycling by the mouse wheel makes use of the weapon priority list 0
cl_weaponpriority0 use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives 9 4 13 8 14
cl_weaponpriority1 use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy 11 7 6 5 1
cl_weaponpriority2 use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact 11 7 15 3
cl_weaponpriority3 use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all 11 7 15 3 2
cl_weaponpriority4 use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons 4 13 8 6 2
cl_weaponpriority5 use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving 1 12 10
cl_weaponpriority6 use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun
cl_weaponpriority7 use impulse 207 for prev gun from this list, 217 for best gun, 227 for next gun
cl_weaponpriority8 use impulse 208 for prev gun from this list, 218 for best gun, 228 for next gun
cl_weaponpriority9 use impulse 209 for prev gun from this list, 219 for best gun, 229 for next gun
cl_yawspeed keyboard yaw turning speed 140
cl_zoomfactor how much +zoom will zoom (1-16) 5
cl_zoomsensitivity how zoom changes sensitivity (0 = weakest, 1 = strongest) 0
cl_zoomspeed how fast it will zoom (0.5-16), negative values mean instant zoom 3.5
cmdline contains commandline the engine was launched with /home/tyler/nn_dev/nexuiz/nexuiz_vanilla/rev_7385/nexuiz-glx -basedir /home/tyler/nn_dev/nexuiz/nexuiz_vanilla/rev_7385 -userdir /home/tyler/.nexuiz_vanilla
collision_endnudge how much to bias collision trace end 0
collision_enternudge how much to bias collision entry fraction 0
collision_impactnudge how much to back off from the impact 0.03125
collision_leavenudge how much to bias collision exit fraction 0
collision_prefernudgedfraction whether to sort collision events by nudged fraction (1) or real fraction (0) 1
collision_startnudge how much to bias collision trace start 0
con_chat how many chat lines to show in a dedicated chat area 5
con_chatpos where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top) -7
con_chatsize chat text size in virtual 2D pixels (if con_chat is enabled) 10
con_chattime how long chat lines last, in seconds 30
con_chatwidth relative chat window width 0.6
con_closeontoggleconsole allows toggleconsole binds to close the console as well 1
con_completion_chmap custom cvar map
con_completion_exec completion pattern for the exec command *.cfg
con_completion_gotomap custom cvar map
con_completion_playdemo completion pattern for the playdemo command *.dem
con_completion_ply custom cvar *.dem
con_completion_tdem custom cvar *.dem
con_completion_timedemo completion pattern for the timedemo command *.dem
con_completion_vdomap custom cvar map
con_completion_vmap custom cvar map
con_nickcompletion tab-complete nicks in console and message input 1
con_nickcompletion_flags Bitfield: 0: add nothing after completion. 1: add the last color after completion. 2: add a quote when starting a quote instead of the color. 4: will replace 1, will force color, even after a quote. 8: ignore non-alphanumerics. 16: ignore spaces. 11
con_notify how many notify lines to show 4
con_notifyalign how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default) 0
con_notifysize notify text size in virtual 2D pixels 10
con_notifytime how long notify lines last, in seconds 3
con_textsize console text size in virtual 2D pixels 8
coop coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch) 0
crosshair selects crosshair to use (0 is none) 5
crosshair_campingrifle crosshair to display when wielding the campingrifle
crosshair_campingrifle_color_alpha crosshair alpha value to display when wielding the campingrifle 1
crosshair_campingrifle_color_blue crosshair color blue component to display when wielding the campingrifle 0.25
crosshair_campingrifle_color_green crosshair color green component to display when wielding the campingrifle 0.5
crosshair_campingrifle_color_red crosshair color red component to display when wielding the campingrifle 0.85
crosshair_campingrifle_ring_size bullet counter ring size around campingrifle crosshair, multiple of crosshair_campingrifle_size 1.5
crosshair_campingrifle_size crosshair size when wielding the campingrifle 0.65
crosshair_color_alpha how opaque the crosshair should be 1
crosshair_color_blue customizable crosshair color 0
crosshair_color_green customizable crosshair color 0
crosshair_color_override when 1, crosshair_color_* overrides the per-weapon color 0
crosshair_color_red customizable crosshair color 1
crosshair_crylink crosshair to display when wielding the crylink
crosshair_crylink_color_alpha crosshair alpha value to display when wielding the crylink 0.85
crosshair_crylink_color_blue crosshair color blue component to display when wielding the crylink 1
crosshair_crylink_color_green crosshair color green component to display when wielding the crylink 0.25
crosshair_crylink_color_red crosshair color red component to display when wielding the crylink 0.85
crosshair_crylink_size crosshair size when wielding the crylink 0.4
crosshair_electro crosshair to display when wielding the electro
crosshair_electro_color_alpha crosshair alpha value to display when wielding the electro 1
crosshair_electro_color_blue crosshair color blue component to display when wielding the electro 1
crosshair_electro_color_green crosshair color green component to display when wielding the electro 0.5
crosshair_electro_color_red crosshair color red component to display when wielding the electro 0.35
crosshair_electro_size crosshair size when wielding the electro 0.5
crosshair_grenadelauncher crosshair to display when wielding the mortar
crosshair_grenadelauncher_color_alpha crosshair alpha value to display when wielding the mortar 1.15
crosshair_grenadelauncher_color_blue crosshair color blue component to display when wielding the mortar 0
crosshair_grenadelauncher_color_green crosshair color green component to display when wielding the mortar 0.15
crosshair_grenadelauncher_color_red crosshair color red component to display when wielding the mortar 1
crosshair_grenadelauncher_size crosshair size when wielding the mortar 0.7
crosshair_hagar crosshair to display when wielding the hagar
crosshair_hagar_color_alpha crosshair alpha value to display when wielding the hagar 1
crosshair_hagar_color_blue crosshair color blue component to display when wielding the hagar 0.35
crosshair_hagar_color_green crosshair color green component to display when wielding the hagar 0.5
crosshair_hagar_color_red crosshair color red component to display when wielding the hagar 0.85
crosshair_hagar_size crosshair size when wielding the hagar 0.8
crosshair_hittest do a crosshair hit evaluation; also, the crosshair is scaled by the given number when aiming at an enemy, and blurred when aiming at a team mate 1
crosshair_hittest_blur blur the crosshair if the shot is obstructed 1
crosshair_hittest_showimpact move the crosshair to the actual impact location if obstructed 0
crosshair_hlac crosshair to display when wielding the H.L.A.C
crosshair_hlac_color_alpha crosshair alpha value to display when wielding the H.L.A.C. 1
crosshair_hlac_color_blue crosshair color blue component to display when wielding the H.L.A.C. 0.2
crosshair_hlac_color_green crosshair color green component to display when wielding the H.L.A.C. 0.65
crosshair_hlac_color_red crosshair color red component to display when wielding the H.L.A.C. 1
crosshair_hlac_size crosshair size when wielding the H.L.A.C. 0.6
crosshair_hook crosshair to display when wielding the hook
crosshair_hook_color_alpha crosshair alpha value to display when wielding the hook 0.85
crosshair_hook_color_blue crosshair color blue component to display when wielding the hook 0.85
crosshair_hook_color_green crosshair color green component to display when wielding the hook 1
crosshair_hook_color_red crosshair color red component to display when wielding the hook 0.65
crosshair_hook_size crosshair size when wielding the hook 0.5
crosshair_laser crosshair to display when wielding the laser
crosshair_laser_color_alpha crosshair alpha value to display when wielding the laser 0.75
crosshair_laser_color_blue crosshair color blue component to display when wielding the laser 0.2
crosshair_laser_color_green crosshair color green component to display when wielding the laser 0.35
crosshair_laser_color_red crosshair color red component to display when wielding the laser 1
crosshair_laser_size crosshair size when wielding the laser 0.4
crosshair_minstanex crosshair to display when wielding the minstanex gun
crosshair_minstanex_color_alpha crosshair alpha value to display when wielding the minstanex gun 1
crosshair_minstanex_color_blue crosshair color blue component to display when wielding the minstanex gun 1
crosshair_minstanex_color_green crosshair color green component to display when wielding the minstanex gun 0.65
crosshair_minstanex_color_red crosshair color red component to display when wielding the minstanex gun 0.65
crosshair_minstanex_size crosshair size when wielding the minstanex gun 0.4
crosshair_nex crosshair to display when wielding the nex gun
crosshair_nex_color_alpha crosshair alpha value to display when wielding the nex gun 0.85
crosshair_nex_color_blue crosshair color blue component to display when wielding the nex gun 1
crosshair_nex_color_green crosshair color green component to display when wielding the nex gun 0.9
crosshair_nex_color_red crosshair color red component to display when wielding the nex gun 0
crosshair_nex_size crosshair size when wielding the nex gun 0.65
crosshair_per_weapon when 1, each gun will display a different crosshair 0
crosshair_porto crosshair to display when wielding the porto
crosshair_porto_color_alpha crosshair alpha value to display when wielding the porto 0.85
crosshair_porto_color_blue crosshair color blue component to display when wielding the porto 0.5
crosshair_porto_color_green crosshair color green component to display when wielding the porto 1
crosshair_porto_color_red crosshair color red component to display when wielding the porto 0.5
crosshair_porto_size crosshair size when wielding the porto 0.6
crosshair_rocketlauncher crosshair to display when wielding the rocketlauncher
crosshair_rocketlauncher_color_alpha crosshair alpha value to display when wielding the rocketlauncher 1
crosshair_rocketlauncher_color_blue crosshair color blue component to display when wielding the rocketlauncher 0.2
crosshair_rocketlauncher_color_green crosshair color green component to display when wielding the rocketlauncher 0.75
crosshair_rocketlauncher_color_red crosshair color red component to display when wielding the rocketlauncher 1
crosshair_rocketlauncher_size crosshair size when wielding the rocketlauncher 0.5875
crosshair_seeker custom cvar
crosshair_seeker_color_alpha custom cvar 0.9
crosshair_seeker_color_blue custom cvar 0.35
crosshair_seeker_color_green custom cvar 0.35
crosshair_seeker_color_red custom cvar 1
crosshair_seeker_size custom cvar 1.15
crosshair_shotgun crosshair to display when wielding the shotgun
crosshair_shotgun_color_alpha crosshair alpha value to display when wielding the shotgun 1.1
crosshair_shotgun_color_blue crosshair color blue component to display when wielding the shotgun 0.7
crosshair_shotgun_color_green crosshair color green component to display when wielding the shotgun 0.7
crosshair_shotgun_color_red crosshair color red component to display when wielding the shotgun 0.7
crosshair_shotgun_size crosshair size when wielding the shotgun 0.65
crosshair_size adjusts size of the crosshair on the screen 1
crosshair_tuba crosshair to display when wielding the tuba
crosshair_tuba_color_alpha crosshair alpha value to display when wielding the tuba 1
crosshair_tuba_color_blue crosshair color blue component to display when wielding the tuba 0.25
crosshair_tuba_color_green crosshair color green component to display when wielding the tuba 0.5
crosshair_tuba_color_red crosshair color red component to display when wielding the tuba 0.85
crosshair_tuba_size crosshair size when wielding the tuba 1
crosshair_uzi crosshair to display when wielding the machinegun
crosshair_uzi_color_alpha crosshair alpha value to display when wielding the machinegun 0.9
crosshair_uzi_color_blue crosshair color blue component to display when wielding the machinegun 0.35
crosshair_uzi_color_green crosshair color green component to display when wielding the machinegun 0.9
crosshair_uzi_color_red crosshair color red component to display when wielding the machinegun 0.4
crosshair_uzi_size crosshair size when wielding the machinegun 0.6
csqc_progcrc CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 -1
csqc_progname name of csprogs.dat file to load csprogs.dat
csqc_progsize file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 -1
cutscene enables cutscenes in nehahra, can be used by other mods 1
cvar_check_default custom cvar cf10a5c13c0767a0f40fd748ce9a472c
cvar_check_weapons custom cvar a7ca57b891d66754b856e24e5c1745e3

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games/nexuiz_cvars_c.txt · Zuletzt geändert: 2016-02-15-18-02 von 7saturn