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Console Commands and Variables with Prefix G_

game specific, not part of CryEngine


Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE

Alphabetically Sorted

Console Variables and Commands

    g_achievements_aiDetectionDelay

      
      Used by certain achievement stats, defines the amount of time the ai must not be alerted by the player after performing some special kills
      

    g_actorViewDistRatio

      
      Sets the view dist ratio for actors.
      
      

    g_aiCorpses_CullPhysicsDistance

      
      Corpses at this distance from the player will have their physics disabled
      

    g_aiCorpses_DebugDraw

      
      Enable AI corpse debugging
      

    g_aiCorpses_DelayTimeToSwap

      
      Time in seconds the Ai will remain on the ground before being swap for a corpse
      

    g_aiCorpses_Enable

      
      Enable AI corpse spawning
      

    g_aiCorpses_ForceDeleteDistance

      
      Corpses at this distance will be removed as soon as not visible
      

    g_aiCorpses_MaxCorpses

      
      Max number of corpses allowed
      

    g_aimdebug

      
      Enable/disable debug drawing for aiming direction
      

    g_allowCustomLoadouts

      
      Allow players to use custom loadouts
      

    g_allowDisconnectIfUpdateFails

      *TODO*

    g_allowExplosives

      
      Allow players to use explosives
      

    g_allowFatalityBonus

      
      Allow players to gain fatality bonuses, 1=enable, 2=force
      

    g_allowSaveLoadInEditor

      
      Allow saving and loading games in the editor (DANGEROUS)
      

    g_allowSpectators

      
      whether players can join the game as pure spectators
      

    g_allowWeaponCustomisation

      
      whether players can use the in-game weapon customisation menu
      

    g_animatorDebug

      
      Animator Debug Info
      

    g_assertWhenVisTableNotUpdatedForNumFrames

      *TODO*

    g_autoAimManagerDebug

      
      Debug auto aim manager
      

    g_autoAssignTeams

      
      1 = auto assign teams, 0 = players choose teams
      

    g_autoReviveTime

      
      Time from death till the player is automatically revived
      

    g_blinding_flashbangRecoveryDelayFrac

      
      For the first X fraction of the flashbang effect, no blindness recovery will take place
      

    g_blinding_timeBetweenFlashbangAndKill

      
      Time between flashbang and killing
      

    g_bodyDamage_log

      
      Enables/Disables BodyDamage logging
      

    g_bodyDamage_reload

      
      Reloads bodyDamage for the specified actor, or for everyone if not specified
      

    g_bodyDestruction_debug

      
      Enables/Disables BodyDestruction Debug info
      

    g_bodyDestruction_debugFilter

      *TODO*

    g_bodyDestruction_reload

      
      Reloads all body destruction data files
      

    g_breakage_debug

      
      Turns on debug rendering for broken objects counted against g_breakage_mem_limit
      

    g_breakage_mem_limit

      
      Sets a budget for procedurally breakable objects (in KBs)
      

    g_breakage_particles_limit

      
      Imposes a limit on particles generated during 2d surfaces breaking
      

    g_breakageFadeDelay

      *TODO*

    g_breakageFadeTime

      *TODO*

    g_breakagelog

      
      Log break events
      

    g_breakageMinAxisInertia

      
      Set this to 1.0 to force broken trees to have spherical inertia
      

    g_breakageNoDebrisCollisions

      
      Turns off all collisions for debris, apart from coltype_solid
      

    g_breakageTreeDec

      
      Please see comments in ActionGame.cpp
      

    g_breakageTreeInc

      
      Please see comments in ActionGame.cpp
      

    g_breakageTreeIncGlass

      
      Please see comments in ActionGame.cpp
      

    g_breakageTreeMax

      
      Please see comments in ActionGame.cpp
      

    g_breakImpulseScale

      REQUIRE_LEVEL_RELOAD
      
      How big do explosions need to be to break things?
      

    g_breaktimeoutframes

      *TODO*

    g_buddyMessagesIngame

      DUMPTODISK
      
      Output incoming buddy messages in chat while playing game.
      

    g_bulletPenetrationDebug

      
      Enable bullet penetration debugging
      

    g_bulletPenetrationDebugTimeout

      
      Display time of debug messages
      

    g_callEnsureBestHost

      *TODO*

    g_charactersDbaManagementDebug

      
      Debug information about currently loaded character dbas
      

    g_charactersDbaManagementEnable

      
      Enable/Disable character dbas load/unload management
      

    g_cloakBlendSpeedScale

      
      Sets cloak blend speed scale
      

    g_cloakFlickerOnRun

      
      Use cloak flickering effect when running, 1=always, 2=mp only
      

    g_cloakRefractionScale

      
      Sets cloak refraction scale
      

    g_CombiCaptureObjective_watchLvl

      
      Debug watch level for the CombiCaptureObjective gamerules module.
      

    g_CombiCaptureObjective_watchTerminalSignalPlayers

      
      Watch the audio signal players attached to the objective terminals in the CombiCaptureObjective gamerules module.
      

    g_combinedFire_maxTimeBetweenWeapons

      
      Time between last hit of previous weapon and kill for it count as combined fire
      

    g_corpseManager_maxNum

      
      Limit for number of corpses active at any time
      

    g_corpseManager_thermalHeatFadeDuration

      
      Time Duration it takes for corpses heat to fade in thermal vision mode
      

    g_corpseManager_thermalHeatMinValue

      
      Min heat value in thermal vision mode
      

    g_corpseManager_timeoutInSeconds

      
      Number of seconds to keep corpses around before removing them. A value <= 0 means: never remove due to timeout.
      

    g_craigNetworkDebugLevel

      REQUIRE_APP_RESTART
      
      Craig network debug options
      

    g_data_centre_config

      REQUIRE_APP_RESTART
      
      high level config switch of which data centre to use for telemetry and web data
      

    g_dataRefreshFrequency

      
      How many hours to wait before refreshing data from web server
      

    g_deathCam

      
      Enables / disables the MP death camera (shows the killer's location)
      

    g_deathCamSP.dof_enable

      
      Enables / disables the Depth of field effect in single player death camera
      

    g_deathCamSP.dofDistanceSpeed

      
      Speed the FocusDistance changes over time
      

    g_deathCamSP.dofRange

      
      FocusRange value used when focusing on the killer
      

    g_deathCamSP.dofRangeNoKiller

      
      FocusRange value used when not focusing on the killer
      

    g_deathCamSP.dofRangeSpeed

      
      Speed the FocusRange value changes over time
      

    g_deathCamSP.enable

      
      Enables / disables the SP death camera
      

    g_deathCamSP.updateFrequency

      
      Update frequency for death camera dof effect values
      

    g_debug_fscommand

      
      Print incoming fscommands to console
      

    g_debug_stats

      
      Enabled massive gameplay events debug
      

    g_debugaimlook

      
      Debug aim/look direction
      

    g_debugCollisionDamage

      DUMPTODISK
      
      Log collision damage
      

    g_debugDialogBuffers

      
      Enables the on screen debug info for flownode dialog buffers.
      

    g_DebugDrawPhysicsAccess

      DUMPTODISK
      
      Displays current physics access statistics for the game module.
      

    g_debugFakeHits

      DUMPTODISK
      
      Display Fake Hits
      

    g_debugHardwareMouse

      
      Enables debug mode for the hardware mouse.
      

    g_debugHits

      DUMPTODISK
      
      Log hits
      

    g_debugLongTermAwardDays

      
      Debug number of days required for long term award
      

    g_debugNetPlayerInput

      
      Show some debug for player input
      

    g_debugOffsetCamera

      
      Debug offset the camera
      

    g_debugSaveLoadMemory

      
      Print debug information about save/load memory usage
      

    g_debugShowGainedAchievementsOnHUD

      
      When an achievement is/would be given, the achievement name is shown on the HUD
      

    g_debugSmokeGrenades

      
      Debug smoke grenade LOS blocking
      

    g_debugSpawnPointsRegistration

      
      Enabled extra logging to debug spawn point registration
      

    g_debugSpawnPointValidity

      
      Fatal error if a client is requesting an initial spawn point that is in the wrong spawn group
      

    g_debugTestProtectedScripts

      
      Enable this to make the game check protected script binds cannot be accessed when they are disabled
      

    g_debugWeaponOffset

      
      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
      

    g_defaultItemRespawnTimer

      
      Default amount of time to respawn an item - used if the actual timer length is lost in a host migration
      

    g_defiant_lowHealthFraction

      
      Fraction of max health that counts as 'low health'
      

    g_defiant_timeAtLowHealth

      
      Period of time in seconds that player must have been at low health before making the kill
      

    g_demiGodRevivesAtCheckpoint

      
      Demi God Mode warps you to the last checkpoint
      

    g_detachCamera

      
      Detach camera
      

    g_detachedCameraDebug

      
      Display debug graphics for detached camera spline playback.
      

    g_detachedCameraMoveSpeed

      
      Move detached camera
      

    g_detachedCameraRotateSpeed

      
      Move detached camera
      

    g_detachedCameraTurboBoost

      
      Move speed turbo boost when holding down (360) A button
      

    g_devDemo

      
      To enable developer demos (intended to be checked from flowgraph)
      

    g_difficultyLevel

      
      Difficulty level
      

    g_difficultyLevelLowestPlayed

      
      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
      

    g_disable_OpponentsDisconnectedGameEnd

      
      Stop the game from automatically ending when all opponents have disconnected. Useful for debugging failed migrations, etc.
      

    g_DisableCollisionDamage

      
      Disable entities being damaged by collisions
      

    g_disableInputKeyFlowNodeInDevMode

      
      disables input Key flownodes even in dev mode. Pure game only, does not affect editor.
      

    g_DisableScoring

      
      Disable players being awarded points
      

    g_disableSequencePlayback

      
      disable movie sequence playback
      

    g_disableSwitchVariantOnSettingChanges

      
      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
      

    g_displayCheckpointName

      
      Display checkpoint name when game is saved
      

    g_displayDbgText_actorState

      
      Show information (health, current state etc.) about each actor
      

    g_displayDbgText_hud

      
      Show HUD-related debugging text on the screen
      

    g_displayDbgText_plugins

      
      Show player plug-in-related debugging text on the screen
      

    g_displayDbgText_pmv

      
      Show list of 'player modifiable values' on the screen
      

    g_displayDbgText_silhouettes

      
      Show silhouette-related debugging text on the screen
      

    g_displayIgnoreList

      DUMPTODISK
      
      Display ignore list in chat tab.
      

    g_displayPlayerDamageTaken

      
      Display the amount of damage being taken above a player who's getting injured
      

    g_distanceForceNoIk

      
      Distance at which to disable ground alignment IK
      

    g_distanceForceNoLegRaycasts

      
      Distance at which to disable ground alignment IKs raycasts
      

    g_dlcPurchaseOverwrite

      
      Cheat to unlock DLC content on PC without purchase
      

    g_download_mgr_data_centre_config

      REQUIRE_APP_RESTART
      
      high level config switch of which data centre to use for downloadmgr
      

    g_droppedHeavyWeaponVanishTimer

      
      Number of seconds before dropped heavy weapons vanish
      

    g_droppedItemVanishTimer

      
      Number of seconds before dropped items vanish
      

    g_dummyPlayersChangeWeapon

      
      0 = no weapon change, 1 = sequential through weapon list, 2 = random weapons
      

    g_dummyPlayersCommitSuicide

      
      Enable/Disable killing (and respawning) dummy players who've been alive for too long
      

    g_dummyPlayersFire

      
      Enable/Disable firing on the dummy players
      

    g_dummyPlayersGameRules

      
      Game rules for dummy player matchmaking
      

    g_dummyPlayersJump

      
      Control how often dummy players jump - 0.0 is never, 1.0 is whenever they're not crouching
      

    g_dummyPlayersMaxInTime

      
      Maximum time for dummy player to remain in game (seconds, < 0.0F to disable
      

    g_dummyPlayersMaxOutTime

      
      Maximum time for dummy player to remain out of game (seconds, < 0.0F to disable
      

    g_dummyPlayersMinInTime

      
      Minimum time for dummy player to remain in game (seconds, < 0.0F to disable
      

    g_dummyPlayersMinOutTime

      
      Minimum time for dummy player to remain out of game (seconds, < 0.0F to disable
      

    g_dummyPlayersMove

      
      Enable/Disable moving on the dummy players
      

    g_dummyPlayersRanked

      
      Ranked flag for dummy player matchmaking
      

    g_dummyPlayersRespawnAtDeathPosition

      
      0 = default respawn location, 1 = respawn at position where they were killed
      

    g_dummyPlayersShowDebugText

      
      Enable/Disable on-screen messages about dummy players
      

    g_dump_stats

      *TODO*

    g_dumpClassRegistry

      
      Print to console the list of classes and their associated ids
      

    g_ec_enable

      
      Enable/Disable explosion culling of small objects. Default = 1
      

    g_ec_extent

      
      Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
      

    g_ec_radiusScale

      
      Explosion culling scale to apply to explosion radius for object query.
      

    g_ec_removeThreshold

      
      At how many items in exploding area will it start removing items.
      

    g_ec_volume

      
      Explosion culling volume which needs to be exceed for objects to not be culled.
      

    g_empOverTimeGrenadeLife

      
      The time an EMP over time grenade stays alive for once initially exploding
      

    g_enableActorLuaCache

      
      Enable the caching of actor properties from Lua to avoid Lua access at run-time
      

    g_EnableDevMenuOptions

      REQUIRE_APP_RESTART
      
      Enable DEV menu options
      

    g_enableFriendlyAIHits

      
      Enables AI-owning bullet hit feedback for friendly actors.
      

    g_enableFriendlyFallAndPlay

      
      Enables fall&play feedback for friendly actors.
      

    g_enableFriendlyPlayerHits

      
      Enables Player-owning bullet hit feedback for friendly actors.
      

    g_enableInitialLoadoutScreen

      
      Enable the loadout screen when joining a game.
      

    g_enableInitialLoginSilent

      
      1=Attempt silent login on startup
      

    g_enableitems

      
      Enable/disable the item system
      

    g_enableLanguageSelectionMenu

      READONLY
      
      Enable the language selection menu.
      

    g_enableloadingscreen

      DUMPTODISK
      
      Enable/disable the loading screen
      

    g_EnableLoadSave

      
      Enables/disables saving and loading of savegames
      

    g_enableMPDoubleTapGrenadeSwitch

      
      Double tapping Y will switch to your grenades/explosives
      

    g_EnablePersistantStatsDebugScreen

      
      Enable persistant stats debug screen (needs dev menu options enabled)
      

    g_enablePoolCache

      
      Enable the caching of data associated with entities pooled e.g., equipment pack, body damage, etc.
      

    g_enableSlimCheckpoints

      
      Enable the use of console style checkpoints instead of full save.
      

    g_EPD

      REQUIRE_APP_RESTART
      
      Enable Exclusive Playable Demo version
      

    g_explosion_materialFX_raycastLength

      
      Length of raycast for non-direct impact explosions to find appropriate surface effect
      

    g_FEMenuCacheSaveList

      
      Save the file list required to make the front end model cache pak
      

    g_fillReservationSlots

      *TODO*

    g_flashBangFriends

      
      Applies flash bangs to friends
      

    g_flashBangMinFOVMultiplier

      
      Set the minimum multiplier for the dot product comparison
      

    g_flashBangMinSpeedMultiplier

      
      Set the minimum movement and rotation speed multiplier when stunned by a flashbang
      

    g_flashBangNotInFOVRadiusFraction

      
      Set the radius fraction which will still blind a player even if not looking at a flashbang
      

    g_flashBangSelf

      
      Applies flash bangs to your self
      

    g_flashBangSpeedMultiplierFallOffEase

      
      Alters the falloff curve for the flashbang multiplier
      

    g_flashdoorpanel_distancecheckinterval

      
      Flash door panel distance check interval for visibility
      

    g_flashrenderingduringloading

      
      Enable active flash rendering during level loading
      

    g_flushed_timeBetweenGrenadeBounceAndSkillKill

      
      Time between grenade bouncing near someone and flushed skill kill
      

    g_flyCamLoop

      
      Toggles whether the flycam should loop at the end of playback
      

    g_footstepSoundMaxDistanceSq

      
      Maximum squared distance for footstep sounds / fx spawned by Players.
      

    g_FootstepSoundsDebug

      
      Toggles debug messages of footstep sounds.
      

    g_FootstepSoundsFollowEntity

      
      Toggles moving of footsteps sounds with it's entity.
      

    g_forcedReviveTime

      
      Time from death till the player is forced to revive by the server, without any client request being received
      

    g_forceFastUpdate

      
      GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
      

    g_forceHeavyWeapon

      
      Force players to use a specific heavy weapon
      

    g_forceIntroSequence

      
      Forces any intro sequence present (flownode) to play regardless of objectives etc
      

    g_forceItemRespawnTimer

      
      Override the amount of time it takes to respawn an item (0=disable override)
      

    g_forceLoadoutPackage

      
      Force players to use a specific loadout package
      

    g_forceWeapon

      
      Force the loadouts to all use the same weapon, -1=disable
      

    g_fovToRotationSpeedInfluence

      
      Reduces player rotation speed when fov changes
      

    g_fpDbaManagementDebug

      
      Debug information about currently loaded fp dbas
      

    g_fpDbaManagementEnable

      
      Enable/Disable fp dbas load/unload management
      

    g_friendlyfireratio

      
      Sets friendly damage ratio.
      

    g_friendlyLowerItemMaxDistance

      
      Max distance a friendly AI needs to be before the player will lower his weapon.
      

    g_frontEndRequiredEPD

      REQUIRE_APP_RESTART
      
      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
      

    g_frontEndUnicodeInput

      
      Enables unicode input
      

    g_gameFXLightningProfile

      
      Toggles game effects system lightning arc profiling
      

    g_gameFXSystemDebug

      
      Toggles game effects system debug state
      

    g_gameIntersectionTestQuota

      
      Amount of deferred intersection tests allowed to be cast per frame by Game
      

    g_gameplayAnalyst

      REQUIRE_APP_RESTART
      
      Enable/Disable Gameplay Analyst
      

    g_gameRayCastQuota

      
      Amount of deferred rays allowed to be cast per frame by Game
      

    g_gameRules_postGame_HUDMessageTime

      
      How long to show the endgame HUD message for
      

    g_gameRules_postGame_ScoreboardTime

      
      How long to show the full scoreboard for
      

    g_gameRules_postGame_Top3Time

      
      How long to show the top 3 scoreboard for
      

    g_gameRules_preGame_StartSpawnedFrozen

      
      Enable to start the gamemode with the player spawned but controls frozen. If disabled then they spawn when the start countdown has finished.
      

    g_gameRules_skipStartTimer

      
      Skip the 15 second countdown?
      

    g_gameRules_StartCmd

      
      Console command to run when MP game rules transition to Start Game
      

    g_gameRules_startTimerLength

      
      The N in 'Game will start in N seconds' (triggered once there are enough players)
      

    g_gameRules_startTimerMinPlayers

      
      Min number of players to trigger countdown (deathmatch mode)
      

    g_gameRules_startTimerMinPlayersPerTeam

      
      Min number of players on each team to trigger countdown (team mode)
      

    g_gameRules_startTimerOverrideWait

      
      Override time in seconds to trigger countdown without min player limits met
      

    g_gameRules_startTimerPlayersRatio

      
      Percentage of players loaded to trigger countdown (0.0f -> 1.0f)
      

    g_gameStartingMessageTime

      
      Time between messages telling the player that the game hasn't started yet
      

    g_generateAnimPairFile

      
      Saves out the anim pair file used to hook up 1P & 3P animations
      

    g_giveAchievement

      
      Give an achievement
      

    g_glassAutoShatter

      
      Always smash the whole pane, and spawn fracture effect
      

    g_glassAutoShatterMinArea

      
      If the area of glass is below this, then autoshatter
      

    g_glassAutoShatterOnExplosions

      
      Just smash the whole pane, and spawn fracture effect for explosions
      

    g_glassForceTimeout

      
      Make all glass break after a given time, overrides art settings
      

    g_glassForceTimeoutSpread

      
      Add a random amount to forced glass shattering
      

    g_glassMaxPanesToBreakPerFrame

      
      Max glass breaks, before auto-shattering is forced
      

    g_glassNoDecals

      
      Turns off glass decals
      

    g_glassSystemEnable

      
      Enables the new dynamic breaking system for glass
      

    g_godMode

      
      God Mode
      

    g_goToCampaignAfterTutorial

      
      After finishing the tutorial continue to campaign.
      

    g_gotYourBackKill_FOVRange

      
      FOV range to be used in determining if actors are facing each other
      

    g_gotYourBackKill_targetDistFromFriendly

      
      Distance check for victim near friendly actor
      

    g_groundAlignAll

      
      Enable ground alignment for every character that supports it.
      

    g_groundeffectsdebug

      
      Enable/disable logging for GroundEffects (2 = use non-deferred ray-casting)
      

    g_guardian_maxTimeSinceLastDamage

      
      Max time in seconds since victim attacked a friendly
      

    g_handleEvents

      
      Activates the registration requirement for GameObjectEvents
      

    g_hasWindowFocus

      *TODO*

    g_hideArms

      
      Hide arms in first person
      

    g_highlightingMaxDistanceToHighlightSquared

      
      How close interactive entities should be before highlighting
      

    g_highlightingMovementDistanceToUpdateSquared

      
      How far the player needs to move before reassessing nearby interactive entities
      

    g_highlightingTimeBetweenForcedRefresh

      
      Maximum time before entities are re-checked for highlight requirements
      

    g_hitDeathReactions_debug

      
      Enables/Disables debug information for hit and death reactions system
      

    g_hitDeathReactions_disable_ai

      
      If enabled, it'll not allow to execute any AI instruction during the hit/death reaction
      

    g_hitDeathReactions_disableRagdoll

      
      Disables switching to ragdoll at the end of animations
      

    g_hitDeathReactions_dumpAssetUsage

      
      Dumps information about asset usage in the system, streaming, and so.
      

    g_hitDeathReactions_enable

      
      Enables/Disables Hit/Death reaction system
      

    g_hitDeathReactions_logReactionAnimsOnLoading

      
      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
      

    g_hitDeathReactions_reload

      
      Reloads hitDeathReactions for the specified actor, or for everyone if not specified
      

    g_hitDeathReactions_streaming

      
      Enables/Disables reactionAnims streaming. 0: Disabled, 1: DBA Registering-based, 2: Entity lifespan-based
      

    g_hitDeathReactions_useLuaDefaultFunctions

      
      If enabled, it'll use the default lua methods inside HitDeathReactions script instead of the default c++ version
      

    g_hitDeathReactions_usePrecaching

      
      Enables/Disables precaching of of hitreactions: Requires game restart.
      

    g_HoldObjective_secondsBeforeStartForSpawn

      
      The first crash site starts coming in this many seconds before the start of the game.
      

    g_holdObjectiveDebug

      
      Debugging for hold objective  1. Draw debug cylinder.  2. Fade ring in on pulse
      

    g_hostMigrationResumeTime

      
      Time after players have rejoined before the game resumes
      

    g_hostMigrationServerDelay

      
      Delay in host migration before promoting to server (seconds)
      

    g_hostMigrationUseAutoLobbyMigrateInPrivateGames

      
      1=Make calls to EnsureBestHost when in private games
      

    g_hud3d_cameraDistance

      
      3D Hud distance to camera
      

    g_hud3d_cameraOffsetZ

      
      3D Hud z pos offset
      

    g_hud3D_cameraOverride

      
      if true g_hud3d_cameraDistance and g_hud3d_cameraOffsetZ can be used to change offsets, otherwise auto offsets
      

    g_hud_postgame_debug

      
      Enable/Disable debugging of post game state
      

    g_idleKickTime

      
      Time to wait before kicking a player for being idle for too long (in seconds)
      

    g_ignoreDLCRequirements

      
      Shows all servers in the game browser even if the DLC requirements are not met
      

    g_immersive

      
      If set, multiplayer physics will be enabled
      

    g_impulseHandler_reload

      
      Reloads the parameters for the impulse handler of every actor
      

    g_infiniteAmmo

      
      Infinite inventory ammo
      

    g_infiniteAmmoTutorialMode

      
      Enables infinite inventory ammo for the tutorial.
      

    g_infiniteCloak

      
      whether players are locked in stealth mode
      

    g_infiniteSprintStamina

      
      Infinite sprint
      

    g_instantKillDamageThreshold

      
      If positive, any damage caused greater than this value will kill the character
      

    g_interactiveObjectDebugRender

      
      Enable/Disable the rendering of debug visuals for interactive object e.g. helper cones + radii
      

    g_intervention_timeBetweenZoomedAndKill

      
      Time between ironsighting and killing
      

    g_IntroSequencesEnabled

      
      Enables any intro sequence setup for a level to play
      

    g_inventoryExplosivesCapacity

      
      Capacity for explosives slot in inventory
      

    g_inventoryGrenadesCapacity

      
      Capacity for grenades slot in inventory
      

    g_inventoryNoLimits

      
      Removes inventory slots restrictions. Allows carrying as many weapons as desired
      

    g_inventorySpecialCapacity

      
      Capacity for special slot in inventory
      

    g_inventoryWeaponCapacity

      
      Capacity for weapons slot in inventory
      

    g_itemsLodRatioScale

      
      Sets the view dist ratio for items owned by AI/Player in SP.
      
      

    g_itemsViewDistanceRatioScale

      
      Sets the view dist ratio for items owned by AI/Player in SP.
      
      

    g_joint_breaking

      
      Toggles jointed objects breaking
      

    g_keepMPAudioSignalsPermanently

      
      If MP-specific audio signals are in memory only when needed (0) or all the time (1)
      

    g_kickCarDetachEndTime

      
      Time in seconds after kicking a car that doors etc. will have all fallen off
      

    g_kickCarDetachesEntities

      
      1=drop on kick
      

    g_kickCarDetachStartTime

      
      Time in seconds after kicking a car that doors etc. should start falling off
      

    g_killercam_canSkip

      
      Allows the user to skip the KillerCam
      

    g_killercam_disable

      
      Disables KillerCam game-wide.
      

    g_killercam_displayDuration

      
      The amount of time to show display the KillerCam for. May be reduced or not used if g_autorevivetime is too small.
      

    g_killercam_dofBlurAmount

      
      Blur amount for the background on the Killer Cam
      

    g_killercam_dofFocusRange

      
      The focus range for the depth of field on the Killer Cam
      

    g_KingOfTheHillObjective_watchLvl

      
      Debug watch level for the KingOfTheHill objective implementation.
      

    g_landingBobLandTimeFactor

      
      Fraction of the bob time to be at full compression
      

    g_landingBobTimeFactor

      
      Fraction of the bob time to release full compression
      

    g_language

      
      Defines which language pak is loaded
      

    g_languageAudio

      
      Will automatically match g_language setting unless specified otherwise
      

    g_ledgeGrabClearHeight

      
      Distance a player must clear a ledge grab entity by to avoid doing a ledge grab
      

    g_LedgeGrabManager_DebugDraw

      
      Toggles debug rendering on ledges: 0 - Disabled / 1 - Enabled
      

    g_LedgeGrabManager_DebugDraw_Distance

      
      Max distance from camera at which ledges are rendered
      

    g_LedgeGrabManager_DebugDrawInEditor

      DUMPTODISK
      
      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
      

    g_LedgeGrabManager_DebugDrawInEditor_Distance

      
      Max distance from camera at which ledges are rendered
      

    g_ledgeGrabMovingledgeExitVelocityMult

      
      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
      

    g_levelfadein_levelload

      
      Fade in time after a level load (seconds)
      

    g_levelfadein_quickload

      
      Fade in time after a quick load (seconds)
      

    g_loadingHintRefreshTimeMP

      
      Loading hint refresh time (MP)
      

    g_loadingHintRefreshTimeSP

      
      Loading hint refresh time (SP)
      

    g_loadMod

      *TODO*

    g_loadPlayerModelOnLoad

      
      Sets if the client player's model should be loaded on level load
      

    g_loadSave

      
      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
      

    g_localPacketRate

      
      Packet rate locally on faked network connection
      

    g_LogDamage

      
      Log all damage being taken
      

    g_logPrimaryRound

      
      Log various operations and calculations concerning the "primary" round and round changes. FOR DEBUGGING
      

    g_manualFrameStepFrequency

      
      manually step through frames with a fixed time step
      

    g_MatchmakingBlock

      REQUIRE_APP_RESTART
      
      Used to shift matchmaking version for QA and EA builds - please leave as zero
      

    g_MatchmakingVersion

      REQUIRE_APP_RESTART
      
      Defines your matchmaking version (Only join games over the same version)
      

    g_maxGameBrowserResults

      
      Maximum number of servers returned in game browser
      

    g_maxHealthMultiplier

      
      Player health multiplier
      

    g_maximumDamage

      
      Maximum health reduction allowed on actors. If negative it is ignored
      

    g_mechanismMgrLog

      
      MECHANISM MANAGER: Log messages enabled
      

    g_mechanismMgrWatch

      
      MECHANISM MANAGER: On-screen watches enabled
      

    g_messageOfTheDay

      
       message of the day
      

    g_MicrowaveBeamStaticObjectMaxChunkThreshold

      
      The microwave beam will ignore static geometry with more sub-parts than this value (To help limit worst case performance)
      

    g_minplayerlimit

      
      Minimum number of players to start a match.
      

    g_minPlayersForRankedGame

      
      Amount of players required before a game actually starts
      

    g_modevarivar_disableKillCam

      
      Disables the kill cam
      

    g_modevarivar_disableSpectatorCam

      
      Disables spectator cam when you die
      

    g_modevarivar_proHud

      
      Cuts back HUD elements to essentials
      

    g_moveDetachedCamera

      
      Move detached camera
      

    g_movementTransitions_debug

      
      Enables/Disables on-screen debugging of movement transitions
      

    g_movementTransitions_enable

      
      Enables/Disables special movement transitions system
      

    g_movementTransitions_log

      
      Enables/Disables logging of special movement transitions
      

    g_movementTransitions_reload

      
      Reloads all movementTransitions
      

    g_mp_as_DefendersMaxHealth

      
      Max health for Defenders in MP Assault gamemode
      

    g_mpAllSeeingRadar

      READONLY
      
      Player has radar that permanently shows all friends and enemies (for Attackers in Assault mode).
      

    g_mpAllSeeingRadarSv

      READONLY
      
      All players have radar that permanently shows all friends and enemies, controlled by server.
      

    g_mpCullShootProbablyHits

      
      Culls ProbablyHits in Shoot function, to avoid line tests
      

    g_mpDisableRadar

      READONLY
      
      Player has no radar (for Defenders when starting Assault mode).
      

    g_mpHatsBootsOnRadar

      READONLY
      
      specifies if players will see any hats/boots (indicating higher/lower positioning) on radar
      

    g_mpHeadshotsOnly

      
      Only allow damage from headshots
      

    g_mpKickableCars

      
      Turn on MP kickable car settings/Disable SP kickable car settings
      

    g_mpLoaderScreenMaxTime

      
      Max time mp loader screen is allowed to wait before timing out and aborting MP
      

    g_mpLoaderScreenMaxTimeSoftLimit

      
      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
      

    g_mpNoEnemiesOnRadar

      READONLY
      
      Player will not see any enemies on radar (for Attackers when Defenders are at high alert level in Assault mode).
      

    g_mpNoEnvironmentalWeapons

      
      Disable environmental weapons
      

    g_mpNoVTOL

      
      Disable the VTOL
      

    g_mpPathFollowingNodeTextSize

      
      The size of the per-node information for the paths
      

    g_mpPathFollowingRenderAllPaths

      
      Render debug information for all paths in the current level
      

    g_mpRegenerationRate

      
      Health regeneration rate (0=slow, 1=normal, 2=fast)
      

    g_mptrackview_debug

      
      Enable/Disable debugging of trackview syncing in multiplayer
      

    g_multikillTimeBetweenKills

      
      Time between kills needed for a multikill
      

    g_multiplayerDefault

      
      Enable multiplayer gameplay by default
      

    g_multiplayerEnableVehicles

      
      Enable vehicles in multiplayer
      

    g_multiplayerModeOnly

      
      Sets exclusively multiplayer. Will not allow switching to singleplayer
      

    g_muzzleFlashCull

      
      Enable muzzle flash culling
      

    g_muzzleFlashCullDistance

      
      Culls distant muzzle flashes
      

    g_neverFlagging_maxMatchTimeRemaining

      
      (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!!)
      

    g_nextlevel

      
      Switch to next level in rotation or restart current one.
      

    g_no_breaking_by_objects

      
      Prevents procedural breaking caused by rigid bodies
      

    g_no_secondary_breaking

      
      Prevents secondary procedural breaks (to keep down memory usage)
      

    g_numLives

      
      Number of lives in assault and all or nothing gamemodes
      

    g_patchpak_debug

      
      turn on watch debugging of patch paks
      

    g_patchpak_download_timeout

      
      Usage: g_patchpak_download_timeout 

    g_patchpak_enabled

      
      is patch paking enabled. Not suitable for runtime adjustment
      

    g_patchpak_poll_time

      
      Usage: g_patchpak_poll_time 

    g_patchPakDediServerMustPatch

      
      if set, dedi servers MUST be able to access the patch download server, or they will fatal error and exit
      

    g_persistantStats_gamesCompletedFractionNeeded

      
      Fraction of games that need to be completed so that you post on leaderboards
      

    g_playerInteractorRadius

      
      Maximum radius at which player can interact with other entities
      

    g_playerLodRatio

      REQUIRE_LEVEL_RELOAD
      
      Sets the lod ratio for players.
      
      

    g_playerLowHealthThreshold

      
      The player health threshold when the low health effect kicks in.
      

    g_playerMidHealthThreshold

      
      The player health threshold when the mid health feedback kicks in.
      

    g_playerUsesDedicatedInput

      
      player's will use the automated dedicated input
      

    g_post3DRendererDebug

      
      Enable Post 3D Rendering debug screen. 1 = enable. 2 = draw grid
      

    g_post3DRendererDebugGridSegmentCount

      
      Number of segments in Post 3D Rendering debug grid.
      

    g_postEffect.FilterGrain_Amount

      
      Filter grain amount
      

    g_postEffect.FilterRadialBlurring_Amount

      
      Radial blurring amount
      

    g_postEffect.FilterRadialBlurring_Radius

      
      Radial blurring radius
      

    g_postEffect.FilterRadialBlurring_ScreenPosX

      
      Radial blurring screen position X
      

    g_postEffect.FilterRadialBlurring_ScreenPosY

      
      Radial blurring screen position Y
      

    g_postEffect.Global_User_Brightness

      
      Global brightness
      

    g_postEffect.Global_User_ColorC

      
      Global cyan
      

    g_postEffect.Global_User_ColorHue

      
      Global color hue
      

    g_postEffect.Global_User_ColorK

      
      Global luminance
      

    g_postEffect.Global_User_ColorM

      
      Global magenta
      

    g_postEffect.Global_User_ColorY

      
      Global yellow
      

    g_postEffect.Global_User_Contrast

      
      Global contrast
      

    g_postEffect.Global_User_Saturation

      
      Global saturation
      

    g_postEffect.HUD3D_FOV

      
      3D HUD field of view
      

    g_postEffect.HUD3D_Interference

      
      3D HUD interference
      

    g_postkill_minTimeForDeathCamAndKillerCam

      
      The minimum time needed post-kill to display both of the KillerCam and DeathCam.
      

    g_postkill_splitScaleDeathCam

      
      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%))
      

    g_predator_forcePredator1

      
      Force predator to be a specific player
      

    g_predator_forcePredator2

      
      Force predator to be a specific player
      

    g_predator_forcePredator3

      
      Force predator to be a specific player
      

    g_predator_forcePredator4

      
      Force predator to be a specific player
      

    g_predator_forceSpawnTeam

      
      Force teams in predator gamemode - 1=Soldier, 2=Predator
      

    g_predator_marineRedCrosshairDelay

      
      Overrides hud_tagnames_EnemyTimeUntilLockObtained for marine team in hunter game mode
      

    g_predator_predatorHasSuperRadar

      
      Give the predators a permanent radar
      

    g_preloadUIAssets

      
      UI Flash Assets won't be preloaded, if this is set to 0. This will cause invalid file accesses at runtime.
      

    g_presaleUnlock

      REQUIRE_APP_RESTART
      
      Cheat to unlock the presale content without voucher
      

    g_presaleURL

      READONLY
      
      url to redirect presale users to
      

    g_procedural_breaking

      
      Toggles procedural mesh breaking (except explosion-breaking)
      

    g_ProcessOnlineCallbacks

      READONLY
      
      Process online callbacks in the gamelobbymanager.
      

    g_ProjectilePathDebugGfx

      
      Draw paths of projectiles through the air
      

    g_PS_debug

      
      for debugging. Display debugging info in watches on screen for gamestate
      

    g_pwaLayer

      
      Specifies the layer on with to apply Procedural Weapon Animations. Should be above g_stapLayer
      

    g_radialBlur

      
      Radial blur on explosions. Default = 1, 0 to disable
      

    g_randomSpawnPointCacheTime

      
      Time to cache a spawn point for when picking random spawns, if you are the only one in the level.
      

    g_rejectEffectCullDistance

      
      Culls distant shell casing effects
      

    g_rejectEffectVisibilityCull

      
      Enable reject effect culling
      

    g_reloadActionMaps

      
      Reloads action maps
      

    g_reloadGameFx

      
      Reload all game fx
      

    g_reloadGameRules

      
      Reload GameRules script
      

    g_restartWhenPrematchFinishes

      
      0: Disables level restart when the PC Prematch finishes; 1: Full restart; 2: Only respawn players
      

    g_revivetime

      
      Revive wave timer.
      

    g_RMIBenchmarkInterval

      
      RMI benchmark interval (milliseconds)
      

    g_RMIBenchmarkTwoTrips

      
      RMI benchmark should do two round trips?
      

    g_roundlimit

      
      Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
      

    g_roundScoreboardTime

      
      Time spent on the end of round scoreboard (in seconds).
      

    g_roundStartTime

      
      Time between the round scoreboard being removed and the next round starting (in seconds).
      

    g_saveLoadBasicEntityOptimization

      
      Switch basic entity data optimization
      

    g_saveLoadDumpEntity

      
      Print to console the xml data saved for a specified entity
      

    g_saveLoadExtendedLog

      
      Enables the generation of detailed log information regarding saveloads
      

    g_saveLoadUseExportedEntityList

      
      Only save entities in the editor-generated save list (if available). 0 is the previous behavior
      

    g_saveSave

      
      Save all profile & game data for use with bug reporting
      Usage: g_saveSave [filename, default=SaveGame.bin]
      
      

    g_scoreLimit

      
      Max number of points need to win in a team game.  Default is 3
      

    g_scoreLimitOverride

      
      Override for score limit - because score limit is set by the variant
      

    g_server_region

      
      Server region
      

    g_serverImageUrl

      
      server image
      

    g_setActorModelFromLua

      
      Toggle if the actor model should be set from Lua or internally
      

    g_setcontrollerlayout

      
      Sets controller layout (params: type(button,stick) name(default,lefty, etc.. See Libs/Config/controller
      

    g_showShadowChar

      
      Render the shadow casting character
      

    g_showUpdateState

      
      Show the game object update state of any activated entities; 3-4 -- AI objects only
      

    g_SimpleEntityBasedObjective_watchLvl

      
      Debug watch level for the SimpleEntityBasedObjective gamerules module.
      

    g_skipAfterLoadingScreen

      
      Automatically skip the ready screen, that is shown after level loading in singleplayer.
      

    g_skipIntro

      
      Skip all the intro videos.
      

    g_smokeGrenadeRadius

      
      The radius of the smoke blast from smoke grenades for LOS blocking
      

    g_spawn_explosiveSafeDist

      
      minimum distance between new spawnpoint and any explosives
      

    g_spawn_recentSpawnTimer

      
      How recently a spawn has to have occured for it to be considered 'recent' and result in a subsequent spawn being denied.
      

    g_spawn_timeToRetrySpawnRequest

      
      Send spawn requests to the server this many seconds apart
      

    g_spawn_vistable_numAreaTestsPerFrame

      
      on the server - the number of linetest replacing areatests the vistable should do per frame
      

    g_spawn_vistable_numLineTestsPerFrame

      
      on the server - the number of linetests the vistable should do per frame
      

    g_spawnPrecacheTimeBeforeRevive

      
      This long before revive, start precaching expected spawnpoints.
      

    g_spectacularKill.debug

      
      Enables/Disables debugging information for the spectacularKill
      

    g_spectacularKill.maxDistanceError

      
      Maximum error allowed from the optimal distance to the target
      

    g_spectacularKill.maxHeightBetweenActors

      
      Maximum height distance between killer and target for the spectacular kill to be allowed
      

    g_spectacularKill.minKillerToTargetDotProduct

      
      Minimum dot product allowed between the killer look dir and the distance to target vector
      

    g_spectacularKill.minTimeBetweenKills

      
      Minimum time allowed between spectacular kills
      

    g_spectacularKill.minTimeBetweenSameKills

      
      Minimum time allowed between spectacular kills using the same animation
      

    g_spectacularKill.sqMaxDistanceFromPlayer

      
      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
      

    g_spectacularKill_reload

      
      Reloads the parameters for the spectacular kill class for every actor
      

    g_spectate_Debug

      
      Show debug information for spectator mode. (1: show local player only, 2: show all players (however only so many will fit on screen)
      

    g_spectate_DisableDead

      *TODO*

    g_spectate_DisableFollow

      *TODO*

    g_spectate_DisableFree

      *TODO*

    g_spectate_DisableManual

      *TODO*

    g_spectate_follow_orbitAlsoRotateWithTarget

      
      If user orbiting is enabled then should the camera also rotate with the target rotation
      

    g_spectate_follow_orbitEnable

      
      Allow user input to orbit about the follow cam target (Irrelevant of data setup)
      

    g_spectate_follow_orbitMaxPitchRadians

      
      How high the pitch can be rotated by the user
      

    g_spectate_follow_orbitMinPitchRadians

      
      How low the pitch can be rotated by the user
      

    g_spectate_follow_orbitMouseSpeedMultiplier

      
      Additional scalar to control mouse speed
      

    g_spectate_follow_orbitYawSpeedDegrees

      
      The max yaw rotation on a pad. In degrees per second
      

    g_spectate_skipInvalidTargetAfterTime

      
      Time after which a new valid target is selected
      

    g_spectate_TeamOnly

      
      If true, you can only spectate players on your team
      

    g_spectatorCollisions

      
      Collide against the geometry in spectator mode
      

    g_spectatorOnly

      
      Enable spectate mode on this client
      

    g_spectatorOnlySwitchCooldown

      
      Cooldown in seconds between spectator switching
      

    g_STAPCameraAnimation

      
      Enable STAP camera animation
      

    g_stapEnable

      
      Enables the STAP system. 0=disabled; 1=enabled; 2=force STAP to always be active
      

    g_stapLayer

      
      Specifies the layer on with to apply the STAP assuming that we are using the multi-threaded, interleaved STAP system
      

    g_startOnQuorum

      
      Start on quorum: 0 never, 1 default, 2 always
      

    g_statisticsMode

      
      Statistics mode
       0 - disabled
       1 - enabled crysis mode
       2 - enabled K01 mode
      
      

    g_stereoFrameworkEnable

      
      Enables the processing of the game stereo framework. (2=extra debug output)
      

    g_stereoIronsightWeaponDistance

      
      Distance of convergence plane when in ironsight
      

    g_storyinfo_openitem_enabled

      
      Enables story info openitem action is available after picking up story database collectable
      

    g_storyinfo_openitem_time

      
      Duration story info openitem action is available after picking up story database collectable
      

    g_suppressHitSanityCheckWarnings

      DUMPTODISK
      
      Suppress warnings emitted by sanity checks about direction vectors of hits
      

    g_SurvivorOneVictoryConditions_watchLvl

      
      Debug watch level for the SurvivorOneVictoryConditions gamerules module.
      

    g_switchTeamAllowed

      
      Allow players to switch teams when the teams are unbalanced
      

    g_switchTeamRequiredPlayerDifference

      
      Minimum difference between team counts to allow team switching
      

    g_switchTeamUnbalancedWarningDifference

      
      Difference between team counts before the unbalanced game warning kicks in
      

    g_switchTeamUnbalancedWarningTimer

      
      Time in seconds between unbalanced game warnings
      

    g_syncClassRegistry

      
      syncronise class registry from server to clients
      

    g_SystemX_buttonMashing_attack

      
      Amount to increase for every button hit
      

    g_SystemX_buttonMashing_decayMax

      
      Max amount to decrease per second after time out expires
      

    g_SystemX_buttonMashing_decayRampUpTime

      
      Time to increase from normal decay to maximum after initial time out
      

    g_SystemX_buttonMashing_decayStart

      
      Amount to decrease per second
      

    g_SystemX_buttonMashing_decayTimeOutToIncrease

      
      Time out to start to increase decay towards maximum
      

    g_SystemX_buttonMashing_initial

      
      Status progress initial value
      

    g_SystemX_Stomp_Radius

      
      Stomp attack damage area radius
      

    g_SystemX_Sweep_Radius

      
      Sweep attack damage area radius
      

    g_SystemX_Sweep_SideSelectionThreshold

      
      Flat distance to player to select one side or the other of the platform
      

    g_SystemX_Sweep_ZOffset

      
      Sweep attack damage area up offset
      

    g_SystemXDebug_HealthStatus

      
      Debug drill heads status
      

    g_SystemXDebug_MeleeAttacks

      
      Debug melee attacks
      

    g_SystemXDebug_Movement

      
      Debug movement and target tracking status
      

    g_SystemXDebug_State

      
      Debug HFSM
      

    g_teamDifferentiation

      
      Enable different character models for different teams
      

    g_telemetry_drawcall_budget

      
      drawcall budget
      

    g_telemetry_gameplay_copy_to_global_heap

      
      compressed gameplay telemetry is copied to global heap when the session is ended to avoid corrupting the level heap
      

    g_telemetry_gameplay_enabled

      
      if telemetry is enabled are gameplay related telemetry stats being gathered
      

    g_telemetry_gameplay_gzip

      
      gameplay telemetry is gzipped before uploading to the server
      

    g_telemetry_gameplay_save_to_disk

      
      gameplay telemetry is uploaded to the server, set this to also save to disk
      

    g_telemetry_memory_display

      
      display some info on the memory usage of the gameplay stats circular buffer
      

    g_telemetry_memory_size_mp

      
      this is the size of the gameplay stats circular buffer used in bytes for multiplayer, 0 is unlimited
      

    g_telemetry_memory_size_sp

      
      this is the size of the gameplay stats circular buffer used in bytes for singleplayer, 0 is unlimited
      

    g_telemetry_mp_upload_delay

      
      How long to wait in seconds before uploading the statslog after the game ends in multiplayer
      

    g_telemetry_onlyInGame

      
      Only capture performance & bandwidth telemetry when in a real in game state
      

    g_telemetry_serialize_method

      
      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)
      

    g_telemetry_xp_event_send_interval

      
      How often in seconds the client should send its XP events to the server for logging in the telemetry files
      

    g_telemetryConfig

      
      Sets the telemetry config to use (see Libs/Telemetry/).
      

    g_telemetryDisplaySessionId

      
      Displays the current telemetry session id to the screen
      

    g_telemetryEnabledSP

      
      Enables telemetry collection in singleplayer
      

    g_telemetryEntityClassesToExport

      
      Specifies additional entity classes to export to minimap file
      for viewing in StatsTool.
      Seperate with commas, eg "AmmoCrate,MissionObjective"
      

    g_telemetrySampleRateBandwidth

      
      How often to gather bandwidth telemetry statistics (negative to disable)
      

    g_telemetrySampleRateMemory

      
      How often to gather memory telemetry statistics (negative to disable)
      

    g_telemetrySampleRatePerformance

      
      How often to gather performance telemetry statistics (negative to disable)
      

    g_telemetrySampleRateSound

      
      How often to gather sound telemetry statistics (negative to disable)
      

    g_telemetryTags

      
      A list of comma seperated tags to apply to the telemetry session (e.g. nettest,qa)
      

    g_testMuteTeam

      *TODO*

    g_testStatus

      
      Provided as a mechanism for tests to signal their status to Amble scripts
      

    g_thermalVisionDebug

      
      Enable/Disable debugging info on entities with a heat controller
      

    g_timelimit

      
      Duration of a time-limited game (in minutes). 0 means no time-limit.
      

    g_timelimitextratime

      READONLY
      
      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.
      

    g_tk_punish

      
      Turns on punishment for team kills
      

    g_tk_punish_limit

      
      Number of team kills user will be banned for
      

    g_tpdeathcam_camCollisionRadius

      
      The radius of the collision sphere used for the camera to stop the third-person death cam from intersecting geometry
      

    g_tpdeathcam_camDistFromPlayerEnd

      
      The distance between the third-person death camera and the player being watched dying at the end.
      

    g_tpdeathcam_camDistFromPlayerMin

      
      The minimum distance the camera can be from the player being watched dying.
      

    g_tpdeathcam_camDistFromPlayerStart

      
      The distance between the third-person death camera and the player being watched dying at the start.
      

    g_tpdeathcam_camHeightTweak

      
      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 (-)
      

    g_tpdeathcam_camSmoothSpeed

      
      Smoothing speed for the DeathCam.
      

    g_tpdeathcam_collisionEpsilon

      
      A Small Number, used to pull collision spheres away from walls, etc.
      

    g_tpdeathcam_dbg_alwaysOn

      
      DEBUG: turn the third-person "death cam" on all the time, helps for tweaking other variables
      

    g_tpdeathcam_dbg_gfxTimeout

      
      DEBUG: timeout for the third-person death cam debug graphics. 0 turns gfx off completely
      

    g_tpdeathcam_directionalFocusGroundTestLen

      
      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
      

    g_tpdeathcam_lookDistWhenNoKiller

      
      When watching a third-person death but have no valid killer, an artificial look-at pos is created at this distance away
      

    g_tpdeathcam_maxBumpCamUpOnCollide

      
      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
      

    g_tpdeathcam_maxTurn

      
      The furthest angle by which the DeathCam will turn as is displays.
      

    g_tpdeathcam_testLenIncreaseRestriction

      
      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
      

    g_tpdeathcam_timeOutKilled

      
      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.
      

    g_tpdeathcam_timeOutSuicide

      
      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.
      

    g_tpdeathcam_zVerticalLimit

      
      Stop the death cam from getting too vertical as it causes the rotation to freak out
      

    g_tracers_maxScale

      
      Maximum scale for tracer geometry
      

    g_tracers_maxScaleAtDistance

      
      Maximum scale applies at this distance from the camera
      

    g_tracers_minScale

      
      Minimum scale for tracer geometry
      

    g_tracers_minScaleAtDistance

      
      Minimum scale applies at this distance from the camera
      

    g_tracers_slowDownAtCameraDistance

      
      Slow down tracer speed when inside this area around the camera
      

    g_translationPinningEnable

      
      Enables Translation Pinning for the client player
      

    g_tree_cut_reuse_dist

      
      Maximum distance from a previously made cut that allows reusing
      

    g_TweakProfile

      DUMPTODISK
      
      The currently active Tweak profile, used for all tweakable values and for saving/loading
      

    g_unloadMod

      *TODO*

    g_updateRichPresenceInterval

      
      Interval rich presence should wait if it fails
      

    g_useHitSoundFeedback

      
      use hit sound feedback
      

    g_useNetSyncToSpeedUpRMIs

      
      Speed up hit and kill RMIs to reduce network lag
      

    g_useOnlineServiceForDedicated

      
      Use Online Service For Dedicated Server (defaults to off = LAN)
      

    g_useQuickGrenadeThrow

      
      Use left shoulder button for quick grenade throws, 1=always, 2=mp only
      

    g_userNeverAutoSignsIn

      
      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!
      

    g_useSinglePosition

      
      Activates the new Single Position update order
      

    g_useSkillKillSoundEffects

      
      'Headshot' and 'Denied' Audio on skill kills
      

    g_useXMLCPBinForSaveLoad

      REQUIRE_LEVEL_RELOAD
      
      Use XML compressed binary format for save and loads. DON'T CHANGE THIS DURING RUNTIME!
      

    g_vaultMinAnimationSpeed

      
      When vaulting at slow speeds the resulting animation speed will never go beneath this value
      

    g_vaultMinHeightDiff

      
      Minimum height difference between a player and a ledge for a vault to be possible
      

    g_victoryConditionsDebugDrawResolution

      
      Debug the current draw resolution stats on the server
      

    g_visibilityTimeout

      
      Adds visibility timeout to IsProbablyVisible() calculations
      

    g_visibilityTimeoutTime

      
      Visibility timeout time used by IsProbablyVisible() calculations
      

    g_VTOLDeadStateRemovalTime

      
      Once a VTOL has been destroyed and crash lands it will hang around for x seconds
      

    g_VTOLDestroyedContinueVelocityTime

      
      When the VTOL is destroyed it will continue accelerating in its current direction for x seconds
      

    g_VTOLGravity

      
      How fast the VTOL falls post-destruction
      

    g_VTOLInsideBoundsOffsetZ

      
      offset the VTOLs bounds in the z direction
      

    g_VTOLInsideBoundsScaleX

      
      scale of the VTOLs bounds to get a bounds more representative of the internal cabin
      

    g_VTOLInsideBoundsScaleY

      
      scale of the VTOLs bounds to get a bounds more representative of the internal cabin
      

    g_VTOLInsideBoundsScaleZ

      
      scale of the VTOLs bounds to get a bounds more representative of the internal cabin
      

    g_vtolManagerDebug

      
      1: Enable debug options in the vtol manager
      

    g_VTOLMaxGroundVelocity

      
      Players standing inside the vtol will stick to it up to this speed faster than by default
      

    g_VTOLOnDestructionPlayerDamage

      
      When the VTOL is destroyed any players inside will receive this much damage
      

    g_VTOLPathingLookAheadDistance

      
      How far ahead the vehicle starts looking at when looking for the next node to ravel to
      

    g_VTOLRespawnTime

      
      How many seconds to wait after a VTOL is destroyed before spawning a new one
      

    g_VTOLVehicleManagerDebugEnabled

      
      Enable VTOLVehicle manager Debug logic
      

    g_VTOLVehicleManagerDebugPathingEnabled

      
      Enable VTOLVehicle manager Debug logic
      

    g_VTOLVehicleManagerDebugSimulatePath

      
      Simulate VTOLs moving around the path to provide a more accurate debug drawing of the VTOLs path
      

    g_VTOLVehicleManagerDebugSimulatePathMinDotValueCheck

      
      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)
      

    g_VTOLVehicleManagerDebugSimulatePathTimestep

      
      Time increment when simulating movement. Lower = more accurate but slower
      

    g_VTOLVehicleManagerEnabled

      
      Enable VTOLVehicle manager update logic
      

    g_waterHitOnly

      
      Bullet hit FX appears on water and not what's underneath
      

    g_weaponOffsetInput

      
      Restores the weapon offset
      

    g_weaponOffsetOutput

      
      Outputs to the console the current weapon
      

    g_weaponOffsetReset

      
      Resets all weapon offsets
      

    g_weaponOffsetToMannequin

      
      Moves the current weapon offset into current cry mannequin's selected key. g_weaponOffsetToMannequin left will select the left hand offset.
      

    g_weaponZoomIn

      
      Zooms in the weapon, useful when when seting up offsets
      

    g_weaponZoomOut

      
      Zooms out the weapon
      

    g_XMLCPBAddExtraDebugInfoToXmlDebugFiles

      
      When the xml debug files are activated, this option adds the name and entity class name to every entity reference in the .xml .
      

    g_XMLCPBBlockQueueLimit

      REQUIRE_APP_RESTART
      
      Limits the number of blocks to queue for saving, causes a main thread stall if exceeded. 0 for no limit.
      

    g_XMLCPBGenerateXmlDebugFiles

      
      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).
      

    g_XMLCPBSizeReportThreshold

      
      defines the minimun size needed for nodes to be shown in the xml report file
      

    g_XMLCPBUseExtraZLibCompression

      
      Enables an extra zlib compression pass on the binary saves.
      

    g_xpMultiplyer

      
      XP multiplyer (for promotions)
      

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