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
- g_achievements_aiDetectionDelay
- g_actorViewDistRatio
- g_aiCorpses_CullPhysicsDistance
- g_aiCorpses_DebugDraw
- g_aiCorpses_DelayTimeToSwap
- g_aiCorpses_Enable
- g_aiCorpses_ForceDeleteDistance
- g_aiCorpses_MaxCorpses
- g_aimdebug
- g_allowCustomLoadouts
- g_allowDisconnectIfUpdateFails
- g_allowExplosives
- g_allowFatalityBonus
- g_allowSaveLoadInEditor
- g_allowSpectators
- g_allowWeaponCustomisation
- g_animatorDebug
- g_assertWhenVisTableNotUpdatedForNumFrames
- g_autoAimManagerDebug
- g_autoAssignTeams
- g_autoReviveTime
- g_blinding_flashbangRecoveryDelayFrac
- g_blinding_timeBetweenFlashbangAndKill
- g_bodyDamage_log
- g_bodyDamage_reload
- g_bodyDestruction_debug
- g_bodyDestruction_debugFilter
- g_bodyDestruction_reload
- g_breakage_debug
- g_breakage_mem_limit
- g_breakage_particles_limit
- g_breakageFadeDelay
- g_breakageFadeTime
- g_breakagelog
- g_breakageMinAxisInertia
- g_breakageNoDebrisCollisions
- g_breakageTreeDec
- g_breakageTreeInc
- g_breakageTreeIncGlass
- g_breakageTreeMax
- g_breakImpulseScale
- g_breaktimeoutframes
- g_buddyMessagesIngame
- g_bulletPenetrationDebug
- g_bulletPenetrationDebugTimeout
- g_callEnsureBestHost
- g_charactersDbaManagementDebug
- g_charactersDbaManagementEnable
- g_cloakBlendSpeedScale
- g_cloakFlickerOnRun
- g_cloakRefractionScale
- g_CombiCaptureObjective_watchLvl
- g_CombiCaptureObjective_watchTerminalSignalPlayers
- g_combinedFire_maxTimeBetweenWeapons
- g_corpseManager_maxNum
- g_corpseManager_thermalHeatFadeDuration
- g_corpseManager_thermalHeatMinValue
- g_corpseManager_timeoutInSeconds
- g_craigNetworkDebugLevel
- g_data_centre_config
- g_dataRefreshFrequency
- g_deathCam
- g_deathCamSP.dof_enable
- g_deathCamSP.dofDistanceSpeed
- g_deathCamSP.dofRange
- g_deathCamSP.dofRangeNoKiller
- g_deathCamSP.dofRangeSpeed
- g_deathCamSP.enable
- g_deathCamSP.updateFrequency
- g_debug_fscommand
- g_debug_stats
- g_debugaimlook
- g_debugCollisionDamage
- g_debugDialogBuffers
- g_DebugDrawPhysicsAccess
- g_debugFakeHits
- g_debugHardwareMouse
- g_debugHits
- g_debugLongTermAwardDays
- g_debugNetPlayerInput
- g_debugOffsetCamera
- g_debugSaveLoadMemory
- g_debugShowGainedAchievementsOnHUD
- g_debugSmokeGrenades
- g_debugSpawnPointsRegistration
- g_debugSpawnPointValidity
- g_debugTestProtectedScripts
- g_debugWeaponOffset
- g_defaultItemRespawnTimer
- g_defiant_lowHealthFraction
- g_defiant_timeAtLowHealth
- g_demiGodRevivesAtCheckpoint
- g_detachCamera
- g_detachedCameraDebug
- g_detachedCameraMoveSpeed
- g_detachedCameraRotateSpeed
- g_detachedCameraTurboBoost
- g_devDemo
- g_difficultyLevel
- g_difficultyLevelLowestPlayed
- g_disable_OpponentsDisconnectedGameEnd
- g_DisableCollisionDamage
- g_disableInputKeyFlowNodeInDevMode
- g_DisableScoring
- g_disableSequencePlayback
- g_disableSwitchVariantOnSettingChanges
- g_displayCheckpointName
- g_displayDbgText_actorState
- g_displayDbgText_hud
- g_displayDbgText_plugins
- g_displayDbgText_pmv
- g_displayDbgText_silhouettes
- g_displayIgnoreList
- g_displayPlayerDamageTaken
- g_distanceForceNoIk
- g_distanceForceNoLegRaycasts
- g_dlcPurchaseOverwrite
- g_download_mgr_data_centre_config
- g_droppedHeavyWeaponVanishTimer
- g_droppedItemVanishTimer
- g_dummyPlayersChangeWeapon
- g_dummyPlayersCommitSuicide
- g_dummyPlayersFire
- g_dummyPlayersGameRules
- g_dummyPlayersJump
- g_dummyPlayersMaxInTime
- g_dummyPlayersMaxOutTime
- g_dummyPlayersMinInTime
- g_dummyPlayersMinOutTime
- g_dummyPlayersMove
- g_dummyPlayersRanked
- g_dummyPlayersRespawnAtDeathPosition
- g_dummyPlayersShowDebugText
- g_dump_stats
- g_dumpClassRegistry
- g_ec_enable
- g_ec_extent
- g_ec_radiusScale
- g_ec_removeThreshold
- g_ec_volume
- g_empOverTimeGrenadeLife
- g_enableActorLuaCache
- g_EnableDevMenuOptions
- g_enableFriendlyAIHits
- g_enableFriendlyFallAndPlay
- g_enableFriendlyPlayerHits
- g_enableInitialLoadoutScreen
- g_enableInitialLoginSilent
- g_enableitems
- g_enableLanguageSelectionMenu
- g_enableloadingscreen
- g_EnableLoadSave
- g_enableMPDoubleTapGrenadeSwitch
- g_EnablePersistantStatsDebugScreen
- g_enablePoolCache
- g_enableSlimCheckpoints
- g_EPD
- g_explosion_materialFX_raycastLength
- g_FEMenuCacheSaveList
- g_fillReservationSlots
- g_flashBangFriends
- g_flashBangMinFOVMultiplier
- g_flashBangMinSpeedMultiplier
- g_flashBangNotInFOVRadiusFraction
- g_flashBangSelf
- g_flashBangSpeedMultiplierFallOffEase
- g_flashdoorpanel_distancecheckinterval
- g_flashrenderingduringloading
- g_flushed_timeBetweenGrenadeBounceAndSkillKill
- g_flyCamLoop
- g_footstepSoundMaxDistanceSq
- g_FootstepSoundsDebug
- g_FootstepSoundsFollowEntity
- g_forcedReviveTime
- g_forceFastUpdate
- g_forceHeavyWeapon
- g_forceIntroSequence
- g_forceItemRespawnTimer
- g_forceLoadoutPackage
- g_forceWeapon
- g_fovToRotationSpeedInfluence
- g_fpDbaManagementDebug
- g_fpDbaManagementEnable
- g_friendlyfireratio
- g_friendlyLowerItemMaxDistance
- g_frontEndRequiredEPD
- g_frontEndUnicodeInput
- g_gameFXLightningProfile
- g_gameFXSystemDebug
- g_gameIntersectionTestQuota
- g_gameplayAnalyst
- g_gameRayCastQuota
- g_gameRules_postGame_HUDMessageTime
- g_gameRules_postGame_ScoreboardTime
- g_gameRules_postGame_Top3Time
- g_gameRules_preGame_StartSpawnedFrozen
- g_gameRules_skipStartTimer
- g_gameRules_StartCmd
- g_gameRules_startTimerLength
- g_gameRules_startTimerMinPlayers
- g_gameRules_startTimerMinPlayersPerTeam
- g_gameRules_startTimerOverrideWait
- g_gameRules_startTimerPlayersRatio
- g_gameStartingMessageTime
- g_generateAnimPairFile
- g_giveAchievement
- g_glassAutoShatter
- g_glassAutoShatterMinArea
- g_glassAutoShatterOnExplosions
- g_glassForceTimeout
- g_glassForceTimeoutSpread
- g_glassMaxPanesToBreakPerFrame
- g_glassNoDecals
- g_glassSystemEnable
- g_godMode
- g_goToCampaignAfterTutorial
- g_gotYourBackKill_FOVRange
- g_gotYourBackKill_targetDistFromFriendly
- g_groundAlignAll
- g_groundeffectsdebug
- g_guardian_maxTimeSinceLastDamage
- g_handleEvents
- g_hasWindowFocus
- g_hideArms
- g_highlightingMaxDistanceToHighlightSquared
- g_highlightingMovementDistanceToUpdateSquared
- g_highlightingTimeBetweenForcedRefresh
- g_hitDeathReactions_debug
- g_hitDeathReactions_disable_ai
- g_hitDeathReactions_disableRagdoll
- g_hitDeathReactions_dumpAssetUsage
- g_hitDeathReactions_enable
- g_hitDeathReactions_logReactionAnimsOnLoading
- g_hitDeathReactions_reload
- g_hitDeathReactions_streaming
- g_hitDeathReactions_useLuaDefaultFunctions
- g_hitDeathReactions_usePrecaching
- g_HoldObjective_secondsBeforeStartForSpawn
- g_holdObjectiveDebug
- g_hostMigrationResumeTime
- g_hostMigrationServerDelay
- g_hostMigrationUseAutoLobbyMigrateInPrivateGames
- g_hud3d_cameraDistance
- g_hud3d_cameraOffsetZ
- g_hud3D_cameraOverride
- g_hud_postgame_debug
- g_idleKickTime
- g_ignoreDLCRequirements
- g_immersive
- g_impulseHandler_reload
- g_infiniteAmmo
- g_infiniteAmmoTutorialMode
- g_infiniteCloak
- g_infiniteSprintStamina
- g_instantKillDamageThreshold
- g_interactiveObjectDebugRender
- g_intervention_timeBetweenZoomedAndKill
- g_IntroSequencesEnabled
- g_inventoryExplosivesCapacity
- g_inventoryGrenadesCapacity
- g_inventoryNoLimits
- g_inventorySpecialCapacity
- g_inventoryWeaponCapacity
- g_itemsLodRatioScale
- g_itemsViewDistanceRatioScale
- g_joint_breaking
- g_keepMPAudioSignalsPermanently
- g_kickCarDetachEndTime
- g_kickCarDetachesEntities
- g_kickCarDetachStartTime
- g_killercam_canSkip
- g_killercam_disable
- g_killercam_displayDuration
- g_killercam_dofBlurAmount
- g_killercam_dofFocusRange
- g_KingOfTheHillObjective_watchLvl
- g_landingBobLandTimeFactor
- g_landingBobTimeFactor
- g_language
- g_languageAudio
- g_ledgeGrabClearHeight
- g_LedgeGrabManager_DebugDraw
- g_LedgeGrabManager_DebugDraw_Distance
- g_LedgeGrabManager_DebugDrawInEditor
- g_LedgeGrabManager_DebugDrawInEditor_Distance
- g_ledgeGrabMovingledgeExitVelocityMult
- g_levelfadein_levelload
- g_levelfadein_quickload
- g_loadingHintRefreshTimeMP
- g_loadingHintRefreshTimeSP
- g_loadMod
- g_loadPlayerModelOnLoad
- g_loadSave
- g_localPacketRate
- g_LogDamage
- g_logPrimaryRound
- g_manualFrameStepFrequency
- g_MatchmakingBlock
- g_MatchmakingVersion
- g_maxGameBrowserResults
- g_maxHealthMultiplier
- g_maximumDamage
- g_mechanismMgrLog
- g_mechanismMgrWatch
- g_messageOfTheDay
- g_MicrowaveBeamStaticObjectMaxChunkThreshold
- g_minplayerlimit
- g_minPlayersForRankedGame
- g_modevarivar_disableKillCam
- g_modevarivar_disableSpectatorCam
- g_modevarivar_proHud
- g_moveDetachedCamera
- g_movementTransitions_debug
- g_movementTransitions_enable
- g_movementTransitions_log
- g_movementTransitions_reload
- g_mp_as_DefendersMaxHealth
- g_mpAllSeeingRadar
- g_mpAllSeeingRadarSv
- g_mpCullShootProbablyHits
- g_mpDisableRadar
- g_mpHatsBootsOnRadar
- g_mpHeadshotsOnly
- g_mpKickableCars
- g_mpLoaderScreenMaxTime
- g_mpLoaderScreenMaxTimeSoftLimit
- g_mpNoEnemiesOnRadar
- g_mpNoEnvironmentalWeapons
- g_mpNoVTOL
- g_mpPathFollowingNodeTextSize
- g_mpPathFollowingRenderAllPaths
- g_mpRegenerationRate
- g_mptrackview_debug
- g_multikillTimeBetweenKills
- g_multiplayerDefault
- g_multiplayerEnableVehicles
- g_multiplayerModeOnly
- g_muzzleFlashCull
- g_muzzleFlashCullDistance
- g_neverFlagging_maxMatchTimeRemaining
- g_nextlevel
- g_no_breaking_by_objects
- g_no_secondary_breaking
- g_numLives
- g_patchpak_debug
- g_patchpak_download_timeout
- g_patchpak_enabled
- g_patchpak_poll_time
- g_patchPakDediServerMustPatch
- g_persistantStats_gamesCompletedFractionNeeded
- g_playerInteractorRadius
- g_playerLodRatio
- g_playerLowHealthThreshold
- g_playerMidHealthThreshold
- g_playerUsesDedicatedInput
- g_post3DRendererDebug
- g_post3DRendererDebugGridSegmentCount
- g_postEffect.FilterGrain_Amount
- g_postEffect.FilterRadialBlurring_Amount
- g_postEffect.FilterRadialBlurring_Radius
- g_postEffect.FilterRadialBlurring_ScreenPosX
- g_postEffect.FilterRadialBlurring_ScreenPosY
- g_postEffect.Global_User_Brightness
- g_postEffect.Global_User_ColorC
- g_postEffect.Global_User_ColorHue
- g_postEffect.Global_User_ColorK
- g_postEffect.Global_User_ColorM
- g_postEffect.Global_User_ColorY
- g_postEffect.Global_User_Contrast
- g_postEffect.Global_User_Saturation
- g_postEffect.HUD3D_FOV
- g_postEffect.HUD3D_Interference
- g_postkill_minTimeForDeathCamAndKillerCam
- g_postkill_splitScaleDeathCam
- g_predator_forcePredator1
- g_predator_forcePredator2
- g_predator_forcePredator3
- g_predator_forcePredator4
- g_predator_forceSpawnTeam
- g_predator_marineRedCrosshairDelay
- g_predator_predatorHasSuperRadar
- g_preloadUIAssets
- g_presaleUnlock
- g_presaleURL
- g_procedural_breaking
- g_ProcessOnlineCallbacks
- g_ProjectilePathDebugGfx
- g_PS_debug
- g_pwaLayer
- g_radialBlur
- g_randomSpawnPointCacheTime
- g_rejectEffectCullDistance
- g_rejectEffectVisibilityCull
- g_reloadActionMaps
- g_reloadGameFx
- g_reloadGameRules
- g_restartWhenPrematchFinishes
- g_revivetime
- g_RMIBenchmarkInterval
- g_RMIBenchmarkTwoTrips
- g_roundlimit
- g_roundScoreboardTime
- g_roundStartTime
- g_saveLoadBasicEntityOptimization
- g_saveLoadDumpEntity
- g_saveLoadExtendedLog
- g_saveLoadUseExportedEntityList
- g_saveSave
- g_scoreLimit
- g_scoreLimitOverride
- g_server_region
- g_serverImageUrl
- g_setActorModelFromLua
- g_setcontrollerlayout
- g_showShadowChar
- g_showUpdateState
- g_SimpleEntityBasedObjective_watchLvl
- g_skipAfterLoadingScreen
- g_skipIntro
- g_smokeGrenadeRadius
- g_spawn_explosiveSafeDist
- g_spawn_recentSpawnTimer
- g_spawn_timeToRetrySpawnRequest
- g_spawn_vistable_numAreaTestsPerFrame
- g_spawn_vistable_numLineTestsPerFrame
- g_spawnPrecacheTimeBeforeRevive
- g_spectacularKill.debug
- g_spectacularKill.maxDistanceError
- g_spectacularKill.maxHeightBetweenActors
- g_spectacularKill.minKillerToTargetDotProduct
- g_spectacularKill.minTimeBetweenKills
- g_spectacularKill.minTimeBetweenSameKills
- g_spectacularKill.sqMaxDistanceFromPlayer
- g_spectacularKill_reload
- g_spectate_Debug
- g_spectate_DisableDead
- g_spectate_DisableFollow
- g_spectate_DisableFree
- g_spectate_DisableManual
- g_spectate_follow_orbitAlsoRotateWithTarget
- g_spectate_follow_orbitEnable
- g_spectate_follow_orbitMaxPitchRadians
- g_spectate_follow_orbitMinPitchRadians
- g_spectate_follow_orbitMouseSpeedMultiplier
- g_spectate_follow_orbitYawSpeedDegrees
- g_spectate_skipInvalidTargetAfterTime
- g_spectate_TeamOnly
- g_spectatorCollisions
- g_spectatorOnly
- g_spectatorOnlySwitchCooldown
- g_STAPCameraAnimation
- g_stapEnable
- g_stapLayer
- g_startOnQuorum
- g_statisticsMode
- g_stereoFrameworkEnable
- g_stereoIronsightWeaponDistance
- g_storyinfo_openitem_enabled
- g_storyinfo_openitem_time
- g_suppressHitSanityCheckWarnings
- g_SurvivorOneVictoryConditions_watchLvl
- g_switchTeamAllowed
- g_switchTeamRequiredPlayerDifference
- g_switchTeamUnbalancedWarningDifference
- g_switchTeamUnbalancedWarningTimer
- g_syncClassRegistry
- g_SystemX_buttonMashing_attack
- g_SystemX_buttonMashing_decayMax
- g_SystemX_buttonMashing_decayRampUpTime
- g_SystemX_buttonMashing_decayStart
- g_SystemX_buttonMashing_decayTimeOutToIncrease
- g_SystemX_buttonMashing_initial
- g_SystemX_Stomp_Radius
- g_SystemX_Sweep_Radius
- g_SystemX_Sweep_SideSelectionThreshold
- g_SystemX_Sweep_ZOffset
- g_SystemXDebug_HealthStatus
- g_SystemXDebug_MeleeAttacks
- g_SystemXDebug_Movement
- g_SystemXDebug_State
- g_teamDifferentiation
- g_telemetry_drawcall_budget
- g_telemetry_gameplay_copy_to_global_heap
- g_telemetry_gameplay_enabled
- g_telemetry_gameplay_gzip
- g_telemetry_gameplay_save_to_disk
- g_telemetry_memory_display
- g_telemetry_memory_size_mp
- g_telemetry_memory_size_sp
- g_telemetry_mp_upload_delay
- g_telemetry_onlyInGame
- g_telemetry_serialize_method
- g_telemetry_xp_event_send_interval
- g_telemetryConfig
- g_telemetryDisplaySessionId
- g_telemetryEnabledSP
- g_telemetryEntityClassesToExport
- g_telemetrySampleRateBandwidth
- g_telemetrySampleRateMemory
- g_telemetrySampleRatePerformance
- g_telemetrySampleRateSound
- g_telemetryTags
- g_testMuteTeam
- g_testStatus
- g_thermalVisionDebug
- g_timelimit
- g_timelimitextratime
- g_tk_punish
- g_tk_punish_limit
- g_tpdeathcam_camCollisionRadius
- g_tpdeathcam_camDistFromPlayerEnd
- g_tpdeathcam_camDistFromPlayerMin
- g_tpdeathcam_camDistFromPlayerStart
- g_tpdeathcam_camHeightTweak
- g_tpdeathcam_camSmoothSpeed
- g_tpdeathcam_collisionEpsilon
- g_tpdeathcam_dbg_alwaysOn
- g_tpdeathcam_dbg_gfxTimeout
- g_tpdeathcam_directionalFocusGroundTestLen
- g_tpdeathcam_lookDistWhenNoKiller
- g_tpdeathcam_maxBumpCamUpOnCollide
- g_tpdeathcam_maxTurn
- g_tpdeathcam_testLenIncreaseRestriction
- g_tpdeathcam_timeOutKilled
- g_tpdeathcam_timeOutSuicide
- g_tpdeathcam_zVerticalLimit
- g_tracers_maxScale
- g_tracers_maxScaleAtDistance
- g_tracers_minScale
- g_tracers_minScaleAtDistance
- g_tracers_slowDownAtCameraDistance
- g_translationPinningEnable
- g_tree_cut_reuse_dist
- g_TweakProfile
- g_unloadMod
- g_updateRichPresenceInterval
- g_useHitSoundFeedback
- g_useNetSyncToSpeedUpRMIs
- g_useOnlineServiceForDedicated
- g_useQuickGrenadeThrow
- g_userNeverAutoSignsIn
- g_useSinglePosition
- g_useSkillKillSoundEffects
- g_useXMLCPBinForSaveLoad
- g_vaultMinAnimationSpeed
- g_vaultMinHeightDiff
- g_victoryConditionsDebugDrawResolution
- g_visibilityTimeout
- g_visibilityTimeoutTime
- g_VTOLDeadStateRemovalTime
- g_VTOLDestroyedContinueVelocityTime
- g_VTOLGravity
- g_VTOLInsideBoundsOffsetZ
- g_VTOLInsideBoundsScaleX
- g_VTOLInsideBoundsScaleY
- g_VTOLInsideBoundsScaleZ
- g_vtolManagerDebug
- g_VTOLMaxGroundVelocity
- g_VTOLOnDestructionPlayerDamage
- g_VTOLPathingLookAheadDistance
- g_VTOLRespawnTime
- g_VTOLVehicleManagerDebugEnabled
- g_VTOLVehicleManagerDebugPathingEnabled
- g_VTOLVehicleManagerDebugSimulatePath
- g_VTOLVehicleManagerDebugSimulatePathMinDotValueCheck
- g_VTOLVehicleManagerDebugSimulatePathTimestep
- g_VTOLVehicleManagerEnabled
- g_waterHitOnly
- g_weaponOffsetInput
- g_weaponOffsetOutput
- g_weaponOffsetReset
- g_weaponOffsetToMannequin
- g_weaponZoomIn
- g_weaponZoomOut
- g_XMLCPBAddExtraDebugInfoToXmlDebugFiles
- g_XMLCPBBlockQueueLimit
- g_XMLCPBGenerateXmlDebugFiles
- g_XMLCPBSizeReportThreshold
- g_XMLCPBUseExtraZLibCompression
- g_xpMultiplyer
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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