Console Commands and Variables with Prefix PL_
Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE
Alphabetically Sorted
- pl_adjustJumpAngleWithFloorNormal
- pl_aim_acceleration_enabled
- pl_aim_assistance_disabled_atDifficultyLevel
- pl_aim_assistance_enabled
- pl_aim_cloaked_multiplier
- pl_aim_near_lookat_target_distance
- pl_autoPickupItemsWhenUseHeld
- pl_autoPickupMinTimeBetweenPickups
- pl_boostedMelee_allowInMP
- pl_cameraTransitionTime
- pl_cameraTransitionTimeLedgeGrabIn
- pl_cameraTransitionTimeLedgeGrabOut
- pl_clientInertia
- pl_debug_aiming
- pl_debug_aiming_input
- pl_debug_energyConsumption
- pl_debug_filter
- pl_debug_hit_recoil
- pl_debug_jumping
- pl_debug_log_camera_mode_changes
- pl_debug_log_player_plugins
- pl_debug_look_poses
- pl_debug_movement
- pl_debug_pickable_items
- pl_debug_projectileAimHelper
- pl_debug_view
- pl_debug_vistable
- pl_debug_vistableAddEntityId
- pl_debug_vistableIgnoreEntities
- pl_debug_vistableRemoveEntityId
- pl_debug_watch_camera_mode
- pl_debugInterpolation
- pl_doLocalHitImpulsesMP
- pl_enemy_ramming.fall_damage_threashold
- pl_enemy_ramming.fatal_falling_speed
- pl_enemy_ramming.max_falling_damage
- pl_enemy_ramming.min_momentum_to_fall
- pl_enemy_ramming.player_to_player
- pl_enemy_ramming.ragdoll_to_player
- pl_enemy_ramming.safe_falling_speed
- pl_fall_intensity_hit_multiplier
- pl_fall_intensity_max
- pl_fall_intensity_multiplier
- pl_fall_time_max
- pl_fall_time_multiplier
- pl_fallHeight
- pl_freeFallDeath_cameraAngle
- pl_freeFallDeath_fadeTimer
- pl_health
- pl_health.collision_health_threshold
- pl_health.critical_health_thresholdMP
- pl_health.critical_health_thresholdSP
- pl_health.critical_health_updateTimeSP
- pl_health.debug_FallDamage
- pl_health.enable_FallandPlay
- pl_health.enableNewHUDEffect
- pl_health.fallDamage_CurveAttack
- pl_health.fallDamage_CurveAttackMP
- pl_health.fallDamage_health_threshold
- pl_health.fallDamage_SpeedFatal
- pl_health.fallDamage_SpeedFatalArmor
- pl_health.fallDamage_SpeedFatalArmorMP
- pl_health.fallDamage_SpeedSafe
- pl_health.fallDamage_SpeedSafeArmorMP
- pl_health.fallSpeed_HeavyLand
- pl_health.fallSpeed_HeavyLandArmor
- pl_health.fallSpeed_HeavyLandArmorMP
- pl_health.fast_regeneration_rateMP
- pl_health.minimalHudEffect
- pl_health.normal_regeneration_rateMP
- pl_health.normal_regeneration_rateSP
- pl_health.normal_threshold_time_to_regenerateMP
- pl_health.normal_threshold_time_to_regenerateSP
- pl_health.slow_regeneration_rateMP
- pl_impulseCounterFactor
- pl_impulseDebug
- pl_impulseDuration
- pl_impulseEnabled
- pl_impulseFullRecoilFactor
- pl_impulseLayer
- pl_impulseMaxPitch
- pl_impulseMaxTwist
- pl_inputAccel
- pl_jump_baseTimeAddedPerJump
- pl_jump_control.air_control_scale
- pl_jump_control.air_inertia_scale
- pl_jump_control.air_resistance_scale
- pl_jump_currentTimeMultiplierOnJump
- pl_jump_maxTimerValue
- pl_jump_quickPressThresh
- pl_ladderControl.ladder_logVerbosity
- pl_ladderControl.ladder_renderPlayerLast
- pl_ledgeClamber.cameraBlendWeight
- pl_ledgeClamber.debugDraw
- pl_ledgeClamber.enableVaultFromStanding
- pl_legs_colliders_dist
- pl_legs_colliders_scale
- pl_melee.angle_limit_from_behind
- pl_melee.damage_multiplier_from_behind
- pl_melee.damage_multiplier_mp
- pl_melee.debug_gfx
- pl_melee.impulses_enable
- pl_melee.melee_snap_angle_limit
- pl_melee.melee_snap_blend_speed
- pl_melee.melee_snap_end_position_range
- pl_melee.melee_snap_move_speed_multiplier
- pl_melee.melee_snap_target_select_range
- pl_melee.mp_knockback_enabled
- pl_melee.mp_knockback_strength_hor
- pl_melee.mp_knockback_strength_vert
- pl_melee.mp_melee_system
- pl_melee.mp_melee_system_camera_lock_and_turn
- pl_melee.mp_melee_system_camera_lock_crouch_height_offset
- pl_melee.mp_melee_system_camera_lock_time
- pl_melee.mp_sliding_auto_melee_enabled
- pl_melee.mp_victim_screenfx_blendout_duration
- pl_melee.mp_victim_screenfx_dbg_force_test_duration
- pl_melee.mp_victim_screenfx_duration
- pl_melee.mp_victim_screenfx_intensity
- pl_mike_debug
- pl_mike_maxBurnPoints
- pl_movement.crouch_SpeedScale
- pl_movement.ground_timeInAirToFall
- pl_movement.mp_slope_speed_multiplier_downhill
- pl_movement.mp_slope_speed_multiplier_minHill
- pl_movement.mp_slope_speed_multiplier_uphill
- pl_movement.nonCombat_heavy_weapon_crouch_speed_scale
- pl_movement.nonCombat_heavy_weapon_speed_scale
- pl_movement.nonCombat_heavy_weapon_sprint_scale
- pl_movement.nonCombat_heavy_weapon_strafe_speed_scale
- pl_movement.power_sprint_targetFov
- pl_movement.speedScale
- pl_movement.sprint_SpeedScale
- pl_movement.sprintStamina_debug
- pl_movement.strafe_SpeedScale
- pl_nanovision_minFractionToUse
- pl_nanovision_timeToDrain
- pl_nanovision_timeToRecharge
- pl_netAimLerpFactor
- pl_netSerialiseMaxSpeed
- pl_pickAndThrow.awayFromPlayerImpulseRatio
- pl_pickAndThrow.chargedThrowAimHeightOffset
- pl_pickAndThrow.chargedThrowAutoAimAngleHeuristicWeighting
- pl_pickAndThrow.chargedThrowAutoAimConeSize
- pl_pickAndThrow.chargedThrowAutoAimDistance
- pl_pickAndThrow.chargedThrowAutoAimDistanceHeuristicWeighting
- pl_pickAndThrow.chargedthrowAutoAimEnabled
- pl_pickAndThrow.chargedThrowDebugOutputEnabled
- pl_pickAndThrow.cloakedEnvironmentalWeaponsAllowed
- pl_pickAndThrow.comboInputWindowSize
- pl_pickAndThrow.complexMelee_lerp_target_speed
- pl_pickAndThrow.complexMelee_snap_angle_limit
- pl_pickAndThrow.correctOrientationDistOverride
- pl_pickAndThrow.correctOrientationPosOverrideEnabled
- pl_pickAndThrow.correctOrientationPosOverrideX
- pl_pickAndThrow.correctOrientationPosOverrideY
- pl_pickAndThrow.debugDraw
- pl_pickAndThrow.enviromentalWeaponUseThrowInitialFacingOveride
- pl_pickAndThrow.environmentalWeaponComboDebugEnabled
- pl_pickAndThrow.environmentalWeaponDebugSwing
- pl_pickAndThrow.environmentalWeaponDesiredComboAttackAnimDuration
- pl_pickAndThrow.environmentalWeaponDesiredGrabAnimDuration
- pl_pickAndThrow.environmentalWeaponDesiredPrimaryAttackAnimDuration
- pl_pickAndThrow.environmentalWeaponDesiredRootedGrabAnimDuration
- pl_pickAndThrow.environmentalWeaponFlipImpulseThreshold
- pl_pickAndThrow.environmentalWeaponFlippedImpulseOverrideMult
- pl_pickAndThrow.environmentalWeaponHealthDebugEnabled
- pl_pickAndThrow.environmentalWeaponHitConeInDegrees
- pl_pickAndThrow.environmentalWeaponImpactDebugEnabled
- pl_pickAndThrow.environmentalWeaponImpulseScale
- pl_pickAndThrow.environmentalWeaponLivingToArticulatedImpulseRatio
- pl_pickAndThrow.environmentalWeaponMinViewClamp
- pl_pickAndThrow.environmentalWeaponObjectImpulseScale
- pl_pickAndThrow.environmentalWeaponRenderStatsEnabled
- pl_pickAndThrow.environmentalWeaponSweepTestsEnabled
- pl_pickAndThrow.environmentalWeaponThrowAnimationSpeed
- pl_pickAndThrow.environmentalWeaponUnrootedPickupTimeMult
- pl_pickAndThrow.environmentalWeaponViewLerpSmoothTime
- pl_pickAndThrow.environmentalWeaponViewLerpZOffset
- pl_pickAndThrow.impactNormalGroundClassificationAngle
- pl_pickAndThrow.impactPtValidHeightDiffForImpactStick
- pl_pickAndThrow.intersectionAssistCollisionsPerSecond
- pl_pickAndThrow.intersectionAssistDebugEnabled
- pl_pickAndThrow.intersectionAssistDeleteObjectOnEmbed
- pl_pickAndThrow.intersectionAssistPenetrationThreshold
- pl_pickAndThrow.intersectionAssistTimePeriod
- pl_pickAndThrow.intersectionAssistTranslationThreshold
- pl_pickAndThrow.maxOrientationCorrectionTime
- pl_pickAndThrow.minComboInputWindowDurationInSecs
- pl_pickAndThrow.minRequiredThrownEnvWeaponHitVelocity
- pl_pickAndThrow.objectImpulseLowerScaleLimit
- pl_pickAndThrow.objectImpulseLowMassThreshold
- pl_pickAndThrow.orientationCorrectionTimeMult
- pl_pickAndThrow.reboundAnimPlaybackSpeedMultiplier
- pl_pickAndThrow.reloadProxies
- pl_pickAndThrow.useProxies
- pl_power_sprint.foward_angle
- pl_refillAmmoDelay
- pl_reload
- pl_renderInNearest
- pl_serialisePhysVel
- pl_shotDebug
- pl_shotgunDamageCap
- pl_slealth_cloakinterference_onactionMP
- pl_slideCameraFactor
- pl_sliding_control.deceleration_speed
- pl_sliding_control.max_downhill_acceleration
- pl_sliding_control.max_downhill_threshold
- pl_sliding_control.min_downhill_threshold
- pl_sliding_control.min_speed
- pl_sliding_control.min_speed_threshold
- pl_sliding_control_mp.deceleration_speed
- pl_sliding_control_mp.max_downhill_acceleration
- pl_sliding_control_mp.max_downhill_threshold
- pl_sliding_control_mp.min_downhill_threshold
- pl_sliding_control_mp.min_speed
- pl_sliding_control_mp.min_speed_threshold
- pl_spawnCorpseOnDeath
- pl_stampTimeout
- pl_state_debug
- pl_stealth_shotgunDamageCap
- pl_stealthKill_aimVsSpineLerp
- pl_stealthKill_allowInMP
- pl_stealthKill_debug
- pl_stealthKill_maxVelocitySquared
- pl_stealthKill_uncloakInMP
- pl_stealthKill_useExtendedRange
- pl_stealthKill_usePhysicsCheck
- pl_swimAlignArmsToSurface
- pl_swimBackSpeedMul
- pl_swimNormalSprintSpeedMul
- pl_swimSideSpeedMul
- pl_swimVertSpeedMul
- pl_switchTPOnKill
- pl_TacticalScanDuration
- pl_TacticalScanDurationMP
- pl_TacticalTaggingDuration
- pl_TacticalTaggingDurationMP
- pl_talos
- pl_targeting_debug
- pl_useItemHoldTime
- pl_velocityInterpAirControlScale
- pl_velocityInterpAirDeltaFactor
- pl_velocityInterpAlwaysSnap
- pl_velocityInterpPathCorrection
- pl_velocityInterpSynchJump
- pl_viewFollow
- pl_viewFollowMaxRadius
- pl_viewFollowMinRadius
- pl_viewFollowOffset
- pl_watch_projectileAimHelper
- pl_watchPlayerState
Console Variables and Commands
pl_adjustJumpAngleWithFloorNormal
Set to true to adjust the angle a player jumps relative to the floor normal they're stood on. Can make jumping on slopes frustrating.
pl_aim_acceleration_enabled
Aim Acceleration: Enable/Disable aim acceleration.
pl_aim_assistance_disabled_atDifficultyLevel
Aim Assistance: Force disabling at certain difficulty level
pl_aim_assistance_enabled
Aim Assistance: Enable/Disable aim assistance.
pl_aim_cloaked_multiplier
Multiplier for autoaim slow and follow vs cloaked targets
pl_aim_near_lookat_target_distance
Multiplier for autoaim slow and follow vs cloaked targets
pl_autoPickupItemsWhenUseHeld
When holding down the use button and moving over an item the item will be used
pl_autoPickupMinTimeBetweenPickups
After auto-picking an item the system will be disabled for this many seconds
pl_boostedMelee_allowInMP
Define whether or not the boosted melee mechanic can be used in multiplayer
pl_cameraTransitionTime
Time over which to transition the camera between modes
pl_cameraTransitionTimeLedgeGrabIn
Time over which to transition into the animated camera mode going into ledge grab
pl_cameraTransitionTimeLedgeGrabOut
Time over which to transition into the animated camera mode going out of the ledge grab
pl_clientInertia
Override the interia of clients
pl_debug_aiming
*TODO*
pl_debug_aiming_input
*TODO*
pl_debug_energyConsumption
Display debug energy consumption rate info
pl_debug_filter
*TODO*
pl_debug_hit_recoil
*TODO*
pl_debug_jumping
*TODO*
pl_debug_log_camera_mode_changes
Write CPlayerCamera-related messages to game log
pl_debug_log_player_plugins
Write player plug-in info to the console and log file
pl_debug_look_poses
*TODO*
pl_debug_movement
*TODO*
pl_debug_pickable_items
Display information about pickable item at which the player is about to interact with
pl_debug_projectileAimHelper
Enables debug info for any active projectile aim assist
pl_debug_view
*TODO*
pl_debug_vistable
View debug information for vistable
pl_debug_vistableAddEntityId
test ent id to add
pl_debug_vistableIgnoreEntities
view currently ignored entities set in vistable
pl_debug_vistableRemoveEntityId
test ent id to remove
pl_debug_watch_camera_mode
Display on-screen text showing player's current camera mode (requires 'watch_enabled')
pl_debugInterpolation
Debug interpolation
pl_doLocalHitImpulsesMP
Do local hit impulses in multiplayer
pl_enemy_ramming.fall_damage_threashold
Damage threshold to activate fall and play
pl_enemy_ramming.fatal_falling_speed
the speed at where the falling is always fatal to the enemy
pl_enemy_ramming.max_falling_damage
the maximum hit damage to the enemy can receive from being rammed from a falling player
pl_enemy_ramming.min_momentum_to_fall
Minimum relative momentum to make an actor fall from the collision with another actor
pl_enemy_ramming.player_to_player
Max damage if both actors are alive (and in movement)
pl_enemy_ramming.ragdoll_to_player
Max ragdoll to player damage
pl_enemy_ramming.safe_falling_speed
the falling speed the player starts to hurt the enemy from falling
pl_fall_intensity_hit_multiplier
how much fall speed influences view shake intensity after a melee hit
pl_fall_intensity_max
maximum view shake intensity
pl_fall_intensity_multiplier
how much fall speed influences view shake intensity
pl_fall_time_max
maximum view shake time
pl_fall_time_multiplier
how much fall speed influences view shake time
pl_fallHeight
The height above the ground at which the player starts to fall
pl_freeFallDeath_cameraAngle
Angle to aim camera when falling death begins
pl_freeFallDeath_fadeTimer
How long to wait before fading camera to black
pl_health
Sets a player's health.
pl_health.collision_health_threshold
Collision damage will never put the player below this health
pl_health.critical_health_thresholdMP
If player health percentage drops below this threshold it's considered critical.
pl_health.critical_health_thresholdSP
If player health percentage drops below this threshold it's considered critical.
pl_health.critical_health_updateTimeSP
Interval used to keep critical health msg shown (SP)
pl_health.debug_FallDamage
Enables console output of fall damage information.
pl_health.enable_FallandPlay
Enables/Disables fall&play for the player
pl_health.enableNewHUDEffect
Enables new Health/Hits HUD effect (only on level reload)
pl_health.fallDamage_CurveAttack
Damage curve attack for medium fall speed
pl_health.fallDamage_CurveAttackMP
MP Damage curve attack for medium fall speed
pl_health.fallDamage_health_threshold
Falling damage will never pu the player below this health, unless falling above fatal speed
pl_health.fallDamage_SpeedFatal
Fatal fall
pl_health.fallDamage_SpeedFatalArmor
Fatal fall in armor mode
pl_health.fallDamage_SpeedFatalArmorMP
Fatal fall in armor mode (in MP)
pl_health.fallDamage_SpeedSafe
Safe fall speed.
pl_health.fallDamage_SpeedSafeArmorMP
Safe fall speed in armor mode (in MP).
pl_health.fallSpeed_HeavyLand
Fall speed to play heavyLand
pl_health.fallSpeed_HeavyLandArmor
Fall speed to play heavyLand in armor mode
pl_health.fallSpeed_HeavyLandArmorMP
Fall speed to play heavyLand in armor mode (in MP)
pl_health.fast_regeneration_rateMP
Fast regeneration rate in points per second
pl_health.minimalHudEffect
only shows a bit of blood on screen when player is hit. Use this with g_godMode on.
pl_health.normal_regeneration_rateMP
Regeneration rate in points per second
pl_health.normal_regeneration_rateSP
Regeneration rate in points per second
pl_health.normal_threshold_time_to_regenerateMP
Time between hits to start regeneration
pl_health.normal_threshold_time_to_regenerateSP
Time between hits to start regeneration
pl_health.slow_regeneration_rateMP
Slow regeneration rate in points per second
pl_impulseCounterFactor
Percentage of deflection to counter by rotation of the higher joints
pl_impulseDebug
Show the Impulse Handler debug.
pl_impulseDuration
Duration of impulse
pl_impulseEnabled
Enable procedural impulses
pl_impulseFullRecoilFactor
Tiume factor at which to apply maximum deflection (0->1)
pl_impulseLayer
Animation layer to apply impulse to
pl_impulseMaxPitch
Maximum angular pitch in rads
pl_impulseMaxTwist
Maximum angular twist in rads
pl_inputAccel
Movement input acceleration
pl_jump_baseTimeAddedPerJump
The amount of time that is added on per jump
pl_jump_control.air_control_scale
Scales base air control while in air
pl_jump_control.air_inertia_scale
Scales inertia while in air
pl_jump_control.air_resistance_scale
Scales base air resitance while in air
pl_jump_currentTimeMultiplierOnJump
Multiplier for the current timer per jump
pl_jump_maxTimerValue
The maximum value of the timer
pl_jump_quickPressThresh
If jump button is released quicker than this threshold (in secs) then the jump will be flagged as 'quick'. In Power mode, this will do a normal (Tactical) jump instead of a power jump
pl_ladderControl.ladder_logVerbosity
Do verbose logs whenever the player uses a ladder
pl_ladderControl.ladder_renderPlayerLast
Render a player climbing a ladder in front of other geometry
pl_ledgeClamber.cameraBlendWeight
FP camera blending weight when performing ledge grab action. Do NOT change this from 1.0f lightly!
pl_ledgeClamber.debugDraw
Turn on debug drawing of Ledge Clamber
pl_ledgeClamber.enableVaultFromStanding
0 = No vault from standing; 1 = Vault when push towards obstacle and press jump; 2 = Vault when press jump; 3 = Vault when push towards obstacle
pl_legs_colliders_dist
Distance to camera that activates leg collider proxies on characters
pl_legs_colliders_scale
Scales leg colliders relative to skeleton bones
pl_melee.angle_limit_from_behind
Angle limit (in degrees) in which behind damage multiplier will apply (x2 for full range)
pl_melee.damage_multiplier_from_behind
Damage multiplier for melee attacking somebody from behind
pl_melee.damage_multiplier_mp
Damage multiplier for melee attacking somebody in Multiplayer (eg. the Defenders in Assault)
pl_melee.debug_gfx
Enable/Disables debug gfx for melees
pl_melee.impulses_enable
Enables/Disables melee impulse handling. 0: Disabled, 1: Only impulses on alive characters, 2: Only impulses on ragdolls, 3: All impulses enabled
pl_melee.melee_snap_angle_limit
Angle limit (in degrees) in which melee snap applies (x2 for full range)
pl_melee.melee_snap_blend_speed
Smooths transition to target direction. Range[0.0 - 1.0f]. Set to 1 for instant alignment
pl_melee.melee_snap_end_position_range
melee lunge target distance from player
pl_melee.melee_snap_move_speed_multiplier
Multiplier to distance to determine movement velocity
pl_melee.melee_snap_target_select_range
melee lunge target selection range
pl_melee.mp_knockback_enabled
Enable knockbacks on successful melee hits
pl_melee.mp_knockback_strength_hor
Strength of melee attack knock back horizontally
pl_melee.mp_knockback_strength_vert
Strength of melee attack knock back vertically
pl_melee.mp_melee_system
Enables the three-part melee system
pl_melee.mp_melee_system_camera_lock_and_turn
When meleeing with the 3-part system the camera will lock and face the target during the intro phase
pl_melee.mp_melee_system_camera_lock_crouch_height_offset
When targets are crouching the camera will adjust down by this amount
pl_melee.mp_melee_system_camera_lock_time
How long the camera is locked for when meleeing with 3-part system
pl_melee.mp_sliding_auto_melee_enabled
If a sliding player moves in range of an enemy player they will attempt an automatic melee attack
pl_melee.mp_victim_screenfx_blendout_duration
MP Only. Duration of the blend-out of the full-screen hit effects that affect the victim when hit by a melee attack
pl_melee.mp_victim_screenfx_dbg_force_test_duration
MP DEBUG Only. Setting this to X will immediately trigger a full-screen melee hit effect for X secs, useful for testing the effect with just 1 player
pl_melee.mp_victim_screenfx_duration
MP Only. Duration of the full-screen hit effects that affect the victim when hit by a melee attack
pl_melee.mp_victim_screenfx_intensity
MP Only. Intensity of the full-screen hit effects that affect the victim when hit by a melee attack
pl_mike_debug
Show debug information for MIKE weapon
pl_mike_maxBurnPoints
maximum number of burning points
pl_movement.crouch_SpeedScale
Crouch speed scale
pl_movement.ground_timeInAirToFall
Amount of time (in seconds) the player/ai can be in the air and still be considered on ground
pl_movement.mp_slope_speed_multiplier_downhill
Changes how drastically slopes affect a players movement speed when moving downhill. Lower = less effect.
pl_movement.mp_slope_speed_multiplier_minHill
Minimum threshold for the slope steepness before speed is affected (in degrees).
pl_movement.mp_slope_speed_multiplier_uphill
Changes how drastically slopes affect a players movement speed when moving uphill. Lower = less effect.
pl_movement.nonCombat_heavy_weapon_crouch_speed_scale
Crouch speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon
pl_movement.nonCombat_heavy_weapon_speed_scale
Base speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon
pl_movement.nonCombat_heavy_weapon_sprint_scale
Sprint speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon
pl_movement.nonCombat_heavy_weapon_strafe_speed_scale
Strafe speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon
pl_movement.power_sprint_targetFov
Fov while sprinting in power mode
pl_movement.speedScale
General speed scale
pl_movement.sprint_SpeedScale
Sprint speed scale
pl_movement.sprintStamina_debug
For MP characters (eg. Assault defenders). Display debug values for the sprint stamina
pl_movement.strafe_SpeedScale
Strafe speed scale
pl_nanovision_minFractionToUse
The minimum fraction of nano vision energy you need to have recharged to re-engage it
pl_nanovision_timeToDrain
Time it takes nanovision energy to drain from full to zero
pl_nanovision_timeToRecharge
Time it takes nanovision energy to recharge to full from zero
pl_netAimLerpFactor
Factor to lerp the remote aim directions by
pl_netSerialiseMaxSpeed
Maximum char speed, used by interpolation
pl_pickAndThrow.awayFromPlayerImpulseRatio
When applying impulses, [0.0,1.0] of the impulse will be directly away from the attacker (to keep the ragdoll death visible) the inverse will be in the impact direction
pl_pickAndThrow.chargedThrowAimHeightOffset
Height above auto aim target throw will aim at. Helps account for curved throw path
pl_pickAndThrow.chargedThrowAutoAimAngleHeuristicWeighting
Score multiplier for the 'cone' part of the auto aim algorithm
pl_pickAndThrow.chargedThrowAutoAimConeSize
Auto aim cone size(degrees) - 50% either side of forward view dir
pl_pickAndThrow.chargedThrowAutoAimDistance
Max dist auto aim will track targets to
pl_pickAndThrow.chargedThrowAutoAimDistanceHeuristicWeighting
Score multiplier for the 'distance' part of the auto aim algorithm
pl_pickAndThrow.chargedthrowAutoAimEnabled
Specifies whether charged throw auto aim is enabled
pl_pickAndThrow.chargedThrowDebugOutputEnabled
Enable debug output for charged weapon throw.
pl_pickAndThrow.cloakedEnvironmentalWeaponsAllowed
Specifies whether large environmental weapons can be cloaked in MP games with a cloaked user
pl_pickAndThrow.comboInputWindowSize
e.g 0.35 == input window is within the final 0.35 [0.0,1.0] T of the prev anim
pl_pickAndThrow.complexMelee_lerp_target_speed
Movement speed for environmental weapon melee auto aim
pl_pickAndThrow.complexMelee_snap_angle_limit
Angle limit (in degrees) in which melee snap applies
pl_pickAndThrow.correctOrientationDistOverride
If set to > 0.0f this distance will be used over xml specified dist to lerp player to prior to commencing grab anim.
pl_pickAndThrow.correctOrientationPosOverrideEnabled
Enable debug output for charged weapon throw.
pl_pickAndThrow.correctOrientationPosOverrideX
Local helper Xpos override for grabbable entity
pl_pickAndThrow.correctOrientationPosOverrideY
Local helper Ypos override for grabbable entity
pl_pickAndThrow.debugDraw
Turn on debug drawing of Pick And Throw
pl_pickAndThrow.enviromentalWeaponUseThrowInitialFacingOveride
Set to 1 to enable. If 0, object will be thrown using it's current orientation(dependent on throw anim)
pl_pickAndThrow.environmentalWeaponComboDebugEnabled
Enable debug output for environmental weapon combos
pl_pickAndThrow.environmentalWeaponDebugSwing
Enable debug of swing sweep test
pl_pickAndThrow.environmentalWeaponDesiredComboAttackAnimDuration
duration override for primary combo attack anim (< 0.0f == no desired override)
pl_pickAndThrow.environmentalWeaponDesiredGrabAnimDuration
duration override for grab anim when obj on floor(< 0.0f == no desired override)
pl_pickAndThrow.environmentalWeaponDesiredPrimaryAttackAnimDuration
duration override for primary attack anim (< 0.0f == no desired override)
pl_pickAndThrow.environmentalWeaponDesiredRootedGrabAnimDuration
duration override for grab anim when obj rooted (< 0.0f == no desired override)
pl_pickAndThrow.environmentalWeaponFlipImpulseThreshold
When impulsing ragdolls, override impulses specified in xml, will have their z component flipped, if the player's view dir z component is lower than this threshold
pl_pickAndThrow.environmentalWeaponFlippedImpulseOverrideMult
When impulsing ragdolls, if this cvar is > 0.0f, any z component of an override impulse specified in xml,will be multiplied 0->1 (based on the z component of the look dir) and this multiplier
pl_pickAndThrow.environmentalWeaponHealthDebugEnabled
Enable debug output for environmental weapon health
pl_pickAndThrow.environmentalWeaponHitConeInDegrees
The frontal cone in which env weapon impacts are acted upon e.g. ignore hits with objects behind player
pl_pickAndThrow.environmentalWeaponImpactDebugEnabled
Enable debug output for environmental weapon impacts
pl_pickAndThrow.environmentalWeaponImpulseScale
Scale for impulse appled to victim on hit with environmental weapon
pl_pickAndThrow.environmentalWeaponLivingToArticulatedImpulseRatio
Splits environmental weapon impulse between the hit location on the articulated ragdoll, and the living entity as a whole [0.0f, 1.0f]
pl_pickAndThrow.environmentalWeaponMinViewClamp
The minimum pitch that can be achieved when holding a pick and throw weapon in mp
pl_pickAndThrow.environmentalWeaponObjectImpulseScale
Scale for impulse applied to object on hit with environmental weapon
pl_pickAndThrow.environmentalWeaponRenderStatsEnabled
Enable property rendering
pl_pickAndThrow.environmentalWeaponSweepTestsEnabled
Set to 1 to enable. If 1, sweep tests will be performed during melee swings for weapons flagged as requiring sweeptests in pickandthrow.xml
pl_pickAndThrow.environmentalWeaponThrowAnimationSpeed
speed multiplier for weapon throw anim. less than 1 = longer than standard duration. -1 = default speed
pl_pickAndThrow.environmentalWeaponUnrootedPickupTimeMult
duration multiplier for wait time when picking up un-rooted weapons from the floor
pl_pickAndThrow.environmentalWeaponViewLerpSmoothTime
Time over which view dir is blended to target during env weap melee
pl_pickAndThrow.environmentalWeaponViewLerpZOffset
target view lerp pos offset when using env weap melee
pl_pickAndThrow.impactNormalGroundClassificationAngle
Angle tolerance (in degrees - from upright) in which a surface normal is considered as ground ( and an impact to stick rather than rebound )
pl_pickAndThrow.impactPtValidHeightDiffForImpactStick
height tolerance (in metres) from the player entity, in which we consider sticking rather than rebound
pl_pickAndThrow.intersectionAssistCollisionsPerSecond
Collisions per second threshold considered stuck
pl_pickAndThrow.intersectionAssistDebugEnabled
Enable intersection assist debugging
pl_pickAndThrow.intersectionAssistDeleteObjectOnEmbed
if 1, embedded objects will be deleted, 0 - object will just be put to sleep
pl_pickAndThrow.intersectionAssistPenetrationThreshold
How far an object must penetrate to be considered embedded
pl_pickAndThrow.intersectionAssistTimePeriod
time period over which we will assess if something is stuck
pl_pickAndThrow.intersectionAssistTranslationThreshold
How far an object must move per sec to be considered not stuck
pl_pickAndThrow.maxOrientationCorrectionTime
Maximum time period over which orientation/position correction will occur before grab anim is commenced
pl_pickAndThrow.minComboInputWindowDurationInSecs
but window will be artificially extended to be no shorter than X e.g. 0.33 seconds
pl_pickAndThrow.minRequiredThrownEnvWeaponHitVelocity
The minimum thrown hit velocity (m/s) that will be acted on
pl_pickAndThrow.objectImpulseLowerScaleLimit
lower end [0.0f,1.0f] range for impulse multiplier to low mass objects (e.g. at 0.00001 mass this multiplier is used), at objectImpulseLowMassthreshold (above) 1.0f * impulse scale is used
pl_pickAndThrow.objectImpulseLowMassThreshold
impulses to objects below this mass are scaled smaller to improve impulse appearance
pl_pickAndThrow.orientationCorrectionTimeMult
speed multiplier for pick and throw orientation/position correction
pl_pickAndThrow.reboundAnimPlaybackSpeedMultiplier
the speed at which the rebound anim is played back - based on speed of original anim being reversed
pl_pickAndThrow.reloadProxies
Reloads the parameters for the pick and throw proxies
pl_pickAndThrow.useProxies
Enables/Disables PickAndThrow proxies. Needs reload
pl_power_sprint.foward_angle
Power sprint: Stick angle threshold for sprinting (0.0 - 90.0f
pl_refillAmmoDelay
When refilling ammo from an ammo box, the weapon will be lowered and disabled for this time
pl_reload
Reload player's data.
pl_renderInNearest
Render player in nearest pass
pl_serialisePhysVel
Serialise the physics vel rathe rthan the stick
pl_shotDebug
Debug local player's shots.
pl_shotgunDamageCap
Shotgun damage cap when firing normally, MP ONLY
pl_slealth_cloakinterference_onactionMP
Enable/Disable stealth interference effect on actions
pl_slideCameraFactor
Slide Camera Factor
pl_sliding_control.deceleration_speed
Deceleration while sliding (in m/s)
pl_sliding_control.max_downhill_acceleration
Extra speed added to sliding, when going down hill (scaled linearly to slope)
pl_sliding_control.max_downhill_threshold
Slope angle threshold at which we reach maximum downhill acceleration
pl_sliding_control.min_downhill_threshold
Slope angle threshold for down hill sliding
pl_sliding_control.min_speed
Speed threshold at which sliding will stop automatically
pl_sliding_control.min_speed_threshold
Min sprinting movement speed to trigger sliding
pl_sliding_control_mp.deceleration_speed
Deceleration while sliding (in m/s) (for MP)
pl_sliding_control_mp.max_downhill_acceleration
Extra speed added to sliding, when going down hill (scaled linearly to slope) (for MP)
pl_sliding_control_mp.max_downhill_threshold
Slope angle threshold at which we reach maximum downhill acceleration (for MP)
pl_sliding_control_mp.min_downhill_threshold
Slope angle threshold for down hill sliding (for MP)
pl_sliding_control_mp.min_speed
Speed threshold at which sliding will stop automatically (for MP)
pl_sliding_control_mp.min_speed_threshold
Min sprinting movement speed to trigger sliding (for MP)
pl_spawnCorpseOnDeath
Clone dying players to create longer-lasting corpses (in multiplayer)
pl_stampTimeout
Timeout for bailing out of stamp. Essentially a coverall in case of emergency
pl_state_debug
For PlayerMovement StateMachine Debugging
pl_stealth_shotgunDamageCap
Shotgun damage cap when firing from cloak, MP ONLY
pl_stealthKill_aimVsSpineLerp
Lerp factor between entity rotation and spine rotation
pl_stealthKill_allowInMP
Enable/Disable stealth kills in multiplayer. 2 = stealth mode only
pl_stealthKill_debug
Show debug lines for stealth kill angles
pl_stealthKill_maxVelocitySquared
Maximum speed of target for attempting stealth kill in multiplayer
pl_stealthKill_uncloakInMP
Enable/Disable uncloaking of the killer during stealth kills in multiplayer
pl_stealthKill_useExtendedRange
Allows stealth kills to be executed from a larger range
pl_stealthKill_usePhysicsCheck
Enable physics checks to make sure the player is able to do a stealth kill
pl_swimAlignArmsToSurface
Enable/Disable FP arms alignement to surface while swimming
pl_swimBackSpeedMul
Swimming backwards speed mul.
pl_swimNormalSprintSpeedMul
Swimming Non-Speed sprint speed mul.
pl_swimSideSpeedMul
Swimming sideways speed mul.
pl_swimVertSpeedMul
Swimming vertical speed mul.
pl_switchTPOnKill
Enable/Disable auto switch to third person on kill in multiplayer
pl_TacticalScanDuration
Time in seconds it takes to scan a interest point object using the visor.
pl_TacticalScanDurationMP
Time in seconds it takes to scan a interest point object using the visor, for MP.
pl_TacticalTaggingDuration
Time in seconds it takes to tag a interest point object using the visor.
pl_TacticalTaggingDurationMP
Time in seconds it takes to Tag a interest point object using the visor, for MP.
pl_talos
String for Talos system
pl_targeting_debug
Targeting Assistance: Enable debugging of current target.
pl_useItemHoldTime
hold time to pick up an item
pl_velocityInterpAirControlScale
Use velocity based interpolation method with gravity adjustment
pl_velocityInterpAirDeltaFactor
Interpolation air motion damping factor (0-1)
pl_velocityInterpAlwaysSnap
Set to true to continually snap the remote player to the desired position, for debug usage only
pl_velocityInterpPathCorrection
Percentage of velocity to apply tangentally to the current velocity, used to reduce oscillation
pl_velocityInterpSynchJump
Velocity interp jump velocity synching
pl_viewFollow
Follow an entity, by name
pl_viewFollowMaxRadius
Max radius for follow cam from target
pl_viewFollowMinRadius
Min radius for follow cam from target
pl_viewFollowOffset
Vertical offset on entity to follow
pl_watch_projectileAimHelper
Enables debug watch info for any active projectile aim assist
pl_watchPlayerState
0=Off, 1=Display state of local player, 2=Display state of all players (including AI)
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