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Console Commands and Variables with Prefix PL_



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

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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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