BSL:Variables: Difference between revisions

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m (added some stuff; more, later)
Line 17: Line 17:
:Green : PC retail exclusive
:Green : PC retail exclusive
;Default value
;Default value
:Bold : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
:''Italic'' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
{|border=1 cellspacing=0 cellpadding=1
{|border=1 cellspacing=0 cellpadding=1
!Type!!Name!!Default value!!Comment!!Works
!Type!!Name!!Default value!!Comment!!Works
|-
|-
|bool||ai2_barabbas_run||1||"lets Barabbas run while carrying his gun"||NO
|bool||[[ai2_barabbas_run]]||1
|all AI can apparently run with the WMC...||??
|-
|-
|bool||ai2_blind||'''0'''||turns off the AI's visual sensing system||OK
|bool||[[ai2_blind]]||''0''
|turns off the AI's visual sensing system||OK
|-
|-
|bool||ai2_boss_battle||'''0'''||enables AI boss-battle target selection||??
|bool||[[ai2_boss_battle]]||''0''
|enables AI boss-battle target selection||??
|-
|-
|bool||ai2_chump_stop||'''0'''||"stops the chump"||??
|bool||[[ai2_chump_stop]]||''0''
|disables the pathfinding behaviour of chump(s)||OK
|-
|-
|bool||ai2_deaf||'''0'''||turns off the AI's sound sensing system||OK
|bool||[[ai2_deaf]]||''0''
|turns off the AI's sound sensing system||OK
|-
|-
|int32||ai2_debug_localmove_lines||20||number of lines to cast to debug local-movement code||??
|int32||[[ai2_debug_localmove_lines]]||20
|number of lines to cast to debug local-movement code||OK
|-bgcolor="lime"
|-bgcolor="lime"
|bool||ai2_debug_localmovement||0||debug local-movement code from player's position||OK
|bool||[[ai2_debug_localmovement]]||0
|debug local-movement code from player's position||OK
|-
|-
|bool||ai2_debug_localpathfinding||0||debug local-path code from player's position and facing||OK
|bool||[[ai2_debug_localpathfinding]]||0
|debug local-path code from player's position and facing||OK
|-
|-
|bool||ai2_debug_showsettingIDs||0||shows ID numbers for combat, melee and neutral settings||??
|bool||[[ai2_debug_showsettingIDs]]||0
|shows ID numbers for combat, melee and neutral settings||??
|-
|-
|bool||ai2_ignore_player||'''0'''||makes all AI ignore the player||OK
|bool||[[ai2_ignore_player]]||''0''
|makes all AI ignore the player||OK
|-
|-
|bool||ai2_melee_weightcorrection||1||weights down non-attack techniques so they are never more than attacks||??
|bool||[[ai2_melee_weightcorrection]]||1
|weights down non-attack techniques so they are never more than attacks||??
|-
|-
|bool||ai2_printspawn||0||prints information about each AI spawn||??
|bool||[[ai2_printspawn]]||0
|prints information about each AI spawn||??
|-
|-
|bool||ai2_showactivationpaths||0|| ||
|bool||[[ai2_showactivationpaths]]||0
|shows the initial pathfinding (upon actiavation) of all AI||OK
|-
|-
|bool||ai2_showastar||0|| ||
|bool||[[ai2_showastar]]||0
|shows something about the A* pathfinding||??
|-
|-
|bool||ai2_showcombatranges||0|| ||
|bool||[[ai2_showcombatranges]]||0
|shows near and far combat range of all AI||OK
|-
|-
|bool||ai2_showconnections||0|| ||
|bool||[[ai2_showconnections]]||0
|shows the result of [[ai2_findconnections]]||OK
|-
|-
|bool||ai2_showdynamicgrids||0|| ||
|bool||[[ai2_showdynamicgrids]]||0
|shows dynamic grids (moving obstacles) if '''ai2_showgrids''' is ON||OK
|-
|-
|bool||ai2_showfights||0|| ||  
|bool||[[ai2_showfights]]||0
| ||  
|-
|-
|bool||ai2_showfiringspreads||0|| ||
|bool||[[ai2_showfiringspreads]]||0
|shows the firing spread of all active weapons||OK
|-
|-
|bool||ai2_showgrids||0|| ||
|bool||[[ai2_showgrids]]||0
|shows static grids (see [[AKVA]])||OK
|-
|-
|bool||ai2_showhealth||0|| ||
|bool||[[ai2_showhealth]]||0
|shows health and healthbar above every AI]]||OK
|-
|-
|bool||ai2_showintersections||0|| ||  
|bool||[[ai2_showintersections]]||0
| ||  
|-
|-
|bool||ai2_showjoblocations||0|| ||  
|bool||[[ai2_showjoblocations]]||0
| ||  
|-
|-
|bool||ai2_showlasers||0|| ||
|bool||[[ai2_showlasers]]||0
| ||??
|-
|-
|bool||ai2_showlinetochar||0|| ||
|bool||[[ai2_showlinetochar]]||0
|draws a line from the player to every char||OK
|-
|-
|bool||ai2_showlocalmelee||0|| ||  
|bool||[[ai2_showlocalmelee]]||0
| ||  
|-
|-
|bool||ai2_showlos||0|| ||  
|bool||[[ai2_showlos]]||0
|the LOS of all aiming enemies leaves a permanent trace||
|-
|-
|bool||ai2_shownames||0|| ||  
|bool||[[ai2_shownames]]||0
| ||  
|-
|-
|bool||ai2_showpathfindingerrors||0|| ||  
|bool||[[ai2_showpathfindingerrors]]||0
| ||  
|-
|-
|bool||ai2_showpaths||0|| ||  
|bool||[[ai2_showpaths]]||0
| ||  
|-
|-
|bool||ai2_showprediction||0|| ||  
|bool||[[ai2_showprediction]]||0
| ||  
|-
|-
|bool||ai2_showprojectiles||0|| ||  
|bool||[[ai2_showprojectiles]]||0
| ||  
|-
|-
|bool||ai2_showsounds||0|| ||  
|bool||[[ai2_showsounds]]||0
| ||  
|-
|-
|bool||ai2_showtargeting||0|| ||  
|bool||[[ai2_showtargeting]]||0
| ||  
|-
|-
|bool||ai2_showvision||0|| ||  
|bool||[[ai2_showvision]]||0
| ||  
|-
|-
|int32||ai2_spacing_cookies||2|| ||  
|int32||[[ai2_spacing_cookies]]||2
| ||  
|-
|-
|bool||ai2_spacing_enable||1|| ||  
|bool||[[ai2_spacing_enable]]||1
| ||  
|-
|-
|bool||ai2_spacingweights||1|| ||  
|bool||[[ai2_spacingweights]]||1
| ||  
|-
|-
|int32||ai2_stopignoring_count||6||number of events before the AI will stop ignoring||??
|int32||[[ai2_stopignoring_count]]||6
|number of events before the AI will stop ignoring||??
|-
|-
|int32||ai2_stopignoring_time||240||time before the AI forgets about ignored events, in frames||??
|int32||[[ai2_stopignoring_time]]||240
|time before the AI forgets about ignored events, in frames||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_hit_everything||0||makes the laser pointer hit all objects||??
|bool||am_hit_everything||0
|makes the laser pointer hit all objects||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_invert||'''??'''||inverts aiming||OK
|bool||am_invert||''??''
|inverts aiming||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_axes|| || ||
|bool||am_show_axes||0
| ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_closest|| || ||
|bool||am_show_closest||0
| ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_filenames|| || ||
|bool||am_show_filenames||0
|displays debug box||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||character_name_distance|| || ||
|float||character_name_distance||150.
|AFAIK, names are always drawn||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_active||1||enables character activity||OK
|bool||chr_active||1
|if OFF, all characters are inactive||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_aim_width||70.||width of the aiming arc, in degrees||OK
|float||chr_aim_width||70.
|width of the aiming arc, in degrees||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_all_active||0||forces all characters to be active||OK
|bool||chr_all_active||0
|forces offscreen characters to remain active||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_auto_aim_arc||90.||width of the auto aiming arc, in degrees||OK
|float||chr_auto_aim_arc||90.
|width of the auto aiming arc, in degrees||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_auto_aim_dist||40.||threshold distance for auto aiming, in world units||OK
|float||chr_auto_aim_dist||40.
|threshold distance for auto aiming, in world units||OK
|-
|-
|bool||chr_big_head||'''0'''||enables custom head size factor for all characters||OK
|bool||chr_big_head||''0''
|enables custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|float||chr_big_head_amount||4.
|custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|float||chr_block_angle||20.
|width of the blocking angle, in degrees||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_buffer_size|| || ||  
|int32||chr_buffer_size||8
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_collision_box|| || ||  
|bool||chr_collision_box||1
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_collision_grow|| || ||  
|float||chr_collision_grow||0.
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
|bool||chr_corpse_fade_offscreen||1
|makes characters fade to corpses when offscreen||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_death_fade_frames||180||time over which characters fade to corpses, in frames||??
|int32||chr_death_fade_frames||180
|time over which characters fade to corpses, in frames||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_death_fade_start||7200||time until characters fade to corpses, in frames||??
|int32||chr_death_fade_start||7200
|time until characters fade to corpses, in frames||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|bool||chr_debug_aiming_screen||0
|enables dumping of aiming screen events to '''console'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_characters|| || ||  
| ||chr_debug_characters||  
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_collision|| || ||  
| ||chr_debug_collision|| || ||  
Line 161: Line 223:
| ||chr_debug_pathfinding|| || ||  
| ||chr_debug_pathfinding|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_sphere|| || ||  
|bool||chr_debug_sphere||0
|displays collision sphere(s) around characters||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_target|| || ||  
|bool||chr_debug_target||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_trigger_quad|| || ||  
|bool||chr_debug_trigger_quad||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_disable_melee||0||turns off all melee damage||??
|bool||chr_disable_melee||0||turns off all melee damage||??
Line 171: Line 236:
|bool||chr_disable_visactive||0||disables visibility activation||OK
|bool||chr_disable_visactive||0||disables visibility activation||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|bool||chr_draw_aiming_vector||0
|enables drawing of the aiming vector||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_draw_all_characters|| || ||
|bool||chr_draw_all_characters||0
|forces the drawing of all characters (also keeps them active)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_draw_facing_vector|| || ||  
| ||chr_draw_facing_vector|| || ||  
Line 243: Line 310:
| ||door_drawframes|| || ||  
| ||door_drawframes|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||door_ignore_locks||0||disables all door locks||OK
|bool||door_ignore_locks||0
|ignores locked state for all doors||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||door_pop_lighting|| || ||  
| ||door_pop_lighting|| || ||  
Line 251: Line 319:
| ||door_show_debug|| || ||  
| ||door_show_debug|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||draw_every_frame|| || ||
|bool||[[draw_every_frame]]||0
|forces the drawing of every Nth frame||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||draw_every_frame_multiple|| || ||  
|int32||[[draw_every_frame_multiple]]||1
||sets the drawing frequency if '''draw_every_frame''' is ON||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_collision||1||enables environment collision||??
|bool||env_collision||1
|enables environment collision||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_drawallgqs|| || ||
|bool||env_drawallgqs||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_drawfrustum|| || ||
|bool||env_drawfrustum||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_drawvisonly|| || ||
|bool||env_drawvisonly||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_highlight_gq|| || ||
|int32||[[env_highlight_gq]]||-1
|points out the quad with that ID (-1 means none)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_ray_number|| || ||  
|int32||[[env_ray_number]]||20
|number or rays cast per frame||
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_ghostgqs|| || ||
|bool||env_show_ghostgqs||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_leafnodes|| || ||
|bool||env_show_leafnodes||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_octnode_gqs|| || ||  
|bool||env_show_octnode_gqs||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_octtree|| || ||  
|bool||env_show_octtree||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_quad_count|| || ||  
|bool||[[env_show_quad_count]]||0|| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_rays|| || ||  
|bool||env_show_rays||0|| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_stairflagged|| || ||  
|bool||env_show_stairflagged||0|| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||fast_lookup|| || ||  
| ||fast_lookup|| || ||  
Line 341: Line 421:
| ||gs_stable_ear|| || ||  
| ||gs_stable_ear|| || ||  
|-
|-
|bool||invincible||'''0'''||makes player invincible||OK
|bool||[[invincible]]||''0''||makes player invincible||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||laser_alpha|| || ||  
| ||laser_alpha|| || ||  
Line 365: Line 445:
| ||ob_show_debug|| || ||  
| ||ob_show_debug|| || ||  
|-
|-
|bool||omnipotent||'''0'''||makes player omnipotent||OK
|bool||[[omnipotent]]||''0''||makes player omnipotent||OK
|-
|-
| ||p3_debug_collision|| || ||  
| ||p3_debug_collision|| || ||  
Line 395: Line 475:
| ||recoil_return_speed|| || ||  
| ||recoil_return_speed|| || ||  
|-
|-
|int32||save_point||'''??'''||which save point we are on||OK
|int32||save_point||''??''||which save point we are on||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||saved_film_character_offset|| || ||  
|int32||saved_film_character_offset||1
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||saved_film_loop|| || ||
|bool||saved_film_loop||0
|enables looping when '''play_record'''ing||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sc_bind_f2|| || ||
|string||sc_bind_f2||""
|animation bound to '''cutscene1'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sc_bind_f3|| || ||
|string||sc_bind_f3||""
|animation bound to '''cutscene2'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_characters|| || ||
|bool||show_characters||1
|toggles the display of characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_chr_env_collision|| || ||
|bool||show_chr_env_collision||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_flags|| || ||
|bool||show_flags||0
|show flags?||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_laser_env_collision|| || ||
|bool||show_laser_env_collision||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_patrolpaths|| || ||
|bool||show_patrolpaths||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_performance|| || ||
|bool||show_performance||0
| ||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_performance_gsd|| || ||  
|bool||show_performance_gsd||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_performance_gsu|| || ||  
|bool||show_performance_gsu||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_sound_all|| || ||  
|bool||show_sound_all||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_sound_rectangles|| || ||  
|bool||show_sound_rectangles||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_sound_spheres|| || ||  
|bool||show_sound_spheres||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_triggers|| || ||  
|bool||show_triggers||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_turrets|| || ||  
|bool||show_turrets||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||single_step|| || ||
|bool||single_step||0
|enables single step mode||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_height|| || ||
|float||sky_height||0.
|Y offset of skybox?||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_height|| || ||  
|bool||sky_show_clouds||1
|shows clouds?||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_clouds|| || ||  
|bool||[[sky_show_planet]]||1
|shows planet(s) (sun in levels 2 and 3)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_planet|| || ||  
|bool||sky_show_sky||1
|show sky (main switch)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_sky|| || ||  
|bool||sky_show_skybox||1
|show skybox||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_skybox|| || ||
|bool||sky_show_stars||1
|-bgcolor="silver"
|show stars? (no stars in any level)||??
| ||sky_show_stars|| || ||
|-
|-
| ||sound_show_debug|| || ||
|bool||sound_show_debug||0
|debugs sound channels||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||spatial_footsteps|| || ||
|bool||spatial_footsteps||1
| ||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sync_debug|| || ||  
|bool||sync_debug||0
| ||
|-bgcolor="silver"
|-bgcolor="silver"
|float||target_max_distance||75000.||distance to objective over which the radar arc changes size, in world units||OK
|float||[[target_max_distance]]||75000.
|distance to objective over which the radar arc changes size, in world units||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||turret_show_debug|| || ||
|bool||turret_show_debug||0
|no visible difference||??
|-
|-
|bool||ui_suppress_prompt||0||suppresses HUD prompting about new objectives or moves||OK
|bool||[[ui_suppress_prompt]]||0
|suppresses prompt about new objectives or moves||OK
|-
|-
|bool||unstoppable||'''0'''||makes player unstoppable||OK
|bool||[[unstoppable]]||''0''
|makes player unstoppable||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wait_for_key||0||makes the game wait for a key before level load||OK
|bool||[[wait_for_key]]||0
|makes the game wait for a key before level load||OK
|-
|-
|bool||wp_disable_fade||0||disables weapon fading||OK
|bool||[[wp_disable_fade]]||0
|disables weapon fading||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_fadetime||360||free time for powerups||??
|int32||wp_fadetime||360
|free time for powerups||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_force_half_scale||0||??||??
|bool||[[wp_force_half_scale]]||0
|crosshairs scale with distance, pow_adjustment redundant||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_force_no_scale||0||forces the aiming circle to not scale from distance||OK
|bool||[[wp_force_no_scale]]||0
|crosshairs don't scale with distance, pow_adjustment ineffective||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_force_scale||0||??||??
|bool||[[wp_force_scale]]||0
|crosshairs scale with distance, pow_adjustment ineffective||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_hypostrength||25||strength of hypo spray (in per cent of full health)||OK
|int32||wp_hypostrength||25
|apparently in % of full health, seems hard-coded||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_kickable||0||lets ''everyone but the player'' collide with weapons||OK
|bool||[[wp_kickable]]||0
|lets NPCs collide with weapons||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||wp_pow_adjustment||0.3||??||??
|float||[[wp_pow_adjustment]]||0.3
|scales crosshair separately (or not, depending on "force" flags)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||wp_scale_adjustment||1.||adjust the size of the green aiming circle||OK
|float||[[wp_scale_adjustment]]||1.
|adjusts scales||OK
|}
|}

Revision as of 02:44, 28 June 2007

Declaration

Put usage of var here. Link to OSL data types

Assignment

Put usage of = here.

Preset variables

All the preset OSL variables are listed here, in alphabetical order.
Please fill in with ssg's stuff (descriptions + OK if variable works).
Type and default value (from console) if you're motivated enough.
It may be a little less tedious to expand specific subpages of Preset
(mini-tutorials of sorts) geyser


Color
White : available on all versions
Gray : available only on PC retail and Mac beta 4
Red : Mac beta 4 exclusive
Green : PC retail exclusive
Default value
Italic : reset by engine at level load (not checked yet for chr_buffer_size and beyond, unless specified)
Type Name Default value Comment Works
bool ai2_barabbas_run 1 all AI can apparently run with the WMC... ??
bool ai2_blind 0 turns off the AI's visual sensing system OK
bool ai2_boss_battle 0 enables AI boss-battle target selection ??
bool ai2_chump_stop 0 disables the pathfinding behaviour of chump(s) OK
bool ai2_deaf 0 turns off the AI's sound sensing system OK
int32 ai2_debug_localmove_lines 20 number of lines to cast to debug local-movement code OK
bool ai2_debug_localmovement 0 debug local-movement code from player's position OK
bool ai2_debug_localpathfinding 0 debug local-path code from player's position and facing OK
bool ai2_debug_showsettingIDs 0 shows ID numbers for combat, melee and neutral settings ??
bool ai2_ignore_player 0 makes all AI ignore the player OK
bool ai2_melee_weightcorrection 1 weights down non-attack techniques so they are never more than attacks ??
bool ai2_printspawn 0 prints information about each AI spawn ??
bool ai2_showactivationpaths 0 shows the initial pathfinding (upon actiavation) of all AI OK
bool ai2_showastar 0 shows something about the A* pathfinding ??
bool ai2_showcombatranges 0 shows near and far combat range of all AI OK
bool ai2_showconnections 0 shows the result of ai2_findconnections OK
bool ai2_showdynamicgrids 0 shows dynamic grids (moving obstacles) if ai2_showgrids is ON OK
bool ai2_showfights 0
bool ai2_showfiringspreads 0 shows the firing spread of all active weapons OK
bool ai2_showgrids 0 shows static grids (see AKVA) OK
bool ai2_showhealth 0 shows health and healthbar above every AI]] OK
bool ai2_showintersections 0
bool ai2_showjoblocations 0
bool ai2_showlasers 0 ??
bool ai2_showlinetochar 0 draws a line from the player to every char OK
bool ai2_showlocalmelee 0
bool ai2_showlos 0 the LOS of all aiming enemies leaves a permanent trace
bool ai2_shownames 0
bool ai2_showpathfindingerrors 0
bool ai2_showpaths 0
bool ai2_showprediction 0
bool ai2_showprojectiles 0
bool ai2_showsounds 0
bool ai2_showtargeting 0
bool ai2_showvision 0
int32 ai2_spacing_cookies 2
bool ai2_spacing_enable 1
bool ai2_spacingweights 1
int32 ai2_stopignoring_count 6 number of events before the AI will stop ignoring ??
int32 ai2_stopignoring_time 240 time before the AI forgets about ignored events, in frames ??
bool am_hit_everything 0 makes the laser pointer hit all objects ??
bool am_invert ?? inverts aiming OK
bool am_show_axes 0
bool am_show_closest 0
bool am_show_filenames 0 displays debug box
float character_name_distance 150. AFAIK, names are always drawn
bool chr_active 1 if OFF, all characters are inactive OK
float chr_aim_width 70. width of the aiming arc, in degrees OK
bool chr_all_active 0 forces offscreen characters to remain active OK
float chr_auto_aim_arc 90. width of the auto aiming arc, in degrees OK
float chr_auto_aim_dist 40. threshold distance for auto aiming, in world units OK
bool chr_big_head 0 enables custom head size factor for all characters OK
float chr_big_head_amount 4. custom head size factor for all characters OK
float chr_block_angle 20. width of the blocking angle, in degrees OK
int32 chr_buffer_size 8
bool chr_collision_box 1
float chr_collision_grow 0.
bool chr_corpse_fade_offscreen 1 makes characters fade to corpses when offscreen ??
int32 chr_death_fade_frames 180 time over which characters fade to corpses, in frames ??
int32 chr_death_fade_start 7200 time until characters fade to corpses, in frames ??
bool chr_debug_aiming_screen 0 enables dumping of aiming screen events to console OK
chr_debug_characters
chr_debug_collision
chr_debug_fall
chr_debug_footsteps
chr_debug_footsteps_verbose
chr_debug_handle
chr_debug_impacts
chr_debug_overlay
chr_debug_pathfinding
bool chr_debug_sphere 0 displays collision sphere(s) around characters
bool chr_debug_target 0
bool chr_debug_trigger_quad 0
bool chr_disable_melee 0 turns off all melee damage ??
bool chr_disable_visactive 0 disables visibility activation OK
bool chr_draw_aiming_vector 0 enables drawing of the aiming vector OK
bool chr_draw_all_characters 0 forces the drawing of all characters (also keeps them active) OK
chr_draw_facing_vector
chr_draw_weapon
bool chr_enable_collision 1 enables character collision OK
int32 chr_lod -1 character LOD (-1 = AUTO, 0 = xlow, ..., 4 = xhigh) OK
bool chr_mini_me 0 enables custom size factor for the main character OK
float chr_mini_me_amount 0.5 custom size factor for the main character OK
bool chr_pin_character 0 pins all characters (freezes coordinates) OK
chr_print_sound
chr_show_bnv
chr_show_lod
chr_show_movement
bool chr_weapon_auto_aim 1 enables auto aiming OK
float cinematic_xoffset 20. offset from the vertical edge of the screen for the cinematic insert ??
float cinematic_yoffset 65. offset from the horizontal edge of the screen for the cinematic insert ??
float cm_canter_unarmed 7. camera canter in melee, in degrees OK
float cm_canter_weapon 8. camera canter when aiming, in degrees OK
float cm_distance 33. camera distance to target, in world units OK
float cm_height 15. camera target height to feet, in world units OK
int32 cm_jello_amt 20 percentage of wall transparency in Jello mode OK
float cm_jello_radius 12. radius of effect of Jello mode OK
float cm_lookspring_percent 0.5 percentage of lookspring at which fight mode turns off ??
bool cm_plane_test 1 enables plane test for Jello camera ??
co_display
co_fade_time
co_message_display
co_priority
debug_consoles
debug_font_cache
debug_gun_behavior
debug_impacts
debug_scripts
debug_triggers
debug_weapons
door_drawframes
bool door_ignore_locks 0 ignores locked state for all doors OK
door_pop_lighting
door_show_activation
door_show_debug
bool draw_every_frame 0 forces the drawing of every Nth frame OK
int32 draw_every_frame_multiple 1 sets the drawing frequency if draw_every_frame is ON OK
bool env_collision 1 enables environment collision ??
bool env_drawallgqs 0 ??
bool env_drawfrustum 0 ??
bool env_drawvisonly 0 ??
int32 env_highlight_gq -1 points out the quad with that ID (-1 means none) OK
int32 env_ray_number 20 number or rays cast per frame
bool env_show_ghostgqs 0 ??
bool env_show_leafnodes 0 ??
bool env_show_octnode_gqs 0
bool env_show_octtree 0
bool env_show_quad_count 0
bool env_show_rays 0
bool env_show_stairflagged 0
fast_lookup
fast_mode
flag_name_distance
flag_new_id
footstep_flash
fx_laser_width
bool gl_disable_depth_reads 0 disables depth reads ??
gl_disable_dxt1
gl_disable_packed_pixels
float gl_fog_blue 0.25 amount of blue fog (0 - 1) OK
float gl_fog_end 1. fog end OK
float gl_fog_green 0.25 amount of green fog (0 - 1) OK
float gl_fog_red 0.25 amount of red fog (0 - 1) OK
float gl_fog_start 0.975 fog start OK
gl_mipmap_offset
gs_input_accel
gs_screen_shot_reduce
gs_show_characters
bool gs_show_corpses 1 enables drawing of corpses OK
gs_show_environment
gs_show_object_count
gs_show_objects
gs_show_particles
gs_show_physics_count
gs_show_scripting_count
gs_show_shadows
gs_show_sky
bool gs_show_ui 1 enables Head-Up Display OK
gs_sleep
gs_stable_ear
bool invincible 0 makes player invincible OK
laser_alpha
li_center_cursor
m3_buffer_clear
m3_clear_color
m3_double_buffer
m3_fill_solid
m3_shade_vertex
m3_texture
m3_zcompareon
bool marketing_line_off 0 turns the laser sight off OK
ob_show_debug
bool omnipotent 0 makes player omnipotent OK
p3_debug_collision
p3_everything_breakable
p3_furniture_breakable
p3_glass_breakable
p3_show_env_collision
patrolpath_name_distance
ph_active
ph_debug_keyforces
ph_show_collisions
recoil_base
recoil_edit
recoil_factor
recoil_max
recoil_return_speed
int32 save_point ?? which save point we are on OK
int32 saved_film_character_offset 1
bool saved_film_loop 0 enables looping when play_recording OK
string sc_bind_f2 "" animation bound to cutscene1 OK
string sc_bind_f3 "" animation bound to cutscene2 OK
bool show_characters 1 toggles the display of characters OK
bool show_chr_env_collision 0 ??
bool show_flags 0 show flags? ??
bool show_laser_env_collision 0 ??
bool show_patrolpaths 0 ??
bool show_performance 0 OK
bool show_performance_gsd 0
bool show_performance_gsu 0
bool show_sound_all 0
bool show_sound_rectangles 0
bool show_sound_spheres 0
bool show_triggers 0
bool show_turrets 0
bool single_step 0 enables single step mode OK
float sky_height 0. Y offset of skybox? ??
bool sky_show_clouds 1 shows clouds? ??
bool sky_show_planet 1 shows planet(s) (sun in levels 2 and 3) OK
bool sky_show_sky 1 show sky (main switch) OK
bool sky_show_skybox 1 show skybox OK
bool sky_show_stars 1 show stars? (no stars in any level) ??
bool sound_show_debug 0 debugs sound channels OK
bool spatial_footsteps 1 OK
bool sync_debug 0
float target_max_distance 75000. distance to objective over which the radar arc changes size, in world units OK
bool turret_show_debug 0 no visible difference ??
bool ui_suppress_prompt 0 suppresses prompt about new objectives or moves OK
bool unstoppable 0 makes player unstoppable OK
bool wait_for_key 0 makes the game wait for a key before level load OK
bool wp_disable_fade 0 disables weapon fading OK
int32 wp_fadetime 360 free time for powerups ??
bool wp_force_half_scale 0 crosshairs scale with distance, pow_adjustment redundant OK
bool wp_force_no_scale 0 crosshairs don't scale with distance, pow_adjustment ineffective OK
bool wp_force_scale 0 crosshairs scale with distance, pow_adjustment ineffective OK
int32 wp_hypostrength 25 apparently in % of full health, seems hard-coded ??
bool wp_kickable 0 lets NPCs collide with weapons OK
float wp_pow_adjustment 0.3 scales crosshair separately (or not, depending on "force" flags) OK
float wp_scale_adjustment 1. adjusts scales OK