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Cvars and commands
Cheat commands can be quite useful while testing the maps.
-
buddha
- Alternative togod
. Player can take damage, but their health never gets lower than 1hp. -
fire
- trigger entity(-ies) by name (the first argument) or the entity in front of the player (if the argument is not provided). The special name!cross
also means the entity in front of the player. The second (optional) argument is eitheron
,off
orset
allows to change the input trigger type. If the second argument isset
, the third argument is expected which is a number to set (can be used to set the value forgame_counter
, etc.). Note: the player is passed as an activator. -
give_inventory
andremove_inventory
- give or remove player inventory item. -
set_global_state
andset_global_value
- see Global variables.
See also: TWHL article about cheats in Half-Life
Some client commands are executed purely on client side without interacting with the server. Others are sent from client to the server (and usually can be bound to keyboard or mouse buttons).
Pure client commands:
-
hud_color
- change the current HUD color (only available ifhud_color.configurable
feature is enabled). -
test_particles
- produce some particles. This is for ParticleMan testing. -
dump_ammo_types_client
- report ammo types as known to the client. Used for debugging.
Client commands sent to server:
-
nightvision
- toggle nightvision (see Nightvision). -
recruit_followers
anddisband_followers
- fast ally recruiting, see Followers.
To see the output of the following commands you must set developer
cvar to 1 or higher.
-
report_ai_state
- report AI state of all monsters with provided classname. -
entities_count
- print the current number of entities on the map at console. -
calc_ratio
- report a Calc Ratio of specified entity. See Math and Locus system. -
calc_state
- report state of specified entity (On or Off). See Master entities. -
dump_ammo_types
- report registered ammo types. -
dump_precached_models
anddump_precached_sounds
- show the count and the list of precached models (including sprites and brush models) or sounds. Useful to keep track of the number of precached resources and to see what's exactly is being precached. -
dump_sound_replacements
- report sound replacements in use. See Sound replacement -
dump_soundscripts
- report soundscripts. See soundscript debugging
The following features are currently implemented as cvars, but they might be changed into the features configurable via featureful_server.cfg
file.
-
pushablemode
controls how func_pushables are pushed by a player.- -1 is for default Half-Life behavior before the anniversary update (the excessive acceleration is present).
- 0 is for default Half-Life behavior in anniversary update.
- 1 is for g-cont fix (used in some Xash3D mods). Allow player to push pushables by going back, left or right. Prevent excessive acceleration by ignoring the effect of
+use
when the regular forward push is applied.
-
pickup_policy
controls how player can pick up items.- 0 is by touch only (like in Half-Life).
- 1 is by pressing +use only.
- 2 is for both by touch and pressing +use.
-
npc_tridepth
. Triangulation depth to use when building paths for monsters. Possible values: 1, 2, 3. Note that higher values may affect the performance. -
npc_tridepth_all
. If set to 0, only player's followers and monsters in scripts will use the value specified bynpc_tridepth
as the triangulation depth, and other monsters will use the value 1. If set to 1, all monsters will use the value specified bynpc_tridepth
. Note that this may affect the performance. -
npc_forget_enemy_time
. If monster didn't observe its enemy for this amount of time (in seconds), the monster forgets about their enemy. Setting 0 means that monsters never forget their enemies (the standard behavior in Half-Life). -
npc_active_after_combat
. If set to 1, monsters will wander around a bit after the combat ends. -
items_physics_fix
- various attempts to fix some bugs with items that drop from breakables. Consult features/featureful_exe.cfg for the description.
-
cl_viewbob
- disable or enable weapon bobbing. -
cl_rollangle
- angle of view rolling when player goes sideways. Set to 0 to disable viewroll. -
cl_weapon_sparks
- whether to create sparks from the bullet impact on the walls. -
cl_weapon_wallpuff
- whether to create a puff from the bullet impact on the walls. -
cl_muzzlelight
- whether some player weapons produce a dynamic light upon firing. -
cl_flashlight_custom
- whether to use a custom flashlight code. -
cl_flashlight_radius
- radius of light spot for a custom flashlight. -
cl_flashlight_fade_distance
- the distance the falloff of custom flashlight begins. -
cl_nvgstyle
- 0 means Opposing Force nightvision style. 1 means Counter-Strike nightvision style. -
cl_nvgradius_cs
- radius of dynamic light of Counter-Strike like nightvision. -
cl_nvgradius_of
- radius of dynamic light of Opposing Force like nightvision. -
cl_subtitles
- whether to show captions. For mods that usesound/captions.txt
system. -
hud_min_alpha
- the minimum alpha values for HUD parameters like health, armor and ammo. -
hud_scale
- change the HUD sprites scale. 1 means original size. 0 means autoscale. Anything above 1 is upscale. Note that HUD scaling doesn't work in Software mode. -
_satctrl
- the Satchel Charge control scheme. 0 is classic (secondary attack throws more satchels, the detonation is always on the primary attack), 1 is anniversary (throw by primary attack, detonate by secondary attack). -
_grenphys
- the Hand Grenade physics. 0 is classic, 1 is anniversary (higher velocity). -
cl_motd_vgui
- whether the VGUI interface is preferred for MOTD (Message Of The Day) over the non-VGUI one (used in multiplayer). The client library must be built with VGUI support. -
cl_scoreboard_vgui
- whether the VGUI interface is preferred for Scoreboard in multiplayer. The client library must be built with VGUI support.
List of new multiplayer related cvars:
-
mp_allowmonsterinfo
- show monsters' display names in multiplayer. -
npc_dropweapons
- enable/disable weapon dropping by monsters in multiplayer. -
mp_weapon_respawndelay
- control weapon respawn time. -
mp_ammo_respawndelay
- control ammo respawn time. -
mp_item_respawndelay
- control item respawn time. -
mp_npckill
- control whether ally npc can get damage in co-op game. -
mp_respawndelay
- delay player respawn. -
mp_dropweapons
- control whether players can drop their weapons. -
mp_healthcharger_rechargetime
- control wall medkit recharge time in multiplayer. -
mp_hevcharger_rechargetime
- control wall hev charger recharge time in multiplayer. -
mp_dmgperscore
- control how many points the player gets for dealing the damage in Co-op. -
mp_allydmgpenalty
- control how many points the player loses when deals damage to allies in Co-op. -
mp_keepinventory
- keep player inventory across changelevels in co-op.
List of new cvars used to configure monsters, weapons and items parameters depending on the difficulty level. All given cvars come in 3 versions - for easy, normal and hard difficulties.
- sk_islave_zap_rate - rate of zap attack. In Half-Life it's hardcoded as 1 for easy and normal, and 1.5 for hard difficulty.
- sk_islave_revival - 1 means alien slaves will try to revive their fallend comrades. By default it's 0 for easy and normal, and 1 on hard difficulty.
- sk_vortigaunt_armor_charge - amount of armor charge the friendly alien slave can give to the player when player is low on armor.
- sk_babygargantua_health
- sk_babygargantua_dmg_slash
- sk_babygargantua_dmg_fire
- sk_babygargantua_dmg_stomp
- sk_barnacle_health
- sk_bullsquid_toxicity - whether bullsquids can use the toxic attack. By default it's 0 on easy, and 1 on normal and hard difficulties.
- sk_bullsquid_dmg_toxic_poison - the amount of poison damage inflicted by toxic projectile. If not specified, it depends on the sk_bullsquid_dmg_spit value.
- sk_bullsquid_dmg_toxic_impact - the amount of acid damage inflicted by toxic projectile on impact. If not specified, it depends on the sk_bullsquid_dmg_spit value.
- sk_floater_health
- sk_floater_explode - the explosion damage.
- sk_flybee_health
- sk_flybee_dmg_kick - melee attack damage.
- sk_flybee_dmg_beam - beam damage.
- sk_flybee_dmg_flyball - damage of every flyball projectile.
- sk_panthereye_health
- sk_panthereye_dmg_claw
- sk_scientist_heal_time - delay before scientist can heal again. In Half-Life it's hardcoded as 60 seconds.
- sk_cleansuit_scientist_health
- sk_otis_health
- sk_hgrunt_ally_health
- sk_hgrunt_ally_kick
- sk_hgrunt_ally_pellets
- sk_hgrunt_ally_gspeed
- sk_medic_ally_health
- sk_medic_ally_kick
- sk_medic_ally_gspeed
- sk_medic_ally_heal
- sk_torch_ally_health
- sk_torch_ally_kick
- sk_torch_ally_gspeed
- sk_hwgrunt_health
- sk_osprey
- sk_blkopsosprey
- sk_massassin_health
- sk_massassin_kick
- sk_massassin_gspeed
- sk_hassassin_cloaking - whether the cloaking is enabled. By default it's set to 0 on easy and normal, and to 1 on hard difficulty (replicating the behavior from Half-Life).
- sk_pitdrone_health
- sk_pitdrone_dmg_bite
- sk_pitdrone_dmg_whip
- sk_pitdrone_dmg_spit
- sk_shockroach_health
- sk_shockroach_dmg_bite
- sk_shockroach_lifespan
- sk_shocktrooper_health
- sk_shocktrooper_kick
- sk_shocktrooper_gspeed
- sk_shocktrooper_maxcharge
- sk_shocktrooper_rchgspeed
- sk_voltigore_health
- sk_voltigore_dmg_punch
- sk_voltigore_dmg_beam
- sk_voltigore_dmg_explode cvar
- sk_babyvoltigore_health
- sk_babyvoltigore_dmg_punch
- sk_pitworm_health
- sk_pitworm_dmg_swipe
- sk_pitworm_dmg_beam
- sk_geneworm_health
- sk_geneworm_dmg_spit
- sk_geneworm_dmg_hit
- sk_rgrunt_explode
- sk_robocop_health
- sk_robocop_dmg_mortar - explosion damage on beam attack.
- sk_robocop_dmg_fist - fist attack damage.
- sk_robocop_sw_radius - radius of fist attack wave.
- sk_zombie_barney_health
- sk_zombie_barney_dmg_one_slash
- sk_zombie_barney_dmg_both_slash
- sk_zombie_soldier_health
- sk_zombie_soldier_dmg_one_slash
- sk_zombie_soldier_dmg_both_slash
- sk_gonome_health
- sk_gonome_dmg_one_slash
- sk_gonome_dmg_guts
- sk_gonome_dmg_one_bite
- sk_357_bullet - damage dealt by monsters desert eagle (otis, engineer, medic grunt)
- sk_556_bullet - damage dealt by monsters SAW machine gun (opfor grunt)
- sk_762_bullet - damage dealt by monsters sniper rifle (male assassin)
- sk_plr_pipewrench
- sk_plr_knife
- sk_plr_grapple
- sk_plr_eagle
- sk_plr_uzi
- sk_plr_556_bullet
- sk_plr_762_bullet
- sk_plr_medkitshot
- sk_plr_shockroachs
- sk_plr_shockroachm
- sk_plr_spore
- sk_plr_displacer_other
- sk_plr_displacer_radius
-
sk_mortar - damage of
op4mortar
andfunc_mortar_field
shells
- sk_soda - amount of health recovered by soda can. In Half-Life it's hardcoded as 1 for all difficulties.
- sk_flashlight_drain_time - time in seconds for flashlight to fully drain its battery. By default it's 120 seconds (like in Half-Life).
- sk_flashlight_charge_time - time in seconds for flashlight to fully recharge. By default it's 20 (like in Half-Life).
- sk_plr_armor_strength - the armor strength relative to health strength. By default in Half-Life 1 armor point has the same strength as 2 health points.
- sk_zaptrap_sense_radius - the distance at which the
env_energy_ball_trap
starts to sense the player. - sk_zaptrap_respawn_time - the respawn time of the projectile.
These should be used with care as they change some fundamental behavior. The use of the experimental cvars is discouraged.
-
use_through_walls
cvar to enable/disable using things through walls without the need for setting 'Direct Only' flag for entites (probably will be made into compile-time feature). Currently broken with some triggers, e.g. func_tankcontrols. -
npc_nearest
cvar for following monsters to let them find the nearest path to the player even if they can't build the path right to the player. -
grenade_jump
allows to disable changing the vertical velocity of player when hit by explosives.