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Cvars and commands
Roman Chistokhodov edited this page Jul 17, 2024
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buddha
- Alternative togod
, available only when cheats are on. Player can take damage, but their health never gets lower than 1hp. -
hud_color
- change the current HUD color (only available ifhud_color.configurable
feature is enabled). -
nightvision
- toggle nightvision (see Nightvision). -
test_particles
- produce some particles. This is for ParticleMan testing. -
recruit_followers
- make nearby allies follow the player. -
disband_followers
- call off all following allies.
-
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. -
set_global_state
- set a global variable state (off, on, dead). This is for debugging purposes and it's allowed only when sv_cheats is enabled. -
set_global_value
- set a number value associated with a global variable. This is for debugging purposes and it's allowed only when sv_cheats is enabled. -
calc_ratio
- report a Calc Ratio of specified entity. -
calc_state
- report state of specified entity (On or Off).
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.
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_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_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_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.
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.