Консольные команды и CVar
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Alex626 (Обсуждение | вклад) (Новая страница: «{{article |topic=Level Design Basics |skill=Beginner |compatibility=All }} {{CCPrefix|prefix=|description=|commands= {{ConsoleCommand |command=_TestFormatMessage |de...») |
Alex626 (Обсуждение | вклад) |
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}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=_TestFormatMessage |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=aa|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aa_maxDist |
- | | | + | |описание= |
max lock distance}} | max lock distance}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=ac|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_animErrorClamp |
- | | | + | |описание= |
Forces the animation to stay within the maximum error distance/angle.}} | Forces the animation to stay within the maximum error distance/angle.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_animErrorMaxAngle |
- | | | + | |описание= |
Degrees animation orientation is allowed to stray from entity.}} | Degrees animation orientation is allowed to stray from entity.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_animErrorMaxDistance |
- | | | + | |описание= |
Meters animation location is allowed to stray from entity.}} | Meters animation location is allowed to stray from entity.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_clampTimeAnimation |
- | | | + | |описание= |
Time it takes for carry clamping to reduce the deviation to zero.}} | Time it takes for carry clamping to reduce the deviation to zero.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_clampTimeEntity |
- | | | + | |описание= |
Time it takes for carry clamping to reduce the deviation to zero.}} | Time it takes for carry clamping to reduce the deviation to zero.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_ColliderModeAI |
- | | | + | |описание= |
Force override collider mode for all AI.}} | Force override collider mode for all AI.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_ColliderModePlayer |
- | | | + | |описание= |
Force override collider mode for all players.}} | Force override collider mode for all players.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugAnimEffects |
- | | | + | |описание= |
Print log messages when anim events spawn effects.}} | Print log messages when anim events spawn effects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugAnimError |
- | | | + | |описание= |
Display debug history graphs of anim error distance and angle.}} | Display debug history graphs of anim error distance and angle.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugAnimTarget |
- | | | + | |описание= |
Display debug history graphs of anim target correction.}} | Display debug history graphs of anim target correction.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugCarryCorrection |
- | | | + | |описание= |
.}} | .}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugColliderMode |
- | | | + | |описание= |
Display filtered and requested collider modes.}} | Display filtered and requested collider modes.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugEntityParams |
- | | | + | |описание= |
Display entity params graphs}} | Display entity params graphs}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_DebugFilter |
- | | | + | |описание= |
Debug specified entity name only.}} | Debug specified entity name only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugFutureAnimPath |
- | | | + | |описание= |
Display future animation path given current motion parameters.}} | Display future animation path given current motion parameters.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugLocations |
- | | | + | |описание= |
Debug render entity (blue), animation (red) and prediction (yellow).}} | Debug render entity (blue), animation (red) and prediction (yellow).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugLocationsGraphs |
- | | | + | |описание= |
Display debug history graphs of anim and entity locations and movement.}} | Display debug history graphs of anim and entity locations and movement.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugMotionParams |
- | | | + | |описание= |
Display graph of motion parameters.}} | Display graph of motion parameters.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugMovementControlMethods |
- | | | + | |описание= |
Display movement control methods.}} | Display movement control methods.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugPrediction |
- | | | + | |описание= |
Display graph of motion parameters.}} | Display graph of motion parameters.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugSelection |
- | | | + | |описание= |
Display locomotion state selection as text.}} | Display locomotion state selection as text.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugSelectionParams |
- | | | + | |описание= |
Display graph of selection parameters values.}} | Display graph of selection parameters values.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugText |
- | | | + | |описание= |
Display entity/animation location/movement values, etc.}} | Display entity/animation location/movement values, etc.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugTweakTrajectoryFit |
- | | | + | |описание= |
Don't apply any movement to entity and animation, but allow calculations to think they are moving normally.}} | Don't apply any movement to entity and animation, but allow calculations to think they are moving normally.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_debugXXXValues |
- | | | + | |описание= |
Display some values temporarily hooked into temp history graphs.}} | Display some values temporarily hooked into temp history graphs.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_disableFancyTransitions |
- | | | + | |описание= |
Disabled Idle2Move and Move2Idle special transition animations.}} | Disabled Idle2Move and Move2Idle special transition animations.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_disableSlidingContactEvents |
- | | | + | |описание= |
Force disable sliding contact events.}} | Force disable sliding contact events.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_enableExtraSolidCollider |
- | | | + | |описание= |
Enable extra solid collider (for non-pushable characters).}} | Enable extra solid collider (for non-pushable characters).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_enableProceduralLeaning |
- | | | + | |описание= |
Enable procedural leaning (disabled asset leaning and curving slowdown).}} | Enable procedural leaning (disabled asset leaning and curving slowdown).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_entityAnimClamp |
- | | | + | |описание= |
Forces the entity movement to be limited by animation.}} | Forces the entity movement to be limited by animation.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_forceSimpleMovement |
- | | | + | |описание= |
Force enable simplified movement (not visible, dedicated server, etc).}} | Force enable simplified movement (not visible, dedicated server, etc).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_frametime |
- | | | + | |описание= |
Display a graph of the frametime.}} | Display a graph of the frametime.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_movementControlMethodFilter |
- | | | + | |описание= |
Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).}} | Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_movementControlMethodHor |
- | | | + | |описание= |
Overrides the horizontal movement control method specified by AG (overrides filter).}} | Overrides the horizontal movement control method specified by AG (overrides filter).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_movementControlMethodVer |
- | | | + | |описание= |
Overrides the vertical movement control method specified by AG (overrides filter).}} | Overrides the vertical movement control method specified by AG (overrides filter).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_predictionProbabilityOri |
- | | | + | |описание= |
.}} | .}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_predictionProbabilityPos |
- | | | + | |описание= |
.}} | .}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_predictionSmoothingOri |
- | | | + | |описание= |
.}} | .}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_predictionSmoothingPos |
- | | | + | |описание= |
.}} | .}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_targetcorrectiontimescale |
- | | | + | |описание= |
.}} | .}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_templateMCMs |
- | | | + | |описание= |
Use MCMs from AG state templates instead of AG state headers.}} | Use MCMs from AG state templates instead of AG state headers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ac_triggercorrectiontimescale |
- | | | + | |описание= |
.}} | .}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=ag|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_action |
- | | | + | |описание= |
Force this action}} | Force this action}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_adjustToCatchUp |
- | | | + | |описание= |
Adjust requested move direction of animation to catch up with entity}} | Adjust requested move direction of animation to catch up with entity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_averageTravelSpeed |
- | | | + | |описание= |
Average travel speed over a few frames}} | Average travel speed over a few frames}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_breakmode |
- | | | + | |описание= |
1=Enable debug break mode; 2=also lock inputs}} | 1=Enable debug break mode; 2=also lock inputs}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_breakOnQuery |
- | | | + | |описание= |
If we query for this state, enter break mode}} | If we query for this state, enter break mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_debug |
- | | | + | |описание= |
Entity to display debug information for animation graph for}} | Entity to display debug information for animation graph for}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_debugErrors |
- | | | + | |описание= |
Displays debug error info on the entities (0/1)}} | Displays debug error info on the entities (0/1)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_debugExactPos |
- | | | + | |описание= |
Enable/disable exact positioning debugger}} | Enable/disable exact positioning debugger}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_debugLayer |
- | | | + | |описание= |
Animation graph layer to display debug information for}} | Animation graph layer to display debug information for}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_debugMusic |
- | | | + | |описание= |
Debug the music graph}} | Debug the music graph}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_drawActorPos |
- | | | + | |описание= |
Draw actor pos/dir}} | Draw actor pos/dir}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_ep_correctMovement |
- | | | + | |описание= |
enable/disable position correction in exact positioning}} | enable/disable position correction in exact positioning}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_ep_showPath |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_forceAdjust |
- | | | + | |описание= |
Enable forced small step adjustments}} | Enable forced small step adjustments}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_forceInsideErrorDisc |
- | | | + | |описание= |
Force animation to stay within maximum error distance}} | Force animation to stay within maximum error distance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_fpAnimPop |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_humanBlending |
- | | | + | |описание= |
Ivo's debug stuff. Don't ask!}} | Ivo's debug stuff. Don't ask!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_item |
- | | | + | |описание= |
Force this item}} | Force this item}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_lockToEntity |
- | | | + | |описание= |
Lock animation to entity (zero offsetting)}} | Lock animation to entity (zero offsetting)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_log |
- | | | + | |описание= |
Enable a log of animation graph decisions}} | Enable a log of animation graph decisions}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_log_entity |
- | | | + | |описание= |
Log only this entity}} | Log only this entity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_logeffects |
- | | | + | |описание= |
AGAttachmentEffect logging}} | AGAttachmentEffect logging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_logselections |
- | | | + | |описание= |
Log animation graph selection results}} | Log animation graph selection results}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_logsounds |
- | | | + | |описание= |
AGSound logging}} | AGSound logging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_logtransitions |
- | | | + | |описание= |
Log animation graph transition calls to the console}} | Log animation graph transition calls to the console}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_measureActualSpeeds |
- | | | + | |описание= |
Measure actual travel speeds of entity and animation origins}} | Measure actual travel speeds of entity and animation origins}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_physErrorInnerRadiusFactor |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_physErrorMaxOuterRadius |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_physErrorMinOuterRadius |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_physErrorOuterRadiusFactor |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_queue |
- | | | + | |описание= |
Next state to force}} | Next state to force}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_reload_ag |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_reload_xml |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_safeExactPositioning |
- | | | + | |описание= |
Will teleport the entity to the requested position/orientation when EP think it's done.}} | Will teleport the entity to the requested position/orientation when EP think it's done.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_showmovement |
- | | | + | |описание= |
Show movement requests}} | Show movement requests}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_showPhysSync |
- | | | + | |описание= |
Show physics sync}} | Show physics sync}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_signal |
- | | | + | |описание= |
Send this signal}} | Send this signal}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_stance |
- | | | + | |описание= |
Force this stance}} | Force this stance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_step |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ag_testplanner |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=ai|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AdjustPathsAroundDynamicObstacles |
- | | | + | |описание= |
Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles}} | Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AgentStatsDist |
- | | | + | |описание= |
Sets agent statistics draw distance, such as current goalpipe, command and target. | Sets agent statistics draw distance, such as current goalpipe, command and target. | ||
Usage: ai_AgentStatsDist [view distance] | Usage: ai_AgentStatsDist [view distance] | ||
Default is 20 meters. Works with ai_DebugDraw enabled.}} | Default is 20 meters. Works with ai_DebugDraw enabled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AllowAccuracyDecrease |
- | | | + | |описание= |
Set to 1 to enable AI accuracy decrease when target is moving lateraly.}} | Set to 1 to enable AI accuracy decrease when target is moving lateraly.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AllowAccuracyIncrease |
- | | | + | |описание= |
Set to 1 to enable AI accuracy increase when target is standing still.}} | Set to 1 to enable AI accuracy increase when target is standing still.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AllTime |
- | | | + | |описание= |
Displays the update times of all agents, in milliseconds. | Displays the update times of all agents, in milliseconds. | ||
Usage: ai_AllTime [0/1] | Usage: ai_AllTime [0/1] | ||
Строка 382: | Строка 382: | ||
Red: more than 5 ms | Red: more than 5 ms | ||
You must enable ai_DebugDraw before you can use this tool.}} | You must enable ai_DebugDraw before you can use this tool.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AmbientFireQuota |
- | | | + | |описание= |
Number of units allowed to hit the player at a time.}} | Number of units allowed to hit the player at a time.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AmbientFireUpdateInterval |
- | | | + | |описание= |
Ambient fire update interval. Controls how often puppet's ambient fire status is updated.}} | Ambient fire update interval. Controls how often puppet's ambient fire status is updated.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_AttemptStraightPath |
- | | | + | |описание= |
Toggles AI attempting a simple straight path when possible. | Toggles AI attempting a simple straight path when possible. | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_Autobalance |
- | | | + | |описание= |
Set to 1 to enable autobalancing.}} | Set to 1 to enable autobalancing.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_BannedNavSoTime |
- | | | + | |описание= |
Time indicating how long invalid navsos should be banned.}} | Time indicating how long invalid navsos should be banned.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_BeautifyPath |
- | | | + | |описание= |
Toggles AI optimisation of the generated path. | Toggles AI optimisation of the generated path. | ||
Usage: ai_BeautifyPath [0/1] | Usage: ai_BeautifyPath [0/1] | ||
Default is 1 (on). Optimisation is on by default. Set to 0 to | Default is 1 (on). Optimisation is on by default. Set to 0 to | ||
disable path optimisation (AI uses non-optimised path).}} | disable path optimisation (AI uses non-optimised path).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_BigBrushCheckLimitSize |
- | | | + | |описание= |
to be used for finding big objects not enclosed into forbidden areas}} | to be used for finding big objects not enclosed into forbidden areas}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_CalcHumanMovementTable |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_CloakIncrementMod |
- | | | + | |описание= |
how fast cloak fades out}} | how fast cloak fades out}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_CloakMaxDist |
- | | | + | |описание= |
closer than that - cloak starts to fade out}} | closer than that - cloak starts to fade out}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_CloakMinDist |
- | | | + | |описание= |
closer than that - cloak not effective}} | closer than that - cloak not effective}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_CrowdControlInPathfind |
- | | | + | |описание= |
Toggles AI using crowd control in pathfinding. | Toggles AI using crowd control in pathfinding. | ||
Usage: ai_CrowdControlInPathfind [0/1] | Usage: ai_CrowdControlInPathfind [0/1] | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDraw |
- | | | + | |описание= |
Toggles the AI debugging view. | Toggles the AI debugging view. | ||
Usage: ai_DebugDraw [0/1] | Usage: ai_DebugDraw [0/1] | ||
Default is 0 (off). ai_DebugDraw displays AI rays and targets | Default is 0 (off). ai_DebugDraw displays AI rays and targets | ||
and enables the view for other AI debugging tools.}} | and enables the view for other AI debugging tools.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawAdaptiveUrgency |
- | | | + | |описание= |
Enables drawing the adaptive movement urgency.}} | Enables drawing the adaptive movement urgency.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawAmbientFire |
- | | | + | |описание= |
Displays fire quota on puppets.}} | Displays fire quota on puppets.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawAStarOpenList |
- | | | + | |описание= |
Draws the A* open list for the specified AI agent. | Draws the A* open list for the specified AI agent. | ||
Usage: ai_DebugDrawAStarOpenList [AI agent name] | Usage: ai_DebugDrawAStarOpenList [AI agent name] | ||
Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.}} | Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawBannedNavsos |
- | | | + | |описание= |
Toggles drawing banned navsos [default 0 is off] | Toggles drawing banned navsos [default 0 is off] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawBulletEvents |
- | | | + | |описание= |
Debug draw the bullet events the AI system processes. 0=disable, 1=enable.}} | Debug draw the bullet events the AI system processes. 0=disable, 1=enable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawCollisionEvents |
- | | | + | |описание= |
Debug draw the collision events the AI system processes. 0=disable, 1=enable.}} | Debug draw the collision events the AI system processes. 0=disable, 1=enable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawCrowdControl |
- | | | + | |описание= |
Draws crowd control debug information. 0=off, 1=on}} | Draws crowd control debug information. 0=off, 1=on}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawDamageControl |
- | | | + | |описание= |
Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.}} | Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawDamageParts |
- | | | + | |описание= |
Draws the damage parts of puppets and vehicles.}} | Draws the damage parts of puppets and vehicles.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawDeadBodies |
- | | | + | |описание= |
Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).}} | Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawDynamicHideObjectsRange |
- | | | + | |описание= |
Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).}} | Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawExpensiveAccessoryQuota |
- | | | + | |описание= |
Displays expensive accessory usage quota on puppets.}} | Displays expensive accessory usage quota on puppets.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawGrenadeEvents |
- | | | + | |описание= |
Debug draw the grenade events the AI system processes. 0=disable, 1=enable.}} | Debug draw the grenade events the AI system processes. 0=disable, 1=enable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawHashSpaceAround |
- | | | + | |описание= |
Validates and draws the navigation node hash space around specified entity.}} | Validates and draws the navigation node hash space around specified entity.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawHidespotRange |
- | | | + | |описание= |
Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).}} | Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawLightLevel |
- | | | + | |описание= |
Debug AI light level manager}} | Debug AI light level manager}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawObstrSpheres |
- | | | + | |описание= |
Draws all the existing obstruction spheres.}} | Draws all the existing obstruction spheres.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawPlayerActions |
- | | | + | |описание= |
Debug draw special player actions.}} | Debug draw special player actions.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawReinforcements |
- | | | + | |описание= |
Enables debug draw for reinforcement logic for specified group. | Enables debug draw for reinforcement logic for specified group. | ||
Usage: ai_DebugDrawReinforcements }} | Usage: ai_DebugDrawReinforcements }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawSoundEvents |
- | | | + | |описание= |
Debug draw the sound events the AI system processes. 0=disable, 1=enable.}} | Debug draw the sound events the AI system processes. 0=disable, 1=enable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawStanceSize |
- | | | + | |описание= |
Draws the game logic representation of the stance size of the AI agents.}} | Draws the game logic representation of the stance size of the AI agents.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawVegetationCollisionDist |
- | | | + | |описание= |
Enables drawing vegetation collision closer than a distance projected onto the terrain.}} | Enables drawing vegetation collision closer than a distance projected onto the terrain.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugDrawVolumeVoxels |
- | | | + | |описание= |
Toggles the AI debugging drawing of voxels in volume generation. | Toggles the AI debugging drawing of voxels in volume generation. | ||
Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc] | Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc] | ||
Default is 0 (off) | Default is 0 (off) | ||
+n draws all voxels with original value >= n-n draws all voxels with original value = n}} | +n draws all voxels with original value >= n-n draws all voxels with original value = n}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugInterestSystem |
- | | | + | |описание= |
Display debugging information on interest system}} | Display debugging information on interest system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugPathfinding |
- | | | + | |описание= |
Toggles output of pathfinding information [default 0 is off] | Toggles output of pathfinding information [default 0 is off] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DebugTargetSilhouette |
- | | | + | |описание= |
Draws the silhouette used for missing the target while shooting.}} | Draws the silhouette used for missing the target while shooting.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawagentFOV |
- | | | + | |описание= |
Toggles the vision cone of the AI agent. | Toggles the vision cone of the AI agent. | ||
Usage: ai_DrawagentFOV [0..1] | Usage: ai_DrawagentFOV [0..1] | ||
Строка 564: | Строка 564: | ||
of the sight range, etc. ai_DebugDraw must be enabled before | of the sight range, etc. ai_DebugDraw must be enabled before | ||
this tool can be used.}} | this tool can be used.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawAreas |
- | | | + | |описание= |
Enables/Disables drawing behavior related areas.}} | Enables/Disables drawing behavior related areas.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawBadAnchors |
- | | | + | |описание= |
Toggles drawing out of bounds AI objects of particular type for debugging AI.}} | Toggles drawing out of bounds AI objects of particular type for debugging AI.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawDistanceLUT |
- | | | + | |описание= |
Draws the distance lookup table graph overlay.}} | Draws the distance lookup table graph overlay.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawExplosions |
- | | | + | |описание= |
enable displaying all the registered explosion-spots/craters}} | enable displaying all the registered explosion-spots/craters}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawFakeDamageInd |
- | | | + | |описание= |
Draws fake damage indicators on the player.}} | Draws fake damage indicators on the player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawFakeHitEffects |
- | | | + | |описание= |
Draws fake hit effects the player.}} | Draws fake hit effects the player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawFakeTracers |
- | | | + | |описание= |
Draws fake tracers around the player.}} | Draws fake tracers around the player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawFormations |
- | | | + | |описание= |
Draws all the currently active formations of the AI agents. | Draws all the currently active formations of the AI agents. | ||
Usage: ai_DrawFormations [0/1] | Usage: ai_DrawFormations [0/1] | ||
Default is 0 (off). Set to 1 to draw the AI formations.}} | Default is 0 (off). Set to 1 to draw the AI formations.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawGetEnclosingFailures |
- | | | + | |описание= |
Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.}} | Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawGoals |
- | | | + | |описание= |
Draws all the active goal ops debug info. | Draws all the active goal ops debug info. | ||
Usage: ai_DrawGoals [0/1] | Usage: ai_DrawGoals [0/1] | ||
Default is 0 (off). Set to 1 to draw the AI goal op debug info.}} | Default is 0 (off). Set to 1 to draw the AI goal op debug info.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawGroup |
- | | | + | |описание= |
draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing | draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawGroupTactic |
- | | | + | |описание= |
draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.}} | draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawHidespots |
- | | | + | |описание= |
Draws latest hide-spot positions for all agents withing specified range.}} | Draws latest hide-spot positions for all agents withing specified range.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawModifiers |
- | | | + | |описание= |
Toggles the AI debugging view of navigation modifiers.}} | Toggles the AI debugging view of navigation modifiers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawNode |
- | | | + | |описание= |
Toggles visibility of named agent's position on AI triangulation. | Toggles visibility of named agent's position on AI triangulation. | ||
Usage: ai_DrawNode [ai agent's name] | Usage: ai_DrawNode [ai agent's name] | ||
Default is 0. Set to 1 to show the current triangle on terrain level | Default is 0. Set to 1 to show the current triangle on terrain level | ||
and closest vertex to player.}} | and closest vertex to player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawNodeLinkCutoff |
- | | | + | |описание= |
Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.}} | Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawNodeLinkType |
- | | | + | |описание= |
Sets the link parameter to draw with ai_DrawNode. | Sets the link parameter to draw with ai_DrawNode. | ||
Values are: | Values are: | ||
Строка 645: | Строка 645: | ||
2 - water max depth | 2 - water max depth | ||
3 - water min depth}} | 3 - water min depth}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawOffset |
- | | | + | |описание= |
vertical offset during debug drawing}} | vertical offset during debug drawing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawPath |
- | | | + | |описание= |
Draws the generated paths of the AI agents. | Draws the generated paths of the AI agents. | ||
Usage: ai_DrawPath [name] | Usage: ai_DrawPath [name] | ||
Default is none (nobody).}} | Default is none (nobody).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawPathAdjustment |
- | | | + | |описание= |
Draws the path adjustment for the AI agents. | Draws the path adjustment for the AI agents. | ||
Usage: ai_DrawPathAdjustment [name] | Usage: ai_DrawPathAdjustment [name] | ||
Default is none (nobody).}} | Default is none (nobody).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawPatterns |
- | | | + | |описание= |
Draws all the currently active track patterns of the AI agents. | Draws all the currently active track patterns of the AI agents. | ||
Usage: ai_DrawPatterns [0/1] | Usage: ai_DrawPatterns [0/1] | ||
Default is 0 (off). Set to 1 to draw the AI track patterns.}} | Default is 0 (off). Set to 1 to draw the AI track patterns.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawProbableTarget |
- | | | + | |описание= |
Enables/Disables drawing the position of probable target.}} | Enables/Disables drawing the position of probable target.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawRadar |
- | | | + | |описание= |
Draws AI radar: 0=no radar, >0 = size of the radar on screen}} | Draws AI radar: 0=no radar, >0 = size of the radar on screen}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawRadarDist |
- | | | + | |описание= |
AI radar draw distance in meters, default=20m.}} | AI radar draw distance in meters, default=20m.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawReadibilities |
- | | | + | |описание= |
Draws all the currently active readibilities of the AI agents. | Draws all the currently active readibilities of the AI agents. | ||
Usage: ai_DrawReadibilities [0/1] | Usage: ai_DrawReadibilities [0/1] | ||
Default is 0 (off). Set to 1 to draw the AI readibilities.}} | Default is 0 (off). Set to 1 to draw the AI readibilities.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawRefPoints |
- | | | + | |описание= |
Toggles reference points view for debugging AI. | Toggles reference points view for debugging AI. | ||
Usage: ai_DrawRefPoints [0/1] | Usage: ai_DrawRefPoints [0/1] | ||
Default is 0 (off). Indicates the AI reference points by drawing | Default is 0 (off). Indicates the AI reference points by drawing | ||
cyan balls at their positions.}} | cyan balls at their positions.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawShooting |
- | | | + | |описание= |
Name of puppet to show fire stats}} | Name of puppet to show fire stats}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawSmartObjects |
- | | | + | |описание= |
Draws smart object debug information. | Draws smart object debug information. | ||
Usage: ai_DrawSmartObjects [0/1] | Usage: ai_DrawSmartObjects [0/1] | ||
Default is 0 (off). Set to 1 to draw the smart objects.}} | Default is 0 (off). Set to 1 to draw the smart objects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawStats |
- | | | + | |описание= |
Toggles drawing stats for AI objects withing range.}} | Toggles drawing stats for AI objects withing range.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawTargets |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawTrajectory |
- | | | + | |описание= |
Records and draws the trajectory of the stats target: 0=do not record, 1=record.}} | Records and draws the trajectory of the stats target: 0=do not record, 1=record.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawType |
- | | | + | |описание= |
Toggles drawing AI objects of particular type for debugging AI. | Toggles drawing AI objects of particular type for debugging AI. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawUpdate |
- | | | + | |описание= |
list of AI forceUpdated entities}} | list of AI forceUpdated entities}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DrawVisCheckQueue |
- | | | + | |описание= |
list of pending vis-check trace requests}} | list of pending vis-check trace requests}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DynamicTriangularUpdateTime |
- | | | + | |описание= |
How long (max) to spend updating triangular waypoint regions per AI update (in sec) | How long (max) to spend updating triangular waypoint regions per AI update (in sec) | ||
0 disables dynamic updates. 0.002 is a sensible value | 0 disables dynamic updates. 0.002 is a sensible value | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DynamicVolumeUpdateTime |
- | | | + | |описание= |
How long (max) to spend updating dynamic volume regions per AI update (in sec) | How long (max) to spend updating dynamic volume regions per AI update (in sec) | ||
0 disables dynamic updates. 0.002 is a sensible value | 0 disables dynamic updates. 0.002 is a sensible value | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_DynamicWaypointUpdateTime |
- | | | + | |описание= |
How long (max) to spend updating dynamic waypoint regions per AI update (in sec) | How long (max) to spend updating dynamic waypoint regions per AI update (in sec) | ||
0 disables dynamic updates. 0.0005 is a sensible value | 0 disables dynamic updates. 0.0005 is a sensible value | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_EnableAsserts |
- | | | + | |описание= |
Enable AI asserts: 1 or 0}} | Enable AI asserts: 1 or 0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_EnableWarningsErrors |
- | | | + | |описание= |
Enable AI warnings and errors: 1 or 0}} | Enable AI warnings and errors: 1 or 0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ExtraForbiddenRadiusDuringBeautification |
- | | | + | |описание= |
Extra radius added to agents close to forbidden edges during beautification.}} | Extra radius added to agents close to forbidden edges during beautification.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ExtraRadiusDuringBeautification |
- | | | + | |описание= |
Extra radius added to agents during beautification.}} | Extra radius added to agents during beautification.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ExtraVehicleAvoidanceRadiusBig |
- | | | + | |описание= |
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.}} | Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ExtraVehicleAvoidanceRadiusSmall |
- | | | + | |описание= |
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.}} | Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ForceAllowStrafing |
- | | | + | |описание= |
Forces all AI characters to use/not use strafing (-1 disables)}} | Forces all AI characters to use/not use strafing (-1 disables)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ForceLookAimTarget |
- | | | + | |описание= |
Forces all AI characters to use/not use a fixed look/aim target | Forces all AI characters to use/not use a fixed look/aim target | ||
none disables | none disables | ||
x, y, xz or yz sets it to the appropriate direction | x, y, xz or yz sets it to the appropriate direction | ||
otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))}} | otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ForceStance |
- | | | + | |описание= |
Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6}} | Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_HideDraw |
- | | | + | |описание= |
Toggles the triangulation display. | Toggles the triangulation display. | ||
Usage: ai_HideDraw [0/1] | Usage: ai_HideDraw [0/1] | ||
Строка 794: | Строка 794: | ||
obstacle triangulation is displayed instead. | obstacle triangulation is displayed instead. | ||
Used with ai_DebugDraw and other AI path tools.}} | Used with ai_DebugDraw and other AI path tools.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_IgnorePlayer |
- | | | + | |описание= |
Makes AI ignore the player. | Makes AI ignore the player. | ||
Usage: ai_IgnorePlayer [0/1] | Usage: ai_IgnorePlayer [0/1] | ||
Default is 0 (off). Set to 1 to make AI ignore the player. | Default is 0 (off). Set to 1 to make AI ignore the player. | ||
Used with ai_DebugDraw enabled.}} | Used with ai_DebugDraw enabled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_IgnoreVisibilityChecks |
- | | | + | |описание= |
Makes certain visibility checks (for teleporting etc) return false.}} | Makes certain visibility checks (for teleporting etc) return false.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_IncludeNonColEntitiesInNavigation |
- | | | + | |описание= |
Includes/Excludes noncolliding objects from navigation.}} | Includes/Excludes noncolliding objects from navigation.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestDetectMovement |
- | | | + | |описание= |
Enable movement detection in interest system}} | Enable movement detection in interest system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestEnableScan |
- | | | + | |описание= |
Enable interest system scan mode}} | Enable interest system scan mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestScalingAmbient |
- | | | + | |описание= |
Scale the interest value given to Ambient interest items (e.g. static/passive objects)}} | Scale the interest value given to Ambient interest items (e.g. static/passive objects)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestScalingEyeCatching |
- | | | + | |описание= |
Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)}} | Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestScalingMovement |
- | | | + | |описание= |
Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)}} | Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestScalingScan |
- | | | + | |описание= |
Scale the interest value given to passively scanning the environment}} | Scale the interest value given to passively scanning the environment}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestScalingView |
- | | | + | |описание= |
Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)}} | Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestSwitchBoost |
- | | | + | |описание= |
Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)}} | Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_InterestSystem |
- | | | + | |описание= |
Enable interest system}} | Enable interest system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_Locate |
- | | | + | |описание= |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_LogConsoleVerbosity |
- | | | + | |описание= |
None = 0, progress = 1, event = 2, comment = 3}} | None = 0, progress = 1, event = 2, comment = 3}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_LogFileVerbosity |
- | | | + | |описание= |
None = 0, progress = 1, event = 2, comment = 3}} | None = 0, progress = 1, event = 2, comment = 3}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_LogSignals |
- | | | + | |описание= |
Maximum radius at which player can interact with other entities}} | Maximum radius at which player can interact with other entities}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_MaxSignalDuration |
- | | | + | |описание= |
Maximum radius at which player can interact with other entities}} | Maximum radius at which player can interact with other entities}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_MaxVisRaysPerFrame |
- | | | + | |описание= |
Maximum allowed visibility rays per frame - the rest are all assumed to succeed | Maximum allowed visibility rays per frame - the rest are all assumed to succeed | ||
Usage: ai_MaxVisRaysPerFrame <number> | Usage: ai_MaxVisRaysPerFrame <number> | ||
Default is 100. | Default is 100. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_MovementSpeedDarkIllumMod |
- | | | + | |описание= |
Multiplier for movement speed when the target is in dark light condition.}} | Multiplier for movement speed when the target is in dark light condition.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_MovementSpeedMediumIllumMod |
- | | | + | |описание= |
Multiplier for movement speed when the target is in medium light condition.}} | Multiplier for movement speed when the target is in medium light condition.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_NoUpdate |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ObstacleSizeThreshold |
- | | | + | |описание= |
Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones}} | Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_OverlayMessageDuration |
- | | | + | |описание= |
How long (seconds) to overlay AI warnings/errors}} | How long (seconds) to overlay AI warnings/errors}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_PathfinderUpdateTime |
- | | | + | |описание= |
Maximum pathfinder time per AI update | Maximum pathfinder time per AI update | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_PathfindTimeLimit |
- | | | + | |описание= |
Specifies how many seconds an individual AI can hold the pathfinder blocked | Specifies how many seconds an individual AI can hold the pathfinder blocked | ||
Usage: ai_PathfindTimeLimit 1.5 | Usage: ai_PathfindTimeLimit 1.5 | ||
Default is 2. A lower value will result in more path requests that end in NOPATH - | Default is 2. A lower value will result in more path requests that end in NOPATH - | ||
although the path may actually exist.}} | although the path may actually exist.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_PredictivePathFollowing |
- | | | + | |описание= |
Sets if AI should use the predictive path following if allowed by the type's config.}} | Sets if AI should use the predictive path following if allowed by the type's config.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProfileGoals |
- | | | + | |описание= |
Toggles timing of AI goal execution. | Toggles timing of AI goal execution. | ||
Usage: ai_ProfileGoals [0/1] | Usage: ai_ProfileGoals [0/1] | ||
Строка 917: | Строка 917: | ||
approach, run or pathfind) to execute. The longest execution time | approach, run or pathfind) to execute. The longest execution time | ||
is displayed on screen. Used with ai_DebugDraw enabled.}} | is displayed on screen. Used with ai_DebugDraw enabled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoROD |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODAffectMove |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODAliveTime |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODFireRange |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODGrenades |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODHealthGraph |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODLogScale |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODReactionTime |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODRegenTime |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODSilhuette |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ProtoRODSpeedMod |
- | | | + | |описание= |
Proto}} | Proto}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_PuppetDirSpeedControl |
- | | | + | |описание= |
Does puppet speed control based on their current move dir}} | Does puppet speed control based on their current move dir}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RadiusForAutoForbidden |
- | | | + | |описание= |
If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.}} | If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ReadabilityReload |
- | | | + | |описание= |
Reloads readability xml files.}} | Reloads readability xml files.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ReadabilityTest |
- | | | + | |описание= |
Tests the readability pack of specified entity. | Tests the readability pack of specified entity. | ||
If no readability name is specified all readabilities will be played. | If no readability name is specified all readabilities will be played. | ||
Usage: ai_ReadabilityTest <entity name> [readability name] - to play a readability | Usage: ai_ReadabilityTest <entity name> [readability name] - to play a readability | ||
ai_ReadabilityTest stop - to stop the currently playing readability set.}} | ai_ReadabilityTest stop - to stop the currently playing readability set.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_Recorder |
- | | | + | |описание= |
Enables AI debug recording | Enables AI debug recording | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_Recorder_Buffer |
- | | | + | |описание= |
Set the size of the AI debug recording buffer | Set the size of the AI debug recording buffer | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RecordFilter |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RecordLog |
- | | | + | |описание= |
log all the AI state changes on stats_target}} | log all the AI state changes on stats_target}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ReloadLookUp |
- | | | + | |описание= |
Reloads perception distance scale look-up xml files.}} | Reloads perception distance scale look-up xml files.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODAliveTime |
- | | | + | |описание= |
The base level time the player can survive under fire.}} | The base level time the player can survive under fire.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODAmbientFireInc |
- | | | + | |описание= |
Increment for the alive time when the target is within the kill-zone of the target.}} | Increment for the alive time when the target is within the kill-zone of the target.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODCombatRangeMod |
- | | | + | |описание= |
Combat-zone distance = attackRange * combatRangeMod.}} | Combat-zone distance = attackRange * combatRangeMod.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODCoverFireTimeMod |
- | | | + | |описание= |
Multiplier for cover fire times set in weapon descriptor.}} | Multiplier for cover fire times set in weapon descriptor.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODDirInc |
- | | | + | |описание= |
Increment how the orientation of the target affects the alive time. 0=disable}} | Increment how the orientation of the target affects the alive time. 0=disable}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODKillRangeMod |
- | | | + | |описание= |
Kill-zone distance = attackRange * killRangeMod.}} | Kill-zone distance = attackRange * killRangeMod.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODKillZoneInc |
- | | | + | |описание= |
Increment how the target is within the kill-zone of the target.}} | Increment how the target is within the kill-zone of the target.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODLowHealthMercyTime |
- | | | + | |описание= |
The amount of time the AI will not hit the target when the target crosses the low health threshold.}} | The amount of time the AI will not hit the target when the target crosses the low health threshold.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODMoveInc |
- | | | + | |описание= |
Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable}} | Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODReactionDarkIllumInc |
- | | | + | |описание= |
Increase for reaction time when the target is in dark light condition.}} | Increase for reaction time when the target is in dark light condition.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODReactionDirInc |
- | | | + | |описание= |
Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV. | Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV. | ||
The increment is doubled when the target is behind the player.}} | The increment is doubled when the target is behind the player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODReactionDistInc |
- | | | + | |описание= |
Increase for the reaction time when the target is in combat-far-zone or warn-zone. | Increase for the reaction time when the target is in combat-far-zone or warn-zone. | ||
In warn-zone the increase is doubled.}} | In warn-zone the increase is doubled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODReactionLeanInc |
- | | | + | |описание= |
Increase to the reaction to when the target is leaning.}} | Increase to the reaction to when the target is leaning.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODReactionMediumIllumInc |
- | | | + | |описание= |
Increase for reaction time when the target is in medium light condition.}} | Increase for reaction time when the target is in medium light condition.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODReactionTime |
- | | | + | |описание= |
Uses rate of death as damage control method.}} | Uses rate of death as damage control method.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_RODStanceInc |
- | | | + | |описание= |
Increment how the stance of the target affects the alive time, 0=disable. | Increment how the stance of the target affects the alive time, 0=disable. | ||
The base value is for crouch, and it is doubled for prone. | The base value is for crouch, and it is doubled for prone. | ||
The crouch inc is disable in kill-zone and prone in kill and combat-near -zones}} | The crouch inc is disable in kill-zone and prone in kill and combat-near -zones}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SightRangeDarkIllumMod |
- | | | + | |описание= |
Multiplier for sightrange when the target is in dark light condition.}} | Multiplier for sightrange when the target is in dark light condition.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SightRangeMediumIllumMod |
- | | | + | |описание= |
Multiplier for sightrange when the target is in medium light condition.}} | Multiplier for sightrange when the target is in medium light condition.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SimpleWayptPassability |
- | | | + | |описание= |
Use simplified and faster passability recalculation for human waypoint links where possible.}} | Use simplified and faster passability recalculation for human waypoint links where possible.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SmartObjectUpdateTime |
- | | | + | |описание= |
How long (max) to spend updating smart objects per AI update (in sec) | How long (max) to spend updating smart objects per AI update (in sec) | ||
default value is 0.002}} | default value is 0.002}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SOMSpeedCombat |
- | | | + | |описание= |
Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy. | Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy. | ||
Usage: ai_SOMSpeedCombat 4.5 | Usage: ai_SOMSpeedCombat 4.5 | ||
Default is 4.5. A lower value causes the AI to react to the enemy | Default is 4.5. A lower value causes the AI to react to the enemy | ||
to more slowly during combat.}} | to more slowly during combat.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SOMSpeedRelaxed |
- | | | + | |описание= |
Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy. | Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy. | ||
Usage: ai_SOMSpeedRelaxed 1.5 | Usage: ai_SOMSpeedRelaxed 1.5 | ||
Default is 4.5. A lower value causes the AI to react to the enemy | Default is 4.5. A lower value causes the AI to react to the enemy | ||
to more slowly during combat.}} | to more slowly during combat.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SoundPerception |
- | | | + | |описание= |
Toggles AI sound perception. | Toggles AI sound perception. | ||
Usage: ai_SoundPerception [0/1] | Usage: ai_SoundPerception [0/1] | ||
Default is 1 (on). Used to prevent AI from hearing sounds for | Default is 1 (on). Used to prevent AI from hearing sounds for | ||
debugging purposes. Works with ai_DebugDraw enabled.}} | debugging purposes. Works with ai_DebugDraw enabled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_StatsTarget |
- | | | + | |описание= |
Focus debugging information on a specific AI | Focus debugging information on a specific AI | ||
Usage: ai_StatsTarget AIName | Usage: ai_StatsTarget AIName | ||
Default is 'none'. AIName is the name of the AI | Default is 'none'. AIName is the name of the AI | ||
on which to focus.}} | on which to focus.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SteepSlopeAcrossValue |
- | | | + | |описание= |
Indicates slope value that is borderline-walkable across. | Indicates slope value that is borderline-walkable across. | ||
Usage: ai_SteepSlopeAcrossValue 0.8 | Usage: ai_SteepSlopeAcrossValue 0.8 | ||
Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue | Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SteepSlopeUpValue |
- | | | + | |описание= |
Indicates slope value that is borderline-walkable up. | Indicates slope value that is borderline-walkable up. | ||
Usage: ai_SteepSlopeUpValue 0.5 | Usage: ai_SteepSlopeUpValue 0.5 | ||
Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue}} | Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_SystemUpdate |
- | | | + | |описание= |
Toggles the regular AI system update. | Toggles the regular AI system update. | ||
Usage: ai_SystemUpdate [0/1] | Usage: ai_SystemUpdate [0/1] | ||
Default is 1 (on). Set to 0 to disable ai system updating.}} | Default is 1 (on). Set to 0 to disable ai system updating.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_ThreadedVolumeNavPreprocess |
- | | | + | |описание= |
Parallelizes volume navigation preprocessing by running it on multiple threads. | Parallelizes volume navigation preprocessing by running it on multiple threads. | ||
If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)}} | If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_TickCounter |
- | | | + | |описание= |
Enables AI tick counter | Enables AI tick counter | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_UpdateAllAlways |
- | | | + | |описание= |
If non-zero then over-rides the auto-disabling of invisible/distant AI}} | If non-zero then over-rides the auto-disabling of invisible/distant AI}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_UpdateInterval |
- | | | + | |описание= |
In seconds the amount of time between two full updates for AI | In seconds the amount of time between two full updates for AI | ||
Usage: ai_UpdateInterval <number> | Usage: ai_UpdateInterval <number> | ||
Default is 0.1. Number is time in seconds | Default is 0.1. Number is time in seconds | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_UpdateProxy |
- | | | + | |описание= |
Toggles update of AI proxy (model). | Toggles update of AI proxy (model). | ||
Usage: ai_UpdateProxy [0/1] | Usage: ai_UpdateProxy [0/1] | ||
Default is 1 (on). Updates proxy (AI representation in game) | Default is 1 (on). Updates proxy (AI representation in game) | ||
set to 0 to disable proxy updating.}} | set to 0 to disable proxy updating.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_UseAlternativeReadability |
- | | | + | |описание= |
Switch between normal and alternative SoundPack for AI readability.}} | Switch between normal and alternative SoundPack for AI readability.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_UseCalculationStopperCounter |
- | | | + | |описание= |
Uses a (calibrated) counter instead of time in AI updates}} | Uses a (calibrated) counter instead of time in AI updates}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_UseObjectPosWithExactPos |
- | | | + | |описание= |
Use object position when playing exact positioning.}} | Use object position when playing exact positioning.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ai_WaterOcclusion |
- | | | + | |описание= |
scales how much water hides player from AI}} | scales how much water hides player from AI}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=aim|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistAimEnabled |
- | | | + | |описание= |
Enable/disable aim assitance on aim zooming}} | Enable/disable aim assitance on aim zooming}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistAutoCoeff |
- | | | + | |описание= |
The scale of auto weapons' aim assistance at continuous fire}} | The scale of auto weapons' aim assistance at continuous fire}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistCrosshairDebug |
- | | | + | |описание= |
debug crosshair aim assistance}} | debug crosshair aim assistance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistCrosshairSize |
- | | | + | |описание= |
screen size used for crosshair aim assistance}} | screen size used for crosshair aim assistance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistMaxDistance |
- | | | + | |описание= |
The maximum range at which autoaim operates}} | The maximum range at which autoaim operates}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistRestrictionTimeout |
- | | | + | |описание= |
The restriction timeout on aim assistance after user uses a mouse}} | The restriction timeout on aim assistance after user uses a mouse}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistSearchBox |
- | | | + | |описание= |
The area autoaim looks for enemies within}} | The area autoaim looks for enemies within}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistSingleCoeff |
- | | | + | |описание= |
The scale of single-shot weapons' aim assistance}} | The scale of single-shot weapons' aim assistance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistSnapDistance |
- | | | + | |описание= |
The maximum deviation autoaim is willing to compensate for}} | The maximum deviation autoaim is willing to compensate for}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistTriggerEnabled |
- | | | + | |описание= |
Enable/disable aim assistance on firing the weapon}} | Enable/disable aim assistance on firing the weapon}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aim_assistVerticalScale |
- | | | + | |описание= |
The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)}} | The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=aln|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aln_debug_filter |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=aln_debug_movement |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=ban|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ban_remove |
- | | | + | |описание= |
Removes player from ban list.}} | Removes player from ban list.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ban_status |
- | | | + | |описание= |
Shows currently banned players.}} | Shows currently banned players.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ban_timeout |
- | | | + | |описание= |
Ban timeout in minutes}} | Ban timeout in minutes}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=c|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=c_shakeMult |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=ca|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_AimIKFadeout |
- | | | + | |описание= |
if set to 0, the Aim-IK will not fade out when aiming in extreme directions}} | if set to 0, the Aim-IK will not fade out when aiming in extreme directions}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_AnimationsUsageStatistics |
- | | | + | |описание= |
Output animations usage statistics}} | Output animations usage statistics}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_AnimWarningLevel |
- | | | + | |описание= |
if you set this to 0, there won't be any | if you set this to 0, there won't be any | ||
frequest warnings from the animation system}} | frequest warnings from the animation system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_AttachmentCullingRation |
- | | | + | |описание= |
ration between size of attachment and distance to camera}} | ration between size of attachment and distance to camera}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_CharEditModel |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DeathBlendTime |
- | | | + | |описание= |
Specifies the blending time between low-detail dead body skeleton and current skeleton}} | Specifies the blending time between low-detail dead body skeleton and current skeleton}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugAnimUpdates |
- | | | + | |описание= |
shows the amount of skeleton-updates}} | shows the amount of skeleton-updates}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugAnimUsage |
- | | | + | |описание= |
shows what animation assets are used in the level}} | shows what animation assets are used in the level}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_debugCaps |
- | | | + | |описание= |
Display current blended motion capabilities.}} | Display current blended motion capabilities.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugFacial |
- | | | + | |описание= |
Debug facial playback info}} | Debug facial playback info}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugFacialEyes |
- | | | + | |описание= |
Debug facial eyes info}} | Debug facial eyes info}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugFootPlants |
- | | | + | |описание= |
if this is 1, it will print some debug text on the screen}} | if this is 1, it will print some debug text on the screen}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugModelCache |
- | | | + | |описание= |
shows what models are currently loaded}} | shows what models are currently loaded}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugSkeletonEffects |
- | | | + | |описание= |
If true, dump log messages when skeleton effects are handled.}} | If true, dump log messages when skeleton effects are handled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DebugText |
- | | | + | |описание= |
if this is 1, it will print some debug text on the screen}} | if this is 1, it will print some debug text on the screen}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DecalSizeMultiplier |
- | | | + | |описание= |
The multiplier for the decal sizes}} | The multiplier for the decal sizes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DisableAnimEvents |
- | | | + | |описание= |
If this is not 0, then the OnAnimationEvent methods are not called upon animation events}} | If this is not 0, then the OnAnimationEvent methods are not called upon animation events}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawAimPoses |
- | | | + | |описание= |
draws the wireframe of the aim poses}} | draws the wireframe of the aim poses}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawAttachmentOBB |
- | | | + | |описание= |
if this is 0, will not draw the attachments objects}} | if this is 0, will not draw the attachments objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawAttachments |
- | | | + | |описание= |
if this is 0, will not draw the attachments objects}} | if this is 0, will not draw the attachments objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawBBox |
- | | | + | |описание= |
if set to 1, the own bounding box of the character is drawn}} | if set to 1, the own bounding box of the character is drawn}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawBinormals |
- | | | + | |описание= |
draws the binormals of the rendered character}} | draws the binormals of the rendered character}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawBodyMoveDir |
- | | | + | |описание= |
if this is 1, we will draw the body and move-direction}} | if this is 1, we will draw the body and move-direction}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawCharacter |
- | | | + | |описание= |
if this is 0, will not draw the characters}} | if this is 0, will not draw the characters}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawDecalsBBoxes |
- | | | + | |описание= |
if set to 1, the decals bboxes are drawn}} | if set to 1, the decals bboxes are drawn}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawEmptyAttachments |
- | | | + | |описание= |
draws a wireframe cube if there is no object linked to an attachment}} | draws a wireframe cube if there is no object linked to an attachment}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawFaceAttachments |
- | | | + | |описание= |
if this is 0, will not draw the skin attachments objects}} | if this is 0, will not draw the skin attachments objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawFootPlants |
- | | | + | |описание= |
if this is 1, it will print some debug boxes at the feet of the character}} | if this is 1, it will print some debug boxes at the feet of the character}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawIdle2MoveDir |
- | | | + | |описание= |
if this is 1, we will draw the initial Idle2Move dir}} | if this is 1, we will draw the initial Idle2Move dir}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawLookIK |
- | | | + | |описание= |
draws a visualization of look ik}} | draws a visualization of look ik}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawMotionBlurTest |
- | | | + | |описание= |
if this is 1, we draw the motion-blur test mesh}} | if this is 1, we draw the motion-blur test mesh}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawNormals |
- | | | + | |описание= |
draws the normals of the rendered character}} | draws the normals of the rendered character}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawPositionPost |
- | | | + | |описание= |
draws the world position of the character (after update)}} | draws the world position of the character (after update)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawPositionPre |
- | | | + | |описание= |
draws the world position of the character (before update)}} | draws the world position of the character (before update)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawSkeleton |
- | | | + | |описание= |
if set to 1, the skeleton is drawn}} | if set to 1, the skeleton is drawn}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawTangents |
- | | | + | |описание= |
draws the tangents of the rendered character}} | draws the tangents of the rendered character}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DrawWireframe |
- | | | + | |описание= |
draws a wireframe on top of the rendered character}} | draws a wireframe on top of the rendered character}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_DumpAssetStatistics |
- | | | + | |описание= |
writes animation asset statistics to the disk}} | writes animation asset statistics to the disk}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_EnableAnimationLog |
- | | | + | |описание= |
enables a special kind of log: Animation.log file, solely for debugging}} | enables a special kind of log: Animation.log file, solely for debugging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_EnableAssetStrafing |
- | | | + | |описание= |
asset strafing is disabled by default}} | asset strafing is disabled by default}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_EnableAssetTurning |
- | | | + | |описание= |
asset tuning is disabled by default}} | asset tuning is disabled by default}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_EnableCoolReweighting |
- | | | + | |описание= |
If this is 1, then we re-weight all vertices to fix some issues with spherical skinning}} | If this is 1, then we re-weight all vertices to fix some issues with spherical skinning}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_EnableCoolTransitions |
- | | | + | |описание= |
If this is 1, then we adjust all transition-times for humans}} | If this is 1, then we adjust all transition-times for humans}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_eyes_procedural |
- | | | + | |описание= |
Enables/Disables procedural eyes animation}} | Enables/Disables procedural eyes animation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_FacialAnimationRadius |
- | | | + | |описание= |
Maximum distance at which facial animations are updated - handles zooming correctly}} | Maximum distance at which facial animations are updated - handles zooming correctly}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_FootAnchoring |
- | | | + | |описание= |
if this is 1, it will print some debug boxes at the feet of the character}} | if this is 1, it will print some debug boxes at the feet of the character}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_ForceNullAnimation |
- | | | + | |описание= |
replaces the mocap-data by default position}} | replaces the mocap-data by default position}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_FPWeaponInCamSpace |
- | | | + | |описание= |
if this is 1, then we attach the wepon to the camera}} | if this is 1, then we attach the wepon to the camera}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_GameControlledStrafing |
- | | | + | |описание= |
Use game controlled strafing/curving flag, instead of low level calculated curving weight.}} | Use game controlled strafing/curving flag, instead of low level calculated curving weight.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_GroundAlignment |
- | | | + | |описание= |
if this is 1, the legs of human characters will align with the terrain}} | if this is 1, the legs of human characters will align with the terrain}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_JustRootUpdate |
- | | | + | |описание= |
if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.}} | if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_KeepModels |
- | | | + | |описание= |
If set to 1, will prevent models from unloading from memory | If set to 1, will prevent models from unloading from memory | ||
upon destruction of the last referencing character}} | upon destruction of the last referencing character}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_lipsync_debug |
- | | | + | |описание= |
Enables facial animation debug draw}} | Enables facial animation debug draw}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_lipsync_phoneme_crossfade |
- | | | + | |описание= |
Cross fade time between phonemes in milliseconds}} | Cross fade time between phonemes in milliseconds}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_lipsync_phoneme_offset |
- | | | + | |описание= |
Offset phoneme start time by this value in milliseconds}} | Offset phoneme start time by this value in milliseconds}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_lipsync_phoneme_strength |
- | | | + | |описание= |
LipSync phoneme strength}} | LipSync phoneme strength}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_lipsync_vertex_drag |
- | | | + | |описание= |
Vertex drag coefficient when blending morph targets}} | Vertex drag coefficient when blending morph targets}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_LoadDatabase |
- | | | + | |описание= |
Enable loading animations from database}} | Enable loading animations from database}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_LoadUncompressedChunks |
- | | | + | |описание= |
If this 1, then uncompressed chunks prefer compressed while loading}} | If this 1, then uncompressed chunks prefer compressed while loading}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_lod_ratio |
- | | | + | |описание= |
Caharcters LOD ratio}} | Caharcters LOD ratio}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_LogAnimation |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_MemoryUsageLog |
- | | | + | |описание= |
enables a memory usage log}} | enables a memory usage log}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_NoAnim |
- | | | + | |описание= |
the animation isn't updated (the characters remain in the same pose)}} | the animation isn't updated (the characters remain in the same pose)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_NoDeform |
- | | | + | |описание= |
the skinning is not performed during rendering if this is 1}} | the skinning is not performed during rendering if this is 1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_PrintDesiredSpeed |
- | | | + | |описание= |
if this is 1, it will print the desired speed of the human characters}} | if this is 1, it will print the desired speed of the human characters}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_Profile |
- | | | + | |описание= |
Enables a table of real-time profile statistics}} | Enables a table of real-time profile statistics}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_RandomScaling |
- | | | + | |описание= |
If this is set to 1, then we apply ransom scaling to characters}} | If this is set to 1, then we apply ransom scaling to characters}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_SaveAABB |
- | | | + | |описание= |
if the AABB is invalid, replace it by the default AABB}} | if the AABB is invalid, replace it by the default AABB}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_SphericalSkinning |
- | | | + | |описание= |
If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex}} | If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_travelSpeedScaleMax |
- | | | + | |описание= |
Maximum motion travel speed scale (default 2.0).}} | Maximum motion travel speed scale (default 2.0).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_travelSpeedScaleMin |
- | | | + | |описание= |
Minimum motion travel speed scale (default 0.5).}} | Minimum motion travel speed scale (default 0.5).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UnloadAimPoses |
- | | | + | |описание= |
remove aim-poses from memory}} | remove aim-poses from memory}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UseAimIK |
- | | | + | |описание= |
If this is set to 1, then we are adding a look-at animation to the skeleton}} | If this is set to 1, then we are adding a look-at animation to the skeleton}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UseAnimationsCache |
- | | | + | |описание= |
use dynamically unpacked animations cache}} | use dynamically unpacked animations cache}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UseDecals |
- | | | + | |описание= |
if set to 0, effectively disables creation of decals on characters | if set to 0, effectively disables creation of decals on characters | ||
2 - alternative method of calculating/building the decals}} | 2 - alternative method of calculating/building the decals}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UseFacialAnimation |
- | | | + | |описание= |
If this is set to 1, we can play facial animations}} | If this is set to 1, we can play facial animations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UseLookIK |
- | | | + | |описание= |
If this is set to 1, then we are adding a look-at animation to the skeleton}} | If this is set to 1, then we are adding a look-at animation to the skeleton}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UseMorph |
- | | | + | |описание= |
the morph skinning step is skipped (it's part of overall skinning during rendering)}} | the morph skinning step is skipped (it's part of overall skinning during rendering)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ca_UsePhysics |
- | | | + | |описание= |
the physics is not applied (effectively, no IK)}} | the physics is not applied (effectively, no IK)}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=capture|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=capture_file_format |
- | | | + | |описание= |
Specifies file format of captured files (jpg, bmp, tga, hdr).}} | Specifies file format of captured files (jpg, bmp, tga, hdr).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=capture_folder |
- | | | + | |описание= |
Specifies sub folder to write captured frames.}} | Specifies sub folder to write captured frames.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=capture_frames |
- | | | + | |описание= |
Enables capturing of frames.}} | Enables capturing of frames.}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=cl|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_actorsafemode |
- | | | + | |описание= |
Enable/disable actor safe mode}} | Enable/disable actor safe mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_bandwidth |
- | | | + | |описание= |
Bit rate on client}} | Bit rate on client}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_bob |
- | | | + | |описание= |
view/weapon bobbing multiplier}} | view/weapon bobbing multiplier}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_camera_nearz |
- | | | + | |описание= |
Overrides default near z-range for camera. | Overrides default near z-range for camera. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_camera_noise |
- | | | + | |описание= |
Adds hand-held like camera noise to the camera view. | Adds hand-held like camera noise to the camera view. | ||
The higher the value, the higher the noise. | The higher the value, the higher the noise. | ||
A value }} | A value }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_camera_noise_freq |
- | | | + | |описание= |
Defines camera noise frequency for the camera view. | Defines camera noise frequency for the camera view. | ||
The higher the value, the higher the noise. | The higher the value, the higher the noise. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_crouchToggle |
- | | | + | |описание= |
To make the crouch key work as a toggle}} | To make the crouch key work as a toggle}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_debugFreezeShake |
- | | | + | |описание= |
Toggle freeze shake debug draw}} | Toggle freeze shake debug draw}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_debugSwimming |
- | | | + | |описание= |
enable swimming debugging}} | enable swimming debugging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_fov |
- | | | + | |описание= |
field of view.}} | field of view.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_fpBody |
- | | | + | |описание= |
first person body}} | first person body}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenAngleMax |
- | | | + | |описание= |
Frozen clamp angle max}} | Frozen clamp angle max}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenAngleMin |
- | | | + | |описание= |
Frozen clamp angle min}} | Frozen clamp angle min}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenKeyMult |
- | | | + | |описание= |
Frozen movement keys multiplier}} | Frozen movement keys multiplier}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenMouseMult |
- | | | + | |описание= |
Frozen mouseshake multiplier}} | Frozen mouseshake multiplier}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenSensMax |
- | | | + | |описание= |
Frozen sensitivity max}} | Frozen sensitivity max}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenSensMin |
- | | | + | |описание= |
Frozen sensitivity min}} | Frozen sensitivity min}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenSoundDelta |
- | | | + | |описание= |
Threshold for unfreeze shake to trigger a crack sound}} | Threshold for unfreeze shake to trigger a crack sound}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_frozenSteps |
- | | | + | |описание= |
Number of steps for unfreeze shaking}} | Number of steps for unfreeze shaking}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_gs_cdkey |
- | | | + | |описание= |
CDKey for gamespy auth}} | CDKey for gamespy auth}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_gs_email |
- | | | + | |описание= |
Email address for Gamespy login}} | Email address for Gamespy login}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_gs_nick |
- | | | + | |описание= |
Nickname for Gamespy login}} | Nickname for Gamespy login}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_gs_password |
- | | | + | |описание= |
Password for Gamespy login}} | Password for Gamespy login}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_headBob |
- | | | + | |описание= |
head bobbing multiplier}} | head bobbing multiplier}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_headBobLimit |
- | | | + | |описание= |
head bobbing distance limit}} | head bobbing distance limit}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_hitBlur |
- | | | + | |описание= |
blur on hit}} | blur on hit}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_hitShake |
- | | | + | |описание= |
hit shake}} | hit shake}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_hud |
- | | | + | |описание= |
Show/Hide the HUD}} | Show/Hide the HUD}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_invertController |
- | | | + | |описание= |
Controller Look Up-Down invert}} | Controller Look Up-Down invert}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_invertMouse |
- | | | + | |описание= |
mouse invert?}} | mouse invert?}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_motionBlur |
- | | | + | |описание= |
motion blur type (0=off, 1=accumulation-based, 2=velocity-based)}} | motion blur type (0=off, 1=accumulation-based, 2=velocity-based)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_nearPlane |
- | | | + | |описание= |
overrides the near clipping plane if != 0, just for testing.}} | overrides the near clipping plane if != 0, just for testing.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_packetRate |
- | | | + | |описание= |
Packet rate on client}} | Packet rate on client}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_righthand |
- | | | + | |описание= |
Select right-handed weapon!}} | Select right-handed weapon!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_screeneffects |
- | | | + | |описание= |
Enable player screen effects (depth-of-field, motion blur, ...).}} | Enable player screen effects (depth-of-field, motion blur, ...).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_sensitivity |
- | | | + | |описание= |
Set mouse sensitivity!}} | Set mouse sensitivity!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_sensitivityZeroG |
- | | | + | |описание= |
Set mouse sensitivity in ZeroG!}} | Set mouse sensitivity in ZeroG!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_serveraddr |
- | | | + | |описание= |
Server address}} | Server address}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_serverpassword |
- | | | + | |описание= |
Server password}} | Server password}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_serverport |
- | | | + | |описание= |
Server address}} | Server address}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_shallowWaterDepthHi |
- | | | + | |описание= |
Shallow water depth high (above has full slowdown)}} | Shallow water depth high (above has full slowdown)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_shallowWaterDepthLo |
- | | | + | |описание= |
Shallow water depth low (below has zero slowdown)}} | Shallow water depth low (below has zero slowdown)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_shallowWaterSpeedMulAI |
- | | | + | |описание= |
Shallow water speed multiplier (AI only)}} | Shallow water speed multiplier (AI only)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_shallowWaterSpeedMulPlayer |
- | | | + | |описание= |
shallow water speed multiplier (Players only)}} | shallow water speed multiplier (Players only)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_sprintBlur |
- | | | + | |описание= |
sprint blur}} | sprint blur}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_sprintShake |
- | | | + | |описание= |
sprint shake}} | sprint shake}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_strengthscale |
- | | | + | |описание= |
nanosuit strength scale}} | nanosuit strength scale}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_tpvDist |
- | | | + | |описание= |
camera distance in 3rd person view}} | camera distance in 3rd person view}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_tpvYaw |
- | | | + | |описание= |
camera angle offset in 3rd person view}} | camera angle offset in 3rd person view}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_voice_recording |
- | | | + | |описание= |
Enable client voice recording}} | Enable client voice recording}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=cl_voice_volume |
- | | | + | |описание= |
Set VOIP playback volume: 0-1}} | Set VOIP playback volume: 0-1}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=con|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=con_debug |
- | | | + | |описание= |
Log call stack on every GetCVar call}} | Log call stack on every GetCVar call}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=con_display_last_messages |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=con_line_buffer_size |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=con_restricted |
- | | | + | |описание= |
0=normal mode / 1=restricted access to the console}} | 0=normal mode / 1=restricted access to the console}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=con_showonload |
- | | | + | |описание= |
Show console on level loading}} | Show console on level loading}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=connect|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=connect_crynet |
- | | | + | |описание= |
Connect to online game server}} | Connect to online game server}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=demo|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_ai |
- | | | + | |описание= |
Enable/Disable AI during the demo}} | Enable/Disable AI during the demo}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_file |
- | | | + | |описание= |
Time Demo Filename}} | Time Demo Filename}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_fixed_timestep |
- | | | + | |описание= |
number of updates per second}} | number of updates per second}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_max_frames |
- | | | + | |описание= |
Max number of frames to save}} | Max number of frames to save}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_noinfo |
- | | | + | |описание= |
Disable info display during demo playback}} | Disable info display during demo playback}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_num_runs |
- | | | + | |описание= |
Number of times to loop timedemo}} | Number of times to loop timedemo}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_panormaic |
- | | | + | |описание= |
Panormaic view when playing back demo}} | Panormaic view when playing back demo}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_profile |
- | | | + | |описание= |
Enable profiling}} | Enable profiling}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_quit |
- | | | + | |описание= |
Quit game after demo runs finished}} | Quit game after demo runs finished}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_restart_level |
- | | | + | |описание= |
Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start}} | Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_savestats |
- | | | + | |описание= |
Save level stats at the end of the loop}} | Save level stats at the end of the loop}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_screenshot_frame |
- | | | + | |описание= |
Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame}} | Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_scroll_pause |
- | | | + | |описание= |
ScrollLock pauses demo play/record}} | ScrollLock pauses demo play/record}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_StartDemoChain |
- | | | + | |описание= |
Load`s a file at 1st argument with the list of levels and play time demo on each | Load`s a file at 1st argument with the list of levels and play time demo on each | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_time_of_day |
- | | | + | |описание= |
Sets the time of day to override in game settings if not negative}} | Sets the time of day to override in game settings if not negative}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo_vtune |
- | | | + | |описание= |
Enables VTune profiling when running time demo}} | Enables VTune profiling when running time demo}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=ds|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_AutoReloadScripts |
- | | | + | |описание= |
Automatically reload DialogScripts when jumping into GameMode from Editor}} | Automatically reload DialogScripts when jumping into GameMode from Editor}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_Dump |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_DumpSessions |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_LoadExcelScripts |
- | | | + | |описание= |
Load legacy Excel based dialogs.}} | Load legacy Excel based dialogs.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_LoadSoundsSync |
- | | | + | |описание= |
Load Sounds synchronously}} | Load Sounds synchronously}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_LogLevel |
- | | | + | |описание= |
Set the verbosity of DiaLOG Messages}} | Set the verbosity of DiaLOG Messages}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_PrecacheSounds |
- | | | + | |описание= |
Precache sounds on Dialog Begin}} | Precache sounds on Dialog Begin}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_Reload |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ds_WarnOnMissingLoc |
- | | | + | |описание= |
Warn on Missing Localization Entries}} | Warn on Missing Localization Entries}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=dt|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dt_enable |
- | | | + | |описание= |
suit actions activated by double-tapping}} | suit actions activated by double-tapping}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dt_meleeTime |
- | | | + | |описание= |
time in seconds between double taps for melee}} | time in seconds between double taps for melee}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dt_time |
- | | | + | |описание= |
time in seconds between double taps}} | time in seconds between double taps}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=dump|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dump_action_maps |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dump_maps |
- | | | + | |описание= |
Dumps currently scanned maps}} | Dumps currently scanned maps}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dump_stats |
- | | | + | |описание= |
Dumps some player statistics}} | Dumps some player statistics}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=e|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_allow_cvars_serialization |
- | | | + | |описание= |
If set to zero - will not save cvars to cfg file}} | If set to zero - will not save cvars to cfg file}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_ambient_occlusion |
- | | | + | |описание= |
Activate non deferred terrain occlusion and indirectional lighitng system}} | Activate non deferred terrain occlusion and indirectional lighitng system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_bboxes |
- | | | + | |описание= |
Activates drawing of bounding boxes}} | Activates drawing of bounding boxes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_brushes |
- | | | + | |описание= |
Draw brushes}} | Draw brushes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer |
- | | | + | |описание= |
Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check}} | Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_bias |
- | | | + | |описание= |
Coverage buffer z-biasing}} | Coverage buffer z-biasing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_clip_planes_num |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_debug |
- | | | + | |описание= |
Display content of main camera coverage buffer}} | Display content of main camera coverage buffer}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_debug_draw_scale |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_debug_freeze |
- | | | + | |описание= |
Freezes viewmatrix/-frustum }} | Freezes viewmatrix/-frustum }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_draw_occluders |
- | | | + | |описание= |
Debug draw of occluders for coverage buffer}} | Debug draw of occluders for coverage buffer}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_hw |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_lazy_test |
- | | | + | |описание= |
Dont test visible objects every frame}} | Dont test visible objects every frame}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_lc |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_lights_debug_side |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_max_add_render_mesh_time |
- | | | + | |описание= |
Max time for unlimited AddRenderMesh}} | Max time for unlimited AddRenderMesh}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_occluders_lod_ratio |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_occluders_test_min_tris_num |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_occluders_view_dist_ratio |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_resolution |
- | | | + | |описание= |
Resolution of software coverage buffer}} | Resolution of software coverage buffer}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_terrain |
- | | | + | |описание= |
Activates usage of coverage buffer for terrain}} | Activates usage of coverage buffer for terrain}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_terrain_elevation_shift |
- | | | + | |описание= |
Shift low lods down in order to avoid false occlusion}} | Shift low lods down in order to avoid false occlusion}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_terrain_lod_ratio |
- | | | + | |описание= |
Terrain lod ratio for mesh rendered into cbuffer}} | Terrain lod ratio for mesh rendered into cbuffer}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_terrain_lod_shift |
- | | | + | |описание= |
Controlls tesselation of terrain mesh}} | Controlls tesselation of terrain mesh}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_terrain_max_distance |
- | | | + | |описание= |
Only near sectors are rasterized}} | Only near sectors are rasterized}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_test_mode |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_tree_debug |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_tree_depth |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cbuffer_version |
- | | | + | |описание= |
1 Vladimir's, 2MichaelK's}} | 1 Vladimir's, 2MichaelK's}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_clouds |
- | | | + | |описание= |
Enable clouds rendering}} | Enable clouds rendering}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cull_lights_per_triangle_min_obj_radius |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_cull_veg_activation |
- | | | + | |описание= |
Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)}} | Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_debug_draw |
- | | | + | |описание= |
Draw helpers with information for each object (same number negative hides the text) | Draw helpers with information for each object (same number negative hides the text) | ||
1: Name of the used cgf, polycount, used LOD | 1: Name of the used cgf, polycount, used LOD | ||
Строка 2123: | Строка 2123: | ||
13: Render occlusion ammount (used during AO computations) | 13: Render occlusion ammount (used during AO computations) | ||
15: Display helpers}} | 15: Display helpers}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_debug_lights |
- | | | + | |описание= |
Use different colors for objects affected by different number of lights | Use different colors for objects affected by different number of lights | ||
black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled}} | black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_debug_mask |
- | | | + | |описание= |
debug variable to activate certain features for debugging (each bit represents one feature | debug variable to activate certain features for debugging (each bit represents one feature | ||
bit 0(1): use EFSLIST_TERRAINLAYER | bit 0(1): use EFSLIST_TERRAINLAYER | ||
Строка 2136: | Строка 2136: | ||
bit 3(4): | bit 3(4): | ||
bit 4(8):}} | bit 4(8):}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals |
- | | | + | |описание= |
Activates drawing of decals (game decals and hand-placed)}} | Activates drawing of decals (game decals and hand-placed)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_allow_game_decals |
- | | | + | |описание= |
Allows creation of decals by game (like weapon bullets marks)}} | Allows creation of decals by game (like weapon bullets marks)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_clip |
- | | | + | |описание= |
Clip decal geometry by decal bbox}} | Clip decal geometry by decal bbox}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_hit_cache |
- | | | + | |описание= |
Use smart hit cacheing for bullet hits (may cause no decals in some cases)}} | Use smart hit cacheing for bullet hits (may cause no decals in some cases)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_life_time_scale |
- | | | + | |описание= |
Allows to increase or reduce decals life time for different specs}} | Allows to increase or reduce decals life time for different specs}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_merge |
- | | | + | |описание= |
Combine pieces of decals into one render call}} | Combine pieces of decals into one render call}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_neighbor_max_life_time |
- | | | + | |описание= |
If not zero - new decals will force old decals to fade in X seconds}} | If not zero - new decals will force old decals to fade in X seconds}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_overlapping |
- | | | + | |описание= |
If zero - new decals will not be spawned if the distance to nearest decals less than X}} | If zero - new decals will not be spawned if the distance to nearest decals less than X}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_precreate |
- | | | + | |описание= |
Pre-create decals at load time}} | Pre-create decals at load time}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_range |
- | | | + | |описание= |
Less precision for decals outside this range}} | Less precision for decals outside this range}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_decals_wrap_around_min_size |
- | | | + | |описание= |
Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used}} | Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_default_material |
- | | | + | |описание= |
use gray illum as default}} | use gray illum as default}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_deformable_objects |
- | | | + | |описание= |
Enable / Disable morph based deformable objects}} | Enable / Disable morph based deformable objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_detail_materials |
- | | | + | |описание= |
Activates drawing of detail materials on terrain ground}} | Activates drawing of detail materials on terrain ground}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_detail_materials_debug |
- | | | + | |описание= |
Shows number of materials in use per terrain sector}} | Shows number of materials in use per terrain sector}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_detail_materials_view_dist_xy |
- | | | + | |описание= |
Max view distance of terrain XY materials}} | Max view distance of terrain XY materials}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_detail_materials_view_dist_z |
- | | | + | |описание= |
Max view distance of terrain Z materials}} | Max view distance of terrain Z materials}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_detail_objects |
- | | | + | |описание= |
Turn detail objects on/off}} | Turn detail objects on/off}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_dissolve |
- | | | + | |описание= |
Objects alphatest_noise_fading out on distance}} | Objects alphatest_noise_fading out on distance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_dissolve_transition_threshold |
- | | | + | |описание= |
Controls disabling of smooth transition if camera moves too fast}} | Controls disabling of smooth transition if camera moves too fast}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_dissolve_transition_time |
- | | | + | |описание= |
Lod switch duration}} | Lod switch duration}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_dynamic_light |
- | | | + | |описание= |
Activates dynamic light sources}} | Activates dynamic light sources}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_dynamic_light_consistent_sort_order |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_dynamic_light_frame_id_vis_test |
- | | | + | |описание= |
Use based on last draw frame visibility test}} | Use based on last draw frame visibility test}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_entities |
- | | | + | |описание= |
Activates drawing of entities and brushes}} | Activates drawing of entities and brushes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_EntitySuppressionLevel |
- | | | + | |описание= |
Defines the level at which entities are spawned. | Defines the level at which entities are spawned. | ||
Entities marked with lower level will not be spawned - 0 means no level. | Entities marked with lower level will not be spawned - 0 means no level. | ||
Usage: e_EntitySuppressionLevel [0-infinity] | Usage: e_EntitySuppressionLevel [0-infinity] | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_flocks |
- | | | + | |описание= |
Enable Flocks (Birds/Fishes)}} | Enable Flocks (Birds/Fishes)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_flocks_hunt |
- | | | + | |описание= |
Birds will fall down...}} | Birds will fall down...}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_fog |
- | | | + | |описание= |
Activates global height/distance based fog}} | Activates global height/distance based fog}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_fogvolumes |
- | | | + | |описание= |
Activates local height/distance based fog volumes}} | Activates local height/distance based fog volumes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_foliage_branches_damping |
- | | | + | |описание= |
Damping of branch ropes}} | Damping of branch ropes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_foliage_branches_stiffness |
- | | | + | |описание= |
Stiffness of branch ropes}} | Stiffness of branch ropes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_foliage_branches_timeout |
- | | | + | |описание= |
Maximum lifetime of branch ropes (if there are no collisions)}} | Maximum lifetime of branch ropes (if there are no collisions)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_foliage_broken_branches_damping |
- | | | + | |описание= |
Damping of branch ropes of broken vegetation}} | Damping of branch ropes of broken vegetation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_foliage_stiffness |
- | | | + | |описание= |
Stiffness of the spongy obstruct geometry}} | Stiffness of the spongy obstruct geometry}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_foliage_wind_activation_dist |
- | | | + | |описание= |
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated}} | If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_force_detail_level_for_resolution |
- | | | + | |описание= |
Force sprite distance and other values used for some specific screen resolution, 0 means current}} | Force sprite distance and other values used for some specific screen resolution, 0 means current}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_cache |
- | | | + | |описание= |
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated}} | Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_cache_lod_offset |
- | | | + | |описание= |
Makes first X GSM lods not cached}} | Makes first X GSM lods not cached}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_combined |
- | | | + | |описание= |
Variable to tweak the performace of directional shadow maps | Variable to tweak the performace of directional shadow maps | ||
0=individual textures are used for each GSM level, 1=texture are combined into one texture}} | 0=individual textures are used for each GSM level, 1=texture are combined into one texture}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_depth_bounds_debug |
- | | | + | |описание= |
Debug GSM bounds regions calculation}} | Debug GSM bounds regions calculation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_lods_num |
- | | | + | |описание= |
Number of GSM lods (0..5)}} | Number of GSM lods (0..5)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_range |
- | | | + | |описание= |
Size of LOD 0 GSM area (in meters)}} | Size of LOD 0 GSM area (in meters)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_range_step |
- | | | + | |описание= |
Range of next GSM lod is previous range multiplied by step}} | Range of next GSM lod is previous range multiplied by step}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_range_step_terrain |
- | | | + | |описание= |
gsm_range_step for last gsm lod containg terrain}} | gsm_range_step for last gsm lod containg terrain}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_scatter_lod_dist |
- | | | + | |описание= |
Size of Scattering LOD GSM in meters}} | Size of Scattering LOD GSM in meters}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_stats |
- | | | + | |описание= |
Show GSM statistics 0=off, 1=enable debug to the screens}} | Show GSM statistics 0=off, 1=enable debug to the screens}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_gsm_view_space |
- | | | + | |описание= |
0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera}} | 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_hw_occlusion_culling_objects |
- | | | + | |описание= |
Activates usage of HW occlusion test for objects}} | Activates usage of HW occlusion test for objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_hw_occlusion_culling_water |
- | | | + | |описание= |
Activates usage of HW occlusion test for ocean}} | Activates usage of HW occlusion test for ocean}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_joint_strength_scale |
- | | | + | |описание= |
Scales the strength of prebroken objects' joints (for tweaking)}} | Scales the strength of prebroken objects' joints (for tweaking)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_level_auto_precache_camera_jump_dist |
- | | | + | |описание= |
When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start}} | When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_level_auto_precache_terrain_and_proc_veget |
- | | | + | |описание= |
Force auro pre-cache of terrain textures and procedural vegetation}} | Force auro pre-cache of terrain textures and procedural vegetation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_level_auto_precache_textures_and_shaders |
- | | | + | |описание= |
Force auro pre-cache of general textures and shaders}} | Force auro pre-cache of general textures and shaders}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_lod_max |
- | | | + | |описание= |
Max LOD for objects}} | Max LOD for objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_lod_min |
- | | | + | |описание= |
Min LOD for objects}} | Min LOD for objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_lod_min_tris |
- | | | + | |описание= |
LODs with less triangles will not be used}} | LODs with less triangles will not be used}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_lod_ratio |
- | | | + | |описание= |
LOD distance ratio for objects}} | LOD distance ratio for objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_lods |
- | | | + | |описание= |
Load and use LOD models for static geometry}} | Load and use LOD models for static geometry}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_lowspec_mode |
- | | | + | |описание= |
Enables lowspec mode}} | Enables lowspec mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_materials |
- | | | + | |описание= |
Activates material support for non animated objects}} | Activates material support for non animated objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_max_entity_lights |
- | | | + | |описание= |
Set maximum number of lights affecting object}} | Set maximum number of lights affecting object}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_max_view_dst |
- | | | + | |описание= |
Far clipping plane distance}} | Far clipping plane distance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_max_view_dst_full_dist_cam_height |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_max_view_dst_spec_lerp |
- | | | + | |описание= |
1 - use max view distance set by designer for very high spec | 1 - use max view distance set by designer for very high spec | ||
0 - for very low spec | 0 - for very low spec | ||
Values between 0 and 1 - will lerp between high and low spec max view distances}} | Values between 0 and 1 - will lerp between high and low spec max view distances}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_mesh_simplify |
- | | | + | |описание= |
Mesh simplification debugging}} | Mesh simplification debugging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_obj |
- | | | + | |описание= |
Render or not all objects}} | Render or not all objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_obj_fast_register |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_obj_quality |
- | | | + | |описание= |
Current object detail quality}} | Current object detail quality}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_obj_stats |
- | | | + | |описание= |
Show instances count}} | Show instances count}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_obj_tree_max_node_size |
- | | | + | |описание= |
Debug draw of object tree bboxes}} | Debug draw of object tree bboxes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_obj_tree_min_node_size |
- | | | + | |описание= |
Debug draw of object tree bboxes}} | Debug draw of object tree bboxes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_occlusion_culling_view_dist_ratio |
- | | | + | |описание= |
Skip per object occlusion test for very far objects - culling on tree level will handle it}} | Skip per object occlusion test for very far objects - culling on tree level will handle it}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_occlusion_volumes |
- | | | + | |описание= |
Enable occlusion volumes(antiportals)}} | Enable occlusion volumes(antiportals)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_occlusion_volumes_view_dist_ratio |
- | | | + | |описание= |
Controls how far occlusion volumes starts to occlude objects}} | Controls how far occlusion volumes starts to occlude objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_on_demand_maxsize |
- | | | + | |описание= |
Specifies the maximum size of vegetation objects that are physicalized on-demand}} | Specifies the maximum size of vegetation objects that are physicalized on-demand}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_on_demand_physics |
- | | | + | |описание= |
Turns on on-demand vegetation physicalization}} | Turns on on-demand vegetation physicalization}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles |
- | | | + | |описание= |
Activates drawing of particles}} | Activates drawing of particles}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_debug |
- | | | + | |описание= |
Particle debug flags: | Particle debug flags: | ||
1 = show basic stats | 1 = show basic stats | ||
Строка 2466: | Строка 2466: | ||
t+ = log particle texture usage | t+ = log particle texture usage | ||
z+ = freeze particle system}} | z+ = freeze particle system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_lights |
- | | | + | |описание= |
Allows to have simpe light source attached to every article}} | Allows to have simpe light source attached to every article}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_lod |
- | | | + | |описание= |
Multiplier to particle count}} | Multiplier to particle count}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_max_emitter_draw_screen |
- | | | + | |описание= |
Max screen fill per emitter -- fade out earlier}} | Max screen fill per emitter -- fade out earlier}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_min_draw_pixels |
- | | | + | |описание= |
Pixel size cutoff for rendering particles -- fade out earlier}} | Pixel size cutoff for rendering particles -- fade out earlier}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_object_collisions |
- | | | + | |описание= |
Enable particle/object collisions for SimpleCollision}} | Enable particle/object collisions for SimpleCollision}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_preload |
- | | | + | |описание= |
Enable preloading of all particle effects at the begining}} | Enable preloading of all particle effects at the begining}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_quality |
- | | | + | |описание= |
Current particles detail quality}} | Current particles detail quality}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_receive_shadows |
- | | | + | |описание= |
Enable shadow maps receiving for particles}} | Enable shadow maps receiving for particles}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_particles_thread |
- | | | + | |описание= |
Enable particle threading}} | Enable particle threading}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_phys_foliage |
- | | | + | |описание= |
Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)}} | Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_phys_ocean_cell |
- | | | + | |описание= |
Cell size for ocean approximation in physics, 0 assumes flat plane}} | Cell size for ocean approximation in physics, 0 assumes flat plane}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_portals |
- | | | + | |описание= |
Activates drawing of visareas content (indoors), values 2,3,4 used for debugging}} | Activates drawing of visareas content (indoors), values 2,3,4 used for debugging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_portals_big_entities_fix |
- | | | + | |описание= |
Enables special processing of big entities like vehicles intersecting portals}} | Enables special processing of big entities like vehicles intersecting portals}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_precache_level |
- | | | + | |описание= |
Pre-render objects right after level loading}} | Pre-render objects right after level loading}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_proc_vegetation |
- | | | + | |описание= |
Show procedurally distributed vegetation}} | Show procedurally distributed vegetation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_proc_vegetation_max_view_distance |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_profile_level_loading |
- | | | + | |описание= |
Output level loading stats into log | Output level loading stats into log | ||
0 = Off | 0 = Off | ||
1 = Output basic info about loading time per function | 1 = Output basic info about loading time per function | ||
2 = Output full statistics including loading time and memory allocations with call stack info}} | 2 = Output full statistics including loading time and memory allocations with call stack info}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_ram_DumpDXF |
- | | | + | |описание= |
Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs}} | Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_ram_maps |
- | | | + | |описание= |
Use RAM (realtime ambient maps) on brushes}} | Use RAM (realtime ambient maps) on brushes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_recursion |
- | | | + | |описание= |
If 0 - will skip recursive render calls like render into texture}} | If 0 - will skip recursive render calls like render into texture}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_recursion_occlusion_culling |
- | | | + | |описание= |
If 0 - will disable occlusion tests for recursive render calls like render into texture}} | If 0 - will disable occlusion tests for recursive render calls like render into texture}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_recursion_view_dist_ratio |
- | | | + | |описание= |
Set all view distances shorter by factor of X}} | Set all view distances shorter by factor of X}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_reloadSurfaces |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_render |
- | | | + | |описание= |
Enable engine rendering}} | Enable engine rendering}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_roads |
- | | | + | |описание= |
Activates drawing of road objects}} | Activates drawing of road objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_ropes |
- | | | + | |описание= |
Turn Rendering of Ropes on/off}} | Turn Rendering of Ropes on/off}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_scene_merging |
- | | | + | |описание= |
Merge marked brushes during loading}} | Merge marked brushes during loading}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_scene_merging_compact_vertices |
- | | | + | |описание= |
Minimize number of vertices in decals and merged brushes}} | Minimize number of vertices in decals and merged brushes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_scene_merging_max_time_ms |
- | | | + | |описание= |
Spend only X ms per frame on merging}} | Spend only X ms per frame on merging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_scene_merging_max_tris_in_chunk |
- | | | + | |описание= |
Only objects having less than X triangles per chunk will be merged}} | Only objects having less than X triangles per chunk will be merged}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_scene_merging_min_merge_distance |
- | | | + | |описание= |
Don't merge nodes closer than X}} | Don't merge nodes closer than X}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_scene_merging_show_onlymerged |
- | | | + | |описание= |
Show only merged brushes}} | Show only merged brushes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_scissor_debug |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot |
- | | | + | |описание= |
Make screenshot combined up of multiple rendered frames | Make screenshot combined up of multiple rendered frames | ||
(negative values for multiple frames, positive for a a single frame) | (negative values for multiple frames, positive for a a single frame) | ||
Строка 2613: | Строка 2613: | ||
e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x, | e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x, | ||
e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug}} | e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_debug |
- | | | + | |описание= |
0 off | 0 off | ||
1 show stiching borders | 1 show stiching borders | ||
2 show overlapping areas}} | 2 show overlapping areas}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_file_format |
- | | | + | |описание= |
Set output image file format for hires screen shots. Can be JPG or TGA}} | Set output image file format for hires screen shots. Can be JPG or TGA}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_height |
- | | | + | |описание= |
used for e_panorama_screenshot to define the height of the destination image, 1500 default}} | used for e_panorama_screenshot to define the height of the destination image, 1500 default}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_map_camheight |
- | | | + | |описание= |
param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map | param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map | ||
defines the y position of the bottom right corner of the screenshot-area on the terrain, | defines the y position of the bottom right corner of the screenshot-area on the terrain, | ||
0.0 - 1.0 (1.0 is default)}} | 0.0 - 1.0 (1.0 is default)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_map_center_x |
- | | | + | |описание= |
param for the centerX position of the camera, see e_screenshot_map | param for the centerX position of the camera, see e_screenshot_map | ||
defines the x position of the top left corner of the screenshot-area on the terrain, | defines the x position of the top left corner of the screenshot-area on the terrain, | ||
0.0 - 1.0 (0.0 is default)}} | 0.0 - 1.0 (0.0 is default)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_map_center_y |
- | | | + | |описание= |
param for the centerX position of the camera, see e_screenshot_map | param for the centerX position of the camera, see e_screenshot_map | ||
defines the y position of the top left corner of the screenshot-area on the terrain, | defines the y position of the top left corner of the screenshot-area on the terrain, | ||
0.0 - 1.0 (0.0 is default)}} | 0.0 - 1.0 (0.0 is default)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_map_size_x |
- | | | + | |описание= |
param for the size in worldunits of area to make map screenshot, see e_screenshot_map | param for the size in worldunits of area to make map screenshot, see e_screenshot_map | ||
defines the x position of the bottom right corner of the screenshot-area on the terrain, | defines the x position of the bottom right corner of the screenshot-area on the terrain, | ||
0.0 - 1.0 (1.0 is default)}} | 0.0 - 1.0 (1.0 is default)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_map_size_y |
- | | | + | |описание= |
param for the size in worldunits of area to make map screenshot, see e_screenshot_map | param for the size in worldunits of area to make map screenshot, see e_screenshot_map | ||
defines the x position of the bottom right corner of the screenshot-area on the terrain, | defines the x position of the bottom right corner of the screenshot-area on the terrain, | ||
0.0 - 1.0 (1.0 is default)}} | 0.0 - 1.0 (1.0 is default)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_min_slices |
- | | | + | |описание= |
used for e_panorama_screenshot to define the quality | used for e_panorama_screenshot to define the quality | ||
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug}} | 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_quality |
- | | | + | |описание= |
used for e_panorama_screenshot to define the quality | used for e_panorama_screenshot to define the quality | ||
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug}} | 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_screenshot_width |
- | | | + | |описание= |
used for e_panorama_screenshot to define the width of the destination image, 2000 default}} | used for e_panorama_screenshot to define the width of the destination image, 2000 default}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows |
- | | | + | |описание= |
Activates drawing of shadows}} | Activates drawing of shadows}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_cast_view_dist_ratio |
- | | | + | |описание= |
View dist ratio for shadow maps}} | View dist ratio for shadow maps}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_clouds |
- | | | + | |описание= |
Cloud shadows}} | Cloud shadows}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_debug |
- | | | + | |описание= |
0=off, 2=visualize shadow maps on the screen}} | 0=off, 2=visualize shadow maps on the screen}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_from_terrain_in_all_lods |
- | | | + | |описание= |
Enable shadows from terrain}} | Enable shadows from terrain}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_frustums |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_max_texture_size |
- | | | + | |описание= |
Set maximum resolution of shadow map | Set maximum resolution of shadow map | ||
256(faster), 512(medium), 1024(better quality)}} | 256(faster), 512(medium), 1024(better quality)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_occ_check |
- | | | + | |описание= |
Enable/disable shadow-caster test against the occlusion buffer}} | Enable/disable shadow-caster test against the occlusion buffer}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_occ_cutCaster |
- | | | + | |описание= |
Clips the caster extrusion to the zoro height.}} | Clips the caster extrusion to the zoro height.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_on_alpha_blended |
- | | | + | |описание= |
Enable shadows on aplhablended }} | Enable shadows on aplhablended }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_slope_bias |
- | | | + | |описание= |
Shadows slope bias for shadowgen}} | Shadows slope bias for shadowgen}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_shadows_water |
- | | | + | |описание= |
Enable/disable shadows on water}} | Enable/disable shadows on water}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sketch_mode |
- | | | + | |описание= |
Enables Sketch mode drawing}} | Enables Sketch mode drawing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sky_box |
- | | | + | |описание= |
Activates drawing of skybox and moving cloud layers}} | Activates drawing of skybox and moving cloud layers}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sky_quality |
- | | | + | |описание= |
Quality of dynamic sky: 1 (very high), 2 (high).}} | Quality of dynamic sky: 1 (very high), 2 (high).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sky_type |
- | | | + | |описание= |
Type of sky used: 0 (static), 1 (dynamic).}} | Type of sky used: 0 (static), 1 (dynamic).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sky_update_rate |
- | | | + | |описание= |
Percentage of a full dynamic sky update calculated per frame (0..100].}} | Percentage of a full dynamic sky update calculated per frame (0..100].}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sleep |
- | | | + | |описание= |
Sleep X in C3DEngine::Draw}} | Sleep X in C3DEngine::Draw}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_stat_obj_merge |
- | | | + | |описание= |
Enable CGF sub-objects meshes merging}} | Enable CGF sub-objects meshes merging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_stream_areas |
- | | | + | |описание= |
Stream content of terrain and indoor sectors}} | Stream content of terrain and indoor sectors}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_stream_cgf |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_stream_for_physics |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_stream_for_visuals |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sun |
- | | | + | |описание= |
Activates sun light source}} | Activates sun light source}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sun_angle_snap_dot |
- | | | + | |описание= |
Sun dir snap control}} | Sun dir snap control}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sun_angle_snap_sec |
- | | | + | |описание= |
Sun dir snap control}} | Sun dir snap control}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_sun_clipplane_range |
- | | | + | |описание= |
Max range for sun shadowmap frustum}} | Max range for sun shadowmap frustum}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain |
- | | | + | |описание= |
Activates drawing of terrain ground}} | Activates drawing of terrain ground}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_ao |
- | | | + | |описание= |
Activate deferred terrain ambient occlusion}} | Activate deferred terrain ambient occlusion}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_bboxes |
- | | | + | |описание= |
Show terrain nodes bboxes}} | Show terrain nodes bboxes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_deformations |
- | | | + | |описание= |
Allows in-game terrain surface deformations}} | Allows in-game terrain surface deformations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_draw_this_sector_only |
- | | | + | |описание= |
1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is}} | 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_lm_gen_threshold |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_lod_ratio |
- | | | + | |описание= |
Set heightmap LOD}} | Set heightmap LOD}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_log |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_normal_map |
- | | | + | |описание= |
Use terrain normal map for base pass if available}} | Use terrain normal map for base pass if available}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling |
- | | | + | |описание= |
heightmap occlusion culling with time coherency 0=off, 1=on}} | heightmap occlusion culling with time coherency 0=off, 1=on}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_debug |
- | | | + | |описание= |
Draw sphere onevery terrain height sample}} | Draw sphere onevery terrain height sample}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_max_dist |
- | | | + | |описание= |
Max length of ray (for version 1)}} | Max length of ray (for version 1)}} | ||
- | {{ | + | |
- | | | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_max_steps |
+ | |описание= | ||
Max number of tests per ray (for version 0)}} | Max number of tests per ray (for version 0)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_precision |
- | | | + | |описание= |
Density of rays}} | Density of rays}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_precision_dist_ratio |
- | | | + | |описание= |
Controlls density of rays depending on distance to the object}} | Controlls density of rays depending on distance to the object}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_step_size |
- | | | + | |описание= |
Initial size of single step (in heightmap units)}} | Initial size of single step (in heightmap units)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_step_size_delta |
- | | | + | |описание= |
Step size scale on every next step (for version 1)}} | Step size scale on every next step (for version 1)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_occlusion_culling_version |
- | | | + | |описание= |
0 - old, 1 - new}} | 0 - old, 1 - new}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_texture_debug |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_texture_lod_ratio |
- | | | + | |описание= |
Adjust terrain base texture resolution on distance}} | Adjust terrain base texture resolution on distance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_terrain_texture_streaming_debug |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_time_of_day |
- | | | + | |описание= |
Current Time of Day}} | Current Time of Day}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_time_of_day_speed |
- | | | + | |описание= |
Time of Day change speed}} | Time of Day change speed}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_time_smoothing |
- | | | + | |описание= |
0=no smoothing, 1=smoothing}} | 0=no smoothing, 1=smoothing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_timedemo_frames |
- | | | + | |описание= |
Will quit appication in X number of frames, r_DisplayInfo must be also enabled}} | Will quit appication in X number of frames, r_DisplayInfo must be also enabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_timer_debug |
- | | | + | |описание= |
Timer debug}} | Timer debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation |
- | | | + | |описание= |
Activates drawing of distributed objects like trees}} | Activates drawing of distributed objects like trees}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_alpha_blend |
- | | | + | |описание= |
Allow alpha blending for vegetations}} | Allow alpha blending for vegetations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_bending |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_mem_sort_test |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_min_size |
- | | | + | |описание= |
Minimal size of static object, smaller objects will be not rendered}} | Minimal size of static object, smaller objects will be not rendered}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_node_level |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_sphericalskinning |
- | | | + | |описание= |
Activates vegetation spherical skinning support}} | Activates vegetation spherical skinning support}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_sprites |
- | | | + | |описание= |
Activates drawing of sprites instead of distributed objects at far distance}} | Activates drawing of sprites instead of distributed objects at far distance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_sprites_distance_custom_ratio_min |
- | | | + | |описание= |
Clamps SpriteDistRatio setting in vegetation properties}} | Clamps SpriteDistRatio setting in vegetation properties}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_sprites_distance_ratio |
- | | | + | |описание= |
Allows changing distance on what vegetation switch into sprite}} | Allows changing distance on what vegetation switch into sprite}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_sprites_min_distance |
- | | | + | |описание= |
Sets minimal distance when distributed object can be replaced with sprite}} | Sets minimal distance when distributed object can be replaced with sprite}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_static_instancing |
- | | | + | |описание= |
Enable 3dengine side static instancing}} | Enable 3dengine side static instancing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_use_terrain_color |
- | | | + | |описание= |
Allow blend with terrain color for vegetations}} | Allow blend with terrain color for vegetations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_vegetation_wind |
- | | | + | |описание= |
Activates vegetation with wind support}} | Activates vegetation with wind support}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_view_dist_custom_ratio |
- | | | + | |описание= |
View distance ratio for special marked objects (Players,AI,Vehicles)}} | View distance ratio for special marked objects (Players,AI,Vehicles)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_view_dist_min |
- | | | + | |описание= |
Min distance on what far objects will be culled out}} | Min distance on what far objects will be culled out}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_view_dist_ratio |
- | | | + | |описание= |
View distance ratio for objects}} | View distance ratio for objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_view_dist_ratio_detail |
- | | | + | |описание= |
View distance ratio for detail objects}} | View distance ratio for detail objects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_view_dist_ratio_vegetation |
- | | | + | |описание= |
View distance ratio for vegetation}} | View distance ratio for vegetation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_volobj_shadow_strength |
- | | | + | |описание= |
Self shadow intensity of volume objects [0..1].}} | Self shadow intensity of volume objects [0..1].}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel |
- | | | + | |описание= |
Render voxels}} | Render voxels}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_ao_radius |
- | | | + | |описание= |
Ambient occlusion test range in units}} | Ambient occlusion test range in units}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_ao_scale |
- | | | + | |описание= |
Ambient occlusion amount}} | Ambient occlusion amount}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_build |
- | | | + | |описание= |
Regenerate voxel world}} | Regenerate voxel world}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_debug |
- | | | + | |описание= |
Draw voxel debug info}} | Draw voxel debug info}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_fill_mode |
- | | | + | |описание= |
Use create brush as fill brush}} | Use create brush as fill brush}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_lods_num |
- | | | + | |описание= |
Generate LODs for voxels}} | Generate LODs for voxels}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_make_physics |
- | | | + | |описание= |
Physicalize geometry}} | Physicalize geometry}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_make_shadows |
- | | | + | |описание= |
Calculate per vertex shadows}} | Calculate per vertex shadows}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_voxel_rasterize_selected_brush |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_ocean |
- | | | + | |описание= |
Activates drawing of ocean}} | Activates drawing of ocean}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_ocean_bottom |
- | | | + | |описание= |
Activates drawing bottom of ocean}} | Activates drawing bottom of ocean}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_ocean_fft |
- | | | + | |описание= |
Activates fft based ocean}} | Activates fft based ocean}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_ocean_soft_particles |
- | | | + | |описание= |
Enables ocean soft particles}} | Enables ocean soft particles}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_tesselation_amount |
- | | | + | |описание= |
Set tesselation amount}} | Set tesselation amount}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_tesselation_swath_width |
- | | | + | |описание= |
Set the swath width for the boustrophedonic mesh stripping}} | Set the swath width for the boustrophedonic mesh stripping}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_volumes |
- | | | + | |описание= |
Activates drawing of water volumes}} | Activates drawing of water volumes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_waves |
- | | | + | |описание= |
Activates drawing of water waves}} | Activates drawing of water waves}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_water_waves_tesselation_amount |
- | | | + | |описание= |
Sets water waves tesselation amount}} | Sets water waves tesselation amount}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_wind |
- | | | + | |описание= |
Debug}} | Debug}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=e_wind_areas |
- | | | + | |описание= |
Debug}} | Debug}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=eqp|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=eqp_DumpPacks |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=es|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_activateEntity |
- | | | + | |описание= |
Activates an entity}} | Activates an entity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_bboxes |
- | | | + | |описание= |
Toggles entity bounding boxes. | Toggles entity bounding boxes. | ||
Usage: es_bboxes [0/1] | Usage: es_bboxes [0/1] | ||
Default is 0 (off). Set to 1 to display bounding boxes.}} | Default is 0 (off). Set to 1 to display bounding boxes.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_CharZOffsetSpeed |
- | | | + | |описание= |
sets the character Z-offset change speed (in m/s), used for IK}} | sets the character Z-offset change speed (in m/s), used for IK}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_compile_area_grid |
- | | | + | |описание= |
Trigger a recompile of the area grid}} | Trigger a recompile of the area grid}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_deactivateEntity |
- | | | + | |описание= |
Deactivates an entity}} | Deactivates an entity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_DebrisLifetimeScale |
- | | | + | |описание= |
Usage: es_DebrisLifetimeScale 1.0 | Usage: es_DebrisLifetimeScale 1.0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_debug |
- | | | + | |описание= |
Enable entity debugging info | Enable entity debugging info | ||
Usage: es_debug [0/1] | Usage: es_debug [0/1] | ||
Default is 0 (on).}} | Default is 0 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_debug_not_seen_timeout |
- | | | + | |описание= |
if true, log messages when entities undergo not seen timeout}} | if true, log messages when entities undergo not seen timeout}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_DebugEvents |
- | | | + | |описание= |
Enables logging of entity events | Enables logging of entity events | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_DebugFindEntity |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_DebugTimers |
- | | | + | |описание= |
This is for profiling and debugging (for game coders and level designer) | This is for profiling and debugging (for game coders and level designer) | ||
By enabling this you get a lot of console printouts that show all entities that receive OnTimer | By enabling this you get a lot of console printouts that show all entities that receive OnTimer | ||
Строка 3113: | Строка 3114: | ||
using less active entities can often be defined by the level designer. | using less active entities can often be defined by the level designer. | ||
Usage: es_DebugTimers 0/1}} | Usage: es_DebugTimers 0/1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_DrawAreaGrid |
- | | | + | |описание= |
Enables drawing of Area Grid}} | Enables drawing of Area Grid}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_DrawAreas |
- | | | + | |описание= |
Enables drawing of Areas}} | Enables drawing of Areas}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_dump_entities |
- | | | + | |описание= |
Dumps current entities and their states!}} | Dumps current entities and their states!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_dump_entity_classes_in_use |
- | | | + | |описание= |
Dumps all used entity classes}} | Dumps all used entity classes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_enable_full_script_save |
- | | | + | |описание= |
Enable (experimental) full script save functionality}} | Enable (experimental) full script save functionality}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_FarPhysTimeout |
- | | | + | |описание= |
Timeout for faraway physics forceful deactivation}} | Timeout for faraway physics forceful deactivation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_helpers |
- | | | + | |описание= |
Toggles helpers. | Toggles helpers. | ||
Usage: es_helpers [0/1] | Usage: es_helpers [0/1] | ||
+ | |||
Default is 0 (off). Set to 1 to display entity helpers.}} | Default is 0 (off). Set to 1 to display entity helpers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_HitCharacters |
- | | | + | |описание= |
specifies whether alive characters are affected by bullet hits (0 or 1)}} | specifies whether alive characters are affected by bullet hits (0 or 1)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_HitDeadBodies |
- | | | + | |описание= |
specifies whether dead bodies are affected by bullet hits (0 or 1)}} | specifies whether dead bodies are affected by bullet hits (0 or 1)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_ImpulseScale |
- | | | + | |описание= |
Usage: es_ImpulseScale 0.0 | Usage: es_ImpulseScale 0.0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_log_collisions |
- | | | + | |описание= |
Enables collision events logging}} | Enables collision events logging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_MaxImpulseAdjMass |
- | | | + | |описание= |
Usage: es_MaxImpulseAdjMass 2000.0 | Usage: es_MaxImpulseAdjMass 2000.0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_MaxPhysDist |
- | | | + | |описание= |
Physical entities farther from the camera than this are forcefully deactivated}} | Physical entities farther from the camera than this are forcefully deactivated}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_MaxPhysDistInvisible |
- | | | + | |описание= |
Invisible physical entities farther from the camera than this are forcefully deactivated}} | Invisible physical entities farther from the camera than this are forcefully deactivated}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_MinImpulseVel |
- | | | + | |описание= |
Usage: es_MinImpulseVel 0.0 | Usage: es_MinImpulseVel 0.0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_not_seen_timeout |
- | | | + | |описание= |
number of seconds after which to cleanup temporary render buffers in entity}} | number of seconds after which to cleanup temporary render buffers in entity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_OnDemandPhysics |
- | | | + | |описание= |
Usage: es_OnDemandPhysics [0/1] | Usage: es_OnDemandPhysics [0/1] | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_profileentities |
- | | | + | |описание= |
Usage: 1,2,3 | Usage: 1,2,3 | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_removeEntity |
- | | | + | |описание= |
Removes an entity}} | Removes an entity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_sortupdatesbyclass |
- | | | + | |описание= |
Sort entity updates by class (possible optimization)}} | Sort entity updates by class (possible optimization)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_SplashThreshold |
- | | | + | |описание= |
minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0 | minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_SplashTimeout |
- | | | + | |описание= |
minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0 | minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdateAI |
- | | | + | |описание= |
Toggles updating of AI entities. | Toggles updating of AI entities. | ||
Usage: es_UpdateAI [0/1] | Usage: es_UpdateAI [0/1] | ||
Default is 1 (on). Set to 0 to prevent AI entities from updating.}} | Default is 1 (on). Set to 0 to prevent AI entities from updating.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdateCollision |
- | | | + | |описание= |
Toggles updating of entity collisions. | Toggles updating of entity collisions. | ||
Usage: es_UpdateCollision [0/1] | Usage: es_UpdateCollision [0/1] | ||
Default is 1 (on). Set to 0 to disable entity collision updating.}} | Default is 1 (on). Set to 0 to disable entity collision updating.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdateCollisionScript |
- | | | + | |описание= |
Usage: es_UpdateCollisionScript [0/1] | Usage: es_UpdateCollisionScript [0/1] | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdateContainer |
- | | | + | |описание= |
Usage: es_UpdateContainer [0/1] | Usage: es_UpdateContainer [0/1] | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdateEntities |
- | | | + | |описание= |
Toggles entity updating. | Toggles entity updating. | ||
Usage: es_UpdateEntities [0/1] | Usage: es_UpdateEntities [0/1] | ||
Default is 1 (on). Set to 0 to prevent all entities from updating.}} | Default is 1 (on). Set to 0 to prevent all entities from updating.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdatePhysics |
- | | | + | |описание= |
Toggles updating of entity physics. | Toggles updating of entity physics. | ||
Usage: es_UpdatePhysics [0/1] | Usage: es_UpdatePhysics [0/1] | ||
Default is 1 (on). Set to 0 to prevent entity physics from updating.}} | Default is 1 (on). Set to 0 to prevent entity physics from updating.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdateScript |
- | | | + | |описание= |
Usage: | Usage: | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UpdateTimer |
- | | | + | |описание= |
Usage: es_UpdateTimer [0/1] | Usage: es_UpdateTimer [0/1] | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_UsePhysVisibilityChecks |
- | | | + | |описание= |
Activates physics quality degradation and forceful sleeping for invisible and faraway entities}} | Activates physics quality degradation and forceful sleeping for invisible and faraway entities}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=es_VisCheckForUpdate |
- | | | + | |описание= |
Usage: es_VisCheckForUpdate [0/1] | Usage: es_VisCheckForUpdate [0/1] | ||
Строка 3275: | Строка 3277: | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=fg|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_abortOnLoadError |
- | | | + | |описание= |
Abort on load error of flowgraphs | Abort on load error of flowgraphs | ||
2:abort, 1:dialog, 0:log only}} | 2:abort, 1:dialog, 0:log only}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_InspectAction |
- | | | + | |описание= |
Inspects the specified AIAction graph}} | Inspects the specified AIAction graph}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_InspectEntity |
- | | | + | |описание= |
Inspects the specified Entity graph}} | Inspects the specified Entity graph}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_Inspector |
- | | | + | |описание= |
Toggles FlowGraph System DefaultInspector. | Toggles FlowGraph System DefaultInspector. | ||
Usage: fg_Inspector [0/1] | Usage: fg_Inspector [0/1] | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_inspectorLog |
- | | | + | |описание= |
Log inspector on console.}} | Log inspector on console.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_noDebugText |
- | | | + | |описание= |
Don't show debug text [0/1] | Don't show debug text [0/1] | ||
Default is 0 (show debug text).}} | Default is 0 (show debug text).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_profile |
- | | | + | |описание= |
Flow graph profiling enable/disable}} | Flow graph profiling enable/disable}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fg_SystemEnable |
- | | | + | |описание= |
Toggles FlowGraph System Updates. | Toggles FlowGraph System Updates. | ||
Usage: fg_SystemEnable [0/1] | Usage: fg_SystemEnable [0/1] | ||
Строка 3316: | Строка 3318: | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=fixed|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=fixed_time_step |
- | | | + | |описание= |
Game updated with this fixed frame time}} | Game updated with this fixed frame time}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=g|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_aimdebug |
- | | | + | |описание= |
Enable/disable debug drawing for aiming direction}} | Enable/disable debug drawing for aiming direction}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_AiSuitArmorModeHealthRegenTime |
- | | | + | |описание= |
Modify suit health recharge for AI in armor mode.}} | Modify suit health recharge for AI in armor mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_AiSuitEnergyRechargeTime |
- | | | + | |описание= |
Modify suit energy recharge for AI.}} | Modify suit energy recharge for AI.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_AiSuitHealthRegenTime |
- | | | + | |описание= |
Modify suit health recharge for AI.}} | Modify suit health recharge for AI.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_AiSuitStrengthMeleeMult |
- | | | + | |описание= |
Modify AI strength mode melee damage relative to player damage.}} | Modify AI strength mode melee damage relative to player damage.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_alienPhysicsAnimRatio |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_autoteambalance |
- | | | + | |описание= |
Enables auto team balance.}} | Enables auto team balance.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_avmine_limit |
- | | | + | |описание= |
Max avmines a player can place (recycled above this value)}} | Max avmines a player can place (recycled above this value)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_battleDust_debug |
- | | | + | |описание= |
0: off, 1: text, 2: text+gfx}} | 0: off, 1: text, 2: text+gfx}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_battleDust_effect |
- | | | + | |описание= |
Sets the effect to use for battledust}} | Sets the effect to use for battledust}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_battleDust_enable |
- | | | + | |описание= |
Enable/Disable battledust}} | Enable/Disable battledust}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_battleDust_reload |
- | | | + | |описание= |
Reload the battle dust parameters xml}} | Reload the battle dust parameters xml}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_battleRange |
- | | | + | |описание= |
sets the battle range in meters }} | sets the battle range in meters }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_blood |
- | | | + | |описание= |
Toggle blood effects}} | Toggle blood effects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_breakage_particles_limit |
- | | | + | |описание= |
Imposes a limit on particles generated during 2d surfaces breaking}} | Imposes a limit on particles generated during 2d surfaces breaking}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_breakagelog |
- | | | + | |описание= |
Log break events}} | Log break events}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_breakImpulseScale |
- | | | + | |описание= |
How big do explosions need to be to break things?}} | How big do explosions need to be to break things?}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_breaktimeoutframes |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_buddyMessagesIngame |
- | | | + | |описание= |
Output incoming buddy messages in chat while playing game.}} | Output incoming buddy messages in chat while playing game.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_claymore_limit |
- | | | + | |описание= |
Max claymores a player can place (recycled above this value)}} | Max claymores a player can place (recycled above this value)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_combatFadeTime |
- | | | + | |описание= |
sets the battle fade time in seconds }} | sets the battle fade time in seconds }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_combatFadeTimeDelay |
- | | | + | |описание= |
waiting time before the battle starts fading out, in seconds }} | waiting time before the battle starts fading out, in seconds }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_cutsceneSkipDelay |
- | | | + | |описание= |
Skip Delay for Cutscenes.}} | Skip Delay for Cutscenes.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_debug_fscommand |
- | | | + | |описание= |
Print incoming fscommands to console}} | Print incoming fscommands to console}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_debugaimlook |
- | | | + | |описание= |
Debug aim/look direction}} | Debug aim/look direction}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_debugCollisionDamage |
- | | | + | |описание= |
Log collision damage}} | Log collision damage}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_debugDirectMPMenu |
- | | | + | |описание= |
Jump directly to MP menu on application start.}} | Jump directly to MP menu on application start.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_debugHits |
- | | | + | |описание= |
Log hits}} | Log hits}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_debugMines |
- | | | + | |описание= |
Enable debug output for mines and claymores}} | Enable debug output for mines and claymores}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_debugNetPlayerInput |
- | | | + | |описание= |
Show some debug for player input}} | Show some debug for player input}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_detachCamera |
- | | | + | |описание= |
Detach camera}} | Detach camera}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_difficultyHintSystem |
- | | | + | |описание= |
Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)}} | Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_difficultyLevel |
- | | | + | |описание= |
Difficulty level}} | Difficulty level}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_difficultyRadius |
- | | | + | |описание= |
Radius in which player needs to die to display lower difficulty level hint.}} | Radius in which player needs to die to display lower difficulty level hint.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_difficultyRadiusThreshold |
- | | | + | |описание= |
Number of times player has to die within radius to trigger difficulty hint.}} | Number of times player has to die within radius to trigger difficulty hint.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_difficultySaveThreshold |
- | | | + | |описание= |
Number of times player has to die with same savegame active to trigger difficulty hint.}} | Number of times player has to die with same savegame active to trigger difficulty hint.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_displayIgnoreList |
- | | | + | |описание= |
Display ignore list in chat tab.}} | Display ignore list in chat tab.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_averageAdjustSpeed |
- | | | + | |описание= |
Speed that the average between min and max can be approached. Default = 20}} | Speed that the average between min and max can be approached. Default = 20}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_distAppart |
- | | | + | |описание= |
Minimum distance that max and min can be apart. Default = 10}} | Minimum distance that max and min can be apart. Default = 10}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_ironsight |
- | | | + | |описание= |
Enable ironsight dof. Default = 1}} | Enable ironsight dof. Default = 1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_maxAdjustSpeed |
- | | | + | |описание= |
Speed that DoF can adjust the max value with. Default = 200}} | Speed that DoF can adjust the max value with. Default = 200}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_maxHitScale |
- | | | + | |описание= |
Scale of ray hit distance which Max tries to approach. Default = 2.0f}} | Scale of ray hit distance which Max tries to approach. Default = 2.0f}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_minAdjustSpeed |
- | | | + | |описание= |
Speed that DoF can adjust the min value with. Default = 100}} | Speed that DoF can adjust the min value with. Default = 100}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_minHitScale |
- | | | + | |описание= |
Scale of ray hit distance which Min tries to approach. Default = 0.25}} | Scale of ray hit distance which Min tries to approach. Default = 0.25}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dof_sampleAngle |
- | | | + | |описание= |
Sample angle in degrees. Default = 5}} | Sample angle in degrees. Default = 5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dofset_limitScale |
- | | | + | |описание= |
Scale Dof_FocusLimit param when it gets set Default = 9}} | Scale Dof_FocusLimit param when it gets set Default = 9}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dofset_maxScale |
- | | | + | |описание= |
Scale Dof_FocusMax param when it gets set Default = 3}} | Scale Dof_FocusMax param when it gets set Default = 3}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dofset_minScale |
- | | | + | |описание= |
Scale Dof_FocusMin param when it gets set Default = 1}} | Scale Dof_FocusMin param when it gets set Default = 1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_dump_stats |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ec_enable |
- | | | + | |описание= |
Enable/Disable explosion culling of small objects. Default = 1}} | Enable/Disable explosion culling of small objects. Default = 1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ec_extent |
- | | | + | |описание= |
Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.}} | Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ec_radiusScale |
- | | | + | |описание= |
Explosion culling scale to apply to explosion radius for object query.}} | Explosion culling scale to apply to explosion radius for object query.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ec_removeThreshold |
- | | | + | |описание= |
At how many items in exploding area will it start removing items.}} | At how many items in exploding area will it start removing items.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ec_volume |
- | | | + | |описание= |
Explosion culling volume which needs to be exceed for objects to not be culled.}} | Explosion culling volume which needs to be exceed for objects to not be culled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_emp_nanosuit_downtime |
- | | | + | |описание= |
Time that the nanosuit is deactivated after leaving the EMP field.}} | Time that the nanosuit is deactivated after leaving the EMP field.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_emp_style |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableAlternateIronSight |
- | | | + | |описание= |
Enable/Disable alternate ironsight mode}} | Enable/Disable alternate ironsight mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableFriendlyFallAndPlay |
- | | | + | |описание= |
Enables fall&play feedback for friendly actors.}} | Enables fall&play feedback for friendly actors.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableIdleCheck |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableitems |
- | | | + | |описание= |
Enable/disable the item system}} | Enable/disable the item system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableloadingscreen |
- | | | + | |описание= |
Enable/disable the loading screen}} | Enable/disable the loading screen}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableMPStealthOMeter |
- | | | + | |описание= |
Enables the stealth-o-meter to detect enemies in MP matches.}} | Enables the stealth-o-meter to detect enemies in MP matches.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableSpeedLean |
- | | | + | |описание= |
Enables player-controlled curve leaning in speed mode.}} | Enables player-controlled curve leaning in speed mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_enableTracers |
- | | | + | |описание= |
Enable/Disable tracers.}} | Enable/Disable tracers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_energy_scale_income |
- | | | + | |описание= |
Scales incoming energy.}} | Scales incoming energy.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_energy_scale_price |
- | | | + | |описание= |
Scales energy prices.}} | Scales energy prices.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_fallAndPlayThreshold |
- | | | + | |описание= |
Minimum damage for fall and play.}} | Minimum damage for fall and play.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_fraglead |
- | | | + | |описание= |
Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.}} | Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_fraglimit |
- | | | + | |описание= |
Number of frags before a round restarts. Default is 0, 0 means no frag-limit.}} | Number of frags before a round restarts. Default is 0, 0 means no frag-limit.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_friendlyfireratio |
- | | | + | |описание= |
Sets friendly damage ratio.}} | Sets friendly damage ratio.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_frostDecay |
- | | | + | |описание= |
Frost decay speed when freezing actors}} | Frost decay speed when freezing actors}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_godMode |
- | | | + | |описание= |
God Mode}} | God Mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_goForceFastUpdate |
- | | | + | |описание= |
GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE}} | GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_grabLog |
- | | | + | |описание= |
verbosity for grab logging (0-2)}} | verbosity for grab logging (0-2)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_groundeffectsdebug |
- | | | + | |описание= |
Enable/disable logging for GroundEffects}} | Enable/disable logging for GroundEffects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_joint_breaking |
- | | | + | |описание= |
Toggles jointed objects breaking}} | Toggles jointed objects breaking}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_language |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_loadMod |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_localPacketRate |
- | | | + | |описание= |
Packet rate locally on faked network connection}} | Packet rate locally on faked network connection}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_meleeWhileSprinting |
- | | | + | |описание= |
Enables option to melee while sprinting, using left mouse button.}} | Enables option to melee while sprinting, using left mouse button.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_minplayerlimit |
- | | | + | |описание= |
Minimum number of players to start a match.}} | Minimum number of players to start a match.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_minteamlimit |
- | | | + | |описание= |
Minimum number of players in each team to start a match.}} | Minimum number of players in each team to start a match.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_MPDeathCam |
- | | | + | |описание= |
Enables / disables the MP death camera (shows the killer's location)}} | Enables / disables the MP death camera (shows the killer's location)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_mpSpeedRechargeDelay |
- | | | + | |описание= |
Toggles delay when sprinting below 20% energy.}} | Toggles delay when sprinting below 20% energy.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_nextlevel |
- | | | + | |описание= |
Switch to next level in rotation or restart current one.}} | Switch to next level in rotation or restart current one.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerFallAndPlay |
- | | | + | |описание= |
When enabled, the player doesn't die from direct damage, but goes to fall and play.}} | When enabled, the player doesn't die from direct damage, but goes to fall and play.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerHealthValue |
- | | | + | |описание= |
Maximum player health.}} | Maximum player health.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerInteractorRadius |
- | | | + | |описание= |
Maximum radius at which player can interact with other entities}} | Maximum radius at which player can interact with other entities}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerLowHealthThreshold |
- | | | + | |описание= |
The player health threshold when the low health effect kicks in.}} | The player health threshold when the low health effect kicks in.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerRespawns |
- | | | + | |описание= |
Sets the player lives.}} | Sets the player lives.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitArmorModeHealthRegenTime |
- | | | + | |описание= |
Modify suit health recharge for Player in armor mode.}} | Modify suit health recharge for Player in armor mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitArmorModeHealthRegenTimeMoving |
- | | | + | |описание= |
Modify suit health recharge for Player moving in armor mode.}} | Modify suit health recharge for Player moving in armor mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitEnergyRechargeDelay |
- | | | + | |описание= |
Delay of energy recharge after the player has been hit.}} | Delay of energy recharge after the player has been hit.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitEnergyRechargeTime |
- | | | + | |описание= |
Modify suit energy recharge for Player.}} | Modify suit energy recharge for Player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitEnergyRechargeTimeArmor |
- | | | + | |описание= |
Modify suit energy recharge for Player in singleplayer in armor mode.}} | Modify suit energy recharge for Player in singleplayer in armor mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitEnergyRechargeTimeArmorMoving |
- | | | + | |описание= |
Modify suit energy recharge for Player in singleplayer in armor mode while moving.}} | Modify suit energy recharge for Player in singleplayer in armor mode while moving.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitEnergyRechargeTimeMultiplayer |
- | | | + | |описание= |
Modify suit energy recharge for Player in multiplayer.}} | Modify suit energy recharge for Player in multiplayer.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitHealthRegenDelay |
- | | | + | |описание= |
Delay of health regeneration after the player has been hit.}} | Delay of health regeneration after the player has been hit.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitHealthRegenTime |
- | | | + | |описание= |
Modify suit health recharge for Player.}} | Modify suit health recharge for Player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_playerSuitHealthRegenTimeMoving |
- | | | + | |описание= |
Modify suit health recharge for moving Player.}} | Modify suit health recharge for moving Player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_pp_scale_income |
- | | | + | |описание= |
Scales incoming PP.}} | Scales incoming PP.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_pp_scale_price |
- | | | + | |описание= |
Scales PP prices.}} | Scales PP prices.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_preroundtime |
- | | | + | |описание= |
Frozen time before round starts. Default is 8, 0 Disables freeze time.}} | Frozen time before round starts. Default is 8, 0 Disables freeze time.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_procedural_breaking |
- | | | + | |описание= |
Toggles procedural mesh breaking (except explosion-breaking)}} | Toggles procedural mesh breaking (except explosion-breaking)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_proneAimAngleRestrict_Enable |
- | | | + | |описание= |
Test fix for matching aim restrictions between 1st and 3rd person}} | Test fix for matching aim restrictions between 1st and 3rd person}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_proneNotUsableWeapon_FixType |
- | | | + | |описание= |
Test various fixes for not selecting hurricane while prone}} | Test various fixes for not selecting hurricane while prone}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_PSTutorial_Enabled |
- | | | + | |описание= |
Enable/disable powerstruggle tutorial}} | Enable/disable powerstruggle tutorial}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_punishFriendlyDeaths |
- | | | + | |описание= |
The player gets punished by death when killing a friendly unit.}} | The player gets punished by death when killing a friendly unit.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame |
- | | | + | |описание= |
Quick connect to good server.}} | Quick connect to good server.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_debug |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_map |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_min_players |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_mode |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_ping1_level |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_ping2_level |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_prefer_favorites |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_prefer_lan |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGame_prefer_mycountry |
- | | | + | |описание= |
QuickGame option}} | QuickGame option}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_quickGameStop |
- | | | + | |описание= |
Cancel quick game search.}} | Cancel quick game search.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_radialBlur |
- | | | + | |описание= |
Radial blur on explosions. Default = 1, 0 to disable}} | Radial blur on explosions. Default = 1, 0 to disable}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ragdollDistance |
- | | | + | |описание= |
distance in meters that the player has to be away from the ragdoll before it can disappear}} | distance in meters that the player has to be away from the ragdoll before it can disappear}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ragdollMinTime |
- | | | + | |описание= |
minimum time in seconds that a ragdoll will be visible}} | minimum time in seconds that a ragdoll will be visible}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ragdollPollTime |
- | | | + | |описание= |
time in seconds where 'unseen' polling is done}} | time in seconds where 'unseen' polling is done}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_ragdollUnseenTime |
- | | | + | |описание= |
time in seconds that the player has to look away from the ragdoll before it disappears}} | time in seconds that the player has to look away from the ragdoll before it disappears}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_reloadGameRules |
- | | | + | |описание= |
Reload GameRules script}} | Reload GameRules script}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_resetActionmapOnStart |
- | | | + | |описание= |
Resets Keyboard mapping on application start.}} | Resets Keyboard mapping on application start.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_revivetime |
- | | | + | |описание= |
Revive wave timer.}} | Revive wave timer.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_roundlimit |
- | | | + | |описание= |
Maximum numbers of rounds to be played. Default is 0, 0 means no limit.}} | Maximum numbers of rounds to be played. Default is 0, 0 means no limit.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_roundtime |
- | | | + | |описание= |
Duration of a round (in minutes). Default is 0, 0 means no time-limit.}} | Duration of a round (in minutes). Default is 0, 0 means no time-limit.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_show_laptop_status |
- | | | + | |описание= |
Show laptop status}} | Show laptop status}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_show_laptop_status_test |
- | | | + | |описание= |
Show fake laptop status for testing}} | Show fake laptop status for testing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_showIdleStats |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_showUpdateState |
- | | | + | |описание= |
Show the game object update state of any activated entities; 3-4 -- AI objects only}} | Show the game object update state of any activated entities; 3-4 -- AI objects only}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_skipIntro |
- | | | + | |описание= |
Skip all the intro videos.}} | Skip all the intro videos.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_spectate_TeamOnly |
- | | | + | |описание= |
If true, you can only spectate players on your team}} | If true, you can only spectate players on your team}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_spectatorcollisions |
- | | | + | |описание= |
If set, spectator camera will not be able to pass through buildings}} | If set, spectator camera will not be able to pass through buildings}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_stanceTransitionSpeed |
- | | | + | |описание= |
Set speed of camera transition from stance to stance}} | Set speed of camera transition from stance to stance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_startFirstTime |
- | | | + | |описание= |
1 before the game was started first time ever.}} | 1 before the game was started first time ever.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suddendeathtime |
- | | | + | |описание= |
Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.}} | Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suitArmorHealthValue |
- | | | + | |описание= |
This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and }} | This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suitCloakEnergyDrainAdjuster |
- | | | + | |описание= |
Multiplier for energy reduction in cloak mode.}} | Multiplier for energy reduction in cloak mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suitRecoilEnergyCost |
- | | | + | |описание= |
Subtracted energy when weapon is fired in strength mode.}} | Subtracted energy when weapon is fired in strength mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suitSpeedEnergyConsumption |
- | | | + | |описание= |
Energy reduction in speed mode per second.}} | Energy reduction in speed mode per second.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suitSpeedEnergyConsumptionMultiplayer |
- | | | + | |описание= |
Energy reduction in speed mode per second in multiplayer.}} | Energy reduction in speed mode per second in multiplayer.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suitSpeedMult |
- | | | + | |описание= |
Modify speed mode effect.}} | Modify speed mode effect.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_suitSpeedMultMultiplayer |
- | | | + | |описание= |
Modify speed mode effect for Multiplayer.}} | Modify speed mode effect for Multiplayer.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_teamlock |
- | | | + | |описание= |
Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.}} | Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_tentacle_joint_limit |
- | | | + | |описание= |
forces specific tentacle limits; used for tweaking}} | forces specific tentacle limits; used for tweaking}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_timelimit |
- | | | + | |описание= |
Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.}} | Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_tk_punish |
- | | | + | |описание= |
Turns on punishment for team kills}} | Turns on punishment for team kills}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_tk_punish_limit |
- | | | + | |описание= |
Number of team kills user will be banned for}} | Number of team kills user will be banned for}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_tree_cut_reuse_dist |
- | | | + | |описание= |
Maximum distance from a previously made cut that allows reusing}} | Maximum distance from a previously made cut that allows reusing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_trooperBankingMultiplier |
- | | | + | |описание= |
Trooper banking multiplier coeff (0..x)}} | Trooper banking multiplier coeff (0..x)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_trooperProneMinDistance |
- | | | + | |описание= |
Distance to move for trooper to switch to prone stance}} | Distance to move for trooper to switch to prone stance}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_trooperTentacleAnimBlend |
- | | | + | |описание= |
Trooper tentacle physic_anim blend (0..1) - overrides the physic_blend AG parameter when it's not 0}} | Trooper tentacle physic_anim blend (0..1) - overrides the physic_blend AG parameter when it's not 0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_useProfile |
- | | | + | |описание= |
Don't save anything to or load anything from profile.}} | Don't save anything to or load anything from profile.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_VisibilityTimeout |
- | | | + | |описание= |
Adds visibility timeout to IsProbablyVisible() calculations}} | Adds visibility timeout to IsProbablyVisible() calculations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_VisibilityTimeoutTime |
- | | | + | |описание= |
Visibility timeout time used by IsProbablyVisible() calculations}} | Visibility timeout time used by IsProbablyVisible() calculations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=g_walkMultiplier |
- | | | + | |описание= |
Modify movement speed}} | Modify movement speed}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=gamedata|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=gamedata_playback |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=gamedata_record |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=gamedata_stop_record_or_playback |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=gpu|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=gpu_particle_physics |
- | | | + | |описание= |
Enable GPU physics if available (0=off / 1=enabled).}} | Enable GPU physics if available (0=off / 1=enabled).}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=gt|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=gt_debug |
- | | | + | |описание= |
Debug Game Tokens}} | Debug Game Tokens}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=gt_show |
- | | | + | |описание= |
Show Game Tokens with values started from specified parameter}} | Show Game Tokens with values started from specified parameter}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=h|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=h_drawSlippers |
- | | | + | |описание= |
Red ball when tentacle is lifted, green when on ground}} | Red ball when tentacle is lifted, green when on ground}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=h_turnSpeed |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=h_useIK |
- | | | + | |описание= |
Hunter uses always IK}} | Hunter uses always IK}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=hit|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hit_assistMultiplayerEnabled |
- | | | + | |описание= |
Enable/disable minimum damage hit assistance in multiplayer games}} | Enable/disable minimum damage hit assistance in multiplayer games}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hit_assistSingleplayerEnabled |
- | | | + | |описание= |
Enable/disable minimum damage hit assistance}} | Enable/disable minimum damage hit assistance}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=hr|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hr_dotAngle |
- | | | + | |описание= |
max angle for FOV change}} | max angle for FOV change}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hr_fovAmt |
- | | | + | |описание= |
goal FOV when hit}} | goal FOV when hit}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hr_fovTime |
- | | | + | |описание= |
fov time}} | fov time}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hr_rotateFactor |
- | | | + | |описание= |
rotate factor}} | rotate factor}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hr_rotateTime |
- | | | + | |описание= |
rotate time}} | rotate time}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=http|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=http_password |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=http_startserver |
- | | | + | |описание= |
Starts an HTTP server}} | Starts an HTTP server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=http_stopserver |
- | | | + | |описание= |
Stops an HTTP server}} | Stops an HTTP server}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=hud|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_alienInterferenceStrength |
- | | | + | |описание= |
Scales alien interference effect strength.}} | Scales alien interference effect strength.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_aspectCorrection |
- | | | + | |описание= |
Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse}} | Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_attachBoughEquipment |
- | | | + | |описание= |
Attach equipment in PS equipment packs to the last bought/selected weapon.}} | Attach equipment in PS equipment packs to the last bought/selected weapon.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_binocsScanningWidth |
- | | | + | |описание= |
Defines the width/height in which the binocular raycasts are offset from the center to scan objects.}} | Defines the width/height in which the binocular raycasts are offset from the center to scan objects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_chDamageIndicator |
- | | | + | |описание= |
Switch crosshair-damage indicator... (1 on, 0 off)}} | Switch crosshair-damage indicator... (1 on, 0 off)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_colorLine |
- | | | + | |описание= |
HUD line color.}} | HUD line color.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_colorOver |
- | | | + | |описание= |
HUD hovered color.}} | HUD hovered color.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_colorText |
- | | | + | |описание= |
HUD text color.}} | HUD text color.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_crosshair |
- | | | + | |описание= |
Select the crosshair (1-8)}} | Select the crosshair (1-8)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_crosshair_enable |
- | | | + | |описание= |
Toggles singleplayer crosshair visibility.}} | Toggles singleplayer crosshair visibility.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_ctrl_Coeff_X |
- | | | + | |описание= |
Analog controller X rotation scale}} | Analog controller X rotation scale}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_ctrl_Coeff_Z |
- | | | + | |описание= |
Analog controller Z rotation scale}} | Analog controller Z rotation scale}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_ctrl_Curve_X |
- | | | + | |описание= |
Analog controller X rotation curve}} | Analog controller X rotation curve}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_ctrl_Curve_Z |
- | | | + | |описание= |
Analog controller Z rotation curve}} | Analog controller Z rotation curve}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_ctrlZoomMode |
- | | | + | |описание= |
Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release}} | Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_enableAlienInterference |
- | | | + | |описание= |
Switched the alien interference effect.}} | Switched the alien interference effect.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_faderDebug |
- | | | + | |описание= |
Show Debug Information for FullScreen Faders.}} | Show Debug Information for FullScreen Faders.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_godFadeTime |
- | | | + | |описание= |
sets the fade time of the god mode message}} | sets the fade time of the god mode message}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_mpNamesDuration |
- | | | + | |описание= |
MP names will fade after this duration.}} | MP names will fade after this duration.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_mpNamesFarDistance |
- | | | + | |описание= |
MP names will be fully invisible when farther than this.}} | MP names will be fully invisible when farther than this.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_mpNamesNearDistance |
- | | | + | |описание= |
MP names will be fully visible when nearer than this.}} | MP names will be fully visible when nearer than this.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_nightVisionConsumption |
- | | | + | |описание= |
Scales the energy consumption of the night vision.}} | Scales the energy consumption of the night vision.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_nightVisionRecharge |
- | | | + | |описание= |
Scales the energy recharge of the night vision.}} | Scales the energy recharge of the night vision.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_onScreenFarDistance |
- | | | + | |описание= |
On screen icons won't scale anymore, when farther than this.}} | On screen icons won't scale anymore, when farther than this.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_onScreenFarSize |
- | | | + | |описание= |
On screen icon size when farthest.}} | On screen icon size when farthest.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_onScreenNearDistance |
- | | | + | |описание= |
On screen icons won't scale anymore, when nearer than this.}} | On screen icons won't scale anymore, when nearer than this.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_onScreenNearSize |
- | | | + | |описание= |
On screen icon size when nearest.}} | On screen icon size when nearest.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_panoramicHeight |
- | | | + | |описание= |
Set screen border for 'cinematic view' in percent.}} | Set screen border for 'cinematic view' in percent.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_radarBackground |
- | | | + | |описание= |
Switches the miniMap-background for the radar.}} | Switches the miniMap-background for the radar.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_radarJammingEffectScale |
- | | | + | |описание= |
Scales the intensity of the radar jamming effect.}} | Scales the intensity of the radar jamming effect.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_radarJammingThreshold |
- | | | + | |описание= |
Threshold to disable the radar (independent from effect).}} | Threshold to disable the radar (independent from effect).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_radarScanningDelay |
- | | | + | |описание= |
Defines the delay in seconds the binoculars take to scan an object.}} | Defines the delay in seconds the binoculars take to scan an object.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_showAllObjectives |
- | | | + | |описание= |
Show all on screen objectives, not only the active one.}} | Show all on screen objectives, not only the active one.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_showBigVehicleReload |
- | | | + | |описание= |
Enables an additional reload bar around the crosshair in big vehicles.}} | Enables an additional reload bar around the crosshair in big vehicles.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_startPaused |
- | | | + | |описание= |
The game starts paused, waiting for user input.}} | The game starts paused, waiting for user input.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitles |
- | | | + | |описание= |
Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly}} | Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitlesDebug |
- | | | + | |описание= |
Debug subtitles}} | Debug subtitles}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitlesFontSize |
- | | | + | |описание= |
FontSize for Subtitles.}} | FontSize for Subtitles.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitlesHeight |
- | | | + | |описание= |
Height of Subtitles in Percent. Normally same as hud_PanoramicHeight}} | Height of Subtitles in Percent. Normally same as hud_PanoramicHeight}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitlesQueueCount |
- | | | + | |описание= |
Maximum amount of subtitles in Update Queue}} | Maximum amount of subtitles in Update Queue}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitlesRenderMode |
- | | | + | |описание= |
Subtitle RenderMode. 0==Flash, 1=3DEngine}} | Subtitle RenderMode. 0==Flash, 1=3DEngine}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitlesShowCharName |
- | | | + | |описание= |
Show Character talking along with Subtitle}} | Show Character talking along with Subtitle}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_subtitlesVisibleCount |
- | | | + | |описание= |
Maximum amount of subtitles in Visible Queue}} | Maximum amount of subtitles in Visible Queue}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=hud_voicemode |
- | | | + | |описание= |
Usage of the voice when switching of Nanosuit mode.}} | Usage of the voice when switching of Nanosuit mode.}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=i|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_auto_turret_target |
- | | | + | |описание= |
Enables/Disables auto turrets aquiring targets.}} | Enables/Disables auto turrets aquiring targets.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_auto_turret_target_tacshells |
- | | | + | |описание= |
Enables/Disables auto turrets aquiring TAC shells as targets}} | Enables/Disables auto turrets aquiring TAC shells as targets}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_debug_mp_flowgraph |
- | | | + | |описание= |
Displays info on the MP flowgraph node}} | Displays info on the MP flowgraph node}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_debug_projectiles |
- | | | + | |описание= |
Displays info about projectile status, where available.}} | Displays info about projectile status, where available.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_debug_sounds |
- | | | + | |описание= |
Enable item sound debugging}} | Enable item sound debugging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_debug_turrets |
- | | | + | |описание= |
Enable GunTurret debugging. | Enable GunTurret debugging. | ||
Values: | Values: | ||
Строка 4270: | Строка 4272: | ||
5: deviation | 5: deviation | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_debug_zoom_mods |
- | | | + | |описание= |
Use zoom mode spread/recoil mods}} | Use zoom mode spread/recoil mods}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_debuggun_1 |
- | | | + | |описание= |
Command to execute on primary DebugGun fire}} | Command to execute on primary DebugGun fire}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_debuggun_2 |
- | | | + | |описание= |
Command to execute on secondary DebugGun fire}} | Command to execute on secondary DebugGun fire}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_giveallitems |
- | | | + | |описание= |
Gives all available items to the player!}} | Gives all available items to the player!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_givedebugitems |
- | | | + | |описание= |
Gives special debug items to the player!}} | Gives special debug items to the player!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_giveitem |
- | | | + | |описание= |
Gives specified item to the player!}} | Gives specified item to the player!}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_iceeffects |
- | | | + | |описание= |
Enable/Disable specific weapon effects for ice environments}} | Enable/Disable specific weapon effects for ice environments}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_lighteffects |
- | | | + | |описание= |
Enable/Disable lights spawned during item effects.}} | Enable/Disable lights spawned during item effects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_lying_item_limit |
- | | | + | |описание= |
Max number of items lying around in a level. Only works in multiplayer.}} | Max number of items lying around in a level. Only works in multiplayer.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_noweaponlimit |
- | | | + | |описание= |
Player can carry all weapons he wants}} | Player can carry all weapons he wants}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_offset_front |
- | | | + | |описание= |
Item position front offset}} | Item position front offset}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_offset_right |
- | | | + | |описание= |
Item position right offset}} | Item position right offset}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_offset_up |
- | | | + | |описание= |
Item position up offset}} | Item position up offset}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_particleeffects |
- | | | + | |описание= |
Enable/Disable particles spawned during item effects.}} | Enable/Disable particles spawned during item effects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_precache |
- | | | + | |описание= |
Enables precaching of items during level loading.}} | Enables precaching of items during level loading.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_rejecteffects |
- | | | + | |описание= |
Enable/Disable ammo reject effects during weapon firing.}} | Enable/Disable ammo reject effects during weapon firing.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_reload |
- | | | + | |описание= |
Reloads item XML scripts (weapons, etc).}} | Reloads item XML scripts (weapons, etc).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_soundeffects |
- | | | + | |описание= |
Enable/Disable playing item sound effects.}} | Enable/Disable playing item sound effects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_staticfiresounds |
- | | | + | |описание= |
Enable/Disable static fire sounds. Static sounds are not unloaded when idle.}} | Enable/Disable static fire sounds. Static sounds are not unloaded when idle.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=i_unlimitedammo |
- | | | + | |описание= |
unlimited ammo}} | unlimited ammo}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=int|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=int_moveZoomTime |
- | | | + | |описание= |
Number of seconds it takes to zoom out when moving. Default = 0.2}} | Number of seconds it takes to zoom out when moving. Default = 0.2}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=int_zoomAmount |
- | | | + | |описание= |
Maximum zoom, between 0.0 and 1.0. Default = .75}} | Maximum zoom, between 0.0 and 1.0. Default = .75}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=int_zoomInTime |
- | | | + | |описание= |
Number of seconds it takes to zoom in. Default = 5.0}} | Number of seconds it takes to zoom in. Default = 5.0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=int_zoomOutTime |
- | | | + | |описание= |
Number of seconds it takes to zoom out when you stop firing. Default = 0.5}} | Number of seconds it takes to zoom out when you stop firing. Default = 0.5}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=join|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=join_game |
- | | | + | |описание= |
Enter the current ongoing game.}} | Enter the current ongoing game.}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=log|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=log_FileVerbosity |
- | | | + | |описание= |
defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used) | defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used) | ||
0=suppress all logs(except eAlways) | 0=suppress all logs(except eAlways) | ||
Строка 4388: | Строка 4390: | ||
3=additional messages | 3=additional messages | ||
4=additional comments}} | 4=additional comments}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=log_IncludeTime |
- | | | + | |описание= |
Toggles time stamping of log entries. | Toggles time stamping of log entries. | ||
Usage: log_IncludeTime [0/1/2/3/4] | Usage: log_IncludeTime [0/1/2/3/4] | ||
Строка 4398: | Строка 4400: | ||
3=current+relative time | 3=current+relative time | ||
4=absolute time in seconds since this mode was started}} | 4=absolute time in seconds since this mode was started}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=log_Verbosity |
- | | | + | |описание= |
defines the verbosity level for console log messages (use log_FileVerbosity for file logging) | defines the verbosity level for console log messages (use log_FileVerbosity for file logging) | ||
0=suppress all logs(except eAlways) | 0=suppress all logs(except eAlways) | ||
Строка 4409: | Строка 4411: | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=login|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=login_profile |
- | | | + | |описание= |
Log in as to CryNetwork using email, profile and password as arguments}} | Log in as to CryNetwork using email, profile and password as arguments}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=lua|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=lua_debugger |
- | | | + | |описание= |
Enables the script debugger. | Enables the script debugger. | ||
1 to trigger on breakpoints and errors | 1 to trigger on breakpoints and errors | ||
Строка 4425: | Строка 4427: | ||
Usage: lua_debugger [0/1/2] | Usage: lua_debugger [0/1/2] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=lua_debugger_show |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=lua_dump_state |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=lua_stackonmalloc |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=lua_StopOnError |
- | | | + | |описание= |
Stops on error. | Stops on error. | ||
}} | }} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=max|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=max_time_step |
- | | | + | |описание= |
Game systems clamped to this frame time}} | Game systems clamped to this frame time}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=mfx|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_Debug |
- | | | + | |описание= |
Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both}} | Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_Enable |
- | | | + | |описание= |
Enables MaterialEffects.}} | Enables MaterialEffects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_EnableFGEffects |
- | | | + | |описание= |
Enabled Flowgraph based Material effects. Default: On}} | Enabled Flowgraph based Material effects. Default: On}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_ParticleImpactThresh |
- | | | + | |описание= |
Impact threshold for particle effects. Default: 2.0}} | Impact threshold for particle effects. Default: 2.0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_pfx_maxDist |
- | | | + | |описание= |
Max dist (how far away before scale is clamped)}} | Max dist (how far away before scale is clamped)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_pfx_maxScale |
- | | | + | |описание= |
Max scale (when particle is far)}} | Max scale (when particle is far)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_pfx_minScale |
- | | | + | |описание= |
Min scale (when particle is close)}} | Min scale (when particle is close)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_RaisedSoundImpactThresh |
- | | | + | |описание= |
Impact threshold for sound effects if we're rolling. Default: 3.5}} | Impact threshold for sound effects if we're rolling. Default: 3.5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_Reload |
- | | | + | |описание= |
Reload MFX Spreadsheet}} | Reload MFX Spreadsheet}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_ReloadFGEffects |
- | | | + | |описание= |
Reload MaterialEffect's FlowGraphs}} | Reload MaterialEffect's FlowGraphs}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_SerializeFGEffects |
- | | | + | |описание= |
Serialize Flowgraph based effects. Default: On}} | Serialize Flowgraph based effects. Default: On}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_SoundImpactThresh |
- | | | + | |описание= |
Impact threshold for sound effects. Default: 1.5}} | Impact threshold for sound effects. Default: 1.5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=mfx_Timeout |
- | | | + | |описание= |
Timeout (in seconds) to avoid playing effects too often}} | Timeout (in seconds) to avoid playing effects too often}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=net|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_backofftimeout |
- | | | + | |описание= |
Maximum time to allow a remote machine to stall for before disconnecting}} | Maximum time to allow a remote machine to stall for before disconnecting}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_bw_aggressiveness |
- | | | + | |описание= |
Balances TCP friendlyness versus prioritization of game traffic}} | Balances TCP friendlyness versus prioritization of game traffic}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_channelstats |
- | | | + | |описание= |
Display bandwidth statistics per-channel}} | Display bandwidth statistics per-channel}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_check_for_patch |
- | | | + | |описание= |
Check whether a patch is available for download}} | Check whether a patch is available for download}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_connectivity_detection_interval |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_defaultChannelBitRateDesired |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_defaultChannelBitRateToleranceHigh |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_defaultChannelBitRateToleranceLow |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_defaultChannelIdlePacketRateDesired |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_defaultChannelPacketRateDesired |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_defaultChannelPacketRateToleranceHigh |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_defaultChannelPacketRateToleranceLow |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_disconnect_on_rmi_error |
- | | | + | |описание= |
Disconnect remote connections on script exceptions during RMI calls}} | Disconnect remote connections on script exceptions during RMI calls}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_download_patch |
- | | | + | |описание= |
If patch available, starts it downloading}} | If patch available, starts it downloading}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_dump_object_state |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_enable_tfrc |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_enable_voice_chat |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_highlatencythreshold |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_highlatencytimelimit |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_inactivitytimeout |
- | | | + | |описание= |
Set's how many seconds without receiving a packet a connection will stay alive for (can only be set on server)}} | Set's how many seconds without receiving a packet a connection will stay alive for (can only be set on server)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_input_dump |
- | | | + | |описание= |
write net_input_trace output to a file (netinput.log)}} | write net_input_trace output to a file (netinput.log)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_input_trace |
- | | | + | |описание= |
trace an entities input processing to assist finding sync errors}} | trace an entities input processing to assist finding sync errors}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_install_patch |
- | | | + | |описание= |
Quits Crysis and installs a downloaded patch}} | Quits Crysis and installs a downloaded patch}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_lan_scanport_first |
- | | | + | |описание= |
Starting port for LAN games scanning}} | Starting port for LAN games scanning}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_lan_scanport_num |
- | | | + | |описание= |
Num ports for LAN games scanning}} | Num ports for LAN games scanning}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_lanbrowser |
- | | | + | |описание= |
enable lan games browser}} | enable lan games browser}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_log |
- | | | + | |описание= |
Logging level of network system}} | Logging level of network system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_log_remote_methods |
- | | | + | |описание= |
Log remote method invocations}} | Log remote method invocations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_next_map |
- | | | + | |описание= |
Notify clients of the next map to play}} | Notify clients of the next map to play}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_pb_cl_enable |
- | | | + | |описание= |
Sets PunkBuster client enabled state}} | Sets PunkBuster client enabled state}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_pb_sv_enable |
- | | | + | |описание= |
Sets PunkBuster server enabled state}} | Sets PunkBuster server enabled state}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_phys_debug |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_phys_lagsmooth |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_phys_pingsmooth |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_rtt_convergence_factor |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_scheduler_debug |
- | | | + | |описание= |
Show scheduler debugger for some channel}} | Show scheduler debugger for some channel}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_set_cdkey |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_stats_login |
- | | | + | |описание= |
Login for reporting stats on dedicated server}} | Login for reporting stats on dedicated server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_stats_pass |
- | | | + | |описание= |
Password for reporting stats on dedicated server}} | Password for reporting stats on dedicated server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_voice_lead_packets |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_voice_proximity |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=net_voice_trail_packets |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=No Prefix|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ban |
- | | | + | |описание= |
Bans player for 30 minutes from server.}} | Bans player for 30 minutes from server.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=Bind |
- | | | + | |описание= |
WIP - attatches a key to a CVar: bind [key] [CVar]}} | WIP - attatches a key to a CVar: bind [key] [CVar]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=connect |
- | | | + | |описание= |
Start a client and connect to a server}} | Start a client and connect to a server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ConsoleHide |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ConsoleShow |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=demo |
- | | | + | |описание= |
Plays a time demo from file. | Plays a time demo from file. | ||
Usage: demo demoname | Usage: demo demoname | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=disconnect |
- | | | + | |описание= |
Stop a game (or a client or a server)}} | Stop a game (or a client or a server)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=DumpCommandsVars |
- | | | + | |описание= |
This console command dumps all console variables and commands to disk | This console command dumps all console variables and commands to disk | ||
DumpCommandsVars [prefix]}} | DumpCommandsVars [prefix]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dumpitem |
- | | | + | |описание= |
My help message here}} | My help message here}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dumpnt |
- | | | + | |описание= |
Dump ItemString table.}} | Dump ItemString table.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=dumpss |
- | | | + | |описание= |
test synched storage.}} | test synched storage.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=exec |
- | | | + | |описание= |
executes a batch file of console commands}} | executes a batch file of console commands}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ExitOnQuit |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=freeze |
- | | | + | |описание= |
Freezes player}} | Freezes player}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=goto |
- | | | + | |описание= |
Sets current player position.}} | Sets current player position.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=gotoe |
- | | | + | |описание= |
Sets current player position.}} | Sets current player position.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=kick |
- | | | + | |описание= |
Kicks player from game}} | Kicks player from game}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=kickid |
- | | | + | |описание= |
Kicks player from game}} | Kicks player from game}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=kill |
- | | | + | |описание= |
Kills the player.}} | Kills the player.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=lastinv |
- | | | + | |описание= |
Selects last inventory item used.}} | Selects last inventory item used.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=load |
- | | | + | |описание= |
Load game}} | Load game}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=loadactionmap |
- | | | + | |описание= |
Loads a key configuration file}} | Loads a key configuration file}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=LoadConfig |
- | | | + | |описание= |
Load .cfg file from disk (from the Game/Config directory) | Load .cfg file from disk (from the Game/Config directory) | ||
e.g. LoadConfig lowspec.cfg | e.g. LoadConfig lowspec.cfg | ||
Usage: LoadConfig }} | Usage: LoadConfig }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=loadLastSave |
- | | | + | |описание= |
Loads the last savegame if available.}} | Loads the last savegame if available.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=login |
- | | | + | |описание= |
Log in as to CryNetwork using nickname and password as arguments}} | Log in as to CryNetwork using nickname and password as arguments}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=map |
- | | | + | |описание= |
Load a map}} | Load a map}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=MemInfo |
- | | | + | |описание= |
Display memory information by modules}} | Display memory information by modules}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=MemStats |
- | | | + | |описание= |
0/x=refresh rate in milliseconds | 0/x=refresh rate in milliseconds | ||
Use 1000 to switch on and 0 to switch off | Use 1000 to switch on and 0 to switch off | ||
Usage: MemStats [0..] | Usage: MemStats [0..] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=MemStatsMaxDepth |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=MemStatsThreshold |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=name |
- | | | + | |описание= |
Sets player name.}} | Sets player name.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=play |
- | | | + | |описание= |
Play back a recorded game}} | Play back a recorded game}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=preloadforstats |
- | | | + | |описание= |
Preload multiplayer assets for memory statistics.}} | Preload multiplayer assets for memory statistics.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile |
- | | | + | |описание= |
Enable profiling. | Enable profiling. | ||
Usage: profile # | Usage: profile # | ||
Строка 4835: | Строка 4837: | ||
-1: Profiling enabled, but not displayed | -1: Profiling enabled, but not displayed | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=quit |
- | | | + | |описание= |
Quits the game}} | Quits the game}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=record |
- | | | + | |описание= |
Starts recording of a time demo. | Starts recording of a time demo. | ||
Usage: record demoname | Usage: record demoname | ||
File 'demoname.tmd' will be created.}} | File 'demoname.tmd' will be created.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=ReloadDialogData |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=restartgame |
- | | | + | |описание= |
Restarts Crysis completely.}} | Restarts Crysis completely.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=save |
- | | | + | |описание= |
Save game}} | Save game}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=SaveLevelStats |
- | | | + | |описание= |
Calling this command creates multiple XML files with level statistics. | Calling this command creates multiple XML files with level statistics. | ||
The data includes file usage, dependencies, size in more/disk. | The data includes file usage, dependencies, size in more/disk. | ||
The files can be loaded in Excel.}} | The files can be loaded in Excel.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=Screenshot |
- | | | + | |описание= |
Create a screenshot with annotation | Create a screenshot with annotation | ||
e.g. Screenshot beach scene with shark | e.g. Screenshot beach scene with shark | ||
Usage: Screenshot }} | Usage: Screenshot }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=spectator |
- | | | + | |описание= |
Sets the player as a spectator.}} | Sets the player as a spectator.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=startKickVoting |
- | | | + | |описание= |
Initiate voting.}} | Initiate voting.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=startNextMapVoting |
- | | | + | |описание= |
Initiate voting.}} | Initiate voting.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=status |
- | | | + | |описание= |
Shows connection status}} | Shows connection status}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=stopdemo |
- | | | + | |описание= |
Stop playing a time demo. | Stop playing a time demo. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=stoprecording |
- | | | + | |описание= |
Stops recording of a time demo. | Stops recording of a time demo. | ||
Usage: stoprecording | Usage: stoprecording | ||
File 'demoname.?' will be saved.}} | File 'demoname.?' will be saved.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=team |
- | | | + | |описание= |
Sets player team.}} | Sets player team.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=unload |
- | | | + | |описание= |
Unload current map}} | Unload current map}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=viewnote |
- | | | + | |описание= |
View Note}} | View Note}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=vote |
- | | | + | |описание= |
Vote on current topic.}} | Vote on current topic.}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=open|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=open_url |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=p|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_accuracy_LCPCG |
- | | | + | |описание= |
Desired accuracy of LCP CG solver (velocity-related, m/s)}} | Desired accuracy of LCP CG solver (velocity-related, m/s)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_accuracy_LCPCG_no_improvement |
- | | | + | |описание= |
Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters}} | Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_accuracy_MC |
- | | | + | |описание= |
Desired accuracy of microcontact solver (velocity-related, m/s)}} | Desired accuracy of microcontact solver (velocity-related, m/s)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_approx_caps_len |
- | | | + | |описание= |
Breakable trees are approximated with capsules of this length (0 disables approximation)}} | Breakable trees are approximated with capsules of this length (0 disables approximation)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_break_on_validation |
- | | | + | |описание= |
Toggles break on validation error. | Toggles break on validation error. | ||
Usage: p_break_on_validation [0/1] | Usage: p_break_on_validation [0/1] | ||
Default is 0 (off). Issues DebugBreak() call in case of | Default is 0 (off). Issues DebugBreak() call in case of | ||
a physics parameter validation error.}} | a physics parameter validation error.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_characterik |
- | | | + | |описание= |
Toggles character IK. | Toggles character IK. | ||
Usage: p_characterik [0/1] | Usage: p_characterik [0/1] | ||
Default is 1 (on). Set to 0 to disable inverse kinematics.}} | Default is 1 (on). Set to 0 to disable inverse kinematics.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_collision_mode |
- | | | + | |описание= |
This variable is obsolete. | This variable is obsolete. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_cull_distance |
- | | | + | |описание= |
Culling distance for physics helpers rendering}} | Culling distance for physics helpers rendering}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_damping_group_size |
- | | | + | |описание= |
Sets contacting objects group size | Sets contacting objects group size | ||
before group damping is used.Usage: p_damping_group_size 3 | before group damping is used.Usage: p_damping_group_size 3 | ||
Used for internal tweaking only.}} | Used for internal tweaking only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_debug_explosions |
- | | | + | |описание= |
Turns on explosions debug mode}} | Turns on explosions debug mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_debug_joints |
- | | | + | |описание= |
If set, breakable objects will log tensions at the weakest spots}} | If set, breakable objects will log tensions at the weakest spots}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_do_step |
- | | | + | |описание= |
Steps physics system forward when in single step mode. | Steps physics system forward when in single step mode. | ||
Usage: p_do_step 1 | Usage: p_do_step 1 | ||
Default is 0 (off). Each 'p_do_step 1' instruction allows | Default is 0 (off). Each 'p_do_step 1' instruction allows | ||
the physics system to advance a single step.}} | the physics system to advance a single step.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_draw_helpers |
- | | | + | |описание= |
Same as p_draw_helpers_num, but encoded in letters | Same as p_draw_helpers_num, but encoded in letters | ||
Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)] | Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)] | ||
Строка 5006: | Строка 5008: | ||
f(#) - only show geometries with this bit flag set (multiple f's stack) | f(#) - only show geometries with this bit flag set (multiple f's stack) | ||
Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas}} | Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_draw_helpers_num |
- | | | + | |описание= |
Toggles display of various physical helpers. The value is a bitmask: | Toggles display of various physical helpers. The value is a bitmask: | ||
bit 0 - show contact points | bit 0 - show contact points | ||
Строка 5019: | Строка 5021: | ||
bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry) | bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry) | ||
Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050}} | Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_enforce_contacts |
- | | | + | |описание= |
This variable is obsolete.}} | This variable is obsolete.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_fixed_timestep |
- | | | + | |описание= |
Toggles fixed time step mode.Usage: p_fixed_timestep [0/1] | Toggles fixed time step mode.Usage: p_fixed_timestep [0/1] | ||
Forces fixed time step when set to 1. When set to 0, the | Forces fixed time step when set to 1. When set to 0, the | ||
time step is variable, based on the frame rate.}} | time step is variable, based on the frame rate.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_fly_mode |
- | | | + | |описание= |
Toggles fly mode. | Toggles fly mode. | ||
Usage: p_fly_mode [0/1]}} | Usage: p_fly_mode [0/1]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_GEB_max_cells |
- | | | + | |описание= |
Specifies the cell number threshold after which GetEntitiesInBox issues a warning}} | Specifies the cell number threshold after which GetEntitiesInBox issues a warning}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_gravity_z |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_group_damping |
- | | | + | |описание= |
Toggles damping for object groups. | Toggles damping for object groups. | ||
Usage: p_group_damping [0/1] | Usage: p_group_damping [0/1] | ||
Default is 1 (on). Used for internal tweaking only.}} | Default is 1 (on). Used for internal tweaking only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_jump_to_profile_ent |
- | | | + | |описание= |
Move the local player next to the corresponding entity in the p_profile_entities list}} | Move the local player next to the corresponding entity in the p_profile_entities list}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_lattice_max_iters |
- | | | + | |описание= |
Limits the number of iterations of lattice tension solver}} | Limits the number of iterations of lattice tension solver}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_limit_simple_solver_energy |
- | | | + | |описание= |
Specifies whether the energy added by the simple solver is limited (0 or 1)}} | Specifies whether the energy added by the simple solver is limited (0 or 1)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_list_active_objects |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_log_lattice_tension |
- | | | + | |описание= |
If set, breakable objects will log tensions at the weakest spots}} | If set, breakable objects will log tensions at the weakest spots}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_approx_caps |
- | | | + | |описание= |
Maximum number of capsule approximation levels for breakable trees}} | Maximum number of capsule approximation levels for breakable trees}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_contact_gap |
- | | | + | |описание= |
Sets the gap, enforced whenever possible, between | Sets the gap, enforced whenever possible, between | ||
contacting physical objects.Usage: p_max_contact_gap 0.01 | contacting physical objects.Usage: p_max_contact_gap 0.01 | ||
This variable is used for internal tweaking only.}} | This variable is used for internal tweaking only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_contact_gap_player |
- | | | + | |описание= |
Sets the safe contact gap for player collisions with | Sets the safe contact gap for player collisions with | ||
the physical environment.Usage: p_max_contact_gap_player 0.01 | the physical environment.Usage: p_max_contact_gap_player 0.01 | ||
This variable is used for internal tweaking only.}} | This variable is used for internal tweaking only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_contact_gap_simple |
- | | | + | |описание= |
Specifies the maximum contact gap for objects that use the simple solver}} | Specifies the maximum contact gap for objects that use the simple solver}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_contacts |
- | | | + | |описание= |
Maximum contact number, after which contact reduction mode is activated}} | Maximum contact number, after which contact reduction mode is activated}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_debris_mass |
- | | | + | |описание= |
Broken pieces with mass}} | Broken pieces with mass}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_entity_cells |
- | | | + | |описание= |
Limits the number of entity grid cells an entity can occupy}} | Limits the number of entity grid cells an entity can occupy}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_LCPCG_contacts |
- | | | + | |описание= |
Maximum number of contacts that LCPCG solver is allowed to handle}} | Maximum number of contacts that LCPCG solver is allowed to handle}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_LCPCG_fruitless_iters |
- | | | + | |описание= |
Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)}} | Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_LCPCG_iters |
- | | | + | |описание= |
Maximum number of LCP CG iterations}} | Maximum number of LCP CG iterations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_LCPCG_microiters |
- | | | + | |описание= |
Limits the total number of per-contact iterations during one LCP CG iteration | Limits the total number of per-contact iterations during one LCP CG iteration | ||
(number of microiters = number of subiters * number of contacts)}} | (number of microiters = number of subiters * number of contacts)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_LCPCG_microiters_final |
- | | | + | |описание= |
Same as p_max_LCPCG_microiters, but for the final LCP CG iteration}} | Same as p_max_LCPCG_microiters, but for the final LCP CG iteration}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_LCPCG_subiters |
- | | | + | |описание= |
Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)}} | Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_LCPCG_subiters_final |
- | | | + | |описание= |
Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)}} | Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_MC_iters |
- | | | + | |описание= |
Specifies the maximum number of microcontact solver iterations}} | Specifies the maximum number of microcontact solver iterations}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_MC_mass_ratio |
- | | | + | |описание= |
Maximum mass ratio between objects in an island that MC solver is considered safe to handle}} | Maximum mass ratio between objects in an island that MC solver is considered safe to handle}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_MC_vel |
- | | | + | |описание= |
Maximum object velocity in an island that MC solver is considered safe to handle}} | Maximum object velocity in an island that MC solver is considered safe to handle}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_object_splashes |
- | | | + | |описание= |
Specifies how many splash events one entity is allowed to generate}} | Specifies how many splash events one entity is allowed to generate}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_plane_contacts |
- | | | + | |описание= |
Maximum number of contacts lying in one plane between two rigid bodies | Maximum number of contacts lying in one plane between two rigid bodies | ||
(the system tries to remove the least important contacts to get to this value)}} | (the system tries to remove the least important contacts to get to this value)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_plane_contacts_distress |
- | | | + | |описание= |
Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts}} | Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_player_velocity |
- | | | + | |описание= |
Clamps players' velocities to this value}} | Clamps players' velocities to this value}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_substeps |
- | | | + | |описание= |
Limits the number of substeps allowed in variable time step mode. | Limits the number of substeps allowed in variable time step mode. | ||
Usage: p_max_substeps 5 | Usage: p_max_substeps 5 | ||
Objects that are not allowed to perform time steps | Objects that are not allowed to perform time steps | ||
beyond some value make several substeps.}} | beyond some value make several substeps.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_substeps_large_group |
- | | | + | |описание= |
Limits the number of substeps large groups of objects can make}} | Limits the number of substeps large groups of objects can make}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_unproj_vel |
- | | | + | |описание= |
Limits the maximum unprojection velocity request}} | Limits the maximum unprojection velocity request}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_velocity |
- | | | + | |описание= |
Clamps physicalized objects' velocities to this value}} | Clamps physicalized objects' velocities to this value}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_max_world_step |
- | | | + | |описание= |
Specifies the maximum step physical world can make (larger steps will be truncated)}} | Specifies the maximum step physical world can make (larger steps will be truncated)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_min_LCPCG_improvement |
- | | | + | |описание= |
Defines a required residual squared length improvement, in fractions of 1}} | Defines a required residual squared length improvement, in fractions of 1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_min_separation_speed |
- | | | + | |описание= |
Used a threshold in some places (namely, to determine when a particle | Used a threshold in some places (namely, to determine when a particle | ||
goes to rest, and a sliding condition in microcontact solver)}} | goes to rest, and a sliding condition in microcontact solver)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_net_angsnapmul |
- | | | + | |описание= |
Multiplier to expand the p_net_minsnapdot based on the objects angular velocity}} | Multiplier to expand the p_net_minsnapdot based on the objects angular velocity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_net_minsnapdist |
- | | | + | |описание= |
Minimum distance between server position and client position at which to start snapping}} | Minimum distance between server position and client position at which to start snapping}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_net_minsnapdot |
- | | | + | |описание= |
Minimum quat dot product between server orientation and client orientation at which to start snapping}} | Minimum quat dot product between server orientation and client orientation at which to start snapping}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_net_smoothtime |
- | | | + | |описание= |
How much time should non-snapped positions take to synchronize completely?}} | How much time should non-snapped positions take to synchronize completely?}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_net_velsnapmul |
- | | | + | |описание= |
Multiplier to expand the p_net_minsnapdist based on the objects velocity}} | Multiplier to expand the p_net_minsnapdist based on the objects velocity}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_num_bodies_large_group |
- | | | + | |описание= |
Group size to be used with p_max_substeps_large_group, in bodies}} | Group size to be used with p_max_substeps_large_group, in bodies}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_penalty_scale |
- | | | + | |описание= |
Scales the penalty impulse for objects that use the simple solver}} | Scales the penalty impulse for objects that use the simple solver}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_players_can_break |
- | | | + | |описание= |
Whether living entities are allowed to break static objects with breakable joints}} | Whether living entities are allowed to break static objects with breakable joints}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_profile_entities |
- | | | + | |описание= |
Enables per-entity time step profiling}} | Enables per-entity time step profiling}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_profile_functions |
- | | | + | |описание= |
Enables detailed profiling of physical environment-sampling functions}} | Enables detailed profiling of physical environment-sampling functions}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_prohibit_unprojection |
- | | | + | |описание= |
This variable is obsolete.}} | This variable is obsolete.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_ray_fadein |
- | | | + | |описание= |
Fade-in time for ray physics helpers}} | Fade-in time for ray physics helpers}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_ray_peak_time |
- | | | + | |описание= |
Rays that take longer then this (in ms) will use different color}} | Rays that take longer then this (in ms) will use different color}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_single_step_mode |
- | | | + | |описание= |
Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1] | Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1] | ||
Default is 0 (off). Set to 1 to switch physics system (except | Default is 0 (off). Set to 1 to switch physics system (except | ||
players) to single step mode. Each step must be explicitly | players) to single step mode. Each step must be explicitly | ||
requested with a 'p_do_step' instruction.}} | requested with a 'p_do_step' instruction.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_skip_redundant_colldet |
- | | | + | |описание= |
Specifies whether to skip furher collision checks between two convex objects using the simple solver | Specifies whether to skip furher collision checks between two convex objects using the simple solver | ||
when they have enough contacts between them}} | when they have enough contacts between them}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_splash_dist0 |
- | | | + | |описание= |
Range start for splash event distance culling}} | Range start for splash event distance culling}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_splash_dist1 |
- | | | + | |описание= |
Range end for splash event distance culling}} | Range end for splash event distance culling}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_splash_force0 |
- | | | + | |описание= |
Minimum water hit force to generate splash events at p_splash_dist0}} | Minimum water hit force to generate splash events at p_splash_dist0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_splash_force1 |
- | | | + | |описание= |
Minimum water hit force to generate splash events at p_splash_dist1}} | Minimum water hit force to generate splash events at p_splash_dist1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_splash_vel0 |
- | | | + | |описание= |
Minimum water hit velocity to generate splash events at p_splash_dist0}} | Minimum water hit velocity to generate splash events at p_splash_dist0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_splash_vel1 |
- | | | + | |описание= |
Minimum water hit velocity to generate splash events at p_splash_dist1}} | Minimum water hit velocity to generate splash events at p_splash_dist1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_tick_breakable |
- | | | + | |описание= |
Sets the breakable objects structure update interval}} | Sets the breakable objects structure update interval}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_time_granularity |
- | | | + | |описание= |
Sets physical time step granularity. | Sets physical time step granularity. | ||
Usage: p_time_granularity [0..0.1] | Usage: p_time_granularity [0..0.1] | ||
Used for internal tweaking only.}} | Used for internal tweaking only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_unproj_vel_scale |
- | | | + | |описание= |
Requested unprojection velocity is set equal to penetration depth multiplied by this number}} | Requested unprojection velocity is set equal to penetration depth multiplied by this number}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_use_distance_contacts |
- | | | + | |описание= |
Allows to use distance-based contacts (is forced off in multiplayer)}} | Allows to use distance-based contacts (is forced off in multiplayer)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_use_unproj_vel |
- | | | + | |описание= |
internal solver tweak}} | internal solver tweak}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=p_wireframe_distance |
- | | | + | |описание= |
Maximum distance at which wireframe is drawn on physics helpers}} | Maximum distance at which wireframe is drawn on physics helpers}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=pl|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_curvingSlowdownSpeedScale |
- | | | + | |описание= |
Player only slowdown speedscale when curving/leaning extremely.}} | Player only slowdown speedscale when curving/leaning extremely.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_debug_filter |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_debug_jumping |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_debug_ladders |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_debug_movement |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_debugFallDamage |
- | | | + | |описание= |
Enables console output of fall damage information.}} | Enables console output of fall damage information.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_fallDamage_SpeedBias |
- | | | + | |описание= |
Damage bias for medium fall speed: =1 linear, }} | Damage bias for medium fall speed: =1 linear, }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_fallDamage_SpeedFatal |
- | | | + | |описание= |
Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).}} | Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_fallDamage_SpeedSafe |
- | | | + | |описание= |
Safe fall speed (in all modes, including strength jump on flat ground).}} | Safe fall speed (in all modes, including strength jump on flat ground).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_inputAccel |
- | | | + | |описание= |
Movement input acceleration}} | Movement input acceleration}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimBackSpeedMul |
- | | | + | |описание= |
Swimming backwards speed mul.}} | Swimming backwards speed mul.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimBaseSpeed |
- | | | + | |описание= |
Swimming base speed.}} | Swimming base speed.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimJumpSpeedBaseMul |
- | | | + | |описание= |
Swimming speed normal jump velocity mul (dolphin rocket).}} | Swimming speed normal jump velocity mul (dolphin rocket).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimJumpSpeedCost |
- | | | + | |описание= |
Swimming speed shift+jump energy cost (dolphin rocket).}} | Swimming speed shift+jump energy cost (dolphin rocket).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimJumpSpeedSprintMul |
- | | | + | |описание= |
Swimming speed shift+jump velocity mul (dolphin rocket).}} | Swimming speed shift+jump velocity mul (dolphin rocket).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimJumpStrengthBaseMul |
- | | | + | |описание= |
Swimming strength normal jump velocity mul (dolphin rocket).}} | Swimming strength normal jump velocity mul (dolphin rocket).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimJumpStrengthCost |
- | | | + | |описание= |
Swimming strength shift+jump energy cost (dolphin rocket).}} | Swimming strength shift+jump energy cost (dolphin rocket).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimJumpStrengthSprintMul |
- | | | + | |описание= |
Swimming strength shift+jump velocity mul (dolphin rocket).}} | Swimming strength shift+jump velocity mul (dolphin rocket).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimNormalSprintSpeedMul |
- | | | + | |описание= |
Swimming Non-Speed sprint speed mul.}} | Swimming Non-Speed sprint speed mul.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimSideSpeedMul |
- | | | + | |описание= |
Swimming sideways speed mul.}} | Swimming sideways speed mul.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimSpeedSprintSpeedMul |
- | | | + | |описание= |
Swimming Speed sprint speed mul.}} | Swimming Speed sprint speed mul.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimUpSprintSpeedMul |
- | | | + | |описание= |
Swimming sprint while looking up (dolphin rocket).}} | Swimming sprint while looking up (dolphin rocket).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_swimVertSpeedMul |
- | | | + | |описание= |
Swimming vertical speed mul.}} | Swimming vertical speed mul.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGAimResponsiveness |
- | | | + | |описание= |
ZeroG aim responsiveness vs. inertia (default is 8.0).}} | ZeroG aim responsiveness vs. inertia (default is 8.0).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGBaseSpeed |
- | | | + | |описание= |
Maximum player speed request limit for zeroG.}} | Maximum player speed request limit for zeroG.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGDashEnergyConsumption |
- | | | + | |описание= |
Percentage consumed when doing a dash in ZeroG.}} | Percentage consumed when doing a dash in ZeroG.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGEnableGBoots |
- | | | + | |описание= |
Switch G-Boots action on/off (if button assigned).}} | Switch G-Boots action on/off (if button assigned).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGEnableGyroFade |
- | | | + | |описание= |
Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).}} | Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGFloatDuration |
- | | | + | |описание= |
Floating duration until full stop (after stopped thrusting).}} | Floating duration until full stop (after stopped thrusting).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGGyroFadeAngleInner |
- | | | + | |описание= |
ZeroG gyro inner angle (default is 20).}} | ZeroG gyro inner angle (default is 20).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGGyroFadeAngleOuter |
- | | | + | |описание= |
ZeroG gyro outer angle (default is 60).}} | ZeroG gyro outer angle (default is 60).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGGyroFadeExp |
- | | | + | |описание= |
ZeroG gyro angle bias (default is 2.0).}} | ZeroG gyro angle bias (default is 2.0).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGGyroStrength |
- | | | + | |описание= |
ZeroG gyro strength (default is 1.0).}} | ZeroG gyro strength (default is 1.0).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGParticleTrail |
- | | | + | |описание= |
Enable particle trail when in zerog.}} | Enable particle trail when in zerog.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGSpeedMaxSpeed |
- | | | + | |описание= |
(DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.}} | (DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGSpeedModeEnergyConsumption |
- | | | + | |описание= |
Percentage consumed per second while speed sprinting in ZeroG.}} | Percentage consumed per second while speed sprinting in ZeroG.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGSpeedMultNormal |
- | | | + | |описание= |
Modify movement speed in zeroG, in normal mode.}} | Modify movement speed in zeroG, in normal mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGSpeedMultNormalSprint |
- | | | + | |описание= |
Modify movement speed in zeroG, in normal sprint.}} | Modify movement speed in zeroG, in normal sprint.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGSpeedMultSpeed |
- | | | + | |описание= |
Modify movement speed in zeroG, in speed mode.}} | Modify movement speed in zeroG, in speed mode.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGSpeedMultSpeedSprint |
- | | | + | |описание= |
Modify movement speed in zeroG, in speed sprint.}} | Modify movement speed in zeroG, in speed sprint.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGSwitchableGyro |
- | | | + | |описание= |
MERGE/REVERT}} | MERGE/REVERT}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGThrusterResponsiveness |
- | | | + | |описание= |
Thrusting responsiveness.}} | Thrusting responsiveness.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pl_zeroGUpDown |
- | | | + | |описание= |
Scales the z-axis movement speed in zeroG.}} | Scales the z-axis movement speed in zeroG.}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=pp|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pp_RichSaveGames |
- | | | + | |описание= |
Enable RichSaveGame Format for SaveGames}} | Enable RichSaveGame Format for SaveGames}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pp_RSFDebugWrite |
- | | | + | |описание= |
When RichSaveGames are enabled, save plain XML Data alongside for debugging}} | When RichSaveGames are enabled, save plain XML Data alongside for debugging}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=pp_RSFDebugWriteOnLoad |
- | | | + | |описание= |
When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame}} | When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=profile|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_allthreads |
- | | | + | |описание= |
Enables profiling of non-main threads. | Enables profiling of non-main threads. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_callstack |
- | | | + | |описание= |
Logs all Call Stacks of the selected profiler function for one frame}} | Logs all Call Stacks of the selected profiler function for one frame}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_filter |
- | | | + | |описание= |
Profiles a specified subsystem. | Profiles a specified subsystem. | ||
Usage: profile_filter subsystem | Usage: profile_filter subsystem | ||
Строка 5525: | Строка 5527: | ||
Network | Network | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_graph |
- | | | + | |описание= |
Enable drawing of profiling graph. | Enable drawing of profiling graph. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_graphScale |
- | | | + | |описание= |
Sets the scale of profiling histograms. | Sets the scale of profiling histograms. | ||
Usage: profileGraphScale 100 | Usage: profileGraphScale 100 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_log |
- | | | + | |описание= |
Logs profiler output}} | Logs profiler output}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_network |
- | | | + | |описание= |
Enables network profiling. | Enables network profiling. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_pagefaults |
- | | | + | |описание= |
Enable drawing of page faults graph. | Enable drawing of page faults graph. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_peak |
- | | | + | |описание= |
Profiler Peaks Tolerance in Milliseconds. | Profiler Peaks Tolerance in Milliseconds. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_sampler |
- | | | + | |описание= |
Set to 1 to start sampling profiling}} | Set to 1 to start sampling profiling}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_sampler_max_samples |
- | | | + | |описание= |
Number of samples to collect for sampling profiler}} | Number of samples to collect for sampling profiler}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_smooth |
- | | | + | |описание= |
Profiler exponential smoothing interval (seconds). | Profiler exponential smoothing interval (seconds). | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_threads |
- | | | + | |описание= |
Enables Threads Profiler (should be deactivated for final product) | Enables Threads Profiler (should be deactivated for final product) | ||
The C++ function CryThreadSetName(threadid,"Name") needs to be called on thread creation. | The C++ function CryThreadSetName(threadid,"Name") needs to be called on thread creation. | ||
Строка 5576: | Строка 5578: | ||
Threads profiling may not work on all combinations of OS and CPUs (does not not on Win64) | Threads profiling may not work on all combinations of OS and CPUs (does not not on Win64) | ||
Usage: profile_threads [0/1/2+]}} | Usage: profile_threads [0/1/2+]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=profile_weighting |
- | | | + | |описание= |
Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold. | Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold. | ||
}} | }} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=r|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ATOC |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Beams |
- | | | + | |описание= |
Toggles light beams. | Toggles light beams. | ||
Usage: r_Beams [0/1/2/3] | Usage: r_Beams [0/1/2/3] | ||
Строка 5596: | Строка 5598: | ||
use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use | use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use | ||
optimized and with glow support beams.}} | optimized and with glow support beams.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_BeamsDistFactor |
- | | | + | |описание= |
Distance between slices. | Distance between slices. | ||
Usage: r_BeamsDistFactor [fValue] | Usage: r_BeamsDistFactor [fValue] | ||
Default is 0.01 (0.01 meters between slices).}} | Default is 0.01 (0.01 meters between slices).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_BeamsHelpers |
- | | | + | |описание= |
Toggles light beams helpers drawing. | Toggles light beams helpers drawing. | ||
Usage: r_BeamsHelpers [0/1] | Usage: r_BeamsHelpers [0/1] | ||
Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.}} | Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_BeamsMaxSlices |
- | | | + | |описание= |
Number of volumetric slices allowed per light beam. | Number of volumetric slices allowed per light beam. | ||
Usage: r_BeamsMaxSlices [1-300] | Usage: r_BeamsMaxSlices [1-300] | ||
Default is 200 (high-spec).}} | Default is 200 (high-spec).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_BeamsSoftClip |
- | | | + | |описание= |
Toggles light beams clip type. | Toggles light beams clip type. | ||
Usage: r_BeamsSoftClip [0/1] | Usage: r_BeamsSoftClip [0/1] | ||
Default is 1 (software clip beams). Set to 0 to enable hardware clipping.}} | Default is 1 (software clip beams). Set to 0 to enable hardware clipping.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Brightness |
- | | | + | |описание= |
Sets the diplay brightness. | Sets the diplay brightness. | ||
Usage: r_Brightness 0.5 | Usage: r_Brightness 0.5 | ||
Default is 0.5.}} | Default is 0.5.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Character_NoDeform |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CloudsDebug |
- | | | + | |описание= |
Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2] | Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2] | ||
Usage: r_CloudsDebug = 1: render just screen imposters | Usage: r_CloudsDebug = 1: render just screen imposters | ||
Usage: r_CloudsDebug = 2: render just non-screen imposters | Usage: r_CloudsDebug = 2: render just non-screen imposters | ||
Default is 0 (off)}} | Default is 0 (off)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CloudsUpdateAlways |
- | | | + | |описание= |
Toggles updating of clouds each frame. | Toggles updating of clouds each frame. | ||
Usage: r_CloudsUpdateAlways [0/1] | Usage: r_CloudsUpdateAlways [0/1] | ||
Default is 0 (off.}} | Default is 0 (off.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ColorBits |
- | | | + | |описание= |
Sets the color resolution, in bits per pixel. Default is 32. | Sets the color resolution, in bits per pixel. Default is 32. | ||
Usage: r_ColorBits [32/24/16/8]}} | Usage: r_ColorBits [32/24/16/8]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ColorGrading |
- | | | + | |описание= |
Enables color grading. | Enables color grading. | ||
Usage: r_ColorGrading [0/1] | Usage: r_ColorGrading [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ColorGradingDof |
- | | | + | |описание= |
Enables color grading dof control. | Enables color grading dof control. | ||
Usage: r_ColorGradingDof [0/1] | Usage: r_ColorGradingDof [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ColorGradingFilters |
- | | | + | |описание= |
Enables color grading. | Enables color grading. | ||
Usage: r_ColorGradingFilters [0/1] | Usage: r_ColorGradingFilters [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ColorGradingLevels |
- | | | + | |описание= |
Enables color grading. | Enables color grading. | ||
Usage: r_ColorGradingLevels [0/1] | Usage: r_ColorGradingLevels [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ColorGradingSelectiveColor |
- | | | + | |описание= |
Enables color grading. | Enables color grading. | ||
Usage: r_ColorGradingSelectiveColor [0/1] | Usage: r_ColorGradingSelectiveColor [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Contrast |
- | | | + | |описание= |
Sets the diplay contrast. | Sets the diplay contrast. | ||
Usage: r_Contrast 0.5 | Usage: r_Contrast 0.5 | ||
Default is 0.5.}} | Default is 0.5.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CoronaColorScale |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CoronaFade |
- | | | + | |описание= |
Time fading factor of the light coronas. | Time fading factor of the light coronas. | ||
Usage: r_CoronaFade 0.5Default is 0.5.}} | Usage: r_CoronaFade 0.5Default is 0.5.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Coronas |
- | | | + | |описание= |
Toggles light coronas around light sources. | Toggles light coronas around light sources. | ||
Usage: r_Coronas [0/1]Default is 1 (on).}} | Usage: r_Coronas [0/1]Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CoronaSizeScale |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CullByClipPlanes |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CullGeometryForLights |
- | | | + | |описание= |
Rendering optimization for lights. | Rendering optimization for lights. | ||
Usage: r_CullGeometryForLights [0/1/2] | Usage: r_CullGeometryForLights [0/1/2] | ||
Строка 5714: | Строка 5716: | ||
light sources. Set to 2 to cull geometry behind static | light sources. Set to 2 to cull geometry behind static | ||
lights only.}} | lights only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_CustomVisions |
- | | | + | |описание= |
Enables custom visions, like heatvision, binocular view, etc. | Enables custom visions, like heatvision, binocular view, etc. | ||
Usage: r_CustomVisions [0/1] | Usage: r_CustomVisions [0/1] | ||
Default is 0 (disabled). 1 enables | Default is 0 (disabled). 1 enables | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_debug_renderer_set_eye_pos |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_debug_renderer_show_window |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DebugExtraSceneTargetFSAA |
- | | | + | |описание= |
Disables usage of shared sceneTarget RT in case its multisampled | Disables usage of shared sceneTarget RT in case its multisampled | ||
Usage: r_DebugSceneTargetNoFSAA [0/1] | Usage: r_DebugSceneTargetNoFSAA [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DebugLights |
- | | | + | |описание= |
Display dynamic lights for debugging. | Display dynamic lights for debugging. | ||
Usage: r_DebugLights [0/1/2/3] | Usage: r_DebugLights [0/1/2/3] | ||
Default is 0 (off). Set to 1 to display centres of light sources, | Default is 0 (off). Set to 1 to display centres of light sources, | ||
or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen}} | or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DebugMotionBlur |
- | | | + | |описание= |
Usage: r_MotionBlur [0/1] | Usage: r_MotionBlur [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DebugRefraction |
- | | | + | |описание= |
Debug refraction usage. Displays red instead of refraction | Debug refraction usage. Displays red instead of refraction | ||
Usage: r_DebugRefraction | Usage: r_DebugRefraction | ||
Default is 0 (off)}} | Default is 0 (off)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DebugRenderMode |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DebugScreenEffects |
- | | | + | |описание= |
Debugs screen effects textures. | Debugs screen effects textures. | ||
Usage: r_DebugScreenEffects # | Usage: r_DebugScreenEffects # | ||
Строка 5766: | Строка 5768: | ||
1: enabled | 1: enabled | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DepthBits |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DepthOfField |
- | | | + | |описание= |
Enables depth of field. | Enables depth of field. | ||
Usage: r_DepthOfField [0/1/2] | Usage: r_DepthOfField [0/1/2] | ||
Default is 0 (disabled). 1 enables, 2 enables and overrides game settings | Default is 0 (disabled). 1 enables, 2 enables and overrides game settings | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DetailDistance |
- | | | + | |описание= |
Distance used for per-pixel detail layers blending. | Distance used for per-pixel detail layers blending. | ||
Usage: r_DetailDistance (1-20) | Usage: r_DetailDistance (1-20) | ||
Default is 6.}} | Default is 6.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DetailNumLayers |
- | | | + | |описание= |
Sets the number of detail layers per surface. | Sets the number of detail layers per surface. | ||
Usage: r_DetailNumLayers 2 | Usage: r_DetailNumLayers 2 | ||
Default is 2.}} | Default is 2.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DetailScale |
- | | | + | |описание= |
Sets the default scaling for detail overlays. | Sets the default scaling for detail overlays. | ||
Usage: r_DetailScale 8 | Usage: r_DetailScale 8 | ||
Default is 8. This scale applies only if the object's | Default is 8. This scale applies only if the object's | ||
detail scale was not previously defined (in MAX).}} | detail scale was not previously defined (in MAX).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DetailTextures |
- | | | + | |описание= |
Toggles detail texture overlays. | Toggles detail texture overlays. | ||
Usage: r_DetailTextures [0/1] | Usage: r_DetailTextures [0/1] | ||
Default is 1 (detail textures on).}} | Default is 1 (detail textures on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DisplayInfo |
- | | | + | |описание= |
Toggles debugging information display. | Toggles debugging information display. | ||
Usage: r_DisplayInfo [0=off/1=show/2=enhanced (displays frame time)] | Usage: r_DisplayInfo [0=off/1=show/2=enhanced (displays frame time)] | ||
also see [http://www.google.com/search?hl=en&q=%22FPS+Versus+Frame+Time%22&btnG=Search FPS Versus Frame Time] | also see [http://www.google.com/search?hl=en&q=%22FPS+Versus+Frame+Time%22&btnG=Search FPS Versus Frame Time] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_distant_rain |
- | | | + | |описание= |
Enables distant rain rendering. | Enables distant rain rendering. | ||
Usage: r_distant_rain [0/1] | Usage: r_distant_rain [0/1] | ||
Default is 1 (on). Set to 0 to disable.}} | Default is 1 (on). Set to 0 to disable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DrawNearFoV |
- | | | + | |описание= |
Sets the FoV for drawing of near objects. | Sets the FoV for drawing of near objects. | ||
Usage: r_DrawNearFoV [n] | Usage: r_DrawNearFoV [n] | ||
Default is 60.}} | Default is 60.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Driver |
- | | | + | |описание= |
Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise. | Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise. | ||
Specify in system.cfg like this: r_Driver = "DX10"}} | Specify in system.cfg like this: r_Driver = "DX10"}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DynTexAtlasCloudsMaxSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DynTexAtlasSpritesMaxSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_DynTexMaxSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EnvCMResolution |
- | | | + | |описание= |
Sets resolution for target environment cubemap, in pixels. | Sets resolution for target environment cubemap, in pixels. | ||
Usage: r_EnvCMResolution # | Usage: r_EnvCMResolution # | ||
Строка 5848: | Строка 5850: | ||
2: 256 | 2: 256 | ||
Default is 2 (256 by 256 pixels).}} | Default is 2 (256 by 256 pixels).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EnvCMupdateInterval |
- | | | + | |описание= |
Sets the interval between environmental cube map texture updates. | Sets the interval between environmental cube map texture updates. | ||
Usage: r_EnvCMupdateInterval # | Usage: r_EnvCMupdateInterval # | ||
Default is 0.1.}} | Default is 0.1.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EnvCMWrite |
- | | | + | |описание= |
Writes cube-map textures to disk. | Writes cube-map textures to disk. | ||
Usage: r_EnvCMWrite [0/1] | Usage: r_EnvCMWrite [0/1] | ||
Строка 5863: | Строка 5865: | ||
cube-map shaders should be present in the current scene. | cube-map shaders should be present in the current scene. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EnvLCMupdateInterval |
- | | | + | |описание= |
LEGACY - not used}} | LEGACY - not used}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EnvLightCMDebug |
- | | | + | |описание= |
Draw debug cube for env radiosity. | Draw debug cube for env radiosity. | ||
Usage: r_EnvLightCMDebug [0/1] | Usage: r_EnvLightCMDebug [0/1] | ||
Default is 0 (off). | Default is 0 (off). | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EnvTexResolution |
- | | | + | |описание= |
Sets resolution for 2d target environment texture, in pixels. | Sets resolution for 2d target environment texture, in pixels. | ||
Usage: r_EnvTexResolution # | Usage: r_EnvTexResolution # | ||
Строка 5885: | Строка 5887: | ||
3: 512 | 3: 512 | ||
Default is 3 (512 by 512 pixels).}} | Default is 3 (512 by 512 pixels).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EnvTexUpdateInterval |
- | | | + | |описание= |
Sets the interval between environmental 2d texture updates. | Sets the interval between environmental 2d texture updates. | ||
Usage: r_EnvTexUpdateInterval 0.001 | Usage: r_EnvTexUpdateInterval 0.001 | ||
Default is 0.001.}} | Default is 0.001.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ExcludeShader |
- | | | + | |описание= |
Exclude the named shader from the render list. | Exclude the named shader from the render list. | ||
Usage: r_ExcludeShader ShaderName | Usage: r_ExcludeShader ShaderName | ||
Sometimes this is useful when debugging.}} | Sometimes this is useful when debugging.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptationBase |
- | | | + | |описание= |
HDR rendering eye adaptation base value (smaller values result in brighter adaption) | HDR rendering eye adaptation base value (smaller values result in brighter adaption) | ||
Usage: r_EyeAdaptationBase [Value] | Usage: r_EyeAdaptationBase [Value] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptationFactor |
- | | | + | |описание= |
HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption) | HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption) | ||
Usage: r_HDREyeAdaptionFactor [Value] | Usage: r_HDREyeAdaptionFactor [Value] | ||
Default is 0.5}} | Default is 0.5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptionBase |
- | | | + | |описание= |
HDR eye adaption property (0..1) | HDR eye adaption property (0..1) | ||
Usage: r_EyeAdaptionBase [Value] | Usage: r_EyeAdaptionBase [Value] | ||
Default is 0.0}} | Default is 0.0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptionClamp |
- | | | + | |описание= |
HDR eye adaption property (0=full clamp .. ) unfinished feature - value around 3 is good, big values e.g. 10 to disable the clamp | HDR eye adaption property (0=full clamp .. ) unfinished feature - value around 3 is good, big values e.g. 10 to disable the clamp | ||
Usage: r_EyeAdaptionClamp [Value] | Usage: r_EyeAdaptionClamp [Value] | ||
Default is 4}} | Default is 4}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptionMax |
- | | | + | |описание= |
HDR eye adaption property (0..128) | HDR eye adaption property (0..128) | ||
Usage: r_EyeAdaptionMax [Value] | Usage: r_EyeAdaptionMax [Value] | ||
Default is 4}} | Default is 4}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptionMin |
- | | | + | |описание= |
HDR eye adaption property (0..128) | HDR eye adaption property (0..128) | ||
Usage: r_EyeAdaptionMin [Value] | Usage: r_EyeAdaptionMin [Value] | ||
Default is 0.1}} | Default is 0.1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptionScale |
- | | | + | |описание= |
HDR eye adaption property (0..1, to scale the final result) | HDR eye adaption property (0..1, to scale the final result) | ||
Usage: r_EyeAdaptionScale [Value] | Usage: r_EyeAdaptionScale [Value] | ||
Default is 1.0}} | Default is 1.0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_EyeAdaptionSpeed |
- | | | + | |описание= |
HDR eye adaption property (percent of adaption per second) | HDR eye adaption property (percent of adaption per second) | ||
Usage: r_EyeAdaptionMax [Value] | Usage: r_EyeAdaptionMax [Value] | ||
Default is 50}} | Default is 50}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_FillLights |
- | | | + | |описание= |
Activate simple differed light sources usage}} | Activate simple differed light sources usage}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_FillLightsDebug |
- | | | + | |описание= |
Visualize fill lights as spheres}} | Visualize fill lights as spheres}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_FillLightsMode |
- | | | + | |описание= |
Fill lights mode}} | Fill lights mode}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_FixMaterials |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Flares |
- | | | + | |описание= |
Toggles sunlight lens flare effect. | Toggles sunlight lens flare effect. | ||
Usage: r_Flares [0/1] | Usage: r_Flares [0/1] | ||
Default is 1 (on).}} | Default is 1 (on).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Flush |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Force3DcEmulation |
- | | | + | |описание= |
Specifies renderer behavior for the 3Dc (compressed normal maps) emulation (DX9 only). | Specifies renderer behavior for the 3Dc (compressed normal maps) emulation (DX9 only). | ||
(Emulation: DXT5, less quality but same memory requirements) | (Emulation: DXT5, less quality but same memory requirements) | ||
Строка 5980: | Строка 5982: | ||
2=use only if hardware doesn't support 3Dc | 2=use only if hardware doesn't support 3Dc | ||
Usage: r_Force3DcEmulation [0/1/2]}} | Usage: r_Force3DcEmulation [0/1/2]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_FSAA |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_FSAA_quality |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_FSAA_samples |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Fullscreen |
- | | | + | |описание= |
Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. | Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. | ||
Usage: r_Fullscreen [0=window/1=fullscreen] | Usage: r_Fullscreen [0=window/1=fullscreen] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Gamma |
- | | | + | |описание= |
Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) | Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) | ||
Usage: r_Gamma 1.0 | Usage: r_Gamma 1.0 | ||
1 off (default), try values like 1.6 or 2.2}} | 1 off (default), try values like 1.6 or 2.2}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GeomInstancingThreshold |
- | | | + | |описание= |
If the instance count gets bigger than the specified value the instancing feature is used. | If the instance count gets bigger than the specified value the instancing feature is used. | ||
Usage: r_GeomInstancingThreshold [Num] | Usage: r_GeomInstancingThreshold [Num] | ||
Default is 0 (automatic depending on hardware, used value can be found in the log)}} | Default is 0 (automatic depending on hardware, used value can be found in the log)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GetScreenShot |
- | | | + | |описание= |
+ | |||
To capture one screenshot (variable is set to 0 after capturing) | To capture one screenshot (variable is set to 0 after capturing) | ||
0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot}} | 0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GlitterAmount |
- | | | + | |описание= |
Sets amount of glitter sprites. | Sets amount of glitter sprites. | ||
Usage: r_GlitterAmount n (default is 1024) | Usage: r_GlitterAmount n (default is 1024) | ||
Where n represents a number: eg: 256}} | Where n represents a number: eg: 256}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GlitterSize |
- | | | + | |описание= |
Sets glitter sprite size. | Sets glitter sprite size. | ||
Usage: r_GlitterSize n (default is 1) | Usage: r_GlitterSize n (default is 1) | ||
Where n represents a number: eg: 0.5}} | Where n represents a number: eg: 0.5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GlitterSpecularPow |
- | | | + | |описание= |
Sets glitter specular power. | Sets glitter specular power. | ||
Usage: r_GlitterSpecularPow n (default is 2.0f) | Usage: r_GlitterSpecularPow n (default is 2.0f) | ||
Where n represents a number: eg: 16.0}} | Where n represents a number: eg: 16.0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GlitterVariation |
- | | | + | |описание= |
Sets glitter variation. | Sets glitter variation. | ||
Usage: r_GlitterVariation n (default is 1) | Usage: r_GlitterVariation n (default is 1) | ||
Where n represents a number: eg: 0.5}} | Where n represents a number: eg: 0.5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Glow |
- | | | + | |описание= |
Toggles the glow effect. | Toggles the glow effect. | ||
Usage: r_Glow [0/1] | Usage: r_Glow [0/1] | ||
Default is 0 (off). Set to 1 to enable glow effect.}} | Default is 0 (off). Set to 1 to enable glow effect.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GlowScreenMultiplier |
- | | | + | |описание= |
Sets fullscreen glow multiplier. | Sets fullscreen glow multiplier. | ||
Usage: r_GlowScreenMultiplier [value] | Usage: r_GlowScreenMultiplier [value] | ||
Default is 0.5}} | Default is 0.5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GlowScreenThreshold |
- | | | + | |описание= |
Sets fullscreen glow threshold. | Sets fullscreen glow threshold. | ||
Usage: r_GlowScreenThreshold [value] | Usage: r_GlowScreenThreshold [value] | ||
Default is 0.5}} | Default is 0.5}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_GraphStyle |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HairSortingQuality |
- | | | + | |описание= |
Enables higher quality hair sorting. | Enables higher quality hair sorting. | ||
Usage: r_HairSortingQuality [0/1] | Usage: r_HairSortingQuality [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRAllowNonFP |
- | | | + | |описание= |
Selects HDR FP blending. | Selects HDR FP blending. | ||
Usage: r_HDRAllowNonFP [0/1] | Usage: r_HDRAllowNonFP [0/1] | ||
Default is 0. Set to 1 to enable.}} | Default is 0. Set to 1 to enable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRBrightOffset |
- | | | + | |описание= |
HDR rendering bright offset. | HDR rendering bright offset. | ||
Usage: r_HDRBrightOffset [Value] | Usage: r_HDRBrightOffset [Value] | ||
Default is 6.0f}} | Default is 6.0f}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRBrightThreshold |
- | | | + | |описание= |
HDR rendering bright threshold. | HDR rendering bright threshold. | ||
Usage: r_HDRBrightThreshold [Value] | Usage: r_HDRBrightThreshold [Value] | ||
Default is 3.0f}} | Default is 3.0f}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRDebug |
- | | | + | |описание= |
Toggles HDR debugging info (to debug HDR/eye adaptaion) | Toggles HDR debugging info (to debug HDR/eye adaptaion) | ||
Usage: r_HDRDebug [0/1/2] | Usage: r_HDRDebug [0/1/2] | ||
Строка 6093: | Строка 6096: | ||
1 to show some internal HDR textures on the screen | 1 to show some internal HDR textures on the screen | ||
2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)}} | 2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRHistogram |
- | | | + | |описание= |
Toggles HDR luminance measuring using histogram. | Toggles HDR luminance measuring using histogram. | ||
Usage: r_HDRHistogram [0/1/2/3] | Usage: r_HDRHistogram [0/1/2/3] | ||
Default is 1 (min/avg/max), 2 (min is set to 0), 3 (linear adjust between 0 and max), 0 to diable}} | Default is 1 (min/avg/max), 2 (min is set to 0), 3 (linear adjust between 0 and max), 0 to diable}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRLevel |
- | | | + | |описание= |
HDR rendering level (bloom multiplier, tweak together with threshold) | HDR rendering level (bloom multiplier, tweak together with threshold) | ||
Usage: r_HDRLevel [Value] | Usage: r_HDRLevel [Value] | ||
Default is 0.6}} | Default is 0.6}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRRendering |
- | | | + | |описание= |
Toggles HDR rendering. | Toggles HDR rendering. | ||
Usage: r_HDRRendering [0/1] | Usage: r_HDRRendering [0/1] | ||
Default is 1 (on). Set to 0 to disable HDR rendering.}} | Default is 1 (on). Set to 0 to disable HDR rendering.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_HDRType |
- | | | + | |описание= |
Selects HDR type. | Selects HDR type. | ||
Usage: r_HDRType [0/1/2] | Usage: r_HDRType [0/1/2] | ||
Default is 1 (OpenEXR). Set to 0 to disable.}} | Default is 1 (OpenEXR). Set to 0 to disable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Height |
- | | | + | |описание= |
Sets the display height, in pixels. Default is 768. | Sets the display height, in pixels. Default is 768. | ||
Usage: r_Height [600/768/..]}} | Usage: r_Height [600/768/..]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ImposterRatio |
- | | | + | |описание= |
Allows to scale the texture resolution of imposters (clouds) | Allows to scale the texture resolution of imposters (clouds) | ||
Usage: r_ImposterRatio [1..] | Usage: r_ImposterRatio [1..] | ||
Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)}} | Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ImpostersDraw |
- | | | + | |описание= |
Toggles imposters drawing. | Toggles imposters drawing. | ||
Usage: r_ImpostersDraw [0/1] | Usage: r_ImpostersDraw [0/1] | ||
Default is 1 (on). Set to 0 to disable imposters.}} | Default is 1 (on). Set to 0 to disable imposters.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ImpostersUpdatePerFrame |
- | | | + | |описание= |
How many kilobytes to update per-frame. | How many kilobytes to update per-frame. | ||
Usage: r_ImpostersUpdatePerFrame [1000-30000] | Usage: r_ImpostersUpdatePerFrame [1000-30000] | ||
Default is 6000 (6 megabytes).}} | Default is 6000 (6 megabytes).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_LightsSinglePass |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_LightVolumesDebug |
- | | | + | |описание= |
0=Disable | 0=Disable | ||
1=Enable | 1=Enable | ||
Usage: r_LightVolumesDebug[0/1] | Usage: r_LightVolumesDebug[0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Log |
- | | | + | |описание= |
Logs rendering information to Direct3DLog.txt. | Logs rendering information to Direct3DLog.txt. | ||
Usage: r_Log [0/1/2/3/4] | Usage: r_Log [0/1/2/3/4] | ||
Строка 6163: | Строка 6166: | ||
Default is 0 (off). Use this function carefully, because | Default is 0 (off). Use this function carefully, because | ||
log files grow very quickly.}} | log files grow very quickly.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_LogShaders |
- | | | + | |описание= |
Logs shaders info to Direct3DLogShaders.txt | Logs shaders info to Direct3DLogShaders.txt | ||
0: off | 0: off | ||
1: normal | 1: normal | ||
2: extended}} | 2: extended}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_LogTexStreaming |
- | | | + | |описание= |
Logs streaming info to Direct3DLogStreaming.txt | Logs streaming info to Direct3DLogStreaming.txt | ||
0: off | 0: off | ||
1: normal | 1: normal | ||
2: extended}} | 2: extended}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_LogVBuffers |
- | | | + | |описание= |
Logs vertex buffers in memory to 'LogVBuffers.txt'. | Logs vertex buffers in memory to 'LogVBuffers.txt'. | ||
Usage: r_LogVBuffers [0/1] | Usage: r_LogVBuffers [0/1] | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MeasureOverdraw |
- | | | + | |описание= |
0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour | 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour | ||
Usage: r_MeasureOverdraw [0/1]}} | Usage: r_MeasureOverdraw [0/1]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MeasureOverdrawScale |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MergeRenderChunksForDepth |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MergeShaders |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MeshPrecache |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MeshShort |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MotionBlur |
- | | | + | |описание= |
Enables per object and screen motion blur. | Enables per object and screen motion blur. | ||
Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] | Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] | ||
Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. 3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer | Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. 3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MotionBlurDynamicQuality |
- | | | + | |описание= |
Enables motion blur.dynamic quality setting depending on movement amount | Enables motion blur.dynamic quality setting depending on movement amount | ||
Usage: r_MotionBlurDynamicQuality [0/1] | Usage: r_MotionBlurDynamicQuality [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MotionBlurDynQualityRotationAccStiffness |
- | | | + | |описание= |
Usage: r_MotionBlurDynQualityRotationAccStiffness value (default 1.0f) | Usage: r_MotionBlurDynQualityRotationAccStiffness value (default 1.0f) | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MotionBlurDynQualityRotationThreshold |
- | | | + | |описание= |
Enables motion blur.dynamic quality setting depending on movement amount | Enables motion blur.dynamic quality setting depending on movement amount | ||
Usage: r_MotionBlurDynQualityRotationThreshold value (default 1.0f) | Usage: r_MotionBlurDynQualityRotationThreshold value (default 1.0f) | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MotionBlurDynQualityTranslationThreshold |
- | | | + | |описание= |
Enables motion blur.dynamic quality setting depending on movement amount | Enables motion blur.dynamic quality setting depending on movement amount | ||
Usage: r_MotionBlurDynQualityTranslationThreshold value (default 1.0f) | Usage: r_MotionBlurDynQualityTranslationThreshold value (default 1.0f) | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MotionBlurFrameTimeScale |
- | | | + | |описание= |
Enables motion blur.frame time scalling - visually nicer on lower frame rates | Enables motion blur.frame time scalling - visually nicer on lower frame rates | ||
Usage: r_MotionBlurFrameTimeScale [0/1] | Usage: r_MotionBlurFrameTimeScale [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MotionBlurShutterSpeed |
- | | | + | |описание= |
Sets motion blur camera shutter speed. | Sets motion blur camera shutter speed. | ||
Usage: r_MotionBlurShutterSpeed [0...1] | Usage: r_MotionBlurShutterSpeed [0...1] | ||
Default is 0.015f. | Default is 0.015f. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_MultiGPU |
- | | | + | |описание= |
0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI), | 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI), | ||
2(default)=automatic detection (currently SLI only, means off for ATI) | 2(default)=automatic detection (currently SLI only, means off for ATI) | ||
should be activated before rendering}} | should be activated before rendering}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_NightVision |
- | | | + | |описание= |
Toggles nightvision enabling. | Toggles nightvision enabling. | ||
Usage: r_NightVision [0/1] | Usage: r_NightVision [0/1] | ||
Default is 1 (on). Set to 0 to completely disable nightvision.}} | Default is 1 (on). Set to 0 to completely disable nightvision.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_NoDrawNear |
- | | | + | |описание= |
Disable drawing of near objects. | Disable drawing of near objects. | ||
Usage: r_NoDrawNear [0/1] | Usage: r_NoDrawNear [0/1] | ||
Default is 0 (near objects are drawn).}} | Default is 0 (near objects are drawn).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_NoDrawShaders |
- | | | + | |описание= |
Disable entire render pipeline. | Disable entire render pipeline. | ||
Usage: r_NoDrawShaders [0/1] | Usage: r_NoDrawShaders [0/1] | ||
Default is 0 (render pipeline enabled). Used for debugging and profiling. | Default is 0 (render pipeline enabled). Used for debugging and profiling. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_NoHWGamma |
- | | | + | |описание= |
Sets renderer to ignore hardware gamma correction. | Sets renderer to ignore hardware gamma correction. | ||
Usage: r_NoHWGamma [0/1] | Usage: r_NoHWGamma [0/1] | ||
Default is 0 (allow hardware gamma correction).}} | Default is 0 (allow hardware gamma correction).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_NoLoadTextures |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_NoPreprocess |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_NormalsLength |
- | | | + | |описание= |
Sets the length of displayed vectors. | Sets the length of displayed vectors. | ||
r_NormalsLength 0.1 | r_NormalsLength 0.1 | ||
Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.}} | Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OcclusionQueriesMGPU |
- | | | + | |описание= |
0=disabled, 1=enabled (if mgpu supported), | 0=disabled, 1=enabled (if mgpu supported), | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OceanHeightScale |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OceanLodDist |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OceanMaxSplashes |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OceanRendType |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OceanSectorSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OceanSplashScale |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OceanTexUpdate |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OptimisedLightSetup |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_OptimiseShaders |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PolygonMode |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PostProcessEffects |
- | | | + | |описание= |
Enables post processing special effects. | Enables post processing special effects. | ||
Usage: r_PostProcessEffects [0/1/2] | Usage: r_PostProcessEffects [0/1/2] | ||
Default is 1 (enabled). 2 enables and displays active effects}} | Default is 1 (enabled). 2 enables and displays active effects}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PostProcessEffectsFilters |
- | | | + | |описание= |
Enables post processing special effects filters. | Enables post processing special effects filters. | ||
Usage: r_PostProcessEffectsFilters [0/1] | Usage: r_PostProcessEffectsFilters [0/1] | ||
Default is 1 (enabled). 0 disabled}} | Default is 1 (enabled). 0 disabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PostProcessEffectsGameFx |
- | | | + | |описание= |
Enables post processing special effects game fx. | Enables post processing special effects game fx. | ||
Usage: r_PostProcessEffectsGameFx [0/1] | Usage: r_PostProcessEffectsGameFx [0/1] | ||
Default is 1 (enabled). 0 disabled}} | Default is 1 (enabled). 0 disabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PostProcessEffectsParamsBlending |
- | | | + | |описание= |
Enables post processing effects parameters smooth blending | Enables post processing effects parameters smooth blending | ||
Usage: r_PostProcessEffectsParamsBlending [0/1] | Usage: r_PostProcessEffectsParamsBlending [0/1] | ||
Default is 1 (enabled).}} | Default is 1 (enabled).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PostProcessEffectsReset |
- | | | + | |описание= |
Enables post processing special effects reset. | Enables post processing special effects reset. | ||
Usage: r_PostProcessEffectsReset [0/1] | Usage: r_PostProcessEffectsReset [0/1] | ||
Default is 0 (disabled). 1 enabled}} | Default is 0 (disabled). 1 enabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PostProcessProfileFillrate |
- | | | + | |описание= |
Enables profile fillrate. | Enables profile fillrate. | ||
Usage: r_PostProcessProfileFillrate [0/1] | Usage: r_PostProcessProfileFillrate [0/1] | ||
Default is 0 (disabled). 1 enabled}} | Default is 0 (disabled). 1 enabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PrecacheShaderList |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PrecacheShaders |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_PrintMemoryLeaks |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ProfileDIPs |
- | | | + | |описание= |
0=disabled, 1=profile each DIP performance (may cause very low frame rate) | 0=disabled, 1=profile each DIP performance (may cause very low frame rate) | ||
r_ProfileShaders needs to be activated to see the statistics}} | r_ProfileShaders needs to be activated to see the statistics}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ProfileShaders |
- | | | + | |описание= |
Enables display of render profiling information. | Enables display of render profiling information. | ||
Usage: r_ProfileShaders [0/1] | Usage: r_ProfileShaders [0/1] | ||
Default is 0 (off). Set to 1 to display profiling | Default is 0 (off). Set to 1 to display profiling | ||
of rendered shaders.}} | of rendered shaders.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ProfileShadersSmooth |
- | | | + | |описание= |
Enables display of render profiling information. | Enables display of render profiling information. | ||
Usage: r_ProfileShaders [0/1] | Usage: r_ProfileShaders [0/1] | ||
Default is 0 (off). Set to 1 to display profiling | Default is 0 (off). Set to 1 to display profiling | ||
of rendered shaders.}} | of rendered shaders.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Rain |
- | | | + | |описание= |
Enables rain rendering | Enables rain rendering | ||
Usage: r_Rain [0/1/2] | Usage: r_Rain [0/1/2] | ||
Default is 0 (disabled). 1 enables. 2 enables rain and rain fins | Default is 0 (disabled). 1 enables. 2 enables rain and rain fins | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_RainMaxViewDist |
- | | | + | |описание= |
Sets rain max view distance | Sets rain max view distance | ||
Usage: r_RainMaxViewDist | Usage: r_RainMaxViewDist | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_RAM |
- | | | + | |описание= |
Toggles Realtime Ambient Maps}} | Toggles Realtime Ambient Maps}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_RC_AutoInvoke |
- | | | + | |описание= |
Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check | Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check | ||
showes that the destination is older or does not exist. | showes that the destination is older or does not exist. | ||
Usage: r_RC_AutoInvoke 0 (default is 1) | Usage: r_RC_AutoInvoke 0 (default is 1) | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Reflections |
- | | | + | |описание= |
Toggles reflections. | Toggles reflections. | ||
Usage: r_Reflections [0/1] | Usage: r_Reflections [0/1] | ||
Default is 1 (reflects).}} | Default is 1 (reflects).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ReflectionsOffset |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ReflectionsQuality |
- | | | + | |описание= |
Toggles reflections quality. | Toggles reflections quality. | ||
Usage: r_ReflectionsQuality [0/1/2/3] | Usage: r_ReflectionsQuality [0/1/2/3] | ||
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)}} | Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_refraction |
- | | | + | |описание= |
Enables refraction. | Enables refraction. | ||
Usage: r_refraction [0/1] | Usage: r_refraction [0/1] | ||
Default is 1 (on). Set to 0 to disable.}} | Default is 1 (on). Set to 0 to disable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ReleaseAllResourcesOnExit |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ReloadShaders |
- | | | + | |описание= |
Reloads shaders. | Reloads shaders. | ||
Usage: r_ReloadShaders [0/1] | Usage: r_ReloadShaders [0/1] | ||
Default is 0. Set to 1 to reload shaders.}} | Default is 0. Set to 1 to reload shaders.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Scissor |
- | | | + | |описание= |
Enables scissor test}} | Enables scissor test}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersAlwaysUseColors |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersAsyncCompiling |
- | | | + | |описание= |
Enable asynchronous shader compiling | Enable asynchronous shader compiling | ||
Usage: r_ShadersAsyncCompiling [0/1] | Usage: r_ShadersAsyncCompiling [0/1] | ||
Строка 6481: | Строка 6484: | ||
2 = on, shaders are compiled in parallel, missing shaders are not rendered | 2 = on, shaders are compiled in parallel, missing shaders are not rendered | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersAsyncMaxThreads |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersCacheOptimiseLog |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersDebug |
- | | | + | |описание= |
Enable special logging when shaders become compiled | Enable special logging when shaders become compiled | ||
Usage: r_ShadersDebug [0/1/2/3] | Usage: r_ShadersDebug [0/1/2/3] | ||
Строка 6498: | Строка 6501: | ||
3 = compiler input into directory Main/Game/testcg_1pass | 3 = compiler input into directory Main/Game/testcg_1pass | ||
Default is 0 (off)}} | Default is 0 (off)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersDynamicBranching |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersIgnoreIncludesChanging |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersIntCompiler |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersPreactivate |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersPrecacheAllLights |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersStaticBranching |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadersUserFolder |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowBlur |
- | | | + | |описание= |
Selected shadow map screenspace blurring technique. | Selected shadow map screenspace blurring technique. | ||
Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] | Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowBluriness |
- | | | + | |описание= |
Select shadow map bluriness if r_ShadowBlur is activated. | Select shadow map bluriness if r_ShadowBlur is activated. | ||
Usage: r_ShadowBluriness [0.1 - 16] | Usage: r_ShadowBluriness [0.1 - 16] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowGen |
- | | | + | |описание= |
0=disable shadow map updates, 1=enable shadow map updates}} | 0=disable shadow map updates, 1=enable shadow map updates}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowGenGS |
- | | | + | |описание= |
Use geometry shader for shadow map generation (DX10 only, don't change at runtime) | Use geometry shader for shadow map generation (DX10 only, don't change at runtime) | ||
Usage: r_ShadowGenGS [0=off, 1=on] | Usage: r_ShadowGenGS [0=off, 1=on] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowGenMode |
- | | | + | |описание= |
0=Use Frustums Mask | 0=Use Frustums Mask | ||
1=Regenerate all sides | 1=Regenerate all sides | ||
Usage: r_ShadowGenMode [0/1] | Usage: r_ShadowGenMode [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowJittering |
- | | | + | |описание= |
Activate shadow map jittering. | Activate shadow map jittering. | ||
Usage: r_ShadowJittering [0=off, 1=on] | Usage: r_ShadowJittering [0=off, 1=on] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowPass |
- | | | + | |описание= |
Process shadow pass}} | Process shadow pass}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsBias |
- | | | + | |описание= |
Select shadow map bluriness if r_ShadowsBias is activated. | Select shadow map bluriness if r_ShadowsBias is activated. | ||
Usage: r_ShadowsBias [0.1 - 16] | Usage: r_ShadowsBias [0.1 - 16] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsDeferredMode |
- | | | + | |описание= |
0=Quad light bounds | 0=Quad light bounds | ||
1=Use light volumes | 1=Use light volumes | ||
Usage: r_ShadowsDeferredMode [0/1] | Usage: r_ShadowsDeferredMode [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsDepthBoundNV |
- | | | + | |описание= |
1=use NV Depth Bound extension | 1=use NV Depth Bound extension | ||
Usage: CV_r_ShadowsDepthBoundNV [0/1] | Usage: CV_r_ShadowsDepthBoundNV [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsForwardPass |
- | | | + | |описание= |
1=use Forward prepare depth maps pass | 1=use Forward prepare depth maps pass | ||
Usage: CV_r_ShadowsForwardPass [0/1] | Usage: CV_r_ShadowsForwardPass [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsGridAligned |
- | | | + | |описание= |
Selects algorithm to use for shadow mask generation: | Selects algorithm to use for shadow mask generation: | ||
0 - Disable shadows snapping | 0 - Disable shadows snapping | ||
1 - Enable shadows snapping}} | 1 - Enable shadows snapping}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsMaskDownScale |
- | | | + | |описание= |
Saves video memory by using lower resolution for shadow masks except first one | Saves video memory by using lower resolution for shadow masks except first one | ||
0=per pixel shadow mask | 0=per pixel shadow mask | ||
Строка 6604: | Строка 6607: | ||
Usage: r_ShadowsMaskDownScale [0/1] | Usage: r_ShadowsMaskDownScale [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsMaskResolution |
- | | | + | |описание= |
0=per pixel shadow mask | 0=per pixel shadow mask | ||
1=horizontal half resolution shadow mask | 1=horizontal half resolution shadow mask | ||
Строка 6612: | Строка 6615: | ||
Usage: r_ShadowsMaskResolution [0/1/2] | Usage: r_ShadowsMaskResolution [0/1/2] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsSlopeScaleBias |
- | | | + | |описание= |
Select shadow map bluriness if r_ShadowBlur is activated. | Select shadow map bluriness if r_ShadowBlur is activated. | ||
Usage: r_ShadowBluriness [0.1 - 16] | Usage: r_ShadowBluriness [0.1 - 16] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowsStencilPrePass |
- | | | + | |описание= |
1=Use Stencil pre-pass for shadows | 1=Use Stencil pre-pass for shadows | ||
Usage: r_ShadowsStencilPrePass [0/1] | Usage: r_ShadowsStencilPrePass [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShadowTexFormat |
- | | | + | |описание= |
0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target | 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target | ||
2=use R32F texture format for depth map | 2=use R32F texture format for depth map | ||
Строка 6634: | Строка 6637: | ||
Usage: r_ShadowTexFormat [0-5] | Usage: r_ShadowTexFormat [0-5] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowDynTextureFilter |
- | | | + | |описание= |
Usage: r_ShowDynTextureFilter *end | Usage: r_ShowDynTextureFilter *end | ||
Usage: r_ShowDynTextureFilter *mid* | Usage: r_ShowDynTextureFilter *mid* | ||
Строка 6642: | Строка 6645: | ||
Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures) | Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures) | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowDynTextures |
- | | | + | |описание= |
Display a dyn. textures, filtered by r_ShowDynTextureFilter | Display a dyn. textures, filtered by r_ShowDynTextureFilter | ||
Usage: r_ShowDynTextures 0/1/2 | Usage: r_ShowDynTextures 0/1/2 | ||
Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame | Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowLight |
- | | | + | |описание= |
Display a light source by name. | Display a light source by name. | ||
Usage: r_ShowLight lightname | Usage: r_ShowLight lightname | ||
Default is 0. Set to 'lightname' to show only the light | Default is 0. Set to 'lightname' to show only the light | ||
from the source named 'lightname'.}} | from the source named 'lightname'.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowLightBounds |
- | | | + | |описание= |
Display light bounds - for debug purpose | Display light bounds - for debug purpose | ||
Usage: r_ShowLightBounds [0=off/1=on]}} | Usage: r_ShowLightBounds [0=off/1=on]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowLines |
- | | | + | |описание= |
Toggles visibility of wireframe overlay. | Toggles visibility of wireframe overlay. | ||
Usage: r_ShowLines [0/1]Default is 0 (off).}} | Usage: r_ShowLines [0/1]Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowLumHistogram |
- | | | + | |описание= |
Configures graphic display of luminance histogram. | Configures graphic display of luminance histogram. | ||
Usage: r_ShowLumHistogram [0/1/2] | Usage: r_ShowLumHistogram [0/1/2] | ||
1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).}} | 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowNormals |
- | | | + | |описание= |
Toggles visibility of normal vectors. | Toggles visibility of normal vectors. | ||
Usage: r_ShowNormals [0/1]Default is 0 (off).}} | Usage: r_ShowNormals [0/1]Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowOnlyShader |
- | | | + | |описание= |
Render only the named shader, ignoring all others. | Render only the named shader, ignoring all others. | ||
Usage: r_ShowOnlyShader ShaderName}} | Usage: r_ShowOnlyShader ShaderName}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowRenderTarget |
- | | | + | |описание= |
Displays special render targets - for debug purpose | Displays special render targets - for debug purpose | ||
Usage: r_Log [0=off/1/2/3/4/5/6/7/8/9] | Usage: r_Log [0=off/1/2/3/4/5/6/7/8/9] | ||
Строка 6700: | Строка 6703: | ||
16: Downscaled depth target for SSAO | 16: Downscaled depth target for SSAO | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowRenderTarget_FullScreen |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowTangents |
- | | | + | |описание= |
Toggles visibility of three tangent space vectors. | Toggles visibility of three tangent space vectors. | ||
Usage: r_ShowTangents [0/1] | Usage: r_ShowTangents [0/1] | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowTexTimeGraph |
- | | | + | |описание= |
Configures graphic display of frame-times. | Configures graphic display of frame-times. | ||
Usage: r_ShowTexTimeGraph [0/1/2] | Usage: r_ShowTexTimeGraph [0/1/2] | ||
1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).}} | 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowTimeGraph |
- | | | + | |описание= |
Configures graphic display of frame-times. | Configures graphic display of frame-times. | ||
Usage: r_ShowTimeGraph [0/1/2] | Usage: r_ShowTimeGraph [0/1/2] | ||
1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).}} | 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ShowVideoMemoryStats |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO |
- | | | + | |описание= |
Enable ambient occlusion}} | Enable ambient occlusion}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_amount |
- | | | + | |описание= |
Controls how much SSAO affects ambient}} | Controls how much SSAO affects ambient}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_blur |
- | | | + | |описание= |
SSAO mask blur}} | SSAO mask blur}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_blurriness |
- | | | + | |описание= |
SSAO post-blur kernel size}} | SSAO post-blur kernel size}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_darkening |
- | | | + | |описание= |
Controls how much SSAO darkens flat open surfaces}} | Controls how much SSAO darkens flat open surfaces}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_depth_range |
- | | | + | |описание= |
Use depth test to avoid SSAO computations on sky, 0 = disabled}} | Use depth test to avoid SSAO computations on sky, 0 = disabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_downscale_result_mask |
- | | | + | |описание= |
Downscale final mask}} | Downscale final mask}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_downscale_ztarget |
- | | | + | |описание= |
Use downscaled version of z-target}} | Use downscaled version of z-target}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_quality |
- | | | + | |описание= |
SSAO shader quality}} | SSAO shader quality}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_SSAO_radius |
- | | | + | |описание= |
Controls size of area tested}} | Controls size of area tested}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Stats |
- | | | + | |описание= |
Toggles render statistics. | Toggles render statistics. | ||
0=disabled, | 0=disabled, | ||
Строка 6777: | Строка 6780: | ||
13=print info about cleared RT's | 13=print info about cleared RT's | ||
Usage: r_Stats [0/1/2/3/11/12/13]}} | Usage: r_Stats [0/1/2/3/11/12/13]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_StencilBits |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_sunshafts |
- | | | + | |описание= |
Enables sun shafts. | Enables sun shafts. | ||
Usage: r_sunshafts [0/1] | Usage: r_sunshafts [0/1] | ||
Default is 1 (on). Set to 0 to disable.}} | Default is 1 (on). Set to 0 to disable.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TerrainAO |
- | | | + | |описание= |
7=Activate terrain AO deferred passes}} | 7=Activate terrain AO deferred passes}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TerrainAO_FadeDist |
- | | | + | |описание= |
Controls sky light fading in tree canopy in Z direction}} | Controls sky light fading in tree canopy in Z direction}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexAtlasSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexBindMode |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexBumpHeightmap |
- | | | + | |описание= |
Allows to combine _DDN and _BUMP and _BUMP to _DDN on load conversion (processing adds to loading time and compression might be less) | Allows to combine _DDN and _BUMP and _BUMP to _DDN on load conversion (processing adds to loading time and compression might be less) | ||
This is a legacy feature and should not be used | This is a legacy feature and should not be used | ||
Usage: r_TexBumpHeightmap [0/1] | Usage: r_TexBumpHeightmap [0/1] | ||
When 0 (default) the feature is deactivated, 1 enables it}} | When 0 (default) the feature is deactivated, 1 enables it}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexBumpResolution |
- | | | + | |описание= |
Reduces texture resolution. | Reduces texture resolution. | ||
Usage: r_TexBumpResolution [0/1/2 etc] | Usage: r_TexBumpResolution [0/1/2 etc] | ||
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.}} | When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexGrid |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexHWMipsGeneration |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexLMResolution |
- | | | + | |описание= |
Reduces texture resolution. | Reduces texture resolution. | ||
Usage: r_TexLMResolution [0/1/2 etc] | Usage: r_TexLMResolution [0/1/2 etc] | ||
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.}} | When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexLog |
- | | | + | |описание= |
Configures texture information logging. | Configures texture information logging. | ||
Usage: r_TexLog # | Usage: r_TexLog # | ||
Строка 6840: | Строка 6843: | ||
2: All loaded textures logged to 'UsedTextures.txt' | 2: All loaded textures logged to 'UsedTextures.txt' | ||
3: Missing textures logged to 'MissingTextures.txt}} | 3: Missing textures logged to 'MissingTextures.txt}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexMaxAnisotropy |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexMaxSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexMinSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexNoAniso |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexNoLoad |
- | | | + | |описание= |
Disables loading of textures. | Disables loading of textures. | ||
Usage: r_TexNoLoad [0/1] | Usage: r_TexNoLoad [0/1] | ||
When 1 texture loading is disabled.}} | When 1 texture loading is disabled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexNormalMapType |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexPostponeLoading |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexResolution |
- | | | + | |описание= |
Reduces texture resolution. | Reduces texture resolution. | ||
Usage: r_TexResolution [0/1/2 etc] | Usage: r_TexResolution [0/1/2 etc] | ||
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.}} | When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexSkyQuality |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexSkyResolution |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Texture_Anisotropic_Level |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TextureCompressor |
- | | | + | |описание= |
Defines which texture compressor is used (fallback is DirectX) | Defines which texture compressor is used (fallback is DirectX) | ||
Usage: r_TextureCompressor [0/1] | Usage: r_TextureCompressor [0/1] | ||
0 uses nvDXT, 1 uses Squish if possible}} | 0 uses nvDXT, 1 uses Squish if possible}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TextureLodDistanceRatio |
- | | | + | |описание= |
Controls dynamic LOD system for textures used in materials. | Controls dynamic LOD system for textures used in materials. | ||
Usage: r_TextureLodDistanceRatio [-1, 0 and bigger] | Usage: r_TextureLodDistanceRatio [-1, 0 and bigger] | ||
Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame. | Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame. | ||
Values bigger than 0 will activate texture LOD selection depending on distance to the objects.}} | Values bigger than 0 will activate texture LOD selection depending on distance to the objects.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TextureLodMaxLod |
- | | | + | |описание= |
Controls dynamic LOD system for textures used in materials. | Controls dynamic LOD system for textures used in materials. | ||
Usage: r_TextureLodMaxLod [1 or bigger] | Usage: r_TextureLodMaxLod [1 or bigger] | ||
Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame}} | Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesFilteringQuality |
- | | | + | |описание= |
Configures texture filtering adjusting. | Configures texture filtering adjusting. | ||
Usage: r_TexturesFilteringQuality [#] | Usage: r_TexturesFilteringQuality [#] | ||
Строка 6917: | Строка 6920: | ||
2: Low quality | 2: Low quality | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesMipBiasing |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesStreaming |
- | | | + | |описание= |
Enables direct streaming of textures from disk during game. | Enables direct streaming of textures from disk during game. | ||
Usage: r_TexturesStreaming [0/1] | Usage: r_TexturesStreaming [0/1] | ||
Default is 0 (off). All textures save in native format with mips in a | Default is 0 (off). All textures save in native format with mips in a | ||
cache file. Textures are then loaded into texture memory from the cache.}} | cache file. Textures are then loaded into texture memory from the cache.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesStreamingMaxAsync |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesStreamingNoUpload |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesStreamingOnlyVideo |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesStreamingSync |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_TexturesStreamPoolSize |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseAlphaBlend |
- | | | + | |описание= |
Toggles alpha blended objects. | Toggles alpha blended objects. | ||
Usage: r_UseAlphaBlend [0/1] | Usage: r_UseAlphaBlend [0/1] | ||
Default is 1 (on). Set to 0 to disable all alpha blended object.}} | Default is 1 (on). Set to 0 to disable all alpha blended object.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseEdgeAA |
- | | | + | |описание= |
Toggles edge blurring/antialiasing | Toggles edge blurring/antialiasing | ||
Usage: r_UseEdgeAA [0/1/2] | Usage: r_UseEdgeAA [0/1/2] | ||
Строка 6962: | Строка 6965: | ||
1 = activate edge blurring mode | 1 = activate edge blurring mode | ||
2 = activate edge antialiasing mode (previous version)}} | 2 = activate edge antialiasing mode (previous version)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseGSParticles |
- | | | + | |описание= |
Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]}} | Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseHWSkinning |
- | | | + | |описание= |
Toggles HW skinning. | Toggles HW skinning. | ||
Usage: r_UseHWSkinning [0/1] | Usage: r_UseHWSkinning [0/1] | ||
Default is 1 (on). Set to 0 to disable HW-skinning.}} | Default is 1 (on). Set to 0 to disable HW-skinning.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseMaterialLayers |
- | | | + | |описание= |
Enables material layers rendering. | Enables material layers rendering. | ||
Usage: r_UseMaterialLayers [0/1/2] | Usage: r_UseMaterialLayers [0/1/2] | ||
Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug). | Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug). | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseParticlesGlow |
- | | | + | |описание= |
Enables glow particles. | Enables glow particles. | ||
Usage: CV_r_useparticles_glow [0/1] | Usage: CV_r_useparticles_glow [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseParticlesRefraction |
- | | | + | |описание= |
Enables refractive particles. | Enables refractive particles. | ||
Usage: r_UseParticlesRefraction [0/1] | Usage: r_UseParticlesRefraction [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UsePOM |
- | | | + | |описание= |
Enables Parallax Occlusion Mapping. | Enables Parallax Occlusion Mapping. | ||
Usage: r_UsePOM [0/1] | Usage: r_UsePOM [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseShadowsPool |
- | | | + | |описание= |
0=Disable | 0=Disable | ||
1=Enable | 1=Enable | ||
Usage: r_UseShadowsPool[0/1] | Usage: r_UseShadowsPool[0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseSoftParticles |
- | | | + | |описание= |
Enables soft particles. | Enables soft particles. | ||
Usage: r_UseSoftParticles [0/1] | Usage: r_UseSoftParticles [0/1] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_UseZPass |
- | | | + | |описание= |
Toggles Z pass optimizations. | Toggles Z pass optimizations. | ||
Usage: r_UseZPass [0/1] | Usage: r_UseZPass [0/1] | ||
Default is 1 (on). Set to 0 to disable Z-pass.}} | Default is 1 (on). Set to 0 to disable Z-pass.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ValidateDraw |
- | | | + | |описание= |
0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc) | 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc) | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_VarianceShadowMapBlurAmount |
- | | | + | |описание= |
Activate shadow map blur. | Activate shadow map blur. | ||
Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)] | Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)] | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_VegetationSpritesAlphaBlend |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_VegetationSpritesGenAlways |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_VegetationSpritesNoBend |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_VegetationSpritesNoGen |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_VegetationSpritesTexRes |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_VSync |
- | | | + | |описание= |
Toggles vertical sync. | Toggles vertical sync. | ||
Usage: r_VSync [0/1]}} | Usage: r_VSync [0/1]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterCaustics |
- | | | + | |описание= |
Toggles under water caustics. | Toggles under water caustics. | ||
Usage: r_WaterCaustics [0/1] | Usage: r_WaterCaustics [0/1] | ||
Default is 1 (enabled).}} | Default is 1 (enabled).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterGodRays |
- | | | + | |описание= |
Enables under water god rays. | Enables under water god rays. | ||
Usage: r_WaterGodRays [0/1] | Usage: r_WaterGodRays [0/1] | ||
Default is 1 (enabled).}} | Default is 1 (enabled).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterReflections |
- | | | + | |описание= |
Toggles water reflections. | Toggles water reflections. | ||
Usage: r_WaterReflections [0/1] | Usage: r_WaterReflections [0/1] | ||
Default is 1 (water reflects).}} | Default is 1 (water reflects).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterReflectionsMGPU |
- | | | + | |описание= |
Toggles water reflections.multi-gpu support | Toggles water reflections.multi-gpu support | ||
Usage: r_WaterReflectionsMGPU [0/1/2] | Usage: r_WaterReflectionsMGPU [0/1/2] | ||
Default is 0 (single render update), 1 (multiple render updates)}} | Default is 0 (single render update), 1 (multiple render updates)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterReflectionsMinVisiblePixelsUpdate |
- | | | + | |описание= |
Activates water reflections if visible pixels above a certain threshold. | Activates water reflections if visible pixels above a certain threshold. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterReflectionsMinVisUpdateDistanceMul |
- | | | + | |описание= |
Activates update distance multiplier when water mostly occluded. | Activates update distance multiplier when water mostly occluded. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterReflectionsMinVisUpdateFactorMul |
- | | | + | |описание= |
Activates update factor multiplier when water mostly occluded. | Activates update factor multiplier when water mostly occluded. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterReflectionsQuality |
- | | | + | |описание= |
Activates water reflections quality setting. | Activates water reflections quality setting. | ||
Usage: r_WaterReflectionsQuality [0/1/2/3] | Usage: r_WaterReflectionsQuality [0/1/2/3] | ||
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)}} | Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterReflectionsUseMinOffset |
- | | | + | |описание= |
Activates water reflections use min distance offset. | Activates water reflections use min distance offset. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterRefractions |
- | | | + | |описание= |
Toggles water refractions. | Toggles water refractions. | ||
Usage: r_WaterRefractions [0/1] | Usage: r_WaterRefractions [0/1] | ||
Default is 1 (water refracts).}} | Default is 1 (water refracts).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterUpdateDistance |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_WaterUpdateFactor |
- | | | + | |описание= |
Distance factor for water reflected texture updating. | Distance factor for water reflected texture updating. | ||
Usage: r_WaterUpdateFactor 0.01 | Usage: r_WaterUpdateFactor 0.01 | ||
Default is 0.01. 0 means update every frame}} | Default is 0.01. 0 means update every frame}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_Width |
- | | | + | |описание= |
Sets the display width, in pixels. Default is 1024. | Sets the display width, in pixels. Default is 1024. | ||
Usage: r_Width [800/1024/..]}} | Usage: r_Width [800/1024/..]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ZFightingDepthScale |
- | | | + | |описание= |
Controls anti z-fighting measures in shaders (scaling homogeneous z).}} | Controls anti z-fighting measures in shaders (scaling homogeneous z).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ZFightingExtrude |
- | | | + | |описание= |
Controls anti z-fighting measures in shaders (extrusion along normal in world units).}} | Controls anti z-fighting measures in shaders (extrusion along normal in world units).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=r_ZPassOnly |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=rcon|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=rcon_command |
- | | | + | |описание= |
Issues a console command from a RCON client to a RCON server}} | Issues a console command from a RCON client to a RCON server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=rcon_connect |
- | | | + | |описание= |
Connects to a remote control server}} | Connects to a remote control server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=rcon_disconnect |
- | | | + | |описание= |
Disconnects from a remote control server}} | Disconnects from a remote control server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=rcon_startserver |
- | | | + | |описание= |
Starts a remote control server}} | Starts a remote control server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=rcon_stopserver |
- | | | + | |описание= |
Stops a remote control server}} | Stops a remote control server}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=save|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=save_genstrings |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=s_|описание=sound & audio commands|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_GameSFXVolume |
- | | | + | |описание= changes volume of the game audio |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_SFXVolume |
- | | | + | |описание= |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_SoundDisable |
- | | | + | |описание= Disable all audio. Useful to fix any sounds that are looping endlessly. |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_SoundEnable |
- | | | + | |описание= Enable all audio. Useful to fix any sounds that are looping endlessly. |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_GameDialogVolume |
- | | | + | |описание= |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_GameMusicVolume |
- | | | + | |описание= |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_MusicVolume |
- | | | + | |описание= |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_DebugSound |
- | | | + | |описание= |
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=s_MusicSpeakerBackVolume |
- | | | + | |описание= |
}} | }} | ||
Строка 7220: | Строка 7223: | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=sv|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_AISystem |
- | | | + | |описание= |
Load and use the AI system on the server}} | Load and use the AI system on the server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_autoconfigurl |
- | | | + | |описание= |
Automatically download configuration data from a URL}} | Automatically download configuration data from a URL}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_bandwidth |
- | | | + | |описание= |
Bit rate on server}} | Bit rate on server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_bind |
- | | | + | |описание= |
Bind the server to a specific IP address}} | Bind the server to a specific IP address}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_cheatprotection |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_DedicatedCPUPercent |
- | | | + | |описание= |
Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero. | Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero. | ||
Usage: sv_DedicatedCPUPercent [0..100] | Usage: sv_DedicatedCPUPercent [0..100] | ||
Default is 0 (disabled).}} | Default is 0 (disabled).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_DedicatedCPUVariance |
- | | | + | |описание= |
Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate. | Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate. | ||
Usage: sv_DedicatedCPUVariance [5..50] | Usage: sv_DedicatedCPUVariance [5..50] | ||
Default is 10.}} | Default is 10.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_DedicatedMaxRate |
- | | | + | |описание= |
Sets the maximum update rate when running as a dedicated server. | Sets the maximum update rate when running as a dedicated server. | ||
Usage: sv_DedicatedMaxRate [5..500] | Usage: sv_DedicatedMaxRate [5..500] | ||
Default is 50.}} | Default is 50.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_gamerules |
- | | | + | |описание= |
The game rules that the server should use}} | The game rules that the server should use}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_gs_report |
- | | | + | |описание= |
Enable Gamespy server reporting, this is necessary for NAT negotiation}} | Enable Gamespy server reporting, this is necessary for NAT negotiation}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_gs_trackstats |
- | | | + | |описание= |
Enable Gamespy stats tracking}} | Enable Gamespy stats tracking}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_input_timeout |
- | | | + | |описание= |
Experimental timeout in ms to stop interpolating client inputs since last update.}} | Experimental timeout in ms to stop interpolating client inputs since last update.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_lanonly |
- | | | + | |описание= |
Set for LAN games}} | Set for LAN games}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_levelrotation |
- | | | + | |описание= |
Sequence of levels to load after each game ends}} | Sequence of levels to load after each game ends}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_map |
- | | | + | |описание= |
The map the server should load}} | The map the server should load}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_maxmemoryusage |
- | | | + | |описание= |
Maximum memory a dedicated server is allowed to use}} | Maximum memory a dedicated server is allowed to use}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_maxplayers |
- | | | + | |описание= |
Maximum number of players allowed to join server.}} | Maximum number of players allowed to join server.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_maxspectators |
- | | | + | |описание= |
Maximum number of players allowed to be spectators during the game.}} | Maximum number of players allowed to be spectators during the game.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_pacifist |
- | | | + | |описание= |
Pacifist mode (only works on dedicated server)}} | Pacifist mode (only works on dedicated server)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_packetRate |
- | | | + | |описание= |
Packet rate on server}} | Packet rate on server}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_password |
- | | | + | |описание= |
Server password}} | Server password}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_port |
- | | | + | |описание= |
Server address}} | Server address}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_ranked |
- | | | + | |описание= |
Enable statistics report, for official servers only.}} | Enable statistics report, for official servers only.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_requireinputdevice |
- | | | + | |описание= |
Which input devices to require at connection (dontcare, none, gamepad, keyboard)}} | Which input devices to require at connection (dontcare, none, gamepad, keyboard)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_restart |
- | | | + | |описание= |
Restarts the round.}} | Restarts the round.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_say |
- | | | + | |описание= |
Broadcasts a message to all clients.}} | Broadcasts a message to all clients.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_servername |
- | | | + | |описание= |
Server name will be displayed in server list. If empty, machine name will be used.}} | Server name will be displayed in server list. If empty, machine name will be used.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_timeofdayenable |
- | | | + | |описание= |
Enables time of day simulation.}} | Enables time of day simulation.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_timeofdaylength |
- | | | + | |описание= |
Sets time of day changing speed.}} | Sets time of day changing speed.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_timeofdaystart |
- | | | + | |описание= |
Sets time of day start time.}} | Sets time of day start time.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_timeout_disconnect |
- | | | + | |описание= |
Timeout for fully disconnecting timeout connections}} | Timeout for fully disconnecting timeout connections}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_voice_enable_groups |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_voicecodec |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_voting_cooldown |
- | | | + | |описание= |
Voting cooldown}} | Voting cooldown}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_voting_ratio |
- | | | + | |описание= |
Part of player's votes needed for successful vote.}} | Part of player's votes needed for successful vote.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_voting_team_ratio |
- | | | + | |описание= |
Part of team member's votes needed for successful vote.}} | Part of team member's votes needed for successful vote.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sv_voting_timeout |
- | | | + | |описание= |
Voting timeout}} | Voting timeout}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=sys|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_affinity |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_AI |
- | | | + | |описание= |
Enables AI Update}} | Enables AI Update}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_budget_frametime |
- | | | + | |описание= |
Sets the upper limit for frame time (in ms) when monitoring budget.}} | Sets the upper limit for frame time (in ms) when monitoring budget.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_budget_numdrawcalls |
- | | | + | |описание= |
Sets the upper limit for number of draw calls per frame.}} | Sets the upper limit for number of draw calls per frame.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_budget_soundchannels |
- | | | + | |описание= |
Sets the upper limit for sound channels playing when monitoring budget.}} | Sets the upper limit for sound channels playing when monitoring budget.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_budget_soundmem |
- | | | + | |описание= |
Sets the upper limit for sound memory (in MB) when monitoring budget.}} | Sets the upper limit for sound memory (in MB) when monitoring budget.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_budget_sysmem |
- | | | + | |описание= |
Sets the upper limit for system memory (in MB) when monitoring budget.}} | Sets the upper limit for system memory (in MB) when monitoring budget.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_budget_videomem |
- | | | + | |описание= |
Sets the upper limit for video memory (in MB) when monitoring budget.}} | Sets the upper limit for video memory (in MB) when monitoring budget.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_crashtest |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_DeactivateConsole |
- | | | + | |описание= |
0: normal console behavior | 0: normal console behavior | ||
1: hide the console}} | 1: hide the console}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_EarlyMovieUpdate |
- | | | + | |описание= |
0 needed for game, 1 better for having artifact free movie playback | 0 needed for game, 1 better for having artifact free movie playback | ||
Usage: sys_EarlyMovieUpdate [0/1] | Usage: sys_EarlyMovieUpdate [0/1] | ||
Default is 0}} | Default is 0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_enable_budgetmonitoring |
- | | | + | |описание= |
Enables budget monitoring. Use #System.SetBudget( sysMemLimitInMB, videoMemLimitInMB, | Enables budget monitoring. Use #System.SetBudget( sysMemLimitInMB, videoMemLimitInMB, | ||
frameTimeLimitInMS, soundChannelsPlaying ) or sys_budget_sysmem, sys_budget_videomem | frameTimeLimitInMS, soundChannelsPlaying ) or sys_budget_sysmem, sys_budget_videomem | ||
or sys_budget_fps to set budget limits.}} | or sys_budget_fps to set budget limits.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_entities |
- | | | + | |описание= |
Enables Entities Update}} | Enables Entities Update}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_firstlaunch |
- | | | + | |описание= |
Indicates that the game was run for the first time.}} | Indicates that the game was run for the first time.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash |
- | | | + | |описание= |
Enables/disables execution of flash files.}} | Enables/disables execution of flash files.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_curve_tess_error |
- | | | + | |описание= |
Controls curve tessellation. Larger values result in coarser, more angular curves.}} | Controls curve tessellation. Larger values result in coarser, more angular curves.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_edgeaa |
- | | | + | |описание= |
Enables/disables edge anti-aliased rendering of flash files.}} | Enables/disables edge anti-aliased rendering of flash files.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_info |
- | | | + | |описание= |
Enables flash profiling (1). Additionally sorts the list of flash files lexicographically (2, automatically resets to 1).}} | Enables flash profiling (1). Additionally sorts the list of flash files lexicographically (2, automatically resets to 1).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_info_histo_scale |
- | | | + | |описание= |
Defines scaling of function histogram inside the flash profiler.}} | Defines scaling of function histogram inside the flash profiler.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_info_peak_exclude |
- | | | + | |описание= |
Comma separated list of flash functions to excluded from peak history.}} | Comma separated list of flash functions to excluded from peak history.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_info_peak_tolerance |
- | | | + | |описание= |
Defines tolerance value for peaks (in ms) inside the flash profiler.}} | Defines tolerance value for peaks (in ms) inside the flash profiler.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_log_options |
- | | | + | |описание= |
Enables logging of several flash related aspects (add them to combine logging)... | Enables logging of several flash related aspects (add them to combine logging)... | ||
1) Flash loading : 1 | 1) Flash loading : 1 | ||
Строка 7477: | Строка 7480: | ||
* sys_flash_info | * sys_flash_info | ||
* sys_flash_info_peak_exclude}} | * sys_flash_info_peak_exclude}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_flash_warning_level |
- | | | + | |описание= |
Sets verbosity level for CryEngine related warnings... | Sets verbosity level for CryEngine related warnings... | ||
0) Omit warning | 0) Omit warning | ||
1) Log warning | 1) Log warning | ||
2) Log warning and display message box}} | 2) Log warning and display message box}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_float_exceptions |
- | | | + | |описание= |
Use or not use floating point exceptions. | Use or not use floating point exceptions. | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_logallocations |
- | | | + | |описание= |
Save allocation call stack}} | Save allocation call stack}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_LowSpecPak |
- | | | + | |описание= |
use low resolution textures from special pak file or emulate if no such pak exists | use low resolution textures from special pak file or emulate if no such pak exists | ||
0=don't use lowspec.pak (full texture quality) | 0=don't use lowspec.pak (full texture quality) | ||
1=use lowspec.pak (faster loading of textures, reduced texture quality) | 1=use lowspec.pak (faster loading of textures, reduced texture quality) | ||
Usage: sys_LowSpecPak 0/1}} | Usage: sys_LowSpecPak 0/1}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_LvlRes_finalstep |
- | | | + | |описание= |
to combine all recorded level resources and create finial stripped build}} | to combine all recorded level resources and create finial stripped build}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_LvlRes_findunused |
- | | | + | |описание= |
find unused level resources}} | find unused level resources}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_max_step |
- | | | + | |описание= |
Specifies the maximum physics step in a separate thread}} | Specifies the maximum physics step in a separate thread}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_memory_debug |
- | | | + | |описание= |
Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off}} | Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_min_step |
- | | | + | |описание= |
Specifies the minimum physics step in a separate thread}} | Specifies the minimum physics step in a separate thread}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_no_crash_dialog |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_noupdate |
- | | | + | |описание= |
Toggles updating of system with sys_script_debugger. | Toggles updating of system with sys_script_debugger. | ||
Usage: sys_noupdate [0/1] | Usage: sys_noupdate [0/1] | ||
Default is 0 (system updates during debug).}} | Default is 0 (system updates during debug).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_PakLogMissingFiles |
- | | | + | |описание= |
If non-0, missing file names go to mastercd/MissingFilesX.log. | If non-0, missing file names go to mastercd/MissingFilesX.log. | ||
1) only resulting report | 1) only resulting report | ||
2) run-time report is ON, one entry per file | 2) run-time report is ON, one entry per file | ||
3) full run-time report}} | 3) full run-time report}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_PakPriority |
- | | | + | |описание= |
If set to 1, tells CryPak to try to open the file in pak first, then go to file system}} | If set to 1, tells CryPak to try to open the file in pak first, then go to file system}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_PakReadSlice |
- | | | + | |описание= |
If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels}} | If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_physics |
- | | | + | |описание= |
Enables Physics Update}} | Enables Physics Update}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_physics_CPU |
- | | | + | |описание= |
Specifies the physical CPU index physics will run on}} | Specifies the physical CPU index physics will run on}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_preload |
- | | | + | |описание= |
Preload Game Resources}} | Preload Game Resources}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_RestoreSpec |
- | | | + | |описание= |
Restore or test the cvar settings of game specific spec settings, | Restore or test the cvar settings of game specific spec settings, | ||
'test*' and 'info' log to the log file only | 'test*' and 'info' log to the log file only | ||
Usage: sys_RestoreSpec [test|test*|apply|info]}} | Usage: sys_RestoreSpec [test|test*|apply|info]}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_root |
- | | | + | |описание= |
Returns root path (on server this can be set by -root command line parameter}} | Returns root path (on server this can be set by -root command line parameter}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_SaveCVars |
- | | | + | |описание= |
1 to activate saving of console variables, 0 to deactivate | 1 to activate saving of console variables, 0 to deactivate | ||
The variables are stored in 'system.cfg' on quit, only marked variables are saved (0) | The variables are stored in 'system.cfg' on quit, only marked variables are saved (0) | ||
Usage: sys_SaveCVars [0/1] | Usage: sys_SaveCVars [0/1] | ||
Default is 0}} | Default is 0}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec |
- | | | + | |описание= |
Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)}} | Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Full |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7596: | Строка 7599: | ||
... sys_spec_Water = 1/2/3/4/4 | ... sys_spec_Water = 1/2/3/4/4 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_GameEffects |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7608: | Строка 7611: | ||
... i_lighteffects = 0/0/1/1/1 | ... i_lighteffects = 0/0/1/1/1 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_MotionBlur |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7616: | Строка 7619: | ||
... r_MotionBlur = 0/1/1/3/3 | ... r_MotionBlur = 0/1/1/3/3 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_ObjectDetail |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7649: | Строка 7652: | ||
... sys_flash_curve_tess_error = 8/4/2/2/2 | ... sys_flash_curve_tess_error = 8/4/2/2/2 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Particles |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7662: | Строка 7665: | ||
... r_UseSoftParticles = 0/1/1/1/1 | ... r_UseSoftParticles = 0/1/1/1/1 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Physics |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7689: | Строка 7692: | ||
... v_vehicle_quality = 1/4/4/4/4 | ... v_vehicle_quality = 1/4/4/4/4 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_PostProcessing |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7704: | Строка 7707: | ||
... r_sunshafts = 0/0/0/1/1 | ... r_sunshafts = 0/0/0/1/1 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Quality |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7724: | Строка 7727: | ||
... r_LightsSinglePass = 1/0/0/0/0 | ... r_LightsSinglePass = 1/0/0/0/0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Shading |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7754: | Строка 7757: | ||
... sys_spec_Quality = 1/2/3/4/4 | ... sys_spec_Quality = 1/2/3/4/4 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Shadows |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7772: | Строка 7775: | ||
... r_ShadowsMaskResolution = 0/0/0/0/0 | ... r_ShadowsMaskResolution = 0/0/0/0/0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Sound |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7788: | Строка 7791: | ||
... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0 | ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Texture |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7806: | Строка 7809: | ||
... sys_LowSpecPak = 1/1/0/0/0 | ... sys_LowSpecPak = 1/1/0/0/0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_VolumetricEffects |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7818: | Строка 7821: | ||
... r_CloudsUpdateAlways = 0/0/0/0/0 | ... r_CloudsUpdateAlways = 0/0/0/0/0 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_spec_Water |
- | | | + | |описание= |
Console variable group to apply settings to multiple variables | Console variable group to apply settings to multiple variables | ||
Строка 7836: | Строка 7839: | ||
... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05 | ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05 | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_SSInfo |
- | | | + | |описание= |
Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1] | Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1] | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_StreamCallbackTimeBudget |
- | | | + | |описание= |
Time budget, in microseconds, to be spent every frame in StreamEngine callbacks. | Time budget, in microseconds, to be spent every frame in StreamEngine callbacks. | ||
Additive with cap: if more time is spent, the next frame gets less budget, and | Additive with cap: if more time is spent, the next frame gets less budget, and | ||
there's never more than this value per frame.}} | there's never more than this value per frame.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_streaming_sleep |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_trackview |
- | | | + | |описание= |
Enables TrackView Update}} | Enables TrackView Update}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_vtune |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_warnings |
- | | | + | |описание= |
Toggles printing system warnings. | Toggles printing system warnings. | ||
Usage: sys_warnings [0/1] | Usage: sys_warnings [0/1] | ||
Default is 0 (off).}} | Default is 0 (off).}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=sys_WER |
- | | | + | |описание= |
Enables Windows Error Reporting}} | Enables Windows Error Reporting}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=test|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_nsbrowse |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_nschat |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_nsnat |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_nsreport |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_nsstats |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_playersBounds |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_profile |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_reset |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=test_timeout |
- | | | + | |описание= |
WIP}} | WIP}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=time|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=time_scale |
- | | | + | |описание= |
Game time scaled by this - for variable slow motion}} | Game time scaled by this - for variable slow motion}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=tracer|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=tracer_max_count |
- | | | + | |описание= |
Max number of active tracers.}} | Max number of active tracers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=tracer_max_distance |
- | | | + | |описание= |
Distance at which to stop scaling/lengthening tracers.}} | Distance at which to stop scaling/lengthening tracers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=tracer_max_scale |
- | | | + | |описание= |
Scale at max distance.}} | Scale at max distance.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=tracer_min_distance |
- | | | + | |описание= |
Distance at which to start scaling/lengthening tracers.}} | Distance at which to start scaling/lengthening tracers.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=tracer_min_scale |
- | | | + | |описание= |
Scale at min distance.}} | Scale at min distance.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=tracer_player_radiusSqr |
- | | | + | |описание= |
Sqr Distance around player at which to start decelerate/acelerate tracer speed.}} | Sqr Distance around player at which to start decelerate/acelerate tracer speed.}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=v|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_altitudeLimit |
- | | | + | |описание= |
Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.}} | Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_altitudeLimitLowerOffset |
- | | | + | |описание= |
Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.}} | Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_autoDisable |
- | | | + | |описание= |
Enables/disables vehicle autodisabling}} | Enables/disables vehicle autodisabling}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_damage |
- | | | + | |описание= |
Enables/disables vehicle damage processing}} | Enables/disables vehicle damage processing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_debugCollisionDamage |
- | | | + | |описание= |
Enable debug output for vehicle collisions}} | Enable debug output for vehicle collisions}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_debugdraw |
- | | | + | |описание= |
Displays vehicle status info on HUD | Displays vehicle status info on HUD | ||
Values: | Values: | ||
Строка 7979: | Строка 7982: | ||
10: vehicle editor | 10: vehicle editor | ||
}} | }} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_debugMountedWeapon |
- | | | + | |описание= |
Enable/disable vehicle mounted weapon camera debug draw}} | Enable/disable vehicle mounted weapon camera debug draw}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_debugSounds |
- | | | + | |описание= |
Enable/disable vehicle sound debug drawing}} | Enable/disable vehicle sound debug drawing}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_debugVehicle |
- | | | + | |описание= |
Vehicle entity name to use for debugging output}} | Vehicle entity name to use for debugging output}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_debugView |
- | | | + | |описание= |
Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class}} | Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_deformable |
- | | | + | |описание= |
Enables/disables DeformMorph calls on vehicle parts}} | Enables/disables DeformMorph calls on vehicle parts}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_disable_hull |
- | | | + | |описание= |
Disable hull proxies}} | Disable hull proxies}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_draw_components |
- | | | + | |описание= |
Enables/disables display of components and their damage count}} | Enables/disables display of components and their damage count}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_draw_helpers |
- | | | + | |описание= |
Enables/disables display of vehicle helpers}} | Enables/disables display of vehicle helpers}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_draw_passengers |
- | | | + | |описание= |
draw passenger TMs set by VehicleSeat}} | draw passenger TMs set by VehicleSeat}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_draw_seats |
- | | | + | |описание= |
Enables/disables display of seat positions}} | Enables/disables display of seat positions}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_draw_slip |
- | | | + | |описание= |
Draw wheel slip status}} | Draw wheel slip status}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_draw_suspension |
- | | | + | |описание= |
Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled}} | Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_draw_tm |
- | | | + | |описание= |
Enables/disables drawing of local part matrices}} | Enables/disables drawing of local part matrices}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_driverControlledMountedGuns |
- | | | + | |описание= |
Specifies if the driver can control the vehicles mounted gun when driving without gunner.}} | Specifies if the driver can control the vehicles mounted gun when driving without gunner.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_dumpFriction |
- | | | + | |описание= |
Dump vehicle friction status}} | Dump vehicle friction status}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_enable_lumberjacks |
- | | | + | |описание= |
Enable/disable physicalization of lumberjack parts}} | Enable/disable physicalization of lumberjack parts}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_enterDirRadius |
- | | | + | |описание= |
Maximum direction radius tolerated to enter with transition animation (AI only)}} | Maximum direction radius tolerated to enter with transition animation (AI only)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_exit_player |
- | | | + | |описание= |
Makes the local player exit his current vehicle.}} | Makes the local player exit his current vehicle.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_goliathMode |
- | | | + | |описание= |
Makes all vehicles invincible}} | Makes all vehicles invincible}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_help_tank_steering |
- | | | + | |описание= |
Enable tank steering help for AI}} | Enable tank steering help for AI}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_independentMountedGuns |
- | | | + | |описание= |
Whether mounted gunners operate their turret independently from the parent vehicle}} | Whether mounted gunners operate their turret independently from the parent vehicle}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_invertPitchControl |
- | | | + | |описание= |
Invert the pitch control for driving some vehicles, including the helicopter and the vtol}} | Invert the pitch control for driving some vehicles, including the helicopter and the vtol}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_kill |
- | | | + | |описание= |
Kills the players vehicle.}} | Kills the players vehicle.}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_lights |
- | | | + | |описание= |
Controls vehicle lights. 0: disable all lights, 1: disable all dynamic lights, 2: enable dynamic lights only for local player, 3: enable all lights}} | Controls vehicle lights. 0: disable all lights, 1: disable all dynamic lights, 2: enable dynamic lights only for local player, 3: enable all lights}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_lights_enable_always |
- | | | + | |описание= |
Vehicle lights are always on (debugging)}} | Vehicle lights are always on (debugging)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_maxHeightBegin |
- | | | + | |описание= |
Indicate the beginning of the max height zone (0 means that this feature is disabled)}} | Indicate the beginning of the max height zone (0 means that this feature is disabled)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_maxHeightEnd |
- | | | + | |описание= |
Indicate the end of the max height zone (0 means that this feature is disabled)}} | Indicate the end of the max height zone (0 means that this feature is disabled)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_pa_surface |
- | | | + | |описание= |
Enables/disables vehicle surface particles}} | Enables/disables vehicle surface particles}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_profileMovement |
- | | | + | |описание= |
Used to enable profiling of the current vehicle movement (1 to enable)}} | Used to enable profiling of the current vehicle movement (1 to enable)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_ragdollPassengers |
- | | | + | |описание= |
Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle}} | Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_reload_system |
- | | | + | |описание= |
Reloads VehicleSystem script}} | Reloads VehicleSystem script}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_rockBoats |
- | | | + | |описание= |
Enable/disable boats idle rocking}} | Enable/disable boats idle rocking}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_set_passenger_tm |
- | | | + | |описание= |
enable/disable passenger entity tm update}} | enable/disable passenger entity tm update}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_show_all |
- | | | + | |описание= |
WIP}} | WIP}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_slipFrictionModFront |
- | | | + | |описание= |
if non-zero, used as slip friction modifier (front wheels)}} | if non-zero, used as slip friction modifier (front wheels)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_slipFrictionModRear |
- | | | + | |описание= |
if non-zero, used as slip friction modifier (rear wheels)}} | if non-zero, used as slip friction modifier (rear wheels)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_slipSlopeFront |
- | | | + | |описание= |
coefficient for slip friction slope calculation (front wheels)}} | coefficient for slip friction slope calculation (front wheels)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_slipSlopeRear |
- | | | + | |описание= |
coefficient for slip friction slope calculation (rear wheels)}} | coefficient for slip friction slope calculation (rear wheels)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_sprintSpeed |
- | | | + | |описание= |
Set speed for acceleration measuring}} | Set speed for acceleration measuring}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_stabilizeVTOL |
- | | | + | |описание= |
Specifies if the air movements should automatically stabilize}} | Specifies if the air movements should automatically stabilize}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_tpvDist |
- | | | + | |описание= |
Set default distance for vehicle thirdperson cam (0 means distance from vehicle class is used)}} | Set default distance for vehicle thirdperson cam (0 means distance from vehicle class is used)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_tpvHeight |
- | | | + | |описание= |
Set default height offset for vehicle thirdperson cam (0 means height from vehicle class is used, if present)}} | Set default height offset for vehicle thirdperson cam (0 means height from vehicle class is used, if present)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_transitionAnimations |
- | | | + | |описание= |
Enables enter/exit transition animations for vehicles}} | Enables enter/exit transition animations for vehicles}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_treadUpdateTime |
- | | | + | |описание= |
delta time for tread UV update, 0 means always update}} | delta time for tread UV update, 0 means always update}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_vehicle_quality |
- | | | + | |описание= |
Geometry/Physics quality (1-lowspec, 4-highspec)}} | Geometry/Physics quality (1-lowspec, 4-highspec)}} | ||
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=v_wind_minspeed |
- | | | + | |описание= |
If non-zero, vehicle wind areas always set wind >= specified value}} | If non-zero, vehicle wind areas always set wind >= specified value}} | ||
}} | }} | ||
- | {{ | + | {{ККПрефикс|префикс=voice|описание=|команды= |
- | {{ | + | {{КонсольнаяКоманда |
- | | | + | |команда=voice_mute |
- | | | + | |описание= |
Mute player's voice comms}} | Mute player's voice comms}} | ||
}} | }} | ||
[[Category:Other Topics]][[Category:Lua]] | [[Category:Other Topics]][[Category:Lua]] |
Версия 17:20, 13 мая 2011
|
- _TestFormatMessage
- WIP
aa
- aa_maxDist
- max lock distance
ac
- ac_animErrorClamp
- Forces the animation to stay within the maximum error distance/angle.
- ac_animErrorMaxAngle
- Degrees animation orientation is allowed to stray from entity.
- ac_animErrorMaxDistance
- Meters animation location is allowed to stray from entity.
- ac_clampTimeAnimation
- Time it takes for carry clamping to reduce the deviation to zero.
- ac_clampTimeEntity
- Time it takes for carry clamping to reduce the deviation to zero.
- ac_ColliderModeAI
- Force override collider mode for all AI.
- ac_ColliderModePlayer
- Force override collider mode for all players.
- ac_debugAnimEffects
- Print log messages when anim events spawn effects.
- ac_debugAnimError
- Display debug history graphs of anim error distance and angle.
- ac_debugAnimTarget
- Display debug history graphs of anim target correction.
- ac_debugCarryCorrection
- .
- ac_debugColliderMode
- Display filtered and requested collider modes.
- ac_debugEntityParams
- Display entity params graphs
- ac_DebugFilter
- Debug specified entity name only.
- ac_debugFutureAnimPath
- Display future animation path given current motion parameters.
- ac_debugLocations
- Debug render entity (blue), animation (red) and prediction (yellow).
- ac_debugLocationsGraphs
- Display debug history graphs of anim and entity locations and movement.
- ac_debugMotionParams
- Display graph of motion parameters.
- ac_debugMovementControlMethods
- Display movement control methods.
- ac_debugPrediction
- Display graph of motion parameters.
- ac_debugSelection
- Display locomotion state selection as text.
- ac_debugSelectionParams
- Display graph of selection parameters values.
- ac_debugText
- Display entity/animation location/movement values, etc.
- ac_debugTweakTrajectoryFit
- Don't apply any movement to entity and animation, but allow calculations to think they are moving normally.
- ac_debugXXXValues
- Display some values temporarily hooked into temp history graphs.
- ac_disableFancyTransitions
- Disabled Idle2Move and Move2Idle special transition animations.
- ac_disableSlidingContactEvents
- Force disable sliding contact events.
- ac_enableExtraSolidCollider
- Enable extra solid collider (for non-pushable characters).
- ac_enableProceduralLeaning
- Enable procedural leaning (disabled asset leaning and curving slowdown).
- ac_entityAnimClamp
- Forces the entity movement to be limited by animation.
- ac_forceSimpleMovement
- Force enable simplified movement (not visible, dedicated server, etc).
- ac_frametime
- Display a graph of the frametime.
- ac_movementControlMethodFilter
- Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).
- ac_movementControlMethodHor
- Overrides the horizontal movement control method specified by AG (overrides filter).
- ac_movementControlMethodVer
- Overrides the vertical movement control method specified by AG (overrides filter).
- ac_predictionProbabilityOri
- .
- ac_predictionProbabilityPos
- .
- ac_predictionSmoothingOri
- .
- ac_predictionSmoothingPos
- .
- ac_targetcorrectiontimescale
- .
- ac_templateMCMs
- Use MCMs from AG state templates instead of AG state headers.
- ac_triggercorrectiontimescale
- .
ag
- ag_action
- Force this action
- ag_adjustToCatchUp
- Adjust requested move direction of animation to catch up with entity
- ag_averageTravelSpeed
- Average travel speed over a few frames
- ag_breakmode
- 1=Enable debug break mode; 2=also lock inputs
- ag_breakOnQuery
- If we query for this state, enter break mode
- ag_debug
- Entity to display debug information for animation graph for
- ag_debugErrors
- Displays debug error info on the entities (0/1)
- ag_debugExactPos
- Enable/disable exact positioning debugger
- ag_debugLayer
- Animation graph layer to display debug information for
- ag_debugMusic
- Debug the music graph
- ag_drawActorPos
- Draw actor pos/dir
- ag_ep_correctMovement
- enable/disable position correction in exact positioning
- ag_ep_showPath
- WIP
- ag_forceAdjust
- Enable forced small step adjustments
- ag_forceInsideErrorDisc
- Force animation to stay within maximum error distance
- ag_fpAnimPop
- WIP
- ag_humanBlending
- Ivo's debug stuff. Don't ask!
- ag_item
- Force this item
- ag_lockToEntity
- Lock animation to entity (zero offsetting)
- ag_log
- Enable a log of animation graph decisions
- ag_log_entity
- Log only this entity
- ag_logeffects
- AGAttachmentEffect logging
- ag_logselections
- Log animation graph selection results
- ag_logsounds
- AGSound logging
- ag_logtransitions
- Log animation graph transition calls to the console
- ag_measureActualSpeeds
- Measure actual travel speeds of entity and animation origins
- ag_physErrorInnerRadiusFactor
- WIP
- ag_physErrorMaxOuterRadius
- WIP
- ag_physErrorMinOuterRadius
- WIP
- ag_physErrorOuterRadiusFactor
- WIP
- ag_queue
- Next state to force
- ag_reload_ag
- WIP
- ag_reload_xml
- WIP
- ag_safeExactPositioning
- Will teleport the entity to the requested position/orientation when EP think it's done.
- ag_showmovement
- Show movement requests
- ag_showPhysSync
- Show physics sync
- ag_signal
- Send this signal
- ag_stance
- Force this stance
- ag_step
- WIP
- ag_testplanner
- WIP
ai
- ai_AdjustPathsAroundDynamicObstacles
- Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
- ai_AgentStatsDist
- Sets agent statistics draw distance, such as current goalpipe, command and target.
Usage: ai_AgentStatsDist [view distance] Default is 20 meters. Works with ai_DebugDraw enabled.
- ai_AllowAccuracyDecrease
- Set to 1 to enable AI accuracy decrease when target is moving lateraly.
- ai_AllowAccuracyIncrease
- Set to 1 to enable AI accuracy increase when target is standing still.
- ai_AllTime
- Displays the update times of all agents, in milliseconds.
Usage: ai_AllTime [0/1] Default is 0 (off). Times all agents and displays the time used updating each of them. The name is colour coded to represent the update time. Green: less than 1 ms (ok) White: 1 ms to 5 ms Red: more than 5 ms You must enable ai_DebugDraw before you can use this tool.
- ai_AmbientFireQuota
- Number of units allowed to hit the player at a time.
- ai_AmbientFireUpdateInterval
- Ambient fire update interval. Controls how often puppet's ambient fire status is updated.
- ai_AttemptStraightPath
- Toggles AI attempting a simple straight path when possible.
Default is 1 (on).
- ai_Autobalance
- Set to 1 to enable autobalancing.
- ai_BannedNavSoTime
- Time indicating how long invalid navsos should be banned.
- ai_BeautifyPath
- Toggles AI optimisation of the generated path.
Usage: ai_BeautifyPath [0/1] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimisation (AI uses non-optimised path).
- ai_BigBrushCheckLimitSize
- to be used for finding big objects not enclosed into forbidden areas
- ai_CalcHumanMovementTable
- WIP
- ai_CloakIncrementMod
- how fast cloak fades out
- ai_CloakMaxDist
- closer than that - cloak starts to fade out
- ai_CloakMinDist
- closer than that - cloak not effective
- ai_CrowdControlInPathfind
- Toggles AI using crowd control in pathfinding.
Usage: ai_CrowdControlInPathfind [0/1] Default is 1 (on).
- ai_DebugDraw
- Toggles the AI debugging view.
Usage: ai_DebugDraw [0/1] Default is 0 (off). ai_DebugDraw displays AI rays and targets and enables the view for other AI debugging tools.
- ai_DebugDrawAdaptiveUrgency
- Enables drawing the adaptive movement urgency.
- ai_DebugDrawAmbientFire
- Displays fire quota on puppets.
- ai_DebugDrawAStarOpenList
- Draws the A* open list for the specified AI agent.
Usage: ai_DebugDrawAStarOpenList [AI agent name] Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.
- ai_DebugDrawBannedNavsos
- Toggles drawing banned navsos [default 0 is off]
- ai_DebugDrawBulletEvents
- Debug draw the bullet events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawCollisionEvents
- Debug draw the collision events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawCrowdControl
- Draws crowd control debug information. 0=off, 1=on
- ai_DebugDrawDamageControl
- Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
- ai_DebugDrawDamageParts
- Draws the damage parts of puppets and vehicles.
- ai_DebugDrawDeadBodies
- Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).
- ai_DebugDrawDynamicHideObjectsRange
- Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).
- ai_DebugDrawExpensiveAccessoryQuota
- Displays expensive accessory usage quota on puppets.
- ai_DebugDrawGrenadeEvents
- Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawHashSpaceAround
- Validates and draws the navigation node hash space around specified entity.
- ai_DebugDrawHidespotRange
- Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).
- ai_DebugDrawLightLevel
- Debug AI light level manager
- ai_DebugDrawObstrSpheres
- Draws all the existing obstruction spheres.
- ai_DebugDrawPlayerActions
- Debug draw special player actions.
- ai_DebugDrawReinforcements
- Enables debug draw for reinforcement logic for specified group.
Usage: ai_DebugDrawReinforcements
- ai_DebugDrawSoundEvents
- Debug draw the sound events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawStanceSize
- Draws the game logic representation of the stance size of the AI agents.
- ai_DebugDrawVegetationCollisionDist
- Enables drawing vegetation collision closer than a distance projected onto the terrain.
- ai_DebugDrawVolumeVoxels
- Toggles the AI debugging drawing of voxels in volume generation.
Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc] Default is 0 (off) +n draws all voxels with original value >= n-n draws all voxels with original value = n
- ai_DebugInterestSystem
- Display debugging information on interest system
- ai_DebugPathfinding
- Toggles output of pathfinding information [default 0 is off]
- ai_DebugTargetSilhouette
- Draws the silhouette used for missing the target while shooting.
- ai_DrawagentFOV
- Toggles the vision cone of the AI agent.
Usage: ai_DrawagentFOV [0..1] Default is 0 (off), value 1 will draw the cone all the way to the sight range, value 0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used.
- ai_DrawAreas
- Enables/Disables drawing behavior related areas.
- ai_DrawBadAnchors
- Toggles drawing out of bounds AI objects of particular type for debugging AI.
- ai_DrawDistanceLUT
- Draws the distance lookup table graph overlay.
- ai_DrawExplosions
- enable displaying all the registered explosion-spots/craters
- ai_DrawFakeDamageInd
- Draws fake damage indicators on the player.
- ai_DrawFakeHitEffects
- Draws fake hit effects the player.
- ai_DrawFakeTracers
- Draws fake tracers around the player.
- ai_DrawFormations
- Draws all the currently active formations of the AI agents.
Usage: ai_DrawFormations [0/1] Default is 0 (off). Set to 1 to draw the AI formations.
- ai_DrawGetEnclosingFailures
- Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.
- ai_DrawGoals
- Draws all the active goal ops debug info.
Usage: ai_DrawGoals [0/1] Default is 0 (off). Set to 1 to draw the AI goal op debug info.
- ai_DrawGroup
- draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing
- ai_DrawGroupTactic
- draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.
- ai_DrawHidespots
- Draws latest hide-spot positions for all agents withing specified range.
- ai_DrawModifiers
- Toggles the AI debugging view of navigation modifiers.
- ai_DrawNode
- Toggles visibility of named agent's position on AI triangulation.
Usage: ai_DrawNode [ai agent's name] Default is 0. Set to 1 to show the current triangle on terrain level and closest vertex to player.
- ai_DrawNodeLinkCutoff
- Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.
- ai_DrawNodeLinkType
- Sets the link parameter to draw with ai_DrawNode.
Values are: 0 - pass radius (default) 1 - exposure 2 - water max depth 3 - water min depth
- ai_DrawOffset
- vertical offset during debug drawing
- ai_DrawPath
- Draws the generated paths of the AI agents.
Usage: ai_DrawPath [name] Default is none (nobody).
- ai_DrawPathAdjustment
- Draws the path adjustment for the AI agents.
Usage: ai_DrawPathAdjustment [name] Default is none (nobody).
- ai_DrawPatterns
- Draws all the currently active track patterns of the AI agents.
Usage: ai_DrawPatterns [0/1] Default is 0 (off). Set to 1 to draw the AI track patterns.
- ai_DrawProbableTarget
- Enables/Disables drawing the position of probable target.
- ai_DrawRadar
- Draws AI radar: 0=no radar, >0 = size of the radar on screen
- ai_DrawRadarDist
- AI radar draw distance in meters, default=20m.
- ai_DrawReadibilities
- Draws all the currently active readibilities of the AI agents.
Usage: ai_DrawReadibilities [0/1] Default is 0 (off). Set to 1 to draw the AI readibilities.
- ai_DrawRefPoints
- Toggles reference points view for debugging AI.
Usage: ai_DrawRefPoints [0/1] Default is 0 (off). Indicates the AI reference points by drawing cyan balls at their positions.
- ai_DrawShooting
- Name of puppet to show fire stats
- ai_DrawSmartObjects
- Draws smart object debug information.
Usage: ai_DrawSmartObjects [0/1] Default is 0 (off). Set to 1 to draw the smart objects.
- ai_DrawStats
- Toggles drawing stats for AI objects withing range.
- ai_DrawTargets
- WIP
- ai_DrawTrajectory
- Records and draws the trajectory of the stats target: 0=do not record, 1=record.
- ai_DrawType
- Toggles drawing AI objects of particular type for debugging AI.
- ai_DrawUpdate
- list of AI forceUpdated entities
- ai_DrawVisCheckQueue
- list of pending vis-check trace requests
- ai_DynamicTriangularUpdateTime
- How long (max) to spend updating triangular waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
- ai_DynamicVolumeUpdateTime
- How long (max) to spend updating dynamic volume regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
- ai_DynamicWaypointUpdateTime
- How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.0005 is a sensible value
- ai_EnableAsserts
- Enable AI asserts: 1 or 0
- ai_EnableWarningsErrors
- Enable AI warnings and errors: 1 or 0
- ai_ExtraForbiddenRadiusDuringBeautification
- Extra radius added to agents close to forbidden edges during beautification.
- ai_ExtraRadiusDuringBeautification
- Extra radius added to agents during beautification.
- ai_ExtraVehicleAvoidanceRadiusBig
- Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
- ai_ExtraVehicleAvoidanceRadiusSmall
- Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
- ai_ForceAllowStrafing
- Forces all AI characters to use/not use strafing (-1 disables)
- ai_ForceLookAimTarget
- Forces all AI characters to use/not use a fixed look/aim target
none disables x, y, xz or yz sets it to the appropriate direction otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))
- ai_ForceStance
- Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6
- ai_HideDraw
- Toggles the triangulation display.
Usage: ai_HideDraw [0/1] Default is 0 (off). Set to 1 to display the triangulation which the AI uses to hide (objects made 'hideable' affect AI triangulation). When ai_HideDraw is off, the normal obstacle triangulation is displayed instead. Used with ai_DebugDraw and other AI path tools.
- ai_IgnorePlayer
- Makes AI ignore the player.
Usage: ai_IgnorePlayer [0/1] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_DebugDraw enabled.
- ai_IgnoreVisibilityChecks
- Makes certain visibility checks (for teleporting etc) return false.
- ai_IncludeNonColEntitiesInNavigation
- Includes/Excludes noncolliding objects from navigation.
- ai_InterestDetectMovement
- Enable movement detection in interest system
- ai_InterestEnableScan
- Enable interest system scan mode
- ai_InterestScalingAmbient
- Scale the interest value given to Ambient interest items (e.g. static/passive objects)
- ai_InterestScalingEyeCatching
- Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)
- ai_InterestScalingMovement
- Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)
- ai_InterestScalingScan
- Scale the interest value given to passively scanning the environment
- ai_InterestScalingView
- Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)
- ai_InterestSwitchBoost
- Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)
- ai_InterestSystem
- Enable interest system
- ai_Locate
- ai_LogConsoleVerbosity
- None = 0, progress = 1, event = 2, comment = 3
- ai_LogFileVerbosity
- None = 0, progress = 1, event = 2, comment = 3
- ai_LogSignals
- Maximum radius at which player can interact with other entities
- ai_MaxSignalDuration
- Maximum radius at which player can interact with other entities
- ai_MaxVisRaysPerFrame
- Maximum allowed visibility rays per frame - the rest are all assumed to succeed
Usage: ai_MaxVisRaysPerFrame <number> Default is 100.
- ai_MovementSpeedDarkIllumMod
- Multiplier for movement speed when the target is in dark light condition.
- ai_MovementSpeedMediumIllumMod
- Multiplier for movement speed when the target is in medium light condition.
- ai_NoUpdate
- WIP
- ai_ObstacleSizeThreshold
- Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
- ai_OverlayMessageDuration
- How long (seconds) to overlay AI warnings/errors
- ai_PathfinderUpdateTime
- Maximum pathfinder time per AI update
- ai_PathfindTimeLimit
- Specifies how many seconds an individual AI can hold the pathfinder blocked
Usage: ai_PathfindTimeLimit 1.5 Default is 2. A lower value will result in more path requests that end in NOPATH - although the path may actually exist.
- ai_PredictivePathFollowing
- Sets if AI should use the predictive path following if allowed by the type's config.
- ai_ProfileGoals
- Toggles timing of AI goal execution.
Usage: ai_ProfileGoals [0/1] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_DebugDraw enabled.
- ai_ProtoROD
- Proto
- ai_ProtoRODAffectMove
- Proto
- ai_ProtoRODAliveTime
- Proto
- ai_ProtoRODFireRange
- Proto
- ai_ProtoRODGrenades
- Proto
- ai_ProtoRODHealthGraph
- Proto
- ai_ProtoRODLogScale
- Proto
- ai_ProtoRODReactionTime
- Proto
- ai_ProtoRODRegenTime
- Proto
- ai_ProtoRODSilhuette
- Proto
- ai_ProtoRODSpeedMod
- Proto
- ai_PuppetDirSpeedControl
- Does puppet speed control based on their current move dir
- ai_RadiusForAutoForbidden
- If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
- ai_ReadabilityReload
- Reloads readability xml files.
- ai_ReadabilityTest
- Tests the readability pack of specified entity.
If no readability name is specified all readabilities will be played. Usage: ai_ReadabilityTest <entity name> [readability name] - to play a readability
ai_ReadabilityTest stop - to stop the currently playing readability set.
- ai_Recorder
- Enables AI debug recording
- ai_Recorder_Buffer
- Set the size of the AI debug recording buffer
- ai_RecordFilter
- WIP
- ai_RecordLog
- log all the AI state changes on stats_target
- ai_ReloadLookUp
- Reloads perception distance scale look-up xml files.
- ai_RODAliveTime
- The base level time the player can survive under fire.
- ai_RODAmbientFireInc
- Increment for the alive time when the target is within the kill-zone of the target.
- ai_RODCombatRangeMod
- Combat-zone distance = attackRange * combatRangeMod.
- ai_RODCoverFireTimeMod
- Multiplier for cover fire times set in weapon descriptor.
- ai_RODDirInc
- Increment how the orientation of the target affects the alive time. 0=disable
- ai_RODKillRangeMod
- Kill-zone distance = attackRange * killRangeMod.
- ai_RODKillZoneInc
- Increment how the target is within the kill-zone of the target.
- ai_RODLowHealthMercyTime
- The amount of time the AI will not hit the target when the target crosses the low health threshold.
- ai_RODMoveInc
- Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
- ai_RODReactionDarkIllumInc
- Increase for reaction time when the target is in dark light condition.
- ai_RODReactionDirInc
- Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV.
The increment is doubled when the target is behind the player.
- ai_RODReactionDistInc
- Increase for the reaction time when the target is in combat-far-zone or warn-zone.
In warn-zone the increase is doubled.
- ai_RODReactionLeanInc
- Increase to the reaction to when the target is leaning.
- ai_RODReactionMediumIllumInc
- Increase for reaction time when the target is in medium light condition.
- ai_RODReactionTime
- Uses rate of death as damage control method.
- ai_RODStanceInc
- Increment how the stance of the target affects the alive time, 0=disable.
The base value is for crouch, and it is doubled for prone. The crouch inc is disable in kill-zone and prone in kill and combat-near -zones
- ai_SightRangeDarkIllumMod
- Multiplier for sightrange when the target is in dark light condition.
- ai_SightRangeMediumIllumMod
- Multiplier for sightrange when the target is in medium light condition.
- ai_SimpleWayptPassability
- Use simplified and faster passability recalculation for human waypoint links where possible.
- ai_SmartObjectUpdateTime
- How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002
- ai_SOMSpeedCombat
- Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.
Usage: ai_SOMSpeedCombat 4.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.
- ai_SOMSpeedRelaxed
- Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.
Usage: ai_SOMSpeedRelaxed 1.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.
- ai_SoundPerception
- Toggles AI sound perception.
Usage: ai_SoundPerception [0/1] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_DebugDraw enabled.
- ai_StatsTarget
- Focus debugging information on a specific AI
Usage: ai_StatsTarget AIName Default is 'none'. AIName is the name of the AI on which to focus.
- ai_SteepSlopeAcrossValue
- Indicates slope value that is borderline-walkable across.
Usage: ai_SteepSlopeAcrossValue 0.8 Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue
- ai_SteepSlopeUpValue
- Indicates slope value that is borderline-walkable up.
Usage: ai_SteepSlopeUpValue 0.5 Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue
- ai_SystemUpdate
- Toggles the regular AI system update.
Usage: ai_SystemUpdate [0/1] Default is 1 (on). Set to 0 to disable ai system updating.
- ai_ThreadedVolumeNavPreprocess
- Parallelizes volume navigation preprocessing by running it on multiple threads.
If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)
- ai_TickCounter
- Enables AI tick counter
- ai_UpdateAllAlways
- If non-zero then over-rides the auto-disabling of invisible/distant AI
- ai_UpdateInterval
- In seconds the amount of time between two full updates for AI
Usage: ai_UpdateInterval <number> Default is 0.1. Number is time in seconds
- ai_UpdateProxy
- Toggles update of AI proxy (model).
Usage: ai_UpdateProxy [0/1] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating.
- ai_UseAlternativeReadability
- Switch between normal and alternative SoundPack for AI readability.
- ai_UseCalculationStopperCounter
- Uses a (calibrated) counter instead of time in AI updates
- ai_UseObjectPosWithExactPos
- Use object position when playing exact positioning.
- ai_WaterOcclusion
- scales how much water hides player from AI
aim
- aim_assistAimEnabled
- Enable/disable aim assitance on aim zooming
- aim_assistAutoCoeff
- The scale of auto weapons' aim assistance at continuous fire
- aim_assistCrosshairDebug
- debug crosshair aim assistance
- aim_assistCrosshairSize
- screen size used for crosshair aim assistance
- aim_assistMaxDistance
- The maximum range at which autoaim operates
- aim_assistRestrictionTimeout
- The restriction timeout on aim assistance after user uses a mouse
- aim_assistSearchBox
- The area autoaim looks for enemies within
- aim_assistSingleCoeff
- The scale of single-shot weapons' aim assistance
- aim_assistSnapDistance
- The maximum deviation autoaim is willing to compensate for
- aim_assistTriggerEnabled
- Enable/disable aim assistance on firing the weapon
- aim_assistVerticalScale
- The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)
aln
- aln_debug_filter
- WIP
- aln_debug_movement
- WIP
ban
- ban_remove
- Removes player from ban list.
- ban_status
- Shows currently banned players.
- ban_timeout
- Ban timeout in minutes
c
- c_shakeMult
- WIP
ca
- ca_AimIKFadeout
- if set to 0, the Aim-IK will not fade out when aiming in extreme directions
- ca_AnimationsUsageStatistics
- Output animations usage statistics
- ca_AnimWarningLevel
- if you set this to 0, there won't be any
frequest warnings from the animation system
- ca_AttachmentCullingRation
- ration between size of attachment and distance to camera
- ca_CharEditModel
- WIP
- ca_DeathBlendTime
- Specifies the blending time between low-detail dead body skeleton and current skeleton
- ca_DebugAnimUpdates
- shows the amount of skeleton-updates
- ca_DebugAnimUsage
- shows what animation assets are used in the level
- ca_debugCaps
- Display current blended motion capabilities.
- ca_DebugFacial
- Debug facial playback info
- ca_DebugFacialEyes
- Debug facial eyes info
- ca_DebugFootPlants
- if this is 1, it will print some debug text on the screen
- ca_DebugModelCache
- shows what models are currently loaded
- ca_DebugSkeletonEffects
- If true, dump log messages when skeleton effects are handled.
- ca_DebugText
- if this is 1, it will print some debug text on the screen
- ca_DecalSizeMultiplier
- The multiplier for the decal sizes
- ca_DisableAnimEvents
- If this is not 0, then the OnAnimationEvent methods are not called upon animation events
- ca_DrawAimPoses
- draws the wireframe of the aim poses
- ca_DrawAttachmentOBB
- if this is 0, will not draw the attachments objects
- ca_DrawAttachments
- if this is 0, will not draw the attachments objects
- ca_DrawBBox
- if set to 1, the own bounding box of the character is drawn
- ca_DrawBinormals
- draws the binormals of the rendered character
- ca_DrawBodyMoveDir
- if this is 1, we will draw the body and move-direction
- ca_DrawCharacter
- if this is 0, will not draw the characters
- ca_DrawDecalsBBoxes
- if set to 1, the decals bboxes are drawn
- ca_DrawEmptyAttachments
- draws a wireframe cube if there is no object linked to an attachment
- ca_DrawFaceAttachments
- if this is 0, will not draw the skin attachments objects
- ca_DrawFootPlants
- if this is 1, it will print some debug boxes at the feet of the character
- ca_DrawIdle2MoveDir
- if this is 1, we will draw the initial Idle2Move dir
- ca_DrawLookIK
- draws a visualization of look ik
- ca_DrawMotionBlurTest
- if this is 1, we draw the motion-blur test mesh
- ca_DrawNormals
- draws the normals of the rendered character
- ca_DrawPositionPost
- draws the world position of the character (after update)
- ca_DrawPositionPre
- draws the world position of the character (before update)
- ca_DrawSkeleton
- if set to 1, the skeleton is drawn
- ca_DrawTangents
- draws the tangents of the rendered character
- ca_DrawWireframe
- draws a wireframe on top of the rendered character
- ca_DumpAssetStatistics
- writes animation asset statistics to the disk
- ca_EnableAnimationLog
- enables a special kind of log: Animation.log file, solely for debugging
- ca_EnableAssetStrafing
- asset strafing is disabled by default
- ca_EnableAssetTurning
- asset tuning is disabled by default
- ca_EnableCoolReweighting
- If this is 1, then we re-weight all vertices to fix some issues with spherical skinning
- ca_EnableCoolTransitions
- If this is 1, then we adjust all transition-times for humans
- ca_eyes_procedural
- Enables/Disables procedural eyes animation
- ca_FacialAnimationRadius
- Maximum distance at which facial animations are updated - handles zooming correctly
- ca_FootAnchoring
- if this is 1, it will print some debug boxes at the feet of the character
- ca_ForceNullAnimation
- replaces the mocap-data by default position
- ca_FPWeaponInCamSpace
- if this is 1, then we attach the wepon to the camera
- ca_GameControlledStrafing
- Use game controlled strafing/curving flag, instead of low level calculated curving weight.
- ca_GroundAlignment
- if this is 1, the legs of human characters will align with the terrain
- ca_JustRootUpdate
- if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.
- ca_KeepModels
- If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character
- ca_lipsync_debug
- Enables facial animation debug draw
- ca_lipsync_phoneme_crossfade
- Cross fade time between phonemes in milliseconds
- ca_lipsync_phoneme_offset
- Offset phoneme start time by this value in milliseconds
- ca_lipsync_phoneme_strength
- LipSync phoneme strength
- ca_lipsync_vertex_drag
- Vertex drag coefficient when blending morph targets
- ca_LoadDatabase
- Enable loading animations from database
- ca_LoadUncompressedChunks
- If this 1, then uncompressed chunks prefer compressed while loading
- ca_lod_ratio
- Caharcters LOD ratio
- ca_LogAnimation
- WIP
- ca_MemoryUsageLog
- enables a memory usage log
- ca_NoAnim
- the animation isn't updated (the characters remain in the same pose)
- ca_NoDeform
- the skinning is not performed during rendering if this is 1
- ca_PrintDesiredSpeed
- if this is 1, it will print the desired speed of the human characters
- ca_Profile
- Enables a table of real-time profile statistics
- ca_RandomScaling
- If this is set to 1, then we apply ransom scaling to characters
- ca_SaveAABB
- if the AABB is invalid, replace it by the default AABB
- ca_SphericalSkinning
- If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex
- ca_travelSpeedScaleMax
- Maximum motion travel speed scale (default 2.0).
- ca_travelSpeedScaleMin
- Minimum motion travel speed scale (default 0.5).
- ca_UnloadAimPoses
- remove aim-poses from memory
- ca_UseAimIK
- If this is set to 1, then we are adding a look-at animation to the skeleton
- ca_UseAnimationsCache
- use dynamically unpacked animations cache
- ca_UseDecals
- if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals
- ca_UseFacialAnimation
- If this is set to 1, we can play facial animations
- ca_UseLookIK
- If this is set to 1, then we are adding a look-at animation to the skeleton
- ca_UseMorph
- the morph skinning step is skipped (it's part of overall skinning during rendering)
- ca_UsePhysics
- the physics is not applied (effectively, no IK)
capture
- capture_file_format
- Specifies file format of captured files (jpg, bmp, tga, hdr).
- capture_folder
- Specifies sub folder to write captured frames.
- capture_frames
- Enables capturing of frames.
cl
- cl_actorsafemode
- Enable/disable actor safe mode
- cl_bandwidth
- Bit rate on client
- cl_bob
- view/weapon bobbing multiplier
- cl_camera_nearz
- Overrides default near z-range for camera.
- cl_camera_noise
- Adds hand-held like camera noise to the camera view.
The higher the value, the higher the noise. A value
- cl_camera_noise_freq
- Defines camera noise frequency for the camera view.
The higher the value, the higher the noise.
- cl_crouchToggle
- To make the crouch key work as a toggle
- cl_debugFreezeShake
- Toggle freeze shake debug draw
- cl_debugSwimming
- enable swimming debugging
- cl_fov
- field of view.
- cl_fpBody
- first person body
- cl_frozenAngleMax
- Frozen clamp angle max
- cl_frozenAngleMin
- Frozen clamp angle min
- cl_frozenKeyMult
- Frozen movement keys multiplier
- cl_frozenMouseMult
- Frozen mouseshake multiplier
- cl_frozenSensMax
- Frozen sensitivity max
- cl_frozenSensMin
- Frozen sensitivity min
- cl_frozenSoundDelta
- Threshold for unfreeze shake to trigger a crack sound
- cl_frozenSteps
- Number of steps for unfreeze shaking
- cl_gs_cdkey
- CDKey for gamespy auth
- cl_gs_email
- Email address for Gamespy login
- cl_gs_nick
- Nickname for Gamespy login
- cl_gs_password
- Password for Gamespy login
- cl_headBob
- head bobbing multiplier
- cl_headBobLimit
- head bobbing distance limit
- cl_hitBlur
- blur on hit
- cl_hitShake
- hit shake
- cl_hud
- Show/Hide the HUD
- cl_invertController
- Controller Look Up-Down invert
- cl_invertMouse
- mouse invert?
- cl_motionBlur
- motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
- cl_nearPlane
- overrides the near clipping plane if != 0, just for testing.
- cl_packetRate
- Packet rate on client
- cl_righthand
- Select right-handed weapon!
- cl_screeneffects
- Enable player screen effects (depth-of-field, motion blur, ...).
- cl_sensitivity
- Set mouse sensitivity!
- cl_sensitivityZeroG
- Set mouse sensitivity in ZeroG!
- cl_serveraddr
- Server address
- cl_serverpassword
- Server password
- cl_serverport
- Server address
- cl_shallowWaterDepthHi
- Shallow water depth high (above has full slowdown)
- cl_shallowWaterDepthLo
- Shallow water depth low (below has zero slowdown)
- cl_shallowWaterSpeedMulAI
- Shallow water speed multiplier (AI only)
- cl_shallowWaterSpeedMulPlayer
- shallow water speed multiplier (Players only)
- cl_sprintBlur
- sprint blur
- cl_sprintShake
- sprint shake
- cl_strengthscale
- nanosuit strength scale
- cl_tpvDist
- camera distance in 3rd person view
- cl_tpvYaw
- camera angle offset in 3rd person view
- cl_voice_recording
- Enable client voice recording
- cl_voice_volume
- Set VOIP playback volume: 0-1
con
- con_debug
- Log call stack on every GetCVar call
- con_display_last_messages
- WIP
- con_line_buffer_size
- WIP
- con_restricted
- 0=normal mode / 1=restricted access to the console
- con_showonload
- Show console on level loading
connect
- connect_crynet
- Connect to online game server
demo
- demo_ai
- Enable/Disable AI during the demo
- demo_file
- Time Demo Filename
- demo_fixed_timestep
- number of updates per second
- demo_max_frames
- Max number of frames to save
- demo_noinfo
- Disable info display during demo playback
- demo_num_runs
- Number of times to loop timedemo
- demo_panormaic
- Panormaic view when playing back demo
- demo_profile
- Enable profiling
- demo_quit
- Quit game after demo runs finished
- demo_restart_level
- Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start
- demo_savestats
- Save level stats at the end of the loop
- demo_screenshot_frame
- Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame
- demo_scroll_pause
- ScrollLock pauses demo play/record
- demo_StartDemoChain
- Load`s a file at 1st argument with the list of levels and play time demo on each
- demo_time_of_day
- Sets the time of day to override in game settings if not negative
- demo_vtune
- Enables VTune profiling when running time demo
ds
- ds_AutoReloadScripts
- Automatically reload DialogScripts when jumping into GameMode from Editor
- ds_Dump
- WIP
- ds_DumpSessions
- WIP
- ds_LoadExcelScripts
- Load legacy Excel based dialogs.
- ds_LoadSoundsSync
- Load Sounds synchronously
- ds_LogLevel
- Set the verbosity of DiaLOG Messages
- ds_PrecacheSounds
- Precache sounds on Dialog Begin
- ds_Reload
- WIP
- ds_WarnOnMissingLoc
- Warn on Missing Localization Entries
dt
- dt_enable
- suit actions activated by double-tapping
- dt_meleeTime
- time in seconds between double taps for melee
- dt_time
- time in seconds between double taps
dump
- dump_action_maps
- WIP
- dump_maps
- Dumps currently scanned maps
- dump_stats
- Dumps some player statistics
e
- e_allow_cvars_serialization
- If set to zero - will not save cvars to cfg file
- e_ambient_occlusion
- Activate non deferred terrain occlusion and indirectional lighitng system
- e_bboxes
- Activates drawing of bounding boxes
- e_brushes
- Draw brushes
- e_cbuffer
- Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check
- e_cbuffer_bias
- Coverage buffer z-biasing
- e_cbuffer_clip_planes_num
- Debug
- e_cbuffer_debug
- Display content of main camera coverage buffer
- e_cbuffer_debug_draw_scale
- Debug
- e_cbuffer_debug_freeze
- Freezes viewmatrix/-frustum
- e_cbuffer_draw_occluders
- Debug draw of occluders for coverage buffer
- e_cbuffer_hw
- Debug
- e_cbuffer_lazy_test
- Dont test visible objects every frame
- e_cbuffer_lc
- Debug
- e_cbuffer_lights_debug_side
- Debug
- e_cbuffer_max_add_render_mesh_time
- Max time for unlimited AddRenderMesh
- e_cbuffer_occluders_lod_ratio
- Debug
- e_cbuffer_occluders_test_min_tris_num
- Debug
- e_cbuffer_occluders_view_dist_ratio
- Debug
- e_cbuffer_resolution
- Resolution of software coverage buffer
- e_cbuffer_terrain
- Activates usage of coverage buffer for terrain
- e_cbuffer_terrain_elevation_shift
- Shift low lods down in order to avoid false occlusion
- e_cbuffer_terrain_lod_ratio
- Terrain lod ratio for mesh rendered into cbuffer
- e_cbuffer_terrain_lod_shift
- Controlls tesselation of terrain mesh
- e_cbuffer_terrain_max_distance
- Only near sectors are rasterized
- e_cbuffer_test_mode
- Debug
- e_cbuffer_tree_debug
- Debug
- e_cbuffer_tree_depth
- Debug
- e_cbuffer_version
- 1 Vladimir's, 2MichaelK's
- e_clouds
- Enable clouds rendering
- e_cull_lights_per_triangle_min_obj_radius
- Debug
- e_cull_veg_activation
- Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
- e_debug_draw
- Draw helpers with information for each object (same number negative hides the text)
1: Name of the used cgf, polycount, used LOD 2: Color coded polygon count 3: Show color coded LODs count, flashing color indicates no Lod 4: Display object texture memory usage 5: Display color coded number of render materials 6: Display ambient color 7: Display tri count, number of render materials, texture memory 8: RenderWorld statistics (with view cones) 9: RenderWorld statistics (with view cones without lights)
10: Render geometry with simple lines and triangles 11: Render occlusion geometry additionally 12: Render occlusion geometry without render geometry 13: Render occlusion ammount (used during AO computations) 15: Display helpers
- e_debug_lights
- Use different colors for objects affected by different number of lights
black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
- e_debug_mask
- debug variable to activate certain features for debugging (each bit represents one feature
bit 0(1): use EFSLIST_TERRAINLAYER bit 1(2): bit 3(4): bit 4(8):
- e_decals
- Activates drawing of decals (game decals and hand-placed)
- e_decals_allow_game_decals
- Allows creation of decals by game (like weapon bullets marks)
- e_decals_clip
- Clip decal geometry by decal bbox
- e_decals_hit_cache
- Use smart hit cacheing for bullet hits (may cause no decals in some cases)
- e_decals_life_time_scale
- Allows to increase or reduce decals life time for different specs
- e_decals_merge
- Combine pieces of decals into one render call
- e_decals_neighbor_max_life_time
- If not zero - new decals will force old decals to fade in X seconds
- e_decals_overlapping
- If zero - new decals will not be spawned if the distance to nearest decals less than X
- e_decals_precreate
- Pre-create decals at load time
- e_decals_range
- Less precision for decals outside this range
- e_decals_wrap_around_min_size
- Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used
- e_default_material
- use gray illum as default
- e_deformable_objects
- Enable / Disable morph based deformable objects
- e_detail_materials
- Activates drawing of detail materials on terrain ground
- e_detail_materials_debug
- Shows number of materials in use per terrain sector
- e_detail_materials_view_dist_xy
- Max view distance of terrain XY materials
- e_detail_materials_view_dist_z
- Max view distance of terrain Z materials
- e_detail_objects
- Turn detail objects on/off
- e_dissolve
- Objects alphatest_noise_fading out on distance
- e_dissolve_transition_threshold
- Controls disabling of smooth transition if camera moves too fast
- e_dissolve_transition_time
- Lod switch duration
- e_dynamic_light
- Activates dynamic light sources
- e_dynamic_light_consistent_sort_order
- Debug
- e_dynamic_light_frame_id_vis_test
- Use based on last draw frame visibility test
- e_entities
- Activates drawing of entities and brushes
- e_EntitySuppressionLevel
- Defines the level at which entities are spawned.
Entities marked with lower level will not be spawned - 0 means no level. Usage: e_EntitySuppressionLevel [0-infinity] Default is 0 (off).
- e_flocks
- Enable Flocks (Birds/Fishes)
- e_flocks_hunt
- Birds will fall down...
- e_fog
- Activates global height/distance based fog
- e_fogvolumes
- Activates local height/distance based fog volumes
- e_foliage_branches_damping
- Damping of branch ropes
- e_foliage_branches_stiffness
- Stiffness of branch ropes
- e_foliage_branches_timeout
- Maximum lifetime of branch ropes (if there are no collisions)
- e_foliage_broken_branches_damping
- Damping of branch ropes of broken vegetation
- e_foliage_stiffness
- Stiffness of the spongy obstruct geometry
- e_foliage_wind_activation_dist
- If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
- e_force_detail_level_for_resolution
- Force sprite distance and other values used for some specific screen resolution, 0 means current
- e_gsm_cache
- Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
- e_gsm_cache_lod_offset
- Makes first X GSM lods not cached
- e_gsm_combined
- Variable to tweak the performace of directional shadow maps
0=individual textures are used for each GSM level, 1=texture are combined into one texture
- e_gsm_depth_bounds_debug
- Debug GSM bounds regions calculation
- e_gsm_lods_num
- Number of GSM lods (0..5)
- e_gsm_range
- Size of LOD 0 GSM area (in meters)
- e_gsm_range_step
- Range of next GSM lod is previous range multiplied by step
- e_gsm_range_step_terrain
- gsm_range_step for last gsm lod containg terrain
- e_gsm_scatter_lod_dist
- Size of Scattering LOD GSM in meters
- e_gsm_stats
- Show GSM statistics 0=off, 1=enable debug to the screens
- e_gsm_view_space
- 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
- e_hw_occlusion_culling_objects
- Activates usage of HW occlusion test for objects
- e_hw_occlusion_culling_water
- Activates usage of HW occlusion test for ocean
- e_joint_strength_scale
- Scales the strength of prebroken objects' joints (for tweaking)
- e_level_auto_precache_camera_jump_dist
- When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start
- e_level_auto_precache_terrain_and_proc_veget
- Force auro pre-cache of terrain textures and procedural vegetation
- e_level_auto_precache_textures_and_shaders
- Force auro pre-cache of general textures and shaders
- e_lod_max
- Max LOD for objects
- e_lod_min
- Min LOD for objects
- e_lod_min_tris
- LODs with less triangles will not be used
- e_lod_ratio
- LOD distance ratio for objects
- e_lods
- Load and use LOD models for static geometry
- e_lowspec_mode
- Enables lowspec mode
- e_materials
- Activates material support for non animated objects
- e_max_entity_lights
- Set maximum number of lights affecting object
- e_max_view_dst
- Far clipping plane distance
- e_max_view_dst_full_dist_cam_height
- Debug
- e_max_view_dst_spec_lerp
- 1 - use max view distance set by designer for very high spec
0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances
- e_mesh_simplify
- Mesh simplification debugging
- e_obj
- Render or not all objects
- e_obj_fast_register
- Debug
- e_obj_quality
- Current object detail quality
- e_obj_stats
- Show instances count
- e_obj_tree_max_node_size
- Debug draw of object tree bboxes
- e_obj_tree_min_node_size
- Debug draw of object tree bboxes
- e_occlusion_culling_view_dist_ratio
- Skip per object occlusion test for very far objects - culling on tree level will handle it
- e_occlusion_volumes
- Enable occlusion volumes(antiportals)
- e_occlusion_volumes_view_dist_ratio
- Controls how far occlusion volumes starts to occlude objects
- e_on_demand_maxsize
- Specifies the maximum size of vegetation objects that are physicalized on-demand
- e_on_demand_physics
- Turns on on-demand vegetation physicalization
- e_particles
- Activates drawing of particles
- e_particles_debug
- Particle debug flags:
1 = show basic stats f+ = show fill rate stats r+ = show reuse/reject stats b+ = draw bounding boxes and labels s+ = log emitter and particle counts by effect (for 1 frame) e+ = log particle system timing info (for 1 frame) t+ = log particle texture usage z+ = freeze particle system
- e_particles_lights
- Allows to have simpe light source attached to every article
- e_particles_lod
- Multiplier to particle count
- e_particles_max_emitter_draw_screen
- Max screen fill per emitter -- fade out earlier
- e_particles_min_draw_pixels
- Pixel size cutoff for rendering particles -- fade out earlier
- e_particles_object_collisions
- Enable particle/object collisions for SimpleCollision
- e_particles_preload
- Enable preloading of all particle effects at the begining
- e_particles_quality
- Current particles detail quality
- e_particles_receive_shadows
- Enable shadow maps receiving for particles
- e_particles_thread
- Enable particle threading
- e_phys_foliage
- Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)
- e_phys_ocean_cell
- Cell size for ocean approximation in physics, 0 assumes flat plane
- e_portals
- Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
- e_portals_big_entities_fix
- Enables special processing of big entities like vehicles intersecting portals
- e_precache_level
- Pre-render objects right after level loading
- e_proc_vegetation
- Show procedurally distributed vegetation
- e_proc_vegetation_max_view_distance
- Debug
- e_profile_level_loading
- Output level loading stats into log
0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info
- e_ram_DumpDXF
- Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs
- e_ram_maps
- Use RAM (realtime ambient maps) on brushes
- e_recursion
- If 0 - will skip recursive render calls like render into texture
- e_recursion_occlusion_culling
- If 0 - will disable occlusion tests for recursive render calls like render into texture
- e_recursion_view_dist_ratio
- Set all view distances shorter by factor of X
- e_reloadSurfaces
- WIP
- e_render
- Enable engine rendering
- e_roads
- Activates drawing of road objects
- e_ropes
- Turn Rendering of Ropes on/off
- e_scene_merging
- Merge marked brushes during loading
- e_scene_merging_compact_vertices
- Minimize number of vertices in decals and merged brushes
- e_scene_merging_max_time_ms
- Spend only X ms per frame on merging
- e_scene_merging_max_tris_in_chunk
- Only objects having less than X triangles per chunk will be merged
- e_scene_merging_min_merge_distance
- Don't merge nodes closer than X
- e_scene_merging_show_onlymerged
- Show only merged brushes
- e_scissor_debug
- Debug
- e_screenshot
- Make screenshot combined up of multiple rendered frames
(negative values for multiple frames, positive for a a single frame)
1 highres 2 360 degree panorama 3 Map top-down view
see:
e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x, e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug
- e_screenshot_debug
- 0 off
1 show stiching borders 2 show overlapping areas
- e_screenshot_file_format
- Set output image file format for hires screen shots. Can be JPG or TGA
- e_screenshot_height
- used for e_panorama_screenshot to define the height of the destination image, 1500 default
- e_screenshot_map_camheight
- param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map
defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
- e_screenshot_map_center_x
- param for the centerX position of the camera, see e_screenshot_map
defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
- e_screenshot_map_center_y
- param for the centerX position of the camera, see e_screenshot_map
defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
- e_screenshot_map_size_x
- param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
- e_screenshot_map_size_y
- param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
- e_screenshot_min_slices
- used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- e_screenshot_quality
- used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- e_screenshot_width
- used for e_panorama_screenshot to define the width of the destination image, 2000 default
- e_shadows
- Activates drawing of shadows
- e_shadows_cast_view_dist_ratio
- View dist ratio for shadow maps
- e_shadows_clouds
- Cloud shadows
- e_shadows_debug
- 0=off, 2=visualize shadow maps on the screen
- e_shadows_from_terrain_in_all_lods
- Enable shadows from terrain
- e_shadows_frustums
- Debug
- e_shadows_max_texture_size
- Set maximum resolution of shadow map
256(faster), 512(medium), 1024(better quality)
- e_shadows_occ_check
- Enable/disable shadow-caster test against the occlusion buffer
- e_shadows_occ_cutCaster
- Clips the caster extrusion to the zoro height.
- e_shadows_on_alpha_blended
- Enable shadows on aplhablended
- e_shadows_slope_bias
- Shadows slope bias for shadowgen
- e_shadows_water
- Enable/disable shadows on water
- e_sketch_mode
- Enables Sketch mode drawing
- e_sky_box
- Activates drawing of skybox and moving cloud layers
- e_sky_quality
- Quality of dynamic sky: 1 (very high), 2 (high).
- e_sky_type
- Type of sky used: 0 (static), 1 (dynamic).
- e_sky_update_rate
- Percentage of a full dynamic sky update calculated per frame (0..100].
- e_sleep
- Sleep X in C3DEngine::Draw
- e_stat_obj_merge
- Enable CGF sub-objects meshes merging
- e_stream_areas
- Stream content of terrain and indoor sectors
- e_stream_cgf
- Debug
- e_stream_for_physics
- Debug
- e_stream_for_visuals
- Debug
- e_sun
- Activates sun light source
- e_sun_angle_snap_dot
- Sun dir snap control
- e_sun_angle_snap_sec
- Sun dir snap control
- e_sun_clipplane_range
- Max range for sun shadowmap frustum
- e_terrain
- Activates drawing of terrain ground
- e_terrain_ao
- Activate deferred terrain ambient occlusion
- e_terrain_bboxes
- Show terrain nodes bboxes
- e_terrain_deformations
- Allows in-game terrain surface deformations
- e_terrain_draw_this_sector_only
- 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
- e_terrain_lm_gen_threshold
- Debug
- e_terrain_lod_ratio
- Set heightmap LOD
- e_terrain_log
- Debug
- e_terrain_normal_map
- Use terrain normal map for base pass if available
- e_terrain_occlusion_culling
- heightmap occlusion culling with time coherency 0=off, 1=on
- e_terrain_occlusion_culling_debug
- Draw sphere onevery terrain height sample
- e_terrain_occlusion_culling_max_dist
- Max length of ray (for version 1)
- e_terrain_occlusion_culling_max_steps
- Max number of tests per ray (for version 0)
- e_terrain_occlusion_culling_precision
- Density of rays
- e_terrain_occlusion_culling_precision_dist_ratio
- Controlls density of rays depending on distance to the object
- e_terrain_occlusion_culling_step_size
- Initial size of single step (in heightmap units)
- e_terrain_occlusion_culling_step_size_delta
- Step size scale on every next step (for version 1)
- e_terrain_occlusion_culling_version
- 0 - old, 1 - new
- e_terrain_texture_debug
- Debug
- e_terrain_texture_lod_ratio
- Adjust terrain base texture resolution on distance
- e_terrain_texture_streaming_debug
- Debug
- e_time_of_day
- Current Time of Day
- e_time_of_day_speed
- Time of Day change speed
- e_time_smoothing
- 0=no smoothing, 1=smoothing
- e_timedemo_frames
- Will quit appication in X number of frames, r_DisplayInfo must be also enabled
- e_timer_debug
- Timer debug
- e_vegetation
- Activates drawing of distributed objects like trees
- e_vegetation_alpha_blend
- Allow alpha blending for vegetations
- e_vegetation_bending
- Debug
- e_vegetation_mem_sort_test
- Debug
- e_vegetation_min_size
- Minimal size of static object, smaller objects will be not rendered
- e_vegetation_node_level
- Debug
- e_vegetation_sphericalskinning
- Activates vegetation spherical skinning support
- e_vegetation_sprites
- Activates drawing of sprites instead of distributed objects at far distance
- e_vegetation_sprites_distance_custom_ratio_min
- Clamps SpriteDistRatio setting in vegetation properties
- e_vegetation_sprites_distance_ratio
- Allows changing distance on what vegetation switch into sprite
- e_vegetation_sprites_min_distance
- Sets minimal distance when distributed object can be replaced with sprite
- e_vegetation_static_instancing
- Enable 3dengine side static instancing
- e_vegetation_use_terrain_color
- Allow blend with terrain color for vegetations
- e_vegetation_wind
- Activates vegetation with wind support
- e_view_dist_custom_ratio
- View distance ratio for special marked objects (Players,AI,Vehicles)
- e_view_dist_min
- Min distance on what far objects will be culled out
- e_view_dist_ratio
- View distance ratio for objects
- e_view_dist_ratio_detail
- View distance ratio for detail objects
- e_view_dist_ratio_vegetation
- View distance ratio for vegetation
- e_volobj_shadow_strength
- Self shadow intensity of volume objects [0..1].
- e_voxel
- Render voxels
- e_voxel_ao_radius
- Ambient occlusion test range in units
- e_voxel_ao_scale
- Ambient occlusion amount
- e_voxel_build
- Regenerate voxel world
- e_voxel_debug
- Draw voxel debug info
- e_voxel_fill_mode
- Use create brush as fill brush
- e_voxel_lods_num
- Generate LODs for voxels
- e_voxel_make_physics
- Physicalize geometry
- e_voxel_make_shadows
- Calculate per vertex shadows
- e_voxel_rasterize_selected_brush
- Debug
- e_water_ocean
- Activates drawing of ocean
- e_water_ocean_bottom
- Activates drawing bottom of ocean
- e_water_ocean_fft
- Activates fft based ocean
- e_water_ocean_soft_particles
- Enables ocean soft particles
- e_water_tesselation_amount
- Set tesselation amount
- e_water_tesselation_swath_width
- Set the swath width for the boustrophedonic mesh stripping
- e_water_volumes
- Activates drawing of water volumes
- e_water_waves
- Activates drawing of water waves
- e_water_waves_tesselation_amount
- Sets water waves tesselation amount
- e_wind
- Debug
- e_wind_areas
- Debug
eqp
- eqp_DumpPacks
- WIP
es
- es_activateEntity
- Activates an entity
- es_bboxes
- Toggles entity bounding boxes.
Usage: es_bboxes [0/1] Default is 0 (off). Set to 1 to display bounding boxes.
- es_CharZOffsetSpeed
- sets the character Z-offset change speed (in m/s), used for IK
- es_compile_area_grid
- Trigger a recompile of the area grid
- es_deactivateEntity
- Deactivates an entity
- es_DebrisLifetimeScale
- Usage: es_DebrisLifetimeScale 1.0
- es_debug
- Enable entity debugging info
Usage: es_debug [0/1] Default is 0 (on).
- es_debug_not_seen_timeout
- if true, log messages when entities undergo not seen timeout
- es_DebugEvents
- Enables logging of entity events
- es_DebugFindEntity
- WIP
- es_DebugTimers
- This is for profiling and debugging (for game coders and level designer)
By enabling this you get a lot of console printouts that show all entities that receive OnTimer events - it's good to minimize the call count. Certain entities might require this feature and using less active entities can often be defined by the level designer. Usage: es_DebugTimers 0/1
- es_DrawAreaGrid
- Enables drawing of Area Grid
- es_DrawAreas
- Enables drawing of Areas
- es_dump_entities
- Dumps current entities and their states!
- es_dump_entity_classes_in_use
- Dumps all used entity classes
- es_enable_full_script_save
- Enable (experimental) full script save functionality
- es_FarPhysTimeout
- Timeout for faraway physics forceful deactivation
- es_helpers
- Toggles helpers.
Usage: es_helpers [0/1]
Default is 0 (off). Set to 1 to display entity helpers.
- es_HitCharacters
- specifies whether alive characters are affected by bullet hits (0 or 1)
- es_HitDeadBodies
- specifies whether dead bodies are affected by bullet hits (0 or 1)
- es_ImpulseScale
- Usage: es_ImpulseScale 0.0
- es_log_collisions
- Enables collision events logging
- es_MaxImpulseAdjMass
- Usage: es_MaxImpulseAdjMass 2000.0
- es_MaxPhysDist
- Physical entities farther from the camera than this are forcefully deactivated
- es_MaxPhysDistInvisible
- Invisible physical entities farther from the camera than this are forcefully deactivated
- es_MinImpulseVel
- Usage: es_MinImpulseVel 0.0
- es_not_seen_timeout
- number of seconds after which to cleanup temporary render buffers in entity
- es_OnDemandPhysics
- Usage: es_OnDemandPhysics [0/1]
Default is 1 (on).
- es_profileentities
- Usage: 1,2,3
Default is 0 (off).
- es_removeEntity
- Removes an entity
- es_sortupdatesbyclass
- Sort entity updates by class (possible optimization)
- es_SplashThreshold
- minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
- es_SplashTimeout
- minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
- es_UpdateAI
- Toggles updating of AI entities.
Usage: es_UpdateAI [0/1] Default is 1 (on). Set to 0 to prevent AI entities from updating.
- es_UpdateCollision
- Toggles updating of entity collisions.
Usage: es_UpdateCollision [0/1] Default is 1 (on). Set to 0 to disable entity collision updating.
- es_UpdateCollisionScript
- Usage: es_UpdateCollisionScript [0/1]
Default is 1 (on).
- es_UpdateContainer
- Usage: es_UpdateContainer [0/1]
Default is 1 (on).
- es_UpdateEntities
- Toggles entity updating.
Usage: es_UpdateEntities [0/1] Default is 1 (on). Set to 0 to prevent all entities from updating.
- es_UpdatePhysics
- Toggles updating of entity physics.
Usage: es_UpdatePhysics [0/1] Default is 1 (on). Set to 0 to prevent entity physics from updating.
- es_UpdateScript
- Usage:
Default is 1 (on).
- es_UpdateTimer
- Usage: es_UpdateTimer [0/1]
Default is 1 (on).
- es_UsePhysVisibilityChecks
- Activates physics quality degradation and forceful sleeping for invisible and faraway entities
- es_VisCheckForUpdate
- Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).
fg
- fg_abortOnLoadError
- Abort on load error of flowgraphs
2:abort, 1:dialog, 0:log only
- fg_InspectAction
- Inspects the specified AIAction graph
- fg_InspectEntity
- Inspects the specified Entity graph
- fg_Inspector
- Toggles FlowGraph System DefaultInspector.
Usage: fg_Inspector [0/1] Default is 0 (off).
- fg_inspectorLog
- Log inspector on console.
- fg_noDebugText
- Don't show debug text [0/1]
Default is 0 (show debug text).
- fg_profile
- Flow graph profiling enable/disable
- fg_SystemEnable
- Toggles FlowGraph System Updates.
Usage: fg_SystemEnable [0/1] Default is 1 (on).
fixed
- fixed_time_step
- Game updated with this fixed frame time
g
- g_aimdebug
- Enable/disable debug drawing for aiming direction
- g_AiSuitArmorModeHealthRegenTime
- Modify suit health recharge for AI in armor mode.
- g_AiSuitEnergyRechargeTime
- Modify suit energy recharge for AI.
- g_AiSuitHealthRegenTime
- Modify suit health recharge for AI.
- g_AiSuitStrengthMeleeMult
- Modify AI strength mode melee damage relative to player damage.
- g_alienPhysicsAnimRatio
- WIP
- g_autoteambalance
- Enables auto team balance.
- g_avmine_limit
- Max avmines a player can place (recycled above this value)
- g_battleDust_debug
- 0: off, 1: text, 2: text+gfx
- g_battleDust_effect
- Sets the effect to use for battledust
- g_battleDust_enable
- Enable/Disable battledust
- g_battleDust_reload
- Reload the battle dust parameters xml
- g_battleRange
- sets the battle range in meters
- g_blood
- Toggle blood effects
- g_breakage_particles_limit
- Imposes a limit on particles generated during 2d surfaces breaking
- g_breakagelog
- Log break events
- g_breakImpulseScale
- How big do explosions need to be to break things?
- g_breaktimeoutframes
- WIP
- g_buddyMessagesIngame
- Output incoming buddy messages in chat while playing game.
- g_claymore_limit
- Max claymores a player can place (recycled above this value)
- g_combatFadeTime
- sets the battle fade time in seconds
- g_combatFadeTimeDelay
- waiting time before the battle starts fading out, in seconds
- g_cutsceneSkipDelay
- Skip Delay for Cutscenes.
- g_debug_fscommand
- Print incoming fscommands to console
- g_debugaimlook
- Debug aim/look direction
- g_debugCollisionDamage
- Log collision damage
- g_debugDirectMPMenu
- Jump directly to MP menu on application start.
- g_debugHits
- Log hits
- g_debugMines
- Enable debug output for mines and claymores
- g_debugNetPlayerInput
- Show some debug for player input
- g_detachCamera
- Detach camera
- g_difficultyHintSystem
- Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)
- g_difficultyLevel
- Difficulty level
- g_difficultyRadius
- Radius in which player needs to die to display lower difficulty level hint.
- g_difficultyRadiusThreshold
- Number of times player has to die within radius to trigger difficulty hint.
- g_difficultySaveThreshold
- Number of times player has to die with same savegame active to trigger difficulty hint.
- g_displayIgnoreList
- Display ignore list in chat tab.
- g_dof_averageAdjustSpeed
- Speed that the average between min and max can be approached. Default = 20
- g_dof_distAppart
- Minimum distance that max and min can be apart. Default = 10
- g_dof_ironsight
- Enable ironsight dof. Default = 1
- g_dof_maxAdjustSpeed
- Speed that DoF can adjust the max value with. Default = 200
- g_dof_maxHitScale
- Scale of ray hit distance which Max tries to approach. Default = 2.0f
- g_dof_minAdjustSpeed
- Speed that DoF can adjust the min value with. Default = 100
- g_dof_minHitScale
- Scale of ray hit distance which Min tries to approach. Default = 0.25
- g_dof_sampleAngle
- Sample angle in degrees. Default = 5
- g_dofset_limitScale
- Scale Dof_FocusLimit param when it gets set Default = 9
- g_dofset_maxScale
- Scale Dof_FocusMax param when it gets set Default = 3
- g_dofset_minScale
- Scale Dof_FocusMin param when it gets set Default = 1
- g_dump_stats
- WIP
- g_ec_enable
- Enable/Disable explosion culling of small objects. Default = 1
- g_ec_extent
- Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
- g_ec_radiusScale
- Explosion culling scale to apply to explosion radius for object query.
- g_ec_removeThreshold
- At how many items in exploding area will it start removing items.
- g_ec_volume
- Explosion culling volume which needs to be exceed for objects to not be culled.
- g_emp_nanosuit_downtime
- Time that the nanosuit is deactivated after leaving the EMP field.
- g_emp_style
- WIP
- g_enableAlternateIronSight
- Enable/Disable alternate ironsight mode
- g_enableFriendlyFallAndPlay
- Enables fall&play feedback for friendly actors.
- g_enableIdleCheck
- WIP
- g_enableitems
- Enable/disable the item system
- g_enableloadingscreen
- Enable/disable the loading screen
- g_enableMPStealthOMeter
- Enables the stealth-o-meter to detect enemies in MP matches.
- g_enableSpeedLean
- Enables player-controlled curve leaning in speed mode.
- g_enableTracers
- Enable/Disable tracers.
- g_energy_scale_income
- Scales incoming energy.
- g_energy_scale_price
- Scales energy prices.
- g_fallAndPlayThreshold
- Minimum damage for fall and play.
- g_fraglead
- Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.
- g_fraglimit
- Number of frags before a round restarts. Default is 0, 0 means no frag-limit.
- g_friendlyfireratio
- Sets friendly damage ratio.
- g_frostDecay
- Frost decay speed when freezing actors
- g_godMode
- God Mode
- g_goForceFastUpdate
- GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
- g_grabLog
- verbosity for grab logging (0-2)
- g_groundeffectsdebug
- Enable/disable logging for GroundEffects
- g_joint_breaking
- Toggles jointed objects breaking
- g_language
- WIP
- g_loadMod
- WIP
- g_localPacketRate
- Packet rate locally on faked network connection
- g_meleeWhileSprinting
- Enables option to melee while sprinting, using left mouse button.
- g_minplayerlimit
- Minimum number of players to start a match.
- g_minteamlimit
- Minimum number of players in each team to start a match.
- g_MPDeathCam
- Enables / disables the MP death camera (shows the killer's location)
- g_mpSpeedRechargeDelay
- Toggles delay when sprinting below 20% energy.
- g_nextlevel
- Switch to next level in rotation or restart current one.
- g_playerFallAndPlay
- When enabled, the player doesn't die from direct damage, but goes to fall and play.
- g_playerHealthValue
- Maximum player health.
- g_playerInteractorRadius
- Maximum radius at which player can interact with other entities
- g_playerLowHealthThreshold
- The player health threshold when the low health effect kicks in.
- g_playerRespawns
- Sets the player lives.
- g_playerSuitArmorModeHealthRegenTime
- Modify suit health recharge for Player in armor mode.
- g_playerSuitArmorModeHealthRegenTimeMoving
- Modify suit health recharge for Player moving in armor mode.
- g_playerSuitEnergyRechargeDelay
- Delay of energy recharge after the player has been hit.
- g_playerSuitEnergyRechargeTime
- Modify suit energy recharge for Player.
- g_playerSuitEnergyRechargeTimeArmor
- Modify suit energy recharge for Player in singleplayer in armor mode.
- g_playerSuitEnergyRechargeTimeArmorMoving
- Modify suit energy recharge for Player in singleplayer in armor mode while moving.
- g_playerSuitEnergyRechargeTimeMultiplayer
- Modify suit energy recharge for Player in multiplayer.
- g_playerSuitHealthRegenDelay
- Delay of health regeneration after the player has been hit.
- g_playerSuitHealthRegenTime
- Modify suit health recharge for Player.
- g_playerSuitHealthRegenTimeMoving
- Modify suit health recharge for moving Player.
- g_pp_scale_income
- Scales incoming PP.
- g_pp_scale_price
- Scales PP prices.
- g_preroundtime
- Frozen time before round starts. Default is 8, 0 Disables freeze time.
- g_procedural_breaking
- Toggles procedural mesh breaking (except explosion-breaking)
- g_proneAimAngleRestrict_Enable
- Test fix for matching aim restrictions between 1st and 3rd person
- g_proneNotUsableWeapon_FixType
- Test various fixes for not selecting hurricane while prone
- g_PSTutorial_Enabled
- Enable/disable powerstruggle tutorial
- g_punishFriendlyDeaths
- The player gets punished by death when killing a friendly unit.
- g_quickGame
- Quick connect to good server.
- g_quickGame_debug
- QuickGame option
- g_quickGame_map
- QuickGame option
- g_quickGame_min_players
- QuickGame option
- g_quickGame_mode
- QuickGame option
- g_quickGame_ping1_level
- QuickGame option
- g_quickGame_ping2_level
- QuickGame option
- g_quickGame_prefer_favorites
- QuickGame option
- g_quickGame_prefer_lan
- QuickGame option
- g_quickGame_prefer_mycountry
- QuickGame option
- g_quickGameStop
- Cancel quick game search.
- g_radialBlur
- Radial blur on explosions. Default = 1, 0 to disable
- g_ragdollDistance
- distance in meters that the player has to be away from the ragdoll before it can disappear
- g_ragdollMinTime
- minimum time in seconds that a ragdoll will be visible
- g_ragdollPollTime
- time in seconds where 'unseen' polling is done
- g_ragdollUnseenTime
- time in seconds that the player has to look away from the ragdoll before it disappears
- g_reloadGameRules
- Reload GameRules script
- g_resetActionmapOnStart
- Resets Keyboard mapping on application start.
- g_revivetime
- Revive wave timer.
- g_roundlimit
- Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
- g_roundtime
- Duration of a round (in minutes). Default is 0, 0 means no time-limit.
- g_show_laptop_status
- Show laptop status
- g_show_laptop_status_test
- Show fake laptop status for testing
- g_showIdleStats
- WIP
- g_showUpdateState
- Show the game object update state of any activated entities; 3-4 -- AI objects only
- g_skipIntro
- Skip all the intro videos.
- g_spectate_TeamOnly
- If true, you can only spectate players on your team
- g_spectatorcollisions
- If set, spectator camera will not be able to pass through buildings
- g_stanceTransitionSpeed
- Set speed of camera transition from stance to stance
- g_startFirstTime
- 1 before the game was started first time ever.
- g_suddendeathtime
- Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.
- g_suitArmorHealthValue
- This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and
- g_suitCloakEnergyDrainAdjuster
- Multiplier for energy reduction in cloak mode.
- g_suitRecoilEnergyCost
- Subtracted energy when weapon is fired in strength mode.
- g_suitSpeedEnergyConsumption
- Energy reduction in speed mode per second.
- g_suitSpeedEnergyConsumptionMultiplayer
- Energy reduction in speed mode per second in multiplayer.
- g_suitSpeedMult
- Modify speed mode effect.
- g_suitSpeedMultMultiplayer
- Modify speed mode effect for Multiplayer.
- g_teamlock
- Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.
- g_tentacle_joint_limit
- forces specific tentacle limits; used for tweaking
- g_timelimit
- Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.
- g_tk_punish
- Turns on punishment for team kills
- g_tk_punish_limit
- Number of team kills user will be banned for
- g_tree_cut_reuse_dist
- Maximum distance from a previously made cut that allows reusing
- g_trooperBankingMultiplier
- Trooper banking multiplier coeff (0..x)
- g_trooperProneMinDistance
- Distance to move for trooper to switch to prone stance
- g_trooperTentacleAnimBlend
- Trooper tentacle physic_anim blend (0..1) - overrides the physic_blend AG parameter when it's not 0
- g_useProfile
- Don't save anything to or load anything from profile.
- g_VisibilityTimeout
- Adds visibility timeout to IsProbablyVisible() calculations
- g_VisibilityTimeoutTime
- Visibility timeout time used by IsProbablyVisible() calculations
- g_walkMultiplier
- Modify movement speed
gamedata
- gamedata_playback
- WIP
- gamedata_record
- WIP
- gamedata_stop_record_or_playback
- WIP
gpu
- gpu_particle_physics
- Enable GPU physics if available (0=off / 1=enabled).
gt
- gt_debug
- Debug Game Tokens
- gt_show
- Show Game Tokens with values started from specified parameter
h
- h_drawSlippers
- Red ball when tentacle is lifted, green when on ground
- h_turnSpeed
- WIP
- h_useIK
- Hunter uses always IK
hit
- hit_assistMultiplayerEnabled
- Enable/disable minimum damage hit assistance in multiplayer games
- hit_assistSingleplayerEnabled
- Enable/disable minimum damage hit assistance
hr
- hr_dotAngle
- max angle for FOV change
- hr_fovAmt
- goal FOV when hit
- hr_fovTime
- fov time
- hr_rotateFactor
- rotate factor
- hr_rotateTime
- rotate time
http
- http_password
- WIP
- http_startserver
- Starts an HTTP server
- http_stopserver
- Stops an HTTP server
hud
- hud_alienInterferenceStrength
- Scales alien interference effect strength.
- hud_aspectCorrection
- Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse
- hud_attachBoughEquipment
- Attach equipment in PS equipment packs to the last bought/selected weapon.
- hud_binocsScanningWidth
- Defines the width/height in which the binocular raycasts are offset from the center to scan objects.
- hud_chDamageIndicator
- Switch crosshair-damage indicator... (1 on, 0 off)
- hud_colorLine
- HUD line color.
- hud_colorOver
- HUD hovered color.
- hud_colorText
- HUD text color.
- hud_crosshair
- Select the crosshair (1-8)
- hud_crosshair_enable
- Toggles singleplayer crosshair visibility.
- hud_ctrl_Coeff_X
- Analog controller X rotation scale
- hud_ctrl_Coeff_Z
- Analog controller Z rotation scale
- hud_ctrl_Curve_X
- Analog controller X rotation curve
- hud_ctrl_Curve_Z
- Analog controller Z rotation curve
- hud_ctrlZoomMode
- Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release
- hud_enableAlienInterference
- Switched the alien interference effect.
- hud_faderDebug
- Show Debug Information for FullScreen Faders.
- hud_godFadeTime
- sets the fade time of the god mode message
- hud_mpNamesDuration
- MP names will fade after this duration.
- hud_mpNamesFarDistance
- MP names will be fully invisible when farther than this.
- hud_mpNamesNearDistance
- MP names will be fully visible when nearer than this.
- hud_nightVisionConsumption
- Scales the energy consumption of the night vision.
- hud_nightVisionRecharge
- Scales the energy recharge of the night vision.
- hud_onScreenFarDistance
- On screen icons won't scale anymore, when farther than this.
- hud_onScreenFarSize
- On screen icon size when farthest.
- hud_onScreenNearDistance
- On screen icons won't scale anymore, when nearer than this.
- hud_onScreenNearSize
- On screen icon size when nearest.
- hud_panoramicHeight
- Set screen border for 'cinematic view' in percent.
- hud_radarBackground
- Switches the miniMap-background for the radar.
- hud_radarJammingEffectScale
- Scales the intensity of the radar jamming effect.
- hud_radarJammingThreshold
- Threshold to disable the radar (independent from effect).
- hud_radarScanningDelay
- Defines the delay in seconds the binoculars take to scan an object.
- hud_showAllObjectives
- Show all on screen objectives, not only the active one.
- hud_showBigVehicleReload
- Enables an additional reload bar around the crosshair in big vehicles.
- hud_startPaused
- The game starts paused, waiting for user input.
- hud_subtitles
- Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly
- hud_subtitlesDebug
- Debug subtitles
- hud_subtitlesFontSize
- FontSize for Subtitles.
- hud_subtitlesHeight
- Height of Subtitles in Percent. Normally same as hud_PanoramicHeight
- hud_subtitlesQueueCount
- Maximum amount of subtitles in Update Queue
- hud_subtitlesRenderMode
- Subtitle RenderMode. 0==Flash, 1=3DEngine
- hud_subtitlesShowCharName
- Show Character talking along with Subtitle
- hud_subtitlesVisibleCount
- Maximum amount of subtitles in Visible Queue
- hud_voicemode
- Usage of the voice when switching of Nanosuit mode.
i
- i_auto_turret_target
- Enables/Disables auto turrets aquiring targets.
- i_auto_turret_target_tacshells
- Enables/Disables auto turrets aquiring TAC shells as targets
- i_debug_mp_flowgraph
- Displays info on the MP flowgraph node
- i_debug_projectiles
- Displays info about projectile status, where available.
- i_debug_sounds
- Enable item sound debugging
- i_debug_turrets
- Enable GunTurret debugging.
Values: 0: off1: basics 2: prediction 3: sweeping 4: searching 5: deviation
- i_debug_zoom_mods
- Use zoom mode spread/recoil mods
- i_debuggun_1
- Command to execute on primary DebugGun fire
- i_debuggun_2
- Command to execute on secondary DebugGun fire
- i_giveallitems
- Gives all available items to the player!
- i_givedebugitems
- Gives special debug items to the player!
- i_giveitem
- Gives specified item to the player!
- i_iceeffects
- Enable/Disable specific weapon effects for ice environments
- i_lighteffects
- Enable/Disable lights spawned during item effects.
- i_lying_item_limit
- Max number of items lying around in a level. Only works in multiplayer.
- i_noweaponlimit
- Player can carry all weapons he wants
- i_offset_front
- Item position front offset
- i_offset_right
- Item position right offset
- i_offset_up
- Item position up offset
- i_particleeffects
- Enable/Disable particles spawned during item effects.
- i_precache
- Enables precaching of items during level loading.
- i_rejecteffects
- Enable/Disable ammo reject effects during weapon firing.
- i_reload
- Reloads item XML scripts (weapons, etc).
- i_soundeffects
- Enable/Disable playing item sound effects.
- i_staticfiresounds
- Enable/Disable static fire sounds. Static sounds are not unloaded when idle.
- i_unlimitedammo
- unlimited ammo
int
- int_moveZoomTime
- Number of seconds it takes to zoom out when moving. Default = 0.2
- int_zoomAmount
- Maximum zoom, between 0.0 and 1.0. Default = .75
- int_zoomInTime
- Number of seconds it takes to zoom in. Default = 5.0
- int_zoomOutTime
- Number of seconds it takes to zoom out when you stop firing. Default = 0.5
join
- join_game
- Enter the current ongoing game.
log
- log_FileVerbosity
- defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used)
0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments
- log_IncludeTime
- Toggles time stamping of log entries.
Usage: log_IncludeTime [0/1/2/3/4]
0=off (default) 1=current time 2=relative time 3=current+relative time 4=absolute time in seconds since this mode was started
- log_Verbosity
- defines the verbosity level for console log messages (use log_FileVerbosity for file logging)
0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments
login
- login_profile
- Log in as to CryNetwork using email, profile and password as arguments
lua
- lua_debugger
- Enables the script debugger.
1 to trigger on breakpoints and errors 2 to only trigger on errors Usage: lua_debugger [0/1/2]
- lua_debugger_show
- WIP
- lua_dump_state
- WIP
- lua_stackonmalloc
- WIP
- lua_StopOnError
- Stops on error.
max
- max_time_step
- Game systems clamped to this frame time
mfx
- mfx_Debug
- Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both
- mfx_Enable
- Enables MaterialEffects.
- mfx_EnableFGEffects
- Enabled Flowgraph based Material effects. Default: On
- mfx_ParticleImpactThresh
- Impact threshold for particle effects. Default: 2.0
- mfx_pfx_maxDist
- Max dist (how far away before scale is clamped)
- mfx_pfx_maxScale
- Max scale (when particle is far)
- mfx_pfx_minScale
- Min scale (when particle is close)
- mfx_RaisedSoundImpactThresh
- Impact threshold for sound effects if we're rolling. Default: 3.5
- mfx_Reload
- Reload MFX Spreadsheet
- mfx_ReloadFGEffects
- Reload MaterialEffect's FlowGraphs
- mfx_SerializeFGEffects
- Serialize Flowgraph based effects. Default: On
- mfx_SoundImpactThresh
- Impact threshold for sound effects. Default: 1.5
- mfx_Timeout
- Timeout (in seconds) to avoid playing effects too often
net
- net_backofftimeout
- Maximum time to allow a remote machine to stall for before disconnecting
- net_bw_aggressiveness
- Balances TCP friendlyness versus prioritization of game traffic
- net_channelstats
- Display bandwidth statistics per-channel
- net_check_for_patch
- Check whether a patch is available for download
- net_connectivity_detection_interval
- WIP
- net_defaultChannelBitRateDesired
- WIP
- net_defaultChannelBitRateToleranceHigh
- WIP
- net_defaultChannelBitRateToleranceLow
- WIP
- net_defaultChannelIdlePacketRateDesired
- WIP
- net_defaultChannelPacketRateDesired
- WIP
- net_defaultChannelPacketRateToleranceHigh
- WIP
- net_defaultChannelPacketRateToleranceLow
- WIP
- net_disconnect_on_rmi_error
- Disconnect remote connections on script exceptions during RMI calls
- net_download_patch
- If patch available, starts it downloading
- net_dump_object_state
- WIP
- net_enable_tfrc
- WIP
- net_enable_voice_chat
- WIP
- net_highlatencythreshold
- WIP
- net_highlatencytimelimit
- WIP
- net_inactivitytimeout
- Set's how many seconds without receiving a packet a connection will stay alive for (can only be set on server)
- net_input_dump
- write net_input_trace output to a file (netinput.log)
- net_input_trace
- trace an entities input processing to assist finding sync errors
- net_install_patch
- Quits Crysis and installs a downloaded patch
- net_lan_scanport_first
- Starting port for LAN games scanning
- net_lan_scanport_num
- Num ports for LAN games scanning
- net_lanbrowser
- enable lan games browser
- net_log
- Logging level of network system
- net_log_remote_methods
- Log remote method invocations
- net_next_map
- Notify clients of the next map to play
- net_pb_cl_enable
- Sets PunkBuster client enabled state
- net_pb_sv_enable
- Sets PunkBuster server enabled state
- net_phys_debug
- WIP
- net_phys_lagsmooth
- WIP
- net_phys_pingsmooth
- WIP
- net_rtt_convergence_factor
- WIP
- net_scheduler_debug
- Show scheduler debugger for some channel
- net_set_cdkey
- WIP
- net_stats_login
- Login for reporting stats on dedicated server
- net_stats_pass
- Password for reporting stats on dedicated server
- net_voice_lead_packets
- WIP
- net_voice_proximity
- WIP
- net_voice_trail_packets
- WIP
No Prefix
- ban
- Bans player for 30 minutes from server.
- Bind
- WIP - attatches a key to a CVar: bind [key] [CVar]
- connect
- Start a client and connect to a server
- ConsoleHide
- WIP
- ConsoleShow
- WIP
- demo
- Plays a time demo from file.
Usage: demo demoname
- disconnect
- Stop a game (or a client or a server)
- DumpCommandsVars
- This console command dumps all console variables and commands to disk
DumpCommandsVars [prefix]
- dumpitem
- My help message here
- dumpnt
- Dump ItemString table.
- dumpss
- test synched storage.
- exec
- executes a batch file of console commands
- ExitOnQuit
- WIP
- freeze
- Freezes player
- goto
- Sets current player position.
- gotoe
- Sets current player position.
- kick
- Kicks player from game
- kickid
- Kicks player from game
- kill
- Kills the player.
- lastinv
- Selects last inventory item used.
- load
- Load game
- loadactionmap
- Loads a key configuration file
- LoadConfig
- Load .cfg file from disk (from the Game/Config directory)
e.g. LoadConfig lowspec.cfg Usage: LoadConfig
- loadLastSave
- Loads the last savegame if available.
- login
- Log in as to CryNetwork using nickname and password as arguments
- map
- Load a map
- MemInfo
- Display memory information by modules
- MemStats
- 0/x=refresh rate in milliseconds
Use 1000 to switch on and 0 to switch off Usage: MemStats [0..]
- MemStatsMaxDepth
- WIP
- MemStatsThreshold
- WIP
- name
- Sets player name.
- play
- Play back a recorded game
- preloadforstats
- Preload multiplayer assets for memory statistics.
- profile
- Enable profiling.
Usage: profile # Where # sets the profiling to: 0: Profiling off 1: Self Time 2: Hierarchical Time 3: Extended Self Time 4: Extended Hierarchical Time 5: Peaks Time 6: Subsystem Info 7: Calls Numbers 8: Standard Deviation -1: Profiling enabled, but not displayed Default is 0 (off).
- quit
- Quits the game
- record
- Starts recording of a time demo.
Usage: record demoname File 'demoname.tmd' will be created.
- ReloadDialogData
- WIP
- restartgame
- Restarts Crysis completely.
- save
- Save game
- SaveLevelStats
- Calling this command creates multiple XML files with level statistics.
The data includes file usage, dependencies, size in more/disk. The files can be loaded in Excel.
- Screenshot
- Create a screenshot with annotation
e.g. Screenshot beach scene with shark Usage: Screenshot
- spectator
- Sets the player as a spectator.
- startKickVoting
- Initiate voting.
- startNextMapVoting
- Initiate voting.
- status
- Shows connection status
- stopdemo
- Stop playing a time demo.
- stoprecording
- Stops recording of a time demo.
Usage: stoprecording File 'demoname.?' will be saved.
- team
- Sets player team.
- unload
- Unload current map
- viewnote
- View Note
- vote
- Vote on current topic.
open
- open_url
- WIP
p
- p_accuracy_LCPCG
- Desired accuracy of LCP CG solver (velocity-related, m/s)
- p_accuracy_LCPCG_no_improvement
- Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
- p_accuracy_MC
- Desired accuracy of microcontact solver (velocity-related, m/s)
- p_approx_caps_len
- Breakable trees are approximated with capsules of this length (0 disables approximation)
- p_break_on_validation
- Toggles break on validation error.
Usage: p_break_on_validation [0/1] Default is 0 (off). Issues DebugBreak() call in case of a physics parameter validation error.
- p_characterik
- Toggles character IK.
Usage: p_characterik [0/1] Default is 1 (on). Set to 0 to disable inverse kinematics.
- p_collision_mode
- This variable is obsolete.
- p_cull_distance
- Culling distance for physics helpers rendering
- p_damping_group_size
- Sets contacting objects group size
before group damping is used.Usage: p_damping_group_size 3 Used for internal tweaking only.
- p_debug_explosions
- Turns on explosions debug mode
- p_debug_joints
- If set, breakable objects will log tensions at the weakest spots
- p_do_step
- Steps physics system forward when in single step mode.
Usage: p_do_step 1 Default is 0 (off). Each 'p_do_step 1' instruction allows the physics system to advance a single step.
- p_draw_helpers
- Same as p_draw_helpers_num, but encoded in letters
Usage [Entity_Types]_[Helper_Types] - [t
- p_draw_helpers_num
- Toggles display of various physical helpers. The value is a bitmask:
bit 0 - show contact points bit 1 - show physical geometry bit 8 - show helpers for static objects bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls) bit 10 - show helpers for active physicalized objects bit 11 - show helpers for players bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes) bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry) Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050
- p_enforce_contacts
- This variable is obsolete.
- p_fixed_timestep
- Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
Forces fixed time step when set to 1. When set to 0, the time step is variable, based on the frame rate.
- p_fly_mode
- Toggles fly mode.
Usage: p_fly_mode [0/1]
- p_GEB_max_cells
- Specifies the cell number threshold after which GetEntitiesInBox issues a warning
- p_gravity_z
- WIP
- p_group_damping
- Toggles damping for object groups.
Usage: p_group_damping [0/1] Default is 1 (on). Used for internal tweaking only.
- p_jump_to_profile_ent
- Move the local player next to the corresponding entity in the p_profile_entities list
- p_lattice_max_iters
- Limits the number of iterations of lattice tension solver
- p_limit_simple_solver_energy
- Specifies whether the energy added by the simple solver is limited (0 or 1)
- p_list_active_objects
- WIP
- p_log_lattice_tension
- If set, breakable objects will log tensions at the weakest spots
- p_max_approx_caps
- Maximum number of capsule approximation levels for breakable trees
- p_max_contact_gap
- Sets the gap, enforced whenever possible, between
contacting physical objects.Usage: p_max_contact_gap 0.01 This variable is used for internal tweaking only.
- p_max_contact_gap_player
- Sets the safe contact gap for player collisions with
the physical environment.Usage: p_max_contact_gap_player 0.01 This variable is used for internal tweaking only.
- p_max_contact_gap_simple
- Specifies the maximum contact gap for objects that use the simple solver
- p_max_contacts
- Maximum contact number, after which contact reduction mode is activated
- p_max_debris_mass
- Broken pieces with mass
- p_max_entity_cells
- Limits the number of entity grid cells an entity can occupy
- p_max_LCPCG_contacts
- Maximum number of contacts that LCPCG solver is allowed to handle
- p_max_LCPCG_fruitless_iters
- Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
- p_max_LCPCG_iters
- Maximum number of LCP CG iterations
- p_max_LCPCG_microiters
- Limits the total number of per-contact iterations during one LCP CG iteration
(number of microiters = number of subiters * number of contacts)
- p_max_LCPCG_microiters_final
- Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
- p_max_LCPCG_subiters
- Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
- p_max_LCPCG_subiters_final
- Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
- p_max_MC_iters
- Specifies the maximum number of microcontact solver iterations
- p_max_MC_mass_ratio
- Maximum mass ratio between objects in an island that MC solver is considered safe to handle
- p_max_MC_vel
- Maximum object velocity in an island that MC solver is considered safe to handle
- p_max_object_splashes
- Specifies how many splash events one entity is allowed to generate
- p_max_plane_contacts
- Maximum number of contacts lying in one plane between two rigid bodies
(the system tries to remove the least important contacts to get to this value)
- p_max_plane_contacts_distress
- Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
- p_max_player_velocity
- Clamps players' velocities to this value
- p_max_substeps
- Limits the number of substeps allowed in variable time step mode.
Usage: p_max_substeps 5 Objects that are not allowed to perform time steps beyond some value make several substeps.
- p_max_substeps_large_group
- Limits the number of substeps large groups of objects can make
- p_max_unproj_vel
- Limits the maximum unprojection velocity request
- p_max_velocity
- Clamps physicalized objects' velocities to this value
- p_max_world_step
- Specifies the maximum step physical world can make (larger steps will be truncated)
- p_min_LCPCG_improvement
- Defines a required residual squared length improvement, in fractions of 1
- p_min_separation_speed
- Used a threshold in some places (namely, to determine when a particle
goes to rest, and a sliding condition in microcontact solver)
- p_net_angsnapmul
- Multiplier to expand the p_net_minsnapdot based on the objects angular velocity
- p_net_minsnapdist
- Minimum distance between server position and client position at which to start snapping
- p_net_minsnapdot
- Minimum quat dot product between server orientation and client orientation at which to start snapping
- p_net_smoothtime
- How much time should non-snapped positions take to synchronize completely?
- p_net_velsnapmul
- Multiplier to expand the p_net_minsnapdist based on the objects velocity
- p_num_bodies_large_group
- Group size to be used with p_max_substeps_large_group, in bodies
- p_penalty_scale
- Scales the penalty impulse for objects that use the simple solver
- p_players_can_break
- Whether living entities are allowed to break static objects with breakable joints
- p_profile_entities
- Enables per-entity time step profiling
- p_profile_functions
- Enables detailed profiling of physical environment-sampling functions
- p_prohibit_unprojection
- This variable is obsolete.
- p_ray_fadein
- Fade-in time for ray physics helpers
- p_ray_peak_time
- Rays that take longer then this (in ms) will use different color
- p_single_step_mode
- Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
Default is 0 (off). Set to 1 to switch physics system (except players) to single step mode. Each step must be explicitly requested with a 'p_do_step' instruction.
- p_skip_redundant_colldet
- Specifies whether to skip furher collision checks between two convex objects using the simple solver
when they have enough contacts between them
- p_splash_dist0
- Range start for splash event distance culling
- p_splash_dist1
- Range end for splash event distance culling
- p_splash_force0
- Minimum water hit force to generate splash events at p_splash_dist0
- p_splash_force1
- Minimum water hit force to generate splash events at p_splash_dist1
- p_splash_vel0
- Minimum water hit velocity to generate splash events at p_splash_dist0
- p_splash_vel1
- Minimum water hit velocity to generate splash events at p_splash_dist1
- p_tick_breakable
- Sets the breakable objects structure update interval
- p_time_granularity
- Sets physical time step granularity.
Usage: p_time_granularity [0..0.1] Used for internal tweaking only.
- p_unproj_vel_scale
- Requested unprojection velocity is set equal to penetration depth multiplied by this number
- p_use_distance_contacts
- Allows to use distance-based contacts (is forced off in multiplayer)
- p_use_unproj_vel
- internal solver tweak
- p_wireframe_distance
- Maximum distance at which wireframe is drawn on physics helpers
pl
- pl_curvingSlowdownSpeedScale
- Player only slowdown speedscale when curving/leaning extremely.
- pl_debug_filter
- WIP
- pl_debug_jumping
- WIP
- pl_debug_ladders
- WIP
- pl_debug_movement
- WIP
- pl_debugFallDamage
- Enables console output of fall damage information.
- pl_fallDamage_SpeedBias
- Damage bias for medium fall speed: =1 linear,
- pl_fallDamage_SpeedFatal
- Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).
- pl_fallDamage_SpeedSafe
- Safe fall speed (in all modes, including strength jump on flat ground).
- pl_inputAccel
- Movement input acceleration
- pl_swimBackSpeedMul
- Swimming backwards speed mul.
- pl_swimBaseSpeed
- Swimming base speed.
- pl_swimJumpSpeedBaseMul
- Swimming speed normal jump velocity mul (dolphin rocket).
- pl_swimJumpSpeedCost
- Swimming speed shift+jump energy cost (dolphin rocket).
- pl_swimJumpSpeedSprintMul
- Swimming speed shift+jump velocity mul (dolphin rocket).
- pl_swimJumpStrengthBaseMul
- Swimming strength normal jump velocity mul (dolphin rocket).
- pl_swimJumpStrengthCost
- Swimming strength shift+jump energy cost (dolphin rocket).
- pl_swimJumpStrengthSprintMul
- Swimming strength shift+jump velocity mul (dolphin rocket).
- pl_swimNormalSprintSpeedMul
- Swimming Non-Speed sprint speed mul.
- pl_swimSideSpeedMul
- Swimming sideways speed mul.
- pl_swimSpeedSprintSpeedMul
- Swimming Speed sprint speed mul.
- pl_swimUpSprintSpeedMul
- Swimming sprint while looking up (dolphin rocket).
- pl_swimVertSpeedMul
- Swimming vertical speed mul.
- pl_zeroGAimResponsiveness
- ZeroG aim responsiveness vs. inertia (default is 8.0).
- pl_zeroGBaseSpeed
- Maximum player speed request limit for zeroG.
- pl_zeroGDashEnergyConsumption
- Percentage consumed when doing a dash in ZeroG.
- pl_zeroGEnableGBoots
- Switch G-Boots action on/off (if button assigned).
- pl_zeroGEnableGyroFade
- Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).
- pl_zeroGFloatDuration
- Floating duration until full stop (after stopped thrusting).
- pl_zeroGGyroFadeAngleInner
- ZeroG gyro inner angle (default is 20).
- pl_zeroGGyroFadeAngleOuter
- ZeroG gyro outer angle (default is 60).
- pl_zeroGGyroFadeExp
- ZeroG gyro angle bias (default is 2.0).
- pl_zeroGGyroStrength
- ZeroG gyro strength (default is 1.0).
- pl_zeroGParticleTrail
- Enable particle trail when in zerog.
- pl_zeroGSpeedMaxSpeed
- (DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.
- pl_zeroGSpeedModeEnergyConsumption
- Percentage consumed per second while speed sprinting in ZeroG.
- pl_zeroGSpeedMultNormal
- Modify movement speed in zeroG, in normal mode.
- pl_zeroGSpeedMultNormalSprint
- Modify movement speed in zeroG, in normal sprint.
- pl_zeroGSpeedMultSpeed
- Modify movement speed in zeroG, in speed mode.
- pl_zeroGSpeedMultSpeedSprint
- Modify movement speed in zeroG, in speed sprint.
- pl_zeroGSwitchableGyro
- MERGE/REVERT
- pl_zeroGThrusterResponsiveness
- Thrusting responsiveness.
- pl_zeroGUpDown
- Scales the z-axis movement speed in zeroG.
pp
- pp_RichSaveGames
- Enable RichSaveGame Format for SaveGames
- pp_RSFDebugWrite
- When RichSaveGames are enabled, save plain XML Data alongside for debugging
- pp_RSFDebugWriteOnLoad
- When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame
profile
- profile_allthreads
- Enables profiling of non-main threads.
- profile_callstack
- Logs all Call Stacks of the selected profiler function for one frame
- profile_filter
- Profiles a specified subsystem.
Usage: profile_filter subsystem Where 'subsystem' may be: Renderer 3DEngine Animation AI Entity Physics Sound System Game Editor Script Network
- profile_graph
- Enable drawing of profiling graph.
- profile_graphScale
- Sets the scale of profiling histograms.
Usage: profileGraphScale 100
- profile_log
- Logs profiler output
- profile_network
- Enables network profiling.
- profile_pagefaults
- Enable drawing of page faults graph.
- profile_peak
- Profiler Peaks Tolerance in Milliseconds.
- profile_sampler
- Set to 1 to start sampling profiling
- profile_sampler_max_samples
- Number of samples to collect for sampling profiler
- profile_smooth
- Profiler exponential smoothing interval (seconds).
- profile_threads
- Enables Threads Profiler (should be deactivated for final product)
The C++ function CryThreadSetName(threadid,"Name") needs to be called on thread creation. o=off, 1=only active thready, 2+=show all threads Threads profiling may not work on all combinations of OS and CPUs (does not not on Win64) Usage: profile_threads [0/1/2+]
- profile_weighting
- Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold.
r
- r_ATOC
- WIP
- r_Beams
- Toggles light beams.
Usage: r_Beams [0/1/2/3] Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use optimized and with glow support beams.
- r_BeamsDistFactor
- Distance between slices.
Usage: r_BeamsDistFactor [fValue] Default is 0.01 (0.01 meters between slices).
- r_BeamsHelpers
- Toggles light beams helpers drawing.
Usage: r_BeamsHelpers [0/1] Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.
- r_BeamsMaxSlices
- Number of volumetric slices allowed per light beam.
Usage: r_BeamsMaxSlices [1-300] Default is 200 (high-spec).
- r_BeamsSoftClip
- Toggles light beams clip type.
Usage: r_BeamsSoftClip [0/1] Default is 1 (software clip beams). Set to 0 to enable hardware clipping.
- r_Brightness
- Sets the diplay brightness.
Usage: r_Brightness 0.5 Default is 0.5.
- r_Character_NoDeform
- WIP
- r_CloudsDebug
- Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2]
Usage: r_CloudsDebug = 1: render just screen imposters Usage: r_CloudsDebug = 2: render just non-screen imposters Default is 0 (off)
- r_CloudsUpdateAlways
- Toggles updating of clouds each frame.
Usage: r_CloudsUpdateAlways [0/1] Default is 0 (off.
- r_ColorBits
- Sets the color resolution, in bits per pixel. Default is 32.
Usage: r_ColorBits [32/24/16/8]
- r_ColorGrading
- Enables color grading.
Usage: r_ColorGrading [0/1]
- r_ColorGradingDof
- Enables color grading dof control.
Usage: r_ColorGradingDof [0/1]
- r_ColorGradingFilters
- Enables color grading.
Usage: r_ColorGradingFilters [0/1]
- r_ColorGradingLevels
- Enables color grading.
Usage: r_ColorGradingLevels [0/1]
- r_ColorGradingSelectiveColor
- Enables color grading.
Usage: r_ColorGradingSelectiveColor [0/1]
- r_Contrast
- Sets the diplay contrast.
Usage: r_Contrast 0.5 Default is 0.5.
- r_CoronaColorScale
- WIP
- r_CoronaFade
- Time fading factor of the light coronas.
Usage: r_CoronaFade 0.5Default is 0.5.
- r_Coronas
- Toggles light coronas around light sources.
Usage: r_Coronas [0/1]Default is 1 (on).
- r_CoronaSizeScale
- WIP
- r_CullByClipPlanes
- WIP
- r_CullGeometryForLights
- Rendering optimization for lights.
Usage: r_CullGeometryForLights [0/1/2] Default is 0 (off). Set to 1 to cull geometry behind light sources. Set to 2 to cull geometry behind static lights only.
- r_CustomVisions
- Enables custom visions, like heatvision, binocular view, etc.
Usage: r_CustomVisions [0/1] Default is 0 (disabled). 1 enables
- r_debug_renderer_set_eye_pos
- WIP
- r_debug_renderer_show_window
- WIP
- r_DebugExtraSceneTargetFSAA
- Disables usage of shared sceneTarget RT in case its multisampled
Usage: r_DebugSceneTargetNoFSAA [0/1]
- r_DebugLights
- Display dynamic lights for debugging.
Usage: r_DebugLights [0/1/2/3] Default is 0 (off). Set to 1 to display centres of light sources, or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen
- r_DebugMotionBlur
- Usage: r_MotionBlur [0/1]
- r_DebugRefraction
- Debug refraction usage. Displays red instead of refraction
Usage: r_DebugRefraction Default is 0 (off)
- r_DebugRenderMode
- WIP
- r_DebugScreenEffects
- Debugs screen effects textures.
Usage: r_DebugScreenEffects # Where # represents: 0: disabled (default) 1: enabled
- r_DepthBits
- WIP
- r_DepthOfField
- Enables depth of field.
Usage: r_DepthOfField [0/1/2] Default is 0 (disabled). 1 enables, 2 enables and overrides game settings
- r_DetailDistance
- Distance used for per-pixel detail layers blending.
Usage: r_DetailDistance (1-20) Default is 6.
- r_DetailNumLayers
- Sets the number of detail layers per surface.
Usage: r_DetailNumLayers 2 Default is 2.
- r_DetailScale
- Sets the default scaling for detail overlays.
Usage: r_DetailScale 8 Default is 8. This scale applies only if the object's detail scale was not previously defined (in MAX).
- r_DetailTextures
- Toggles detail texture overlays.
Usage: r_DetailTextures [0/1] Default is 1 (detail textures on).
- r_DisplayInfo
- Toggles debugging information display.
Usage: r_DisplayInfo [0=off/1=show/2=enhanced (displays frame time)] also see FPS Versus Frame Time
- r_distant_rain
- Enables distant rain rendering.
Usage: r_distant_rain [0/1] Default is 1 (on). Set to 0 to disable.
- r_DrawNearFoV
- Sets the FoV for drawing of near objects.
Usage: r_DrawNearFoV [n] Default is 60.
- r_Driver
- Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise.
Specify in system.cfg like this: r_Driver = "DX10"
- r_DynTexAtlasCloudsMaxSize
- WIP
- r_DynTexAtlasSpritesMaxSize
- WIP
- r_DynTexMaxSize
- WIP
- r_EnvCMResolution
- Sets resolution for target environment cubemap, in pixels.
Usage: r_EnvCMResolution # where # represents: 0: 64 1: 128 2: 256 Default is 2 (256 by 256 pixels).
- r_EnvCMupdateInterval
- Sets the interval between environmental cube map texture updates.
Usage: r_EnvCMupdateInterval # Default is 0.1.
- r_EnvCMWrite
- Writes cube-map textures to disk.
Usage: r_EnvCMWrite [0/1] Default is 0 (off). The textures are written to 'Cube_posx.jpg' 'Cube_negx.jpg',...,'Cube_negz.jpg'. At least one of the real-time cube-map shaders should be present in the current scene.
- r_EnvLCMupdateInterval
- LEGACY - not used
- r_EnvLightCMDebug
- Draw debug cube for env radiosity.
Usage: r_EnvLightCMDebug [0/1] Default is 0 (off).
- r_EnvTexResolution
- Sets resolution for 2d target environment texture, in pixels.
Usage: r_EnvTexResolution # where # represents: 0: 64 1: 128 2: 256 3: 512 Default is 3 (512 by 512 pixels).
- r_EnvTexUpdateInterval
- Sets the interval between environmental 2d texture updates.
Usage: r_EnvTexUpdateInterval 0.001 Default is 0.001.
- r_ExcludeShader
- Exclude the named shader from the render list.
Usage: r_ExcludeShader ShaderName Sometimes this is useful when debugging.
- r_EyeAdaptationBase
- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
Usage: r_EyeAdaptationBase [Value]
- r_EyeAdaptationFactor
- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
Usage: r_HDREyeAdaptionFactor [Value] Default is 0.5
- r_EyeAdaptionBase
- HDR eye adaption property (0..1)
Usage: r_EyeAdaptionBase [Value] Default is 0.0
- r_EyeAdaptionClamp
- HDR eye adaption property (0=full clamp .. ) unfinished feature - value around 3 is good, big values e.g. 10 to disable the clamp
Usage: r_EyeAdaptionClamp [Value] Default is 4
- r_EyeAdaptionMax
- HDR eye adaption property (0..128)
Usage: r_EyeAdaptionMax [Value] Default is 4
- r_EyeAdaptionMin
- HDR eye adaption property (0..128)
Usage: r_EyeAdaptionMin [Value] Default is 0.1
- r_EyeAdaptionScale
- HDR eye adaption property (0..1, to scale the final result)
Usage: r_EyeAdaptionScale [Value] Default is 1.0
- r_EyeAdaptionSpeed
- HDR eye adaption property (percent of adaption per second)
Usage: r_EyeAdaptionMax [Value] Default is 50
- r_FillLights
- Activate simple differed light sources usage
- r_FillLightsDebug
- Visualize fill lights as spheres
- r_FillLightsMode
- Fill lights mode
- r_FixMaterials
- WIP
- r_Flares
- Toggles sunlight lens flare effect.
Usage: r_Flares [0/1] Default is 1 (on).
- r_Flush
- WIP
- r_Force3DcEmulation
- Specifies renderer behavior for the 3Dc (compressed normal maps) emulation (DX9 only).
(Emulation: DXT5, less quality but same memory requirements) 0=use only if driver doesn't support 3Dc 1=enforce on any hardware 2=use only if hardware doesn't support 3Dc Usage: r_Force3DcEmulation [0/1/2]
- r_FSAA
- WIP
- r_FSAA_quality
- WIP
- r_FSAA_samples
- WIP
- r_Fullscreen
- Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
Usage: r_Fullscreen [0=window/1=fullscreen]
- r_Gamma
- Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
Usage: r_Gamma 1.0 1 off (default), try values like 1.6 or 2.2
- r_GeomInstancingThreshold
- If the instance count gets bigger than the specified value the instancing feature is used.
Usage: r_GeomInstancingThreshold [Num] Default is 0 (automatic depending on hardware, used value can be found in the log)
- r_GetScreenShot
- To capture one screenshot (variable is set to 0 after capturing)
0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot
- r_GlitterAmount
- Sets amount of glitter sprites.
Usage: r_GlitterAmount n (default is 1024) Where n represents a number: eg: 256
- r_GlitterSize
- Sets glitter sprite size.
Usage: r_GlitterSize n (default is 1) Where n represents a number: eg: 0.5
- r_GlitterSpecularPow
- Sets glitter specular power.
Usage: r_GlitterSpecularPow n (default is 2.0f) Where n represents a number: eg: 16.0
- r_GlitterVariation
- Sets glitter variation.
Usage: r_GlitterVariation n (default is 1) Where n represents a number: eg: 0.5
- r_Glow
- Toggles the glow effect.
Usage: r_Glow [0/1] Default is 0 (off). Set to 1 to enable glow effect.
- r_GlowScreenMultiplier
- Sets fullscreen glow multiplier.
Usage: r_GlowScreenMultiplier [value] Default is 0.5
- r_GlowScreenThreshold
- Sets fullscreen glow threshold.
Usage: r_GlowScreenThreshold [value] Default is 0.5
- r_GraphStyle
- WIP
- r_HairSortingQuality
- Enables higher quality hair sorting.
Usage: r_HairSortingQuality [0/1]
- r_HDRAllowNonFP
- Selects HDR FP blending.
Usage: r_HDRAllowNonFP [0/1] Default is 0. Set to 1 to enable.
- r_HDRBrightOffset
- HDR rendering bright offset.
Usage: r_HDRBrightOffset [Value] Default is 6.0f
- r_HDRBrightThreshold
- HDR rendering bright threshold.
Usage: r_HDRBrightThreshold [Value] Default is 3.0f
- r_HDRDebug
- Toggles HDR debugging info (to debug HDR/eye adaptaion)
Usage: r_HDRDebug [0/1/2] 0 off (default) 1 to show some internal HDR textures on the screen 2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)
- r_HDRHistogram
- Toggles HDR luminance measuring using histogram.
Usage: r_HDRHistogram [0/1/2/3] Default is 1 (min/avg/max), 2 (min is set to 0), 3 (linear adjust between 0 and max), 0 to diable
- r_HDRLevel
- HDR rendering level (bloom multiplier, tweak together with threshold)
Usage: r_HDRLevel [Value] Default is 0.6
- r_HDRRendering
- Toggles HDR rendering.
Usage: r_HDRRendering [0/1] Default is 1 (on). Set to 0 to disable HDR rendering.
- r_HDRType
- Selects HDR type.
Usage: r_HDRType [0/1/2] Default is 1 (OpenEXR). Set to 0 to disable.
- r_Height
- Sets the display height, in pixels. Default is 768.
Usage: r_Height [600/768/..]
- r_ImposterRatio
- Allows to scale the texture resolution of imposters (clouds)
Usage: r_ImposterRatio [1..] Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)
- r_ImpostersDraw
- Toggles imposters drawing.
Usage: r_ImpostersDraw [0/1] Default is 1 (on). Set to 0 to disable imposters.
- r_ImpostersUpdatePerFrame
- How many kilobytes to update per-frame.
Usage: r_ImpostersUpdatePerFrame [1000-30000] Default is 6000 (6 megabytes).
- r_LightsSinglePass
- WIP
- r_LightVolumesDebug
- 0=Disable
1=Enable Usage: r_LightVolumesDebug[0/1]
- r_Log
- Logs rendering information to Direct3DLog.txt.
Usage: r_Log [0/1/2/3/4] 1: Logs a list of all shaders without profile info. 2: Log contains a list of all shaders with profile info. 3: Logs all API function calls. 4: Highly detailed pipeline log, including all passes, states, lights and pixel/vertex shaders. Default is 0 (off). Use this function carefully, because log files grow very quickly.
- r_LogShaders
- Logs shaders info to Direct3DLogShaders.txt
0: off 1: normal 2: extended
- r_LogTexStreaming
- Logs streaming info to Direct3DLogStreaming.txt
0: off 1: normal 2: extended
- r_LogVBuffers
- Logs vertex buffers in memory to 'LogVBuffers.txt'.
Usage: r_LogVBuffers [0/1] Default is 0 (off).
- r_MeasureOverdraw
- 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
Usage: r_MeasureOverdraw [0/1]
- r_MeasureOverdrawScale
- WIP
- r_MergeRenderChunksForDepth
- WIP
- r_MergeShaders
- WIP
- r_MeshPrecache
- WIP
- r_MeshShort
- WIP
- r_MotionBlur
- Enables per object and screen motion blur.
Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. 3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer
- r_MotionBlurDynamicQuality
- Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynamicQuality [0/1]
- r_MotionBlurDynQualityRotationAccStiffness
- Usage: r_MotionBlurDynQualityRotationAccStiffness value (default 1.0f)
- r_MotionBlurDynQualityRotationThreshold
- Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynQualityRotationThreshold value (default 1.0f)
- r_MotionBlurDynQualityTranslationThreshold
- Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynQualityTranslationThreshold value (default 1.0f)
- r_MotionBlurFrameTimeScale
- Enables motion blur.frame time scalling - visually nicer on lower frame rates
Usage: r_MotionBlurFrameTimeScale [0/1]
- r_MotionBlurShutterSpeed
- Sets motion blur camera shutter speed.
Usage: r_MotionBlurShutterSpeed [0...1] Default is 0.015f.
- r_MultiGPU
- 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),
2(default)=automatic detection (currently SLI only, means off for ATI) should be activated before rendering
- r_NightVision
- Toggles nightvision enabling.
Usage: r_NightVision [0/1] Default is 1 (on). Set to 0 to completely disable nightvision.
- r_NoDrawNear
- Disable drawing of near objects.
Usage: r_NoDrawNear [0/1] Default is 0 (near objects are drawn).
- r_NoDrawShaders
- Disable entire render pipeline.
Usage: r_NoDrawShaders [0/1] Default is 0 (render pipeline enabled). Used for debugging and profiling.
- r_NoHWGamma
- Sets renderer to ignore hardware gamma correction.
Usage: r_NoHWGamma [0/1] Default is 0 (allow hardware gamma correction).
- r_NoLoadTextures
- WIP
- r_NoPreprocess
- WIP
- r_NormalsLength
- Sets the length of displayed vectors.
r_NormalsLength 0.1 Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.
- r_OcclusionQueriesMGPU
- 0=disabled, 1=enabled (if mgpu supported),
- r_OceanHeightScale
- WIP
- r_OceanLodDist
- WIP
- r_OceanMaxSplashes
- WIP
- r_OceanRendType
- WIP
- r_OceanSectorSize
- WIP
- r_OceanSplashScale
- WIP
- r_OceanTexUpdate
- WIP
- r_OptimisedLightSetup
- WIP
- r_OptimiseShaders
- WIP
- r_PolygonMode
- WIP
- r_PostProcessEffects
- Enables post processing special effects.
Usage: r_PostProcessEffects [0/1/2] Default is 1 (enabled). 2 enables and displays active effects
- r_PostProcessEffectsFilters
- Enables post processing special effects filters.
Usage: r_PostProcessEffectsFilters [0/1] Default is 1 (enabled). 0 disabled
- r_PostProcessEffectsGameFx
- Enables post processing special effects game fx.
Usage: r_PostProcessEffectsGameFx [0/1] Default is 1 (enabled). 0 disabled
- r_PostProcessEffectsParamsBlending
- Enables post processing effects parameters smooth blending
Usage: r_PostProcessEffectsParamsBlending [0/1] Default is 1 (enabled).
- r_PostProcessEffectsReset
- Enables post processing special effects reset.
Usage: r_PostProcessEffectsReset [0/1] Default is 0 (disabled). 1 enabled
- r_PostProcessProfileFillrate
- Enables profile fillrate.
Usage: r_PostProcessProfileFillrate [0/1] Default is 0 (disabled). 1 enabled
- r_PrecacheShaderList
- WIP
- r_PrecacheShaders
- WIP
- r_PrintMemoryLeaks
- WIP
- r_ProfileDIPs
- 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
r_ProfileShaders needs to be activated to see the statistics
- r_ProfileShaders
- Enables display of render profiling information.
Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders.
- r_ProfileShadersSmooth
- Enables display of render profiling information.
Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders.
- r_Rain
- Enables rain rendering
Usage: r_Rain [0/1/2] Default is 0 (disabled). 1 enables. 2 enables rain and rain fins
- r_RainMaxViewDist
- Sets rain max view distance
Usage: r_RainMaxViewDist
- r_RAM
- Toggles Realtime Ambient Maps
- r_RC_AutoInvoke
- Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
showes that the destination is older or does not exist. Usage: r_RC_AutoInvoke 0 (default is 1)
- r_Reflections
- Toggles reflections.
Usage: r_Reflections [0/1] Default is 1 (reflects).
- r_ReflectionsOffset
- WIP
- r_ReflectionsQuality
- Toggles reflections quality.
Usage: r_ReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- r_refraction
- Enables refraction.
Usage: r_refraction [0/1] Default is 1 (on). Set to 0 to disable.
- r_ReleaseAllResourcesOnExit
- WIP
- r_ReloadShaders
- Reloads shaders.
Usage: r_ReloadShaders [0/1] Default is 0. Set to 1 to reload shaders.
- r_Scissor
- Enables scissor test
- r_ShadersAlwaysUseColors
- WIP
- r_ShadersAsyncCompiling
- Enable asynchronous shader compiling
Usage: r_ShadersAsyncCompiling [0/1]
0 = off, (stalling) shadering compiling 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow 2 = on, shaders are compiled in parallel, missing shaders are not rendered
- r_ShadersAsyncMaxThreads
- WIP
- r_ShadersCacheOptimiseLog
- WIP
- r_ShadersDebug
- Enable special logging when shaders become compiled
Usage: r_ShadersDebug [0/1/2/3]
1 = assembly into directory Main/Game/shaders/cache/d3d9 2 = compiler input into directory Main/Game/testcg 3 = compiler input into directory Main/Game/testcg_1pass
Default is 0 (off)
- r_ShadersDynamicBranching
- WIP
- r_ShadersIgnoreIncludesChanging
- WIP
- r_ShadersIntCompiler
- WIP
- r_ShadersPreactivate
- WIP
- r_ShadersPrecacheAllLights
- WIP
- r_ShadersStaticBranching
- WIP
- r_ShadersUserFolder
- WIP
- r_ShadowBlur
- Selected shadow map screenspace blurring technique.
Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
- r_ShadowBluriness
- Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]
- r_ShadowGen
- 0=disable shadow map updates, 1=enable shadow map updates
- r_ShadowGenGS
- Use geometry shader for shadow map generation (DX10 only, don't change at runtime)
Usage: r_ShadowGenGS [0=off, 1=on]
- r_ShadowGenMode
- 0=Use Frustums Mask
1=Regenerate all sides Usage: r_ShadowGenMode [0/1]
- r_ShadowJittering
- Activate shadow map jittering.
Usage: r_ShadowJittering [0=off, 1=on]
- r_ShadowPass
- Process shadow pass
- r_ShadowsBias
- Select shadow map bluriness if r_ShadowsBias is activated.
Usage: r_ShadowsBias [0.1 - 16]
- r_ShadowsDeferredMode
- 0=Quad light bounds
1=Use light volumes Usage: r_ShadowsDeferredMode [0/1]
- r_ShadowsDepthBoundNV
- 1=use NV Depth Bound extension
Usage: CV_r_ShadowsDepthBoundNV [0/1]
- r_ShadowsForwardPass
- 1=use Forward prepare depth maps pass
Usage: CV_r_ShadowsForwardPass [0/1]
- r_ShadowsGridAligned
- Selects algorithm to use for shadow mask generation:
0 - Disable shadows snapping 1 - Enable shadows snapping
- r_ShadowsMaskDownScale
- Saves video memory by using lower resolution for shadow masks except first one
0=per pixel shadow mask 1=half resolution shadow mask Usage: r_ShadowsMaskDownScale [0/1]
- r_ShadowsMaskResolution
- 0=per pixel shadow mask
1=horizontal half resolution shadow mask 2=horizontal and vertical half resolution shadow mask Usage: r_ShadowsMaskResolution [0/1/2]
- r_ShadowsSlopeScaleBias
- Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]
- r_ShadowsStencilPrePass
- 1=Use Stencil pre-pass for shadows
Usage: r_ShadowsStencilPrePass [0/1]
- r_ShadowTexFormat
- 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target
2=use R32F texture format for depth map 3=use ATI's DF24 texture format for depth map 4=use NVIDIA's D24S8 texture format for depth map 5=use NVIDIA's D16 texture format for depth map Usage: r_ShadowTexFormat [0-5]
- r_ShowDynTextureFilter
- Usage: r_ShowDynTextureFilter *end
Usage: r_ShowDynTextureFilter *mid* Usage: r_ShowDynTextureFilter start* Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)
- r_ShowDynTextures
- Display a dyn. textures, filtered by r_ShowDynTextureFilter
Usage: r_ShowDynTextures 0/1/2 Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame
- r_ShowLight
- Display a light source by name.
Usage: r_ShowLight lightname Default is 0. Set to 'lightname' to show only the light from the source named 'lightname'.
- r_ShowLightBounds
- Display light bounds - for debug purpose
Usage: r_ShowLightBounds [0=off/1=on]
- r_ShowLines
- Toggles visibility of wireframe overlay.
Usage: r_ShowLines [0/1]Default is 0 (off).
- r_ShowLumHistogram
- Configures graphic display of luminance histogram.
Usage: r_ShowLumHistogram [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- r_ShowNormals
- Toggles visibility of normal vectors.
Usage: r_ShowNormals [0/1]Default is 0 (off).
- r_ShowOnlyShader
- Render only the named shader, ignoring all others.
Usage: r_ShowOnlyShader ShaderName
- r_ShowRenderTarget
- Displays special render targets - for debug purpose
Usage: r_Log [0=off/1/2/3/4/5/6/7/8/9] 1: m_Text_ZTarget 2: m_Text_SceneTarget 3: m_Text_ScreenShadowMap[0] 4: m_Text_ScreenShadowMap[1] 5: m_Text_ScreenShadowMap[2] 6: gTexture 7: gTexture2 8: m_Text_ScatterLayer 9: pEnvTex->m_pTex->m_pTexture 10: m_Text_LightInfo[0] 11: SSAO render target 16: Downscaled depth target for SSAO
- r_ShowRenderTarget_FullScreen
- WIP
- r_ShowTangents
- Toggles visibility of three tangent space vectors.
Usage: r_ShowTangents [0/1] Default is 0 (off).
- r_ShowTexTimeGraph
- Configures graphic display of frame-times.
Usage: r_ShowTexTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- r_ShowTimeGraph
- Configures graphic display of frame-times.
Usage: r_ShowTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- r_ShowVideoMemoryStats
- WIP
- r_SSAO
- Enable ambient occlusion
- r_SSAO_amount
- Controls how much SSAO affects ambient
- r_SSAO_blur
- SSAO mask blur
- r_SSAO_blurriness
- SSAO post-blur kernel size
- r_SSAO_darkening
- Controls how much SSAO darkens flat open surfaces
- r_SSAO_depth_range
- Use depth test to avoid SSAO computations on sky, 0 = disabled
- r_SSAO_downscale_result_mask
- Downscale final mask
- r_SSAO_downscale_ztarget
- Use downscaled version of z-target
- r_SSAO_quality
- SSAO shader quality
- r_SSAO_radius
- Controls size of area tested
- r_Stats
- Toggles render statistics.
0=disabled, 1=global render stats, 2=print shaders for selected object, 11=print info about used RT's (switches), 12=print info about used unique RT's, 13=print info about cleared RT's Usage: r_Stats [0/1/2/3/11/12/13]
- r_StencilBits
- WIP
- r_sunshafts
- Enables sun shafts.
Usage: r_sunshafts [0/1] Default is 1 (on). Set to 0 to disable.
- r_TerrainAO
- 7=Activate terrain AO deferred passes
- r_TerrainAO_FadeDist
- Controls sky light fading in tree canopy in Z direction
- r_TexAtlasSize
- WIP
- r_TexBindMode
- WIP
- r_TexBumpHeightmap
- Allows to combine _DDN and _BUMP and _BUMP to _DDN on load conversion (processing adds to loading time and compression might be less)
This is a legacy feature and should not be used Usage: r_TexBumpHeightmap [0/1] When 0 (default) the feature is deactivated, 1 enables it
- r_TexBumpResolution
- Reduces texture resolution.
Usage: r_TexBumpResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexGrid
- WIP
- r_TexHWMipsGeneration
- WIP
- r_TexLMResolution
- Reduces texture resolution.
Usage: r_TexLMResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexLog
- Configures texture information logging.
Usage: r_TexLog # where # represents: 0: Texture logging off 1: Texture information logged to screen 2: All loaded textures logged to 'UsedTextures.txt' 3: Missing textures logged to 'MissingTextures.txt
- r_TexMaxAnisotropy
- WIP
- r_TexMaxSize
- WIP
- r_TexMinSize
- WIP
- r_TexNoAniso
- WIP
- r_TexNoLoad
- Disables loading of textures.
Usage: r_TexNoLoad [0/1] When 1 texture loading is disabled.
- r_TexNormalMapType
- WIP
- r_TexPostponeLoading
- WIP
- r_TexResolution
- Reduces texture resolution.
Usage: r_TexResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexSkyQuality
- WIP
- r_TexSkyResolution
- WIP
- r_Texture_Anisotropic_Level
- WIP
- r_TextureCompressor
- Defines which texture compressor is used (fallback is DirectX)
Usage: r_TextureCompressor [0/1] 0 uses nvDXT, 1 uses Squish if possible
- r_TextureLodDistanceRatio
- Controls dynamic LOD system for textures used in materials.
Usage: r_TextureLodDistanceRatio [-1, 0 and bigger] Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame. Values bigger than 0 will activate texture LOD selection depending on distance to the objects.
- r_TextureLodMaxLod
- Controls dynamic LOD system for textures used in materials.
Usage: r_TextureLodMaxLod [1 or bigger] Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame
- r_TexturesFilteringQuality
- Configures texture filtering adjusting.
Usage: r_TexturesFilteringQuality [#] where # represents: 0: Highest quality 1: Medium quality 2: Low quality
- r_TexturesMipBiasing
- WIP
- r_TexturesStreaming
- Enables direct streaming of textures from disk during game.
Usage: r_TexturesStreaming [0/1] Default is 0 (off). All textures save in native format with mips in a cache file. Textures are then loaded into texture memory from the cache.
- r_TexturesStreamingMaxAsync
- WIP
- r_TexturesStreamingNoUpload
- WIP
- r_TexturesStreamingOnlyVideo
- WIP
- r_TexturesStreamingSync
- WIP
- r_TexturesStreamPoolSize
- WIP
- r_UseAlphaBlend
- Toggles alpha blended objects.
Usage: r_UseAlphaBlend [0/1] Default is 1 (on). Set to 0 to disable all alpha blended object.
- r_UseEdgeAA
- Toggles edge blurring/antialiasing
Usage: r_UseEdgeAA [0/1/2] Default is 1 (edge blurring) 1 = activate edge blurring mode 2 = activate edge antialiasing mode (previous version)
- r_UseGSParticles
- Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]
- r_UseHWSkinning
- Toggles HW skinning.
Usage: r_UseHWSkinning [0/1] Default is 1 (on). Set to 0 to disable HW-skinning.
- r_UseMaterialLayers
- Enables material layers rendering.
Usage: r_UseMaterialLayers [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
- r_UseParticlesGlow
- Enables glow particles.
Usage: CV_r_useparticles_glow [0/1]
- r_UseParticlesRefraction
- Enables refractive particles.
Usage: r_UseParticlesRefraction [0/1]
- r_UsePOM
- Enables Parallax Occlusion Mapping.
Usage: r_UsePOM [0/1]
- r_UseShadowsPool
- 0=Disable
1=Enable Usage: r_UseShadowsPool[0/1]
- r_UseSoftParticles
- Enables soft particles.
Usage: r_UseSoftParticles [0/1]
- r_UseZPass
- Toggles Z pass optimizations.
Usage: r_UseZPass [0/1] Default is 1 (on). Set to 0 to disable Z-pass.
- r_ValidateDraw
- 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
- r_VarianceShadowMapBlurAmount
- Activate shadow map blur.
Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
- r_VegetationSpritesAlphaBlend
- WIP
- r_VegetationSpritesGenAlways
- WIP
- r_VegetationSpritesNoBend
- WIP
- r_VegetationSpritesNoGen
- WIP
- r_VegetationSpritesTexRes
- WIP
- r_VSync
- Toggles vertical sync.
Usage: r_VSync [0/1]
- r_WaterCaustics
- Toggles under water caustics.
Usage: r_WaterCaustics [0/1] Default is 1 (enabled).
- r_WaterGodRays
- Enables under water god rays.
Usage: r_WaterGodRays [0/1] Default is 1 (enabled).
- r_WaterReflections
- Toggles water reflections.
Usage: r_WaterReflections [0/1] Default is 1 (water reflects).
- r_WaterReflectionsMGPU
- Toggles water reflections.multi-gpu support
Usage: r_WaterReflectionsMGPU [0/1/2] Default is 0 (single render update), 1 (multiple render updates)
- r_WaterReflectionsMinVisiblePixelsUpdate
- Activates water reflections if visible pixels above a certain threshold.
- r_WaterReflectionsMinVisUpdateDistanceMul
- Activates update distance multiplier when water mostly occluded.
- r_WaterReflectionsMinVisUpdateFactorMul
- Activates update factor multiplier when water mostly occluded.
- r_WaterReflectionsQuality
- Activates water reflections quality setting.
Usage: r_WaterReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- r_WaterReflectionsUseMinOffset
- Activates water reflections use min distance offset.
- r_WaterRefractions
- Toggles water refractions.
Usage: r_WaterRefractions [0/1] Default is 1 (water refracts).
- r_WaterUpdateDistance
- WIP
- r_WaterUpdateFactor
- Distance factor for water reflected texture updating.
Usage: r_WaterUpdateFactor 0.01 Default is 0.01. 0 means update every frame
- r_Width
- Sets the display width, in pixels. Default is 1024.
Usage: r_Width [800/1024/..]
- r_ZFightingDepthScale
- Controls anti z-fighting measures in shaders (scaling homogeneous z).
- r_ZFightingExtrude
- Controls anti z-fighting measures in shaders (extrusion along normal in world units).
- r_ZPassOnly
- WIP
rcon
- rcon_command
- Issues a console command from a RCON client to a RCON server
- rcon_connect
- Connects to a remote control server
- rcon_disconnect
- Disconnects from a remote control server
- rcon_startserver
- Starts a remote control server
- rcon_stopserver
- Stops a remote control server
save
- save_genstrings
- WIP
==s_
- sound & audio commands==
- s_GameSFXVolume
- changes volume of the game audio
- s_SFXVolume
- s_SoundDisable
- Disable all audio. Useful to fix any sounds that are looping endlessly.
- s_SoundEnable
- Enable all audio. Useful to fix any sounds that are looping endlessly.
- s_GameDialogVolume
- s_GameMusicVolume
- s_MusicVolume
- s_DebugSound
- s_MusicSpeakerBackVolume
s_MaxActiveSounds s_MaxChannels s_DrawSounds s_ReverbType s_Profiling
sv
- sv_AISystem
- Load and use the AI system on the server
- sv_autoconfigurl
- Automatically download configuration data from a URL
- sv_bandwidth
- Bit rate on server
- sv_bind
- Bind the server to a specific IP address
- sv_cheatprotection
- WIP
- sv_DedicatedCPUPercent
- Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero.
Usage: sv_DedicatedCPUPercent [0..100] Default is 0 (disabled).
- sv_DedicatedCPUVariance
- Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate.
Usage: sv_DedicatedCPUVariance [5..50] Default is 10.
- sv_DedicatedMaxRate
- Sets the maximum update rate when running as a dedicated server.
Usage: sv_DedicatedMaxRate [5..500] Default is 50.
- sv_gamerules
- The game rules that the server should use
- sv_gs_report
- Enable Gamespy server reporting, this is necessary for NAT negotiation
- sv_gs_trackstats
- Enable Gamespy stats tracking
- sv_input_timeout
- Experimental timeout in ms to stop interpolating client inputs since last update.
- sv_lanonly
- Set for LAN games
- sv_levelrotation
- Sequence of levels to load after each game ends
- sv_map
- The map the server should load
- sv_maxmemoryusage
- Maximum memory a dedicated server is allowed to use
- sv_maxplayers
- Maximum number of players allowed to join server.
- sv_maxspectators
- Maximum number of players allowed to be spectators during the game.
- sv_pacifist
- Pacifist mode (only works on dedicated server)
- sv_packetRate
- Packet rate on server
- sv_password
- Server password
- sv_port
- Server address
- sv_ranked
- Enable statistics report, for official servers only.
- sv_requireinputdevice
- Which input devices to require at connection (dontcare, none, gamepad, keyboard)
- sv_restart
- Restarts the round.
- sv_say
- Broadcasts a message to all clients.
- sv_servername
- Server name will be displayed in server list. If empty, machine name will be used.
- sv_timeofdayenable
- Enables time of day simulation.
- sv_timeofdaylength
- Sets time of day changing speed.
- sv_timeofdaystart
- Sets time of day start time.
- sv_timeout_disconnect
- Timeout for fully disconnecting timeout connections
- sv_voice_enable_groups
- WIP
- sv_voicecodec
- WIP
- sv_voting_cooldown
- Voting cooldown
- sv_voting_ratio
- Part of player's votes needed for successful vote.
- sv_voting_team_ratio
- Part of team member's votes needed for successful vote.
- sv_voting_timeout
- Voting timeout
sys
- sys_affinity
- WIP
- sys_AI
- Enables AI Update
- sys_budget_frametime
- Sets the upper limit for frame time (in ms) when monitoring budget.
- sys_budget_numdrawcalls
- Sets the upper limit for number of draw calls per frame.
- sys_budget_soundchannels
- Sets the upper limit for sound channels playing when monitoring budget.
- sys_budget_soundmem
- Sets the upper limit for sound memory (in MB) when monitoring budget.
- sys_budget_sysmem
- Sets the upper limit for system memory (in MB) when monitoring budget.
- sys_budget_videomem
- Sets the upper limit for video memory (in MB) when monitoring budget.
- sys_crashtest
- WIP
- sys_DeactivateConsole
- 0: normal console behavior
1: hide the console
- sys_EarlyMovieUpdate
- 0 needed for game, 1 better for having artifact free movie playback
Usage: sys_EarlyMovieUpdate [0/1] Default is 0
- sys_enable_budgetmonitoring
- Enables budget monitoring. Use #System.SetBudget( sysMemLimitInMB, videoMemLimitInMB,
frameTimeLimitInMS, soundChannelsPlaying ) or sys_budget_sysmem, sys_budget_videomem or sys_budget_fps to set budget limits.
- sys_entities
- Enables Entities Update
- sys_firstlaunch
- Indicates that the game was run for the first time.
- sys_flash
- Enables/disables execution of flash files.
- sys_flash_curve_tess_error
- Controls curve tessellation. Larger values result in coarser, more angular curves.
- sys_flash_edgeaa
- Enables/disables edge anti-aliased rendering of flash files.
- sys_flash_info
- Enables flash profiling (1). Additionally sorts the list of flash files lexicographically (2, automatically resets to 1).
- sys_flash_info_histo_scale
- Defines scaling of function histogram inside the flash profiler.
- sys_flash_info_peak_exclude
- Comma separated list of flash functions to excluded from peak history.
- sys_flash_info_peak_tolerance
- Defines tolerance value for peaks (in ms) inside the flash profiler.
- sys_flash_log_options
- Enables logging of several flash related aspects (add them to combine logging)...
1) Flash loading : 1 2) Flash actions script execution : 2 3) Flash related high-level calls inspected by the profiler into a file: 4
Please note that for (3) the following cvars apply: * sys_flash_info * sys_flash_info_peak_exclude
- sys_flash_warning_level
- Sets verbosity level for CryEngine related warnings...
0) Omit warning 1) Log warning 2) Log warning and display message box
- sys_float_exceptions
- Use or not use floating point exceptions.
- sys_logallocations
- Save allocation call stack
- sys_LowSpecPak
- use low resolution textures from special pak file or emulate if no such pak exists
0=don't use lowspec.pak (full texture quality) 1=use lowspec.pak (faster loading of textures, reduced texture quality) Usage: sys_LowSpecPak 0/1
- sys_LvlRes_finalstep
- to combine all recorded level resources and create finial stripped build
- sys_LvlRes_findunused
- find unused level resources
- sys_max_step
- Specifies the maximum physics step in a separate thread
- sys_memory_debug
- Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off
- sys_min_step
- Specifies the minimum physics step in a separate thread
- sys_no_crash_dialog
- WIP
- sys_noupdate
- Toggles updating of system with sys_script_debugger.
Usage: sys_noupdate [0/1] Default is 0 (system updates during debug).
- sys_PakLogMissingFiles
- If non-0, missing file names go to mastercd/MissingFilesX.log.
1) only resulting report 2) run-time report is ON, one entry per file 3) full run-time report
- sys_PakPriority
- If set to 1, tells CryPak to try to open the file in pak first, then go to file system
- sys_PakReadSlice
- If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels
- sys_physics
- Enables Physics Update
- sys_physics_CPU
- Specifies the physical CPU index physics will run on
- sys_preload
- Preload Game Resources
- sys_RestoreSpec
- Restore or test the cvar settings of game specific spec settings,
'test*' and 'info' log to the log file only Usage: sys_RestoreSpec [test
- sys_root
- Returns root path (on server this can be set by -root command line parameter
- sys_SaveCVars
- 1 to activate saving of console variables, 0 to deactivate
The variables are stored in 'system.cfg' on quit, only marked variables are saved (0) Usage: sys_SaveCVars [0/1] Default is 0
- sys_spec
- Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)
- sys_spec_Full
- Console variable group to apply settings to multiple variables
sys_spec_Full [1/2/3/4/x]:
... sys_spec_GameEffects = 1/2/3/4/4 ... sys_spec_ObjectDetail = 1/2/3/4/4 ... sys_spec_Particles = 1/2/3/4/4 ... sys_spec_Physics = 1/2/3/4/4 ... sys_spec_PostProcessing = 1/2/3/4/4 ... sys_spec_Shading = 1/2/3/4/4 ... sys_spec_Shadows = 1/2/3/4/4 ... sys_spec_Sound = 1/2/3/4/4 ... sys_spec_Texture = 1/2/3/4/4 ... sys_spec_VolumetricEffects = 1/2/3/4/4 ... sys_spec_Water = 1/2/3/4/4
- sys_spec_GameEffects
- Console variable group to apply settings to multiple variables
sys_spec_GameEffects [1/2/3/4/x]:
... g_battleDust_enable = 0/0/0/1/1 ... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0 ... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0 ... g_ragdollUnseenTime = 2/2/2/2/2 ... i_lighteffects = 0/0/1/1/1
- sys_spec_MotionBlur
- Console variable group to apply settings to multiple variables
sys_spec_MotionBlur [1/2/3/4/x]:
... r_MotionBlur = 0/1/1/3/3
- sys_spec_ObjectDetail
- Console variable group to apply settings to multiple variables
sys_spec_ObjectDetail [1/2/3/4/x]:
... ca_AttachmentCullingRation = 100/120/160/200/200 ... ca_DrawFaceAttachments = 0/1/1/1/1 ... ca_useDecals = 0/1/1/1/1 ... e_cbuffer_resolution = 128/128/256/256/256 ... e_decals_allow_game_decals = 0/1/1/1/1 ... e_decals_life_time_scale = 0.5/1/2/2/2 ... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048 ... e_detail_materials_view_dist_z = 64/128/128/128/128 ... e_dissolve = 0/0/1/1/1 ... e_lod_min = 2/1/0/0/0 ... e_lod_ratio = 3/4/6/6/6 ... e_lods = 1/1/1/1/1 ... e_max_view_dst_spec_lerp = 0/0.5/1/1/1 ... e_obj_quality = 1/2/3/4/4 ... e_proc_vegetation = 0/1/1/1/1 ... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200 ... e_vegetation_bending = 1/2/2/2/2 ... e_vegetation_min_size = 1.0/0.5/0/0/0 ... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1 ... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5 ... e_view_dist_ratio = 40/60/60/60/60 ... e_view_dist_ratio_detail = 15/19/24/30/30 ... e_view_dist_ratio_vegetation = 15/21/31/45/45 ... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1 ... i_rejecteffects = 0/1/1/1/1 ... sys_flash_curve_tess_error = 8/4/2/2/2
- sys_spec_Particles
- Console variable group to apply settings to multiple variables
sys_spec_Particles [1/2/3/4/x]:
... e_particles_lod = 0.75/1/1/1/1 ... e_particles_max_emitter_draw_screen = 4/8/16/32/32 ... e_particles_object_collisions = 0/1/1/1/1 ... e_particles_quality = 1/2/3/4/4 ... e_water_ocean_soft_particles = 0/1/1/1/1 ... r_UseSoftParticles = 0/1/1/1/1
- sys_spec_Physics
- Console variable group to apply settings to multiple variables
sys_spec_Physics [1/2/3/4/x]:
... e_cull_veg_activation = 20/30/50/50/50 ... e_foliage_wind_activation_dist = 0/10/20/25/25 ... e_phys_foliage = 1/2/2/2/2 ... e_phys_ocean_cell = 0/1/0.5/0.5/0.5 ... es_MaxPhysDist = 50/100/200/200/200 ... es_MaxPhysDistInvisible = 10/15/25/25/25 ... g_breakage_particles_limit = 80/130/200/250/250 ... g_joint_breaking = 0/1/1/1/1 ... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0 ... p_max_MC_iters = 4000/5000/6000/6000/6000 ... p_max_object_splashes = 3/3/3/3/3 ... p_max_substeps_large_group = 3/5/5/5/5 ... p_num_bodies_large_group = 30/100/100/100/100 ... p_splash_dist0 = 7/7/7/7/7 ... p_splash_dist1 = 30/30/30/30/30 ... p_splash_force0 = 10/10/10/10/10 ... p_splash_force1 = 100/100/100/100/100 ... p_splash_vel0 = 4.5/4.5/4.5/4.5/4.5 ... p_splash_vel1 = 10/10/10/10/10 ... v_vehicle_quality = 1/4/4/4/4
- sys_spec_PostProcessing
- Console variable group to apply settings to multiple variables
sys_spec_PostProcessing [1/2/3/4/x]:
... r_Coronas = 1/1/1/1/1 ... r_DepthOfField = 0/1/1/2/2 ... r_Flares = 1/1/1/1/1 ... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2 ... r_MotionBlur = 0/0/1/3/3 ... r_UseEdgeAA = 0/0/1/1/1 ... r_colorgrading = 0/1/0/1/1 ... r_sunshafts = 0/0/0/1/1
- sys_spec_Quality
- Console variable group to apply settings to multiple variables
sys_spec_Quality [1/2/3/4/x]:
... q_Renderer = 0/1/2/3/3 ... q_ShaderFX = 0/1/2/3/3 ... q_ShaderGeneral = 0/1/2/3/3 ... q_ShaderGlass = 0/1/2/3/3 ... q_ShaderHDR = 0/1/2/3/3 ... q_ShaderIce = 0/1/2/3/3 ... q_ShaderMetal = 0/1/2/3/3 ... q_ShaderPostProcess = 0/1/2/3/3 ... q_ShaderShadow = 0/1/2/3/3 ... q_ShaderSky = 0/1/2/3/3 ... q_ShaderTerrain = 0/1/2/3/3 ... q_ShaderVegetation = 0/1/2/3/3 ... r_LightsSinglePass = 1/0/0/0/0
- sys_spec_Shading
- Console variable group to apply settings to multiple variables
sys_spec_Shading [1/2/3/4/x]:
... e_max_entity_lights = 4/7/11/16/16 ... e_particles_lights = 0/0/1/1/1 ... e_ram_maps = 0/1/1/1/1 ... e_sky_type = 0/1/1/1/1 ... e_sky_update_rate = 0.12/0.5/1/1/1 ... e_terrain_ao = 0/0/1/1/1 ... e_terrain_normal_map = 0/0/1/1/1 ... e_vegetation_use_terrain_color = 0/1/1/1/1 ... r_DetailDistance = 0/4/8/8/8 ... r_DetailNumLayers = 0/1/1/2/2 ... r_DetailTextures = 0/1/1/1/1 ... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05 ... r_FillLights = 0/0/14/14/14 ... r_HDRRendering = 0/0/2/2/2 ... r_HairSortingQuality = 0/0/1/1/1 ... r_SSAO = 0/0/1/1/1 ... r_SSAO_quality = 1/1/1/2/2 ... r_SSAO_radius = 1/1/1/2/2 ... r_TexturesFilteringQuality = 2/1/0/0/0 ... r_UsePom = 0/0/0/1/1 ... r_refraction = 1/1/1/1/1 ... sys_flash_edgeaa = 0/1/1/1/1 ... sys_spec_Quality = 1/2/3/4/4
- sys_spec_Shadows
- Console variable group to apply settings to multiple variables
sys_spec_Shadows [1/2/3/4/x]:
... e_gsm_cache = 1/1/1/0/0 ... e_gsm_lods_num = 3/4/5/5/5 ... e_gsm_range = 4/3/3/3/3 ... e_shadows = 0/1/1/1/1 ... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8 ... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1 ... e_shadows_max_texture_size = 256/512/1024/1024/1024 ... e_shadows_on_alpha_blended = 0/0/1/1/1 ... r_ShadowBlur = 0/0/3/3/3 ... r_ShadowJittering = 0/1/1/2.5/2.5 ... r_ShadowsMaskResolution = 0/0/0/0/0
- sys_spec_Sound
- Console variable group to apply settings to multiple variables
sys_spec_Sound [1/2/3/4/x]:
... s_CacheSize = 50/60/70/80/80 ... s_FormatSampleRate = 44100/48000/48000/48000/48000 ... s_MPEGDecoders = 16/24/32/32/32 ... s_Obstruction = 2/2/1/1/1 ... s_ObstructionAccuracy = 0/1/1/1/1 ... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1 ... s_ReverbType = 0/2/2/2/2 ... s_SoundMoodsDSP = 0/1/1/1/1 ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0
- sys_spec_Texture
- Console variable group to apply settings to multiple variables
sys_spec_Texture [1/2/3/4/x]:
... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32 ... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32 ... r_DynTexMaxSize = 50/60/80/80/80 ... r_EnvCMResolution = 0/1/2/2/2 ... r_EnvTexResolution = 1/2/3/3/3 ... r_ImposterRatio = 2/1.5/1/1/1 ... r_TexAtlasSize = 512/1024/1024/2048/2048 ... r_TexSkyResolution = 1/0/0/0/0 ... r_TexturesStreaming = 0/0/2/2/2 ... r_VegetationSpritesTexRes = 64/64/64/64/64 ... sys_LowSpecPak = 1/1/0/0/0
- sys_spec_VolumetricEffects
- Console variable group to apply settings to multiple variables
sys_spec_VolumetricEffects [1/2/3/4/x]:
... e_Clouds = 0/1/1/1/1 ... r_Beams = 4/3/3/3/3 ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 ... r_BeamsMaxSlices = 16/32/64/200/200 ... r_CloudsUpdateAlways = 0/0/0/0/0
- sys_spec_Water
- Console variable group to apply settings to multiple variables
sys_spec_Water [1/2/3/4/x]:
... e_water_ocean_fft = 0/0/0/1/1 ... e_water_tesselation_amount = 1/6/7/10/10 ... e_water_tesselation_swath_width = 5/10/10/10/10 ... q_ShaderWater = 0/1/2/2/2 ... r_WaterCaustics = 0/1/1/1/1 ... r_WaterReflections = 1/1/1/1/1 ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 ... r_WaterReflectionsQuality = 0/1/2/4/4 ... r_WaterRefractions = 0/0/1/1/1 ... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2 ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05
- sys_SSInfo
- Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]
Default is 0 (off).
- sys_StreamCallbackTimeBudget
- Time budget, in microseconds, to be spent every frame in StreamEngine callbacks.
Additive with cap: if more time is spent, the next frame gets less budget, and there's never more than this value per frame.
- sys_streaming_sleep
- WIP
- sys_trackview
- Enables TrackView Update
- sys_vtune
- WIP
- sys_warnings
- Toggles printing system warnings.
Usage: sys_warnings [0/1] Default is 0 (off).
- sys_WER
- Enables Windows Error Reporting
test
- test_nsbrowse
- WIP
- test_nschat
- WIP
- test_nsnat
- WIP
- test_nsreport
- WIP
- test_nsstats
- WIP
- test_playersBounds
- WIP
- test_profile
- WIP
- test_reset
- WIP
- test_timeout
- WIP
time
- time_scale
- Game time scaled by this - for variable slow motion
tracer
- tracer_max_count
- Max number of active tracers.
- tracer_max_distance
- Distance at which to stop scaling/lengthening tracers.
- tracer_max_scale
- Scale at max distance.
- tracer_min_distance
- Distance at which to start scaling/lengthening tracers.
- tracer_min_scale
- Scale at min distance.
- tracer_player_radiusSqr
- Sqr Distance around player at which to start decelerate/acelerate tracer speed.
v
- v_altitudeLimit
- Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.
- v_altitudeLimitLowerOffset
- Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.
- v_autoDisable
- Enables/disables vehicle autodisabling
- v_damage
- Enables/disables vehicle damage processing
- v_debugCollisionDamage
- Enable debug output for vehicle collisions
- v_debugdraw
- Displays vehicle status info on HUD
Values: 1: common stuff 2: vehicle particles 3: parts 4: views 6: parts + partIds 7: parts + transformations and bboxes 8: component damage 10: vehicle editor
- v_debugMountedWeapon
- Enable/disable vehicle mounted weapon camera debug draw
- v_debugSounds
- Enable/disable vehicle sound debug drawing
- v_debugVehicle
- Vehicle entity name to use for debugging output
- v_debugView
- Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class
- v_deformable
- Enables/disables DeformMorph calls on vehicle parts
- v_disable_hull
- Disable hull proxies
- v_draw_components
- Enables/disables display of components and their damage count
- v_draw_helpers
- Enables/disables display of vehicle helpers
- v_draw_passengers
- draw passenger TMs set by VehicleSeat
- v_draw_seats
- Enables/disables display of seat positions
- v_draw_slip
- Draw wheel slip status
- v_draw_suspension
- Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled
- v_draw_tm
- Enables/disables drawing of local part matrices
- v_driverControlledMountedGuns
- Specifies if the driver can control the vehicles mounted gun when driving without gunner.
- v_dumpFriction
- Dump vehicle friction status
- v_enable_lumberjacks
- Enable/disable physicalization of lumberjack parts
- v_enterDirRadius
- Maximum direction radius tolerated to enter with transition animation (AI only)
- v_exit_player
- Makes the local player exit his current vehicle.
- v_goliathMode
- Makes all vehicles invincible
- v_help_tank_steering
- Enable tank steering help for AI
- v_independentMountedGuns
- Whether mounted gunners operate their turret independently from the parent vehicle
- v_invertPitchControl
- Invert the pitch control for driving some vehicles, including the helicopter and the vtol
- v_kill
- Kills the players vehicle.
- v_lights
- Controls vehicle lights. 0: disable all lights, 1: disable all dynamic lights, 2: enable dynamic lights only for local player, 3: enable all lights
- v_lights_enable_always
- Vehicle lights are always on (debugging)
- v_maxHeightBegin
- Indicate the beginning of the max height zone (0 means that this feature is disabled)
- v_maxHeightEnd
- Indicate the end of the max height zone (0 means that this feature is disabled)
- v_pa_surface
- Enables/disables vehicle surface particles
- v_profileMovement
- Used to enable profiling of the current vehicle movement (1 to enable)
- v_ragdollPassengers
- Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle
- v_reload_system
- Reloads VehicleSystem script
- v_rockBoats
- Enable/disable boats idle rocking
- v_set_passenger_tm
- enable/disable passenger entity tm update
- v_show_all
- WIP
- v_slipFrictionModFront
- if non-zero, used as slip friction modifier (front wheels)
- v_slipFrictionModRear
- if non-zero, used as slip friction modifier (rear wheels)
- v_slipSlopeFront
- coefficient for slip friction slope calculation (front wheels)
- v_slipSlopeRear
- coefficient for slip friction slope calculation (rear wheels)
- v_sprintSpeed
- Set speed for acceleration measuring
- v_stabilizeVTOL
- Specifies if the air movements should automatically stabilize
- v_tpvDist
- Set default distance for vehicle thirdperson cam (0 means distance from vehicle class is used)
- v_tpvHeight
- Set default height offset for vehicle thirdperson cam (0 means height from vehicle class is used, if present)
- v_transitionAnimations
- Enables enter/exit transition animations for vehicles
- v_treadUpdateTime
- delta time for tread UV update, 0 means always update
- v_vehicle_quality
- Geometry/Physics quality (1-lowspec, 4-highspec)
- v_wind_minspeed
- If non-zero, vehicle wind areas always set wind >= specified value
voice
- voice_mute
- Mute player's voice comms