|
Variables |
Description |
class ID |
|
activeaction
"" |
variable
holds a command to be executed upon connecting to a server |
|
|
arch
"win98" |
architecture/operating
system |
|
|
bot_aasoptimize
"0" |
optimize
the .aas file when one is written - MrElusive |
|
|
bot_challenge
"0" |
make
the bot a bit more challenging - MrElusive |
|
|
bot_debug
"0" |
toggle
debugging tool for bot code |
|
|
bot_developer
"0" |
toggle
developer mode for bots |
|
|
bot_enable
"0" |
enable
and disable adding of bots to the map/game |
L |
|
bot_fastchat
"0" |
toggle
between frequent and less frequent bot chat strings 1 = more often |
|
|
bot_forceclustering
"0" |
force
recalculating the aas clusters - MrElusive |
|
|
bot_forcereachability
"0" |
force
recalculating the aas reachabilities - MrElusive |
|
|
bot_forcewrite
"0" |
force
writing out a new .aas file - MrElusive |
|
|
bot_grapple
"0" |
toggle
determines weather the bots will use the grappling hook |
|
|
bot_groundonly
"1" |
this
is a debug cvar to show areas which does not work in the retail version
special thanks to - MrElusive |
|
|
bot_interbreedbots
"10" |
number
of bots used for goal fuzzy logic interbreeding - MrElusive |
C |
|
bot_interbreedchar
"" |
bot
character to be used with goal fuzzy logic interbreeding - MrElusive |
C |
|
bot_interbreedcycle
"20" |
number
of matches between interbreeding - MrElusive |
C |
|
bot_interbreedwrite
"" |
file
to write interbreeded goal fuzzy logic to - MrElusive |
C |
|
bot_maxdebugpolys
"128" |
max
number of polygons available for visualizing things when debugging |
|
|
bot_memorydump
"0" |
possibly
displays memory allocation/use for bots used for debugging? |
C |
|
bot_minplayers
"0" |
this
is used to ensure a minimum numbers of players are playing on a server
bots are added/removed to get the specified number of players in the
game special thanks to - MrElusive |
S |
|
bot_nochat
"0" |
toggle
determines weather bots will chat or not 0 = bots will chat |
|
|
bot_pause
"0" |
debug
command to pause the bots - MrElusive |
C |
|
bot_reachability
"0" |
this
is a debug cvar which does not work in the retail version - MrElusive |
|
|
bot_reloadcharacters
"0" |
this
cvar if set to 1 disabled bot character file caching. used when creating
bot characters while keeping Q3A running. kicking and re-adding a bot
will reload the bot character files - MrElusive |
|
|
bot_report
"0" |
debug
command to have the bots report what they are doing in CTF MrElusive |
C |
|
bot_rocketjump
"1" |
toggle
determines weather the bots will use the rocket jump technique |
|
|
bot_testichat
"0" |
used
to test the initial bot chats. set this to 1 and add a bot. the bot will
spit out all initial chats. - MrElusive |
|
|
bot_testrchat
"0" |
used
to test the reply chats. set this to 1 and add one bot. the bot will
always reply and dump all possible replies - MrElusive |
|
|
bot_testsolid
"0" |
test
for "solid areas" in the .aas file (read the q3r manual) -
MrElusive |
C |
|
bot_thinktime
"100" |
this
is the time in milliseconds between two AI frames. - MrElusiveset the
amount of time a bot thinks about a move before making it AI...(c: |
|
|
bot_usehook
"0" |
toggle
determines weather the bots will use the grappling hook |
|
|
bot_visualizejumppads
"0" |
visualizes
the default arch of a jumppad (read the q3r manual) - MrElusive |
C |
|
capturelimit
"8" |
set
# of times a team must grab the others flag before the win is declared |
S A
|
|
cg_animspeed
"1" |
toggle
linear interpolation between successive frames in a player animation. 0 =
no interpolation 1 = it does interpolate - Coriolis + WhatEver |
C |
|
cg_autoswitch
"1" |
auto-switch
weapons (on pick-up) |
A |
|
cg_bobpitch
"0.002" |
set
amount player view bobs forward/back while moving |
A |
|
cg_bobroll
"0.002" |
set
amount player view rolls side to side while moving |
A |
|
cg_bobup
"0.005" |
set
amount player view bobs up/down while moving |
A |
|
cg_brassTime
"1250" |
set
amount of time a shell casing gets displayed if set to 0 the game engine
will skip all shell eject code |
A |
|
cg_centertime
"3" |
set
display time for center screen messages (0 off) |
C |
|
cg_crosshairHealth
"1" |
show
health by the cross hairs (only works with #10 now?) - LOKi |
A |
|
cg_crosshairSize
"24" |
crosshair
size...incase you have crosshair envy (c: |
A |
|
cg_crosshairX
"0" |
set
X coordinates of the crosshair if cg_crosshairSize not 0 |
A |
|
cg_crosshairY
"0" |
set
Y coordinates of the crosshair if cg_crosshairSize not 0 |
A |
|
cg_debuganim
"0" |
toggle
model animation debug mode |
C |
|
cg_debugevents
"0" |
toggle
event debug mode |
C |
|
cg_debugposition
"0" |
toggle
player position debug mode |
C |
|
cg_deferPlayers
"1" |
the
loading of player models will not take place until the next map, or when
you die, or toggle the scoreboard (tab) this prevents the
"hitch" effect when a player using a new model or skin joins
the game after you. if you join the game after them the models and skins
will download as you join? |
A |
|
cg_demoLook
"0" |
possibly
to change the look of a recorded demo? |
|
|
cg_draw2D
"1" |
toggle
the drawing of 2D items or text on the status display |
A |
|
cg_draw3dIcons
"1" |
toggle
the drawing of 3D icons on the HUD off and on draw 2D icon for ammo if
cg_draw3dicons 0 "John Carmack" |
A |
|
cg_drawAmmoWarning
"1" |
toggle
low-ammo warning display |
A |
|
cg_drawAttacker
"1" |
toggle
the display of last know assailant |
A |
|
cg_drawCrosshair
"1" |
select
crosshair (change to zero if you have really good aim ha! ha!) 10
crosshairs to select from (cg_drawCrosshair 1 - 10) "John Carmack" |
A |
|
cg_drawCrosshairNames "1" |
toggle
displaying of the name of the player you're aiming at |
A |
|
cg_drawFPS "0" |
toggle
Frames Per Second display (when set to one "0" is default) |
A |
|
cg_drawGun "1" |
toggle
determines if the weapon you're holding is visible or not |
A |
|
cg_drawIcons "1" |
toggle
the drawing of any icons on the HUD and scoreboard |
A |
|
cg_drawRewards "1" |
toggle
display of award icons above the "you fragged..." message - LOKi
|
A |
|
cg_drawKiller "1" |
toggle
display of player's name and picture that fragged you last |
A |
|
cg_drawSnapshot "0" |
toggle
the display of snapshots counter (# of snaps since game start) |
A |
|
cg_drawStatus "1" |
draw the
HUD. (toggle weather or not health and score are displayed) |
A |
|
cg_drawTeamOverlay "0" |
set the
drawing location of the team status overlay 1=top right 2=bottom
right 3=bottom left of the screen it shows team player names,
location, ammo (and what type weapon), and frag count for each player -
LOKi |
|
|
cg_drawTimer "1" |
show
timer on HUD. shows time since map start counts up - LOKi |
A |
|
cg_errordecay "100" |
helps to
smooth animation during player prediction while experiencing packet loss
or snapshot errors. "detect prediction errors and allow them to be decayed
off over several frames to ease the jerk." from the source code comments
cg_predict.c |
|
|
cg_extrapolate "1" |
toggle
blending of animations from one to the next (like a segue) -
Andre |
|
|
cg_footsteps "1" |
toggle
the footstep sounds of all players (cheat protected) - LOKi |
C |
|
cg_forceModel "0" |
force
model selection, also forces player sounds "John Carmack" |
A |
|
cg_fov
"90" |
field of
view/vision "90" is default higher numbers give peripheral
vision. |
A |
|
cg_gibs
"1" |
toggle
the display of animated gibs (explosions flying body parts!) |
A |
|
cg_gun
"1" |
toggle
determines if the weapon your holding is visible or not |
A |
|
cg_gunX
"0" |
set X
coordinates of viewable weapon if cg_drawGun is set to 1 |
C |
|
cg_gunY
"0" |
set Y
coordinates of viewable weapon if cg_drawGun is set to 1 |
C |
|
cg_gunZ
"0" |
set Z
coordinates of viewable weapon if cg_drawGun is set to 1 moves the gun
model forward or backward in relation to the player models
hold |
C |
|
cg_ignore
"0" |
used for
debugging possibly like the notarget command |
|
|
cg_lagometer "1" |
toggle
the display of Lag-O-Meter on the HUD 1=netgraph 0=frag counter which
changes color to reflect what place your in as well
Section 6 of the Q3Test_Instructions_Readme.txt has a
more detailed description of this tool. Simply put the top graph
(blue/yellow): A vertical line is painted for every rendered frame. if the
line is blue and going down from the baseline that indicates a steady
transition of frames from one to the next. A yellow line going up from the
baseline means the frames are not being fully rendered in time. The bottom
graph (green/yellow/red): A vertical line is painted for every received
snapshot. If the line is green it indicates properly received snapshots,
with the height of the bar proportional to the ping. If the bar is yellow
it indicates that the snapshot was held back because it hit the rate
limit. If the line is red it means the snapshot was dropped by the
network...Lots of thanx goes out to hacker, Erik, TeoH, and
Wilka |
A |
|
cg_markoffset "1" |
set marks
(decals) offset. some video cards display the marks with the wrong offset,
so you will be able to see the square decal that encapsulates the effect
because the offset rises above the wall surface. change the offset the
square goes away |
|
|
cg_marks
"1" |
toggle
the marks the projectiles leave on the wall (bullet holes,
etc) |
A |
|
cg_noplayeranims "0" |
toggle
player model animations. (the animation frame displayed when this is
disabled is rather odd, though.) |
C |
|
cg_nopredict "0" |
toggle
client-side player prediction. (disabling causes the client to wait for
updates from the server before updating the player location.)
. |
|
|
cg_predictItems "1" |
toggle
client-side item prediction. 0 option to not do local prediction of item
pickup "John Carmack" |
U
A |
|
cg_railTrailTime "400" |
set how
long the railgun's trails last |
A |
|
cg_runpitch "0.002" |
set
amount player view bobs up and down while running |
A |
|
cg_runroll "0.005" |
set
amount player view rolls side to side while running (in 3rd person
only?) |
A |
|
cg_shadows "0" |
set
shadow detail level (0 = OFF, 1 = basic discs, 2 = Stencil Buffered 3 =
Simple Stencil Buffered (if r_stencilebits is not=0)) - Andre
Lucas |
A |
|
cg_showcrosshair "1" |
appeared
in version 1.06 then removed in 1.07 now back in 1.08 then removed again
in 1.09…hmm (replaced with multi-crosshairs) |
|
|
cg_showmiss "0" |
toggle
the display of missed packets or predictions on the HUD |
|
|
cg_simpleItems "0" |
toggle
the use of 2D sprite objects in place of the 3D animated objects makes
some objects more "simple" (faster to render) - hacker |
A |
|
cg_stats
"0" |
toggles
display of client frames in sequence missed frames are not
shown |
|
|
cg_stereoSeparation "0.4" |
the
amount of stereo separation (for 3D glasses!) You ever take off your
glasses at a 3D movie, remember how the images were separated into 3
colors? that's what this does |
A |
|
cg_swingSpeed "0.3" |
set speed
player model rotates to match position (1 is no delay, 0 will never
turn) |
C |
|
cg_teamChatHeight "8" |
set
number of lines or strings of text that remain on screen in team play chat
mode (messagemode2) values are 1 - 8 - LOKi |
A |
|
cg_teamChatTime "3000" |
set how
long messages from teammates are displayed on the screen |
A |
|
cg_temp
"0" |
|
|
|
cg_testentities "0" |
|
|
|
cg_thirdPerson "0" |
toggle
the use of and third person view |
|
|
cg_thirdPersonAngle "0" |
change
the angle of perspective you view your player (180 changes view to the
front of the model) |
C |
|
cg_thirdPersonRange "40" |
change
the distance you view your player from when in 3rd person view |
|
|
cg_tracerchance "0.4" |
set
frequency of tracer bullets (1 is all tracers) |
C |
|
cg_tracerlength "100" |
set
length of tracer bullets |
C |
|
cg_tracerwidth "1" |
set width
of tracer bullets |
C |
|
cg_viewsize "100" |
changes
view port size 30 - 100 (you probably wouldn't want less than
100) |
A |
|
cg_zoomfov "22.5" |
what the
zoomed in field of view will be any thing more than 30 would not be sniper
friendly |
A |
|
cg_waveamplitude "1" |
|
|
|
cg_wavefrequency1 "0.4" |
|
|
|
cheats
"0" |
enable
cheating commands (give all) (serverside only) |
S I
L |
|
cl_allowDownload "1" |
toggle
automatic downloading of maps, models, sounds, and textures |
A |
|
cl_anglespeedkey "1.5" |
set the
speed that the direction keys (not mouse) change the view
angle |
|
|
cl_avidemo "0" |
toggle
recording of a slideshow of screenshots records into the snapshot folder
and appears to have overwritten some snapshots I had in
there…)c: |
|
|
cl_cdkey
"123456789" |
variable
to hold the CD key number to prevent bootleg/warez |
A |
|
cl_currentServerAddress |
variable
holds the IP address of the currently connected server |
|
|
cl_debugMove "0" |
used for
debugging cl_debugmove [1/2] from John Carmack's plan file |
|
|
cl_downloadName "" |
variable
holds filename of file currently downloading |
|
|
cl_freelook "1" |
toggle
the use of freelook with the mouse (your ability to look up and
down) |
A |
|
cl_freezeDemo "0" |
stops a
demo play back and freeze on one frame |
|
|
cl_maxpackets "30" |
set the
transmission packet size or how many packets are sent to
client |
A |
|
cl_maxPing "800" |
controls
which servers are displayed in the in-game server browser -
ata |
A |
|
cl_motd
"1" |
toggle
the display of "Message of the day" When Quake 3 Arena starts a map up, it
sends the GL_RENDERER string to the Message Of The Day server at id. This
responds back with a message of the day to the client. If you wish to
switch this option off, set CL_MOTD to 0. |
|
|
cl_mouseAccel "0" |
toggle
the use of mouse acceleration the mouse speeds up or becomes more
sensitive as it continues in one direction |
A |
|
cl_nodelta "0" |
disable
delta compression (slows net performance, only use if net errors happen
otherwise not recommended) |
|
|
cl_noprint "0" |
printout
messages to your screen or to the console (tired of all the
chatter?) |
|
|
cl_packetdup "1" |
default
was 2 but changed to 1 since version 1.09 |
A |
|
cl_paused
"0" |
variable
holds the status of the paused flag on the client side |
R |
|
cl_pitchspeed "140" |
set the
pitch rate when +lookup and/or +lookdown are active |
A |
|
cl_run
"1" |
always
run...play without it I dare you! (c: |
A |
|
cl_running "1" |
variable
which shows weather or not a client game is running or weather we are in
server/client mode (read only) |
R |
|
cl_showmouserate "0" |
show the
mouse rate of mouse samples per frame (USB 1/per frame) |
|
|
cl_shownet "0" |
display
network quality info |
|
|
cl_showSend "0" |
network
debugging tool "John Carmack" |
|
|
cl_showTimeDelta "0" |
display
time delta between server updates |
|
|
cl_timeNudge "0" |
effectively adds local lag to try to make sure you
interpolate instead of extrapolate (try 100 for a really laggy
server) |
|
|
cl_timeout "125" |
seconds
to wait before you are removed from the server when you lag
out. |
|
|
cl_updateInfoString "" |
"challenge\14985\motd\This is used by id when new
versions come out" |
R |
|
cl_yawspeed "140" |
set the
yaw rate when +left and/or +right are active |
A |
|
cm_curveClipHack "0" |
must have been a cheat!!! removed
now |
|
|
cm_noAreas "0" |
toggle
the ability of the player bounding box to clip through areas? |
C |
|
cm_noCurves "0" |
toggle
the ability of the player bounding box to clip through curved
surfaces |
C |
|
cm_playerCurveClip "1" |
toggles
the ability of the player bounding box to respect curved
surfaces. |
A
C |
|
color
"1" |
rail
color blue/green/cyan/red/magenta/yellow/white respectively
1/2/3/4/5/6/7 |
U
A |
|
com_blood
"1" |
toggle
the blood mist effect in the gib animations. 0 option for no gibs and no
blood on hits "John Carmack" |
A |
|
com_buildScript "0" |
possibly
used for the loading and caching of game data like a list of things to be
loaded and caches the data for quicker reloading |
|
|
com_dropsim "0" |
for
testing simulates packet loss during communication drops |
C |
|
com_hunkMegs "20" |
set the
amount of memory you want quake3.exe to reserve for game play dedicated
server memory optimizations. Tips: com_hunkMegs 4 sv_maxclients 3
bot_enable 0 "John Carmack" |
A
L |
|
com_introplayed "1" |
toggle
displaying of intro cinematic once it has been seen this variable keeps it
from playing each time, to see it again set this to zero |
A |
|
com_maxfps "100" |
set max
frames per second you receive from server (maxfps was removed) |
A |
|
com_showtrace "0" |
toggle
display of packet traces. 0=disables,1=toggles. |
C |
|
com_speeds "0" |
toggle
display of frame counter, all, sv, cl, gm, rf, and bk whatever they
are |
|
|
con_notifytime "3" |
defines
how long messages (from players or the system) are on the
screen |
|
|
conback
"" |
select
console background file "gfx/2d/conback.tga" |
|
|
crosshairhealth "1" |
show
health by the cross hairs |
A |
|
crosshairsize "24" |
crosshair
size...incase you have crosshair envy (c: |
A |
|
d_bot
"" |
all d_
commands have been removed to disable bots most likely |
|
|
d_botai
"0" |
all d_
commands have been removed to disable bots most likely |
|
|
d_botaiming "0" |
all d_
commands have been removed to disable bots most likely |
|
|
d_botfreeze "0" |
all d_
commands have been removed to disable bots most likely |
|
|
d_break
"0" |
all d_
commands have been removed to disable bots most likely |
|
|
d_noroam
"0" |
all d_
commands have been removed to disable bots most likely |
|
|
debuggraph "0" |
|
C |
|
dedicated
"0" |
set
console to server only (command line cvar causes engine not to load 3D
game just a server console C:\Q3TEST\quake3.exe +set dedicated
2) |
L |
|
developer
"0" |
enable
developer mode (more verbose messages) |
|
|
dmflags
"0" |
set deathmatch flags originally I posted the values
of Quake 2 dmflags but have since tested them and most of them don't
work |
|