Quake
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Quake KEX Enhanced - CVAR & Command list
By catbox
the FULL list of current Cvar & Commands for Quake 2021 KEX Enhanced

Kex Engine 4.0 (bastet)
Quake 1.0.4126 (Standard PC Platform)
BetaSubmission(MS5)-1646-gdf5a05b9 Aug 18 2021 13:59:39

(note: some are not defaults, will re-aquire defaults later)
(maybe...or maybe not)

your kexengine.cfg & autoexec.cfg is located (linux)
$HOME/.steam/steam/steamapps/compatdata/2310/pfx/drive_c/users/steamuser/Saved Games/Nightdive Studios/Quake/
...windows similar location
drive_c\users\steamuser\Saved Games\Nightdive Studios\Quake\
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Cvars: A
aa_interpolaterate (0.6) - The rate in which aim assist interpolates the friction aa_allowinterpolate (1) - Interpolate the aim assist friction aa_enable (0) - Enables aim assist aa_debugselector (0) - Visualize aim assist selector (debugging) aa_selection_maxdistance (950.0) - The Maximum Distance away for a target to be considered for adhesion, friction and target lock-to aa_selection_maxdegrees (10.0) - The Maximum angular separation from the aim axis aa_distance_rampdown (10.0) - Distance for ramping down distance modifier aa_distance_rampup (1000.0) - Distance for ramping up distance modifier aa_distance_min (0.0) - Minimum Optimal Distance for aim assist effect aa_distance_max (500.0) - Maximum Optimal Distance for aim assist effect aa_distance_expandradiusmultiplier (8.0) - The expanded multiplier for target radius, friction radius and adhesive radius aa_distance_expandradiusdistmin (0.3) - Min fractional distance before expanding kicks in (smoothstep formula) aa_distance_expandradiusdistmax (1.0) - Max fractional distance before expanding kicks in (smoothstep formula) aa_friction_optimalradius (50.0) - Optimal Distance for Friction to take an effect aa_friction_radius (25.0) - Friction Collision Sphere Radius aa_friction_innterradiusrolloffpct (0.6) - The percentage of the calculated radius to use as the inner radius for rolloff calculation aa_friction_multipliermin (0.0) - Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value aa_friction_multipliermax (0.4) - Maximum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value aa_adhesion_optimalradius (30.0) - Optimal Distance for adhesion to take an effect aa_adhesion_radius (15.0) - Radius used to apply adhesion amount aa_adhesion_innterradiusrolloffpercent (0.6) - The percentage of the calculated radius to use as the inner radius for rolloff calculation aa_adhesion_yawspeedmax (25.0) - Max Yaw Adhesion Speed aa_adhesion_pitchspeedmax (15.0) - Max Pitch Adhesion Speed aa_adhesion_contributionpercentmax (0.6) - Max Adhesion Contribution Percentage (Value must be in 0..1 range)
Cvars: B
bnet_scEntitlementUnlocked (1) - Slayers Club successfully unlocked - Internal use only bnet_scEntitlementPlatfId () - Slayers Club platform ID (internal use only) bnet_doQuickAccountProcess (1) - Internal use only bot_entityDebug (0) - 1 = Draw Debug Info About All Entities In The World bot_num_debug (0) - Set To The Bot Number You Want To Debug bot_skill (2) - Bot Skill Level. Valid Values 0( Training ) - 5( Nightmare ) bot_minClients (-1) - Set How Many Clients You Want In Want The Server. -1 = Disable. 0 = No Bots Allowed bot_numBots (-1) - Set How Many Bots You Want In Want The Server. 0 = Disable. > 0 = Number Of Bots To Spawn bot_respawnTime (0) - Default Respawn Time For Bots bot_pause (0) - 1 = Pause Bot Thinking bot_move_disable (0) - 1 = Bots Can't Move bot_move_debug (0) - 1 = Debug Bot Movement bot_jump_disable (0) - 1 = Bots Can't Jump bot_senses_disabled (0) - 1 = Disable Bot Senses bot_aim_debug (0) - 1 = Enable Debugging Of Bot Aiming bot_aim_disabled (0) - 1 = Disable Bot Aiming bot_aim_instant (0) - 1 = Bots Are Aimbots - For Testing bot_weapons_disable (0) - 1 = Bots Don't Use Weapons bot_combatDisabled (0) - 1 = Bots Don't Go Into Combat Behaviors bot_meleeDisabled (0) - 1 = Bots Don't Use Melee Combat Behaviors bot_axeAttack (0) - 1 = Bots ONLY Use Melee Weapons In Combat bot_followPlayer (0) - 1 = Bots Follow Around The Local Player bot_showPaths (0) - 1 = Bots Show The Path To Their Current Goal bot_trackPlayer (0) - 1 = Bots Always Track The Local Player bot_navNodeGoal (-1) - >= 0 - Bots Will Move To This Nav Node In The World bot_showBots (0) - 1 = Show All Bots In The World bot_deltaTime (0.0167) - Delta Time ( In Seconds ) Between Bot Updates) bot_debugSystem (0) - General = 1/Behavior Tree = 2/PowerItemDebug = 3/Move Goal Debug = 4/World State Debug = 5/Trace Manager Debug = 6 bot_drawNavNodes (0) - 1 = Bots Draw Nav Nodes In The World bot_pathTest (0) - 1 = Debug Bot Path Behavior bnet_silentLog (0) - Silence BNET debug log messages in console for user convenience bnet_anonbuid (anonymous) - BNet anonymous account ID (internal use only) bnet_acctType (69) - BNet account type (internal use only) bnet_platformId (steamid) - BNet platform ID (internal use only) bnet_uuid (base) - BNet client UUID (internal use only) bnet_lastbuid (id1) - BNet client BUID (internal use only)
Cvars: C
con_alwaysShowConsole (0) - Overlays the console output to screen con_showfps (1) - Displays current FPS con_fontsize (14) - Sets size of console font (requires restart) con_scrollamount (1) - Sets the number of lines to scroll in console cl_engineFPS (60) - Frames per second the renderer runs at cl_engineHZ (60) - Frames per second to run the game logic at cl_engineNoSleep (0) - Don't sleep if the game is running too fast cl_saveScreenshotsAsJPEG (0) - If enabled, screenshots will be saved out as JPEG instead of PNG cl_updateCPUUsageFrequency (500) - Number of times in milliseconds to query CPU utilization. Higher frequencies will cause the result to be less accurate cl_saveScreenshotUserDirectory (1) - If disabled, screenshots will save in the same directory as executable, otherwise will save to user save game folder cl_interpolation (1) - Enables interpolation (for high FPS and 144hz users) con_statfontsize (12) - Sets size of fonts for stat system (requires restart) cl_skipHud (0) - 1 = No HUD chase_back (100.0) - chase_up (16.0) - chase_right (0.0) - chase_active (0) - cl_run (1) - Enable always run cl_upspeed (200.0) - cl_forwardspeed (400.0) - cl_backspeed (200.0) - cl_sidespeed (350.0) - cl_movespeedkey (2.0) - cl_yawspeed (140.0) - cl_pitchspeed (150.0) - cl_anglespeedkey (1.5) - cl_movelerping (1) - If enabled, interpolates move stepping for certain entities cl_animlerping (1) - If enabled, interpolates alias model animations cl_name (Quake) - cl_color (164) - cl_shownet (0) - cl_nolerp (0) - cl_lookspring (0) - cl_lookstrafe (0) - cl_sensitivity (3.69) - cl_predict (1) - Turn on prediction cl_predict_debug (0) - Show prediction debugging info. Off, Server Origin (Green) vs Furthest Attempted Prediction (Cyan), Prediction Origin (White) vs Camera with nudge (Yellow) cl_displayMessages (1) - Displays in-game messages coop (0) - cl_joyinvertlook (0) - Invert joystick look cl_joylookspeed_x (0.5) - Joystick Look speed (x-axis) cl_joylookspeed_y (0.5) - Joystick Look speed (y-axis) cl_joy_accel_speed (64.0) - Sets joystick acceleration speed cl_joy_accel_precision_threshold (0.7) - Sets joystick threshold to dampen acceleration when making slow turns cl_joymovesensitivity (4.0) - Joystick Move sensitivity cl_swapjoysticks (0) - Swaps joysticks for movement and turning cl_mousesmooth (1) - Set smooth mouse threshold cl_usegyros (0) - Allow gyroscope input cl_gyroSensitivityX (4.0) - Gyroscope turning sensitivity cl_gyroSensitivityY (3.5) - Gyroscope look sensitivity cl_hud (3) - no hud, transparent hud, standard hud, standard hud with ammo cl_rollspeed (200.0) - cl_rollangle (2.0) - cl_bob (0.02) - cl_bobcycle (0.6) - cl_bobup (0.5) - crosshair (1) - cl_skipCrosshair (0) - 1 = Skip Drawing Crosshair cl_skipViewBob (0) - 1 = Skip View Bob cl_crossx (0.0) - cl_crossy (0.0) - cl_hdhud_face_x (20) - X offset for face icon (HD Hud) cl_hdhud_face_y (34) - Y offset for face icon (HD Hud) cl_hdhud_armor_x (20) - X offset for armor icon (HD Hud) cl_hdhud_armor_y (58) - Y offset for armor icon (HD Hud) cl_hdhud_ammo_x (44) - X offset for ammo icon (HD Hud) cl_hdhud_ammo_y (34) - Y offset for ammo icon (HD Hud) cl_hdhud_health_num_x (50) - X offset for health num (HD Hud) cl_hdhud_health_num_y (34) - Y offset for health num (HD Hud) cl_hdhud_armor_num_x (50) - X offset for armor num (HD Hud) cl_hdhud_armor_num_y (58) - Y offset for armor num (HD Hud) cl_hdhud_ammo_num_x (132) - X offset for ammo num (HD Hud) cl_hdhud_ammo_num_y (34) - Y offset for ammo num (HD Hud) cl_hdhud_key_x (36) - X offset for key icon (HD Hud) cl_hdhud_key_y (52) - Y offset for key icon (HD Hud) cl_hdhud_face_alignment (-1) - Sets screen alignment for face icon (-1 = left, 0 = center, 1 = right) (HD Hud) cl_hdhud_armor_alignment (-1) - Sets screen alignment for armor icon (-1 = left, 0 = center, 1 = right) (HD Hud) cl_hdhud_ammo_alignment (1) - Sets screen alignment for ammo icon (-1 = left, 0 = center, 1 = right) (HD Hud) cl_hdhud_healthnum_alignment (-1) - Sets screen alignment for health num (-1 = left, 0 = center, 1 = right) (HD Hud) cl_hdhud_armornum_alignment (-1) - Sets screen alignment for armor num (-1 = left, 0 = center, 1 = right) (HD Hud) cl_hdhud_ammonum_alignment (1) - Sets screen alignment for ammo num (-1 = left, 0 = center, 1 = right) (HD Hud) cl_hdhud_key_alignment (1) - Sets screen alignment for key icons (-1 = left, 0 = center, 1 = right) (HD Hud) cl_localplayers (1) - Number of players for split screen (must be in co-op or deathmatch) cl_maxresendqueue (1) - The number of messages the server will try to resend in a single frame cl_connectvoice (0) - Connect to voice in multiplayer lobbies
Cvars: D E F G
developer (0) - Developer mode deathmatch (0) - Deathmatch style to use. 0 turns off Deathmatch completely. dem_compress (1) - Compress demo commands dem_record (0) - Record demos d3d11_noAltEnter (1) - Prevent DXGI from responding to an alt-enter sequence (requires restart) d3d11_adapter (-1) - Force select an adapter d3d11_compileShaders (0) - If enabled, then compile direct x shaders at RHI initialization edgefriction (2.0) - fraglimit (0) - Number of frags to win the game. g_vibration (0) - Allow haptic vibrations g_vibrationVolume (0.1) - Haptic vibration intensity g_language (en) - Language localization g_debuglocalization (0) - Wrap strings in angled brackets when loading strings from loc file, must be set at command line gamecfg (0) - g_showintromovie (0) - Play intro movies on startup g_sys_language (en) - System language setting gl_cshiftpercent (100.0) - gamma (1.0) - g_showSpawnPoints (0) - Set To 1 To Show In-Game Spawn Points g_showRuler (0) - Set To 1 To Show In-Game Ruler g_drawWalkPath (0) - 1 = Show Walk Path To Where Your Looking. 2 = Set Start/Goal By Shooting g_showEnts (0) - Set To 1 To Show In-Game Entities g_showMonsters (0) - Set To 1 To Show In-Game Monsters
Cvars: H I J K M
hostname (Quake) - imgui_scale (0) - > 0 = Override The Scale IMGUI Menus Use in_joystick_xaxis (2) - Specifies the joystick 'x' axis in_joystick_xinvert (0) - Inverts joystick 'x' axis in_joystick_yaxis (1) - Specifies the joystick 'y' axis in_joystick_yinvert (1) - Inverts joystick 'y' axis in_joystick_strafeaxis (0) - Specifies the joystick axis for left/right in_joystick_strafeinvert (0) - Inverts joystick left/right in_joystick_lookaxis (3) - Specifies the joystick axis for up/down in_joystick_lookinvert (0) - Inverts joystick up/down in_joystick_laxisdeadzone (0.24) - Sets dead zone threshold for left axis in_joystick_raxisdeadzone (0.265) - Sets dead zone threshold for right axis in_profilejoybuttons (0) - Display joystick button ID in console when pressed in_nojoy (0) - Disables joystick activation in_skipplayerone (1) - Prevents player one from being assigned a controller, controllers are passed to the next slot jobs_enable (1) - Enables tasks to be distributed into job threads for performance jobs_concurrentThreads (-1) - Specifies number of concurrent threads to process jobs. if none specified then all jobs are executed immediately. (Requires restart) kf_basepath (Q:\Quake\rerelease\) - Base file path to look for files m_pitch (0.022) - m_yaw (0.022) - m_forward (0.0) - m_side (0.8) -
Cvars: N P
navEdit_playSounds (1) - 1 = Play Sounds In The Nav Editor navEdit_showOneWayLinks (0) - 1 = Only Show Nodes With One Way Links navEdit_nodeDrawDist (1024) - The Distance The Editor Draws Nav Nodes navEdit_skipValidation (0) - 1 = Skip Editor Validation Check When Saving Nav Nodes noexit (0) - net_compress (1) - Enables compression of packets net_messagetimeout (20) - net_config_com_port (1016) - net_config_com_irq (4) - net_config_com_baud (57600) - net_config_com_modem (1) - net_config_modem_dialtype (T) - net_config_modem_clear (ATZ) - net_config_modem_init () - net_config_modem_hangup (AT H) - nomonsters (0) - net_crossplay (0) - Enables the operation of crossplatform lobbies net_voip (0) - Enables voice chat in multiplayer net_voipmic (0) - Enables the local microphone for voice chat net_voipptt (0) - Enables push to talk on the local mic net_texttospeech (0) - Enables Text To Speech net_speechtotext (0) - Enables Speech To Text net_directconn (0) - Enables direct connections net_queueController (0) - Controls whether matchmaking queues in controller-only lobbies nav_edit (0) - Set To 1 To Activate Nav Editor navEdit_autoConnectNodes (1) - 1 = When Connecting A Source Node To A Target, Try To Automatically Connect The Target Back To The Source navEdit_postConnectToNodeAction (1) - 0 = Keep The Source Node Selected. 1 = Switch To The Target Node After Connection Is Complete navEdit_updateSourceHistoryOnConnectionChange (1) - 1 = Update Source Node History Any Time You Connect/Disconnect It From Another Node pausable (1) - p_skipEdictTouch (0) - 1 = Don't Update Touching Edicts playername (Ranger) - A player name to use if no social service is available
Cvars: R
r_verticalsplitscreen (0) - Controls if 2 player splitscreen is vertical or horizontal r_fov (100.0) - Field of view r_resolutionscale (0) - Enable resolution scaling - can either be at a fixed scale or dynamically adjust based on performance r_resolutionscale_fixedscale (1.0) - Forces the resolution to scale at this value (ignored if dynamic scaling is enabled) r_resolutionscale_targetdrawtime (0.9) - The targeted session draw time before downscaling the resolution (Note: use the statrhi command to see the session draw time) r_resolutionscale_gooddrawtime (0.75) - The required time in which the session draw time must fall under in order to upscale the resolution (Note: use the statrhi command to see the session draw time) r_resolutionscale_lowerspeed (0.1) - Sets how fast to downscale the resolution r_resolutionscale_increasespeed (0.1) - Sets how fast to upscale the resolution r_resolutionscale_numframesbeforeraising (10) - Number of frames to wait before increasing resolution when performance is good r_resolutionscale_numframesbeforelowering (2) - Number of frames to wait before decreasing resolution when performance is bad r_resolutionscale_aggressive (0) - If enabled, resolution scale will adjust aggressively r_nolerp_list (progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl) - Filter list that excludes any entities matching the specified model to not perform any animation interpolation r_aofullres (0) - Sets AO full resolution r_aoradius (8.0) - Sets AO radius r_aodepthbias (4.0) - Sets AO depth bias r_aointensity (4.0) - Sets AO intensity r_aominradius (2.0) - Sets AO min radius r_aomaxradiusshrink (0.25) - Sets AO max radius shrink r_aoblurprecision (250.0) - Sets AO blur precision factor. Used to fix halo artifacts r_showoverdraw (0) - Display tile lighting overdraw - blue indicates good, red indicates bad (debugging) r_shownormals (0) - Display surface normals (debugging) r_drawViewModel (1) - Draw View Model r_enablefog (1) - Enables fog r_showtris (0) - Render geometry as wireframe (debugging) r_clear (0) - Force Clear Screen Every Frame r_drawEntities (1) - Draw Entities In The World r_md5models (1) - Render MD5 models instead of alias models (if available) r_renderWaterViewFX (1) - 1 = Draw Water View FX When In Water r_subdivide_size (128) - r_squareparticles (1) - Particles are displayed as solid quads (Quake64) r_partdepthbias (-0.0001) - Sets a depth bias for particles r_partslopebias (-4.0) - Sets a slope bias for particles r_dofBlurRange (0.0) - Sets DOF blur range (debugging) r_dofFocusDistance (0.0) - Sets DOF focus distance (debugging) r_dofFocusRange (0.0) - Sets DOF focus range (debugging) r_dof (0) - Enables depth of field r_brightness (0.0) - Applies overall display brightness r_crtmode (0) - Enables CRT emulation (Quake 64 only) r_shadows (1) - Enables shadow mapping r_showshadowatlas (0) - Displays the shadow map atlas (debugging) r_noEntityCastShadowList (progs/missile.mdl,progs/flame.mdl,progs/flame2.mdl,progs/lavaball.mdl,progs/grenade.mdl,progs/spike.mdl,progs/s_spike.mdl,progs/laser.mdl,progs/lspike.mdl,progs/candle.mdl) - Filter list that excludes any entities matching the specified model to not cast shadows r_fullbright (0) - Disables lightmaps r_monochromelightmaps (0) - If enabled, lightmaps will display as grayscale r_brushmodeldepthbias (-1e-06) - Sets a depth bias for brush models r_brushmodelslopebias (0.5) - Sets a slope bias for brush models r_previewlightmap (-1) - Display lightmap texture (num = which page to display) (debugging) r_oitWeight (10000.0) - Sets the weight value for OIT blending r_oitClamp (3000.0) - Sets weight clamp value for OIT blending r_gpuCulling (1) - Enables compute shader to backface cull triangles in world r_wateralpha (0.7) - Sets alpha for all water surfaces r_telealpha (0.96) - Sets alpha for all teleport surfaces r_slimealpha (0.7) - Sets alpha for all slime surfaces r_lavaalpha (0.666) - Sets alpha for all lava surfaces r_notextures (0) - Disables texture mapping r_generateMipMapsRunTime (1) - Generate mip maps at runtime instead of loading from BSP (requires level restart) r_textureMode (nearest_mipmap_nearest) - Sets texture mode r_computenormals (1) - Compute vertex normals at runtime instead of using a pre-defined table r_subdivide_size (64) - Sets subvided size for sky and water surfaces registered (1) - Determines if game is shareware or fully registered copy r_antialiasing (1) - Sets a antialiasing mode r_ambientOcclusion (0) - Enables ambient occlusion r_visualizeAO (0) - Show ambient occlusion results (debugging) r_bloom (0) - Enables bloom r_motionBlur (0) - Enables motion blur r_motionBlurShutterSpeed (250.0) - Sets the motion blur shutter speed. Smaller the value, the more sensitive the blur will become r_motionBlurVisualize (0) - Enables debugging visualization of motion blur r_gamepadStyle (detect) - The kind of gamepad style to use for drawing bindings. r_fontHinting (0) - Font hinting mode (Requires restart) (0 = normal, 1 = light, 2 = monochrome, -1 = none) r_maxocclusionunit (0.01) - Determines the threshold to re-issue an occlusion query r_rhimaxanisotropic (16) - Sets quality level for anisotropic texture filtering r_rhirenderfamily (vulkan) - Set which graphics driver API to use
Cvars: S
snd_volume (0.7) - Sound volume snd_musicvolume (1.0) - Music volume snd_hardwarereverb (1) - Enable hardware reverb effects snd_lowpassfilter (1) - Enable low pass filter for digital sound effects snd_lowpassgain (0.8) - Low pass filter gain for high frequencies snd_lowpasscutofffreq (6833) - Specifies the cut-off frequency for the low pass filter snd_voicelanguage (0) - Language of voice effects sys_kpfram (0) - Load all KPF files into RAM scr_polyblend (1) - Enables screen flashes (powerups, damage, pickups, etc) scr_dosresolution (0) - Emulates VGA 320x240 resolution scr_blurbackgroundformenu (1) - Blur background when menu is active scr_screenscale (0.0) - Set scale for on-screen overlay. If zero, then it will auto-scale based on resolution scr_underwater_strips (240) - Sets the number of strips for the underwater effect scr_underwater_magnitude (6.0) - Sets magnitude of the underwater wave effect scr_underwater_speed (80.0) - Sets speed of the underwater wave effect scr_underwater_spread (3) - Sets spread of the underwater wave effect scr_centertime (5) - scr_showram (1) - scr_showturtle (0) - scr_showpause (1) - scr_printspeed (8) - scr_textfadethreshold (0.25) - Sets threshold for fading out center text scr_usekfont (1) - Enable Unicode font rendering, can be set by mods that are aware of localization. scr_displayCenterMessages (1) - Displays centered in-game messages scr_maxlines (4) - Maximum amount of lines to display on screen at once. sv_controlleronly (0) - PlayFab matchmaking distinguishes between devices in use serverprofile (0) - samelevel (0) - skill (1) - sv_cheats (0) - Enable cheats in multiplayer sv_quitAfterChangelevel (0) - Instructs server to exit instead of changing level scratch1 (0.0) - scratch2 (0.0) - scratch3 (0.0) - scratch4 (0.0) - savedgamecfg (0) - saved1 (0) - saved2 (0) - saved3 (0) - saved4 (0) - sys_logresourcemsgs (0) - Show resource loading debug messages scr_ofsx (0.0) - scr_ofsy (0.0) - scr_ofsz (0.0) - snd_ambient_fade (100.0) - Sets ambient fade factor snd_ambient_level (0.3) - Sets ambient level threshold snd_nosound (0) - Disables audio on startup snd_precache (1) - Precaches audio on level load snd_mixahead (0.1) - Sets mix ahead value for the sound mixer sv_wallfriction (0) - Friction is applied to players when angle is facing a wall sv_clientauth (1) - Give clients a slight bit of authority over their own position sv_friction (4.0) - sv_stopspeed (100.0) - sv_gravity (800.0) - sv_gibgravity (350.0) - Gravity Of Gibs sv_maxvelocity (2000.0) - sv_nostep (0) - sv_idealpitchscale (0.8) - sv_maxspeed (320.0) - sv_accelerate (10.0) - sv_skipEdictTouch (0) - 1 = Don't Update Touching Edicts spawnEdit_renderDepthTested (0) - 0 = Draw Spawn Nodes Through The World spawnEdit_monstersOnly (1) - 1 = New Spawn Nodes Will Only Work For Monsters spawnEdit_playSounds (1) - 1 = Play Sounds In The Spawn Editor spawnEdit_spawnDrawDist (2048) - How Far To Draw Spawn Nodes In-World spawn_edit (0) - Set To 1 To Activate Spawn Editor
Cvars: T U V W
timelimit (0) - Maximum amount of time the game can last for, in minutes. teamplay (0) - ui_addonsBaseURL (https://www.bethesda.net/) - Base URL for the add-ons directory ui_modellerp (1) - Sets both move lerp and anim lerp at once ui_showfull (1) - Shows full matches in the match browser ui_creditspeed (1.0) - Scale factor for the credits speed ui_showquitmessage (1) - Shows quit message when exiting client v_kicktime (0.5) - v_kickroll (0.6) - v_kickpitch (0.6) - v_iyaw_cycle (2.0) - v_iroll_cycle (0.5) - v_ipitch_cycle (1.0) - v_iyaw_level (0.3) - v_iroll_level (0.1) - v_ipitch_level (0.3) - v_idlescale (0.0) - v_centermove (0.15) - v_centerspeed (500.0) - v_width (1920) - Video resoultion width v_height (1080) - Video resolution height v_windowed (1) - Set either windowed or fullscreen mode v_borderless (1) - Hide window border for non-fullscreen mode v_refresh (60) - Video refresh rate (fullscreen only) v_vsync (0) - Vertical sync (0 = off, 1 = on, -1 = adaptive) v_displaymonitor (1) - Set index for which monitor to display v_displayrestart (-1) - Internal use only - do not modify v_windowXPos (0) - Sets X Offset of window (window mode only, use restart command to take effect) v_windowYPos (0) - Sets Y Offset of window (window mode only, use restart command to take effect) vk_assertOnValidationError (0) - If enabled, an assert will trigger if validation reporter triggers a warning or error vk_waitOnCommandDuringPresentation (0) - Always wait on all command buffers during swap chain presentation (debugging) vk_compileShaders (0) - If enabled, then compile spriv shaders at RHI initialization (requires Vulkan SDK to be installed) vk_enableDebugging (0) - Enables layer validation and debug outputs (requires a restart) ww_timer_speed (3.0) - How fast the weapon wheel fades in and out ww_size (640.0) - Weapon wheel size - smaller the value, the larger the display ww_screen_frac_x (0.76) - Sets horizontal fractional value of the screen for the wheel to display at ww_screen_frac_y (0.5) - Sets vertical fractional value of the screen for the wheel to display at ww_arrow_offset (102.0) - Sets the offset position for weapon wheel selection arrow ww_ammo_size (24.0) - Size of ammo counter display for weapon wheel ww_underpic_nudge_amount (4.0) - Sets weapon wheel underline icon offset ww_popout_amount (4.0) - Sets how far to pop out the selected weapon icon for weapon wheel ww_popout_speed (7.2) - Sets how fast to pop out the selected weapon icon for weapon wheel ww_unavailable_shade_value (80) - Sets how much to shade the item if not available in inventory for weapon wheel win_mdmpwithheap (0) - win_allowmanualaffinitymask (0) - If 0, then let the OS deal with scheduling, if not then affinity mask is set by the engine win_numanode (0) - Specifies the desired NUMA Node to use on the system to keep all threads on the same node. -1 skips this and allows allocation on any thread.
Commands:
addbot alias bind bugit bot_reloadsettings begin bf clear color changelevel connect connectpf clearalias cmd centerview connectip disconnect demos dumpvkmemory dxgi_listadapters entities edictinfo edict edicts edictcount exec fog fly flush game god give help in_up in_down in_left in_right in_forward in_back in_lookup in_lookdown in_moveleft in_moveright in_speed in_strafe in_attack in_use in_jump impulse internetenable kickbot kill kick kscores listtextures listbinds listcmds listvars load listen listresolutions listjoysticks loadAllVKShaders loadAllDX11Shaders listRuntimeClasses map mcache maxplayers menu_up menu_right menu_down menu_left menu_back menu_subaction menu_subaction2 menu_select menu_activate menu_quicksave menu_quickload messagemode menu_main menu_singleplayer menu_load menu_save menu_multiplayer menu_keys menu_help menu_credits menu_quit menu_resetsettings notarget noclip nav_save nav_update_connections name netshutdown pointfile playdemo pushtotalk pframes path ping pause prespawn port profile printcaches printhunks printvkdescriptorsets pf_entities pf_blocks quit qc_printglobal reloadshaders restartserver reconnect restart seta screenshot stat stop switchweapon status spawn_save spawn_ai save say say_team spawn startdemos stopdemo slist showachievements showscores soundlist spawnipserver toggle timedemo timeline tell testerror terminate togglemenu unbind unbindkey unalias vibrate viewmodel viewframe viewnext viewprev v_cshift weaponwheel where wait writeuserconfig
Default Binds:
bind backspace "*menu_back" bind tab "*showscores" bind enter "*menu_select" bind escape "*menu_activate" bind space "*in_jump" bind 1 "impulse 1" bind 2 "impulse 2" bind 3 "impulse 3" bind 4 "impulse 4" bind 5 "impulse 5" bind 6 "impulse 6" bind 7 "impulse 7" bind 8 "impulse 8" bind a "*in_moveleft" bind d "*in_moveright" bind q "*menu_subaction" bind q "*weaponwheel" bind s "*in_back" bind t "messagemode" bind v "*pushtotalk" bind w "*in_forward" bind x "*in_up" bind z "*menu_subaction2" bind z "*in_down" bind f5 "*menu_quicksave" bind f9 "*menu_quickload" bind f12 "scrnshit" bind right "*menu_right" bind left "*menu_left" bind down "*menu_down" bind up "*menu_up" bind lshift "*in_speed" bind mouse_left "*in_attack" bind mouse_right "*menu_back" bind mouse_wheel_up "impulse 10" bind mouse_wheel_down "impulse 12" bind joy_0 "*in_jump" bind joy_0 "*menu_select" bind joy_1 "*menu_back" bind joy_2 "*menu_subaction2" bind joy_3 "*menu_subaction" bind joy_4 "*showscores" bind joy_6 "*menu_activate" bind joy_7 "*in_speed" bind joy_8 "centerview" bind joy_9 "*menu_quickload" bind joy_10 "*menu_quicksave" bind joy_10 "*weaponwheel" bind joy_11 "quickswitch_up" bind joy_11 "*menu_up" bind joy_12 "quickswitch_down" bind joy_12 "*menu_down" bind joy_13 "quickswitch_left" bind joy_13 "*menu_left" bind joy_14 "quickswitch_right" bind joy_14 "*menu_right" bind joy_15 "*in_jump" bind joy_16 "*in_attack" bind joy_17 "*showscores"
Custom Binds:
autoexec.cfg & zoom
https://steamcommunity.com/sharedfiles/filedetails/?id=2585325947

using key "INSERT" as chase toggle
unbind insert "chase0" bind insert "chase1" seta chase_active "0" alias chase1 "chase_active 1;wait;unbind insert chase1;wait;bind insert chase0" alias chase0 "chase_active 0;wait;unbind insert chase0;wait;bind insert chase1"
33 Comments
Crying Unicorn Dec 10, 2021 @ 5:48am 
I can't find commands for weapon model position and it's fov. Are they in the game?
Demonia Sep 3, 2021 @ 12:58pm 
"catbox [author] 26 Aug @ 1:47am
nope. you can godmode, no clip, and give weapons all you want "

actually doesn't work anymore since last patch.

VegetaFH1 Sep 1, 2021 @ 1:56pm 
Nevermind, i found it, damn thing needs an asterisk (*) in it, it has to be *in_attack otherwise the attacks continue endlessly
VegetaFH1 Sep 1, 2021 @ 1:54pm 
Ok, im still confused about in_attack, it shoots, yep great, but icant get it to stop shooting
Ive tried out_attack, del_attack -_attack, ive tried every combination i could think of that would make sense with in_attack, but nothing stops the attacks....sooo.. any ideas?
Lauty Aug 31, 2021 @ 8:32am 
UPDATE: Found them!

bind mouse_misc1
bind mouse_misc2
Lauty Aug 31, 2021 @ 8:26am 
so what i'm looking for is how to "bind mouse4 menu_quicksave" but with the KEX Engine's language for those keys
Lauty Aug 31, 2021 @ 8:26am 
Binding those keys in options calls it "Mouse X1" and "Mouse X2"
Lauty Aug 31, 2021 @ 8:25am 
I can't seem to find what's the codename for mouse4 and mouse5 (the side buttons of a mouse) so I can bind them for quicksave/quickload.

Y'know, those mouse buttons that goes backwards or forward in a page.
F1na1 Aug 27, 2021 @ 4:40pm 
in the remasterd version i havent got it tow work as yet. im trying to use this

"alias rjump "cl_pitchspeed 32767;impulse 7;+lookdown;+jump;+attack;wait;-attack;-jump;-lookdown;force_centerview;cl_pitchspeed 150;impulse 2"

however it looks like the inputs have changed
F1na1 Aug 27, 2021 @ 4:06pm 
hey guys, looking for help, im attempting to make a rocket jump script. i can get things to work sort of. how to i cancel an input, i can get in_attack to work and other commands, i just cant get them to stop