com_videoRam: holds the last amount of detected video ramcom_wipeSecondscon_noPrint: print on the console but not onscreen whenconsole is pulled upcon_notifyTime: time messages are displayed onscreen whenconsole is pulled upcon_speed: speed at which the console moves up and downdecl_show: set to 1 to print parses, 2 to also print references developer.EntityPlacementfs_basepathfs_caseSensitiveOSfs_cdpathfs_copyfilesfs_debugfs_devpathfs_gamefs_restrictfs_savepathg_armorProtection: armor takes this percentage of damageg_armorProtectionMP: armor takes this percentage of damage in mpg_balanceTDM maintain even teamsg_blobSizeg_blobTimeg_bloodEffects: show blood splats, sprays and gibsg_cinematic: skips updating entities that aren't marked 'cinematic' '1' during cinematicsg_cinematicMaxSkipTime: # of seconds to allow game to run when skipping cinematic. Prevents lock-up when cinematic doesn't end.g_countDown: pregame countdown in secondsg_damageScale: scale final damage on player by this factorg_debugAnim: displays information on which animations are playing on the specified entity number. set to -1 to disable.g_debugBounds: checks for models with bounds > 2048g_debugCinematicg_debugDamageg_debugMoveg_debugMoverg_debugScriptg_debugTriggersg_debugWeapong_decals: show decals such as bullet holesg_disasm: disassemble script into base/script disasm.txton the local drive when script is compiledg_doubleVision: show double vision when taking damageg_dragDampingg_dragEntity: allows dragging physics objects around byplacing the: crosshair over them and holding the fire button g_dragShowSelection g_dropItemRotation g_dvAmplitude g_dvFrequency g_dvTimeg_editEntityMode: 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity modelsg_exportMaskg_flushSave: 1 = don't buffer file writing for save games.g_fovg_frametime: displays timing information for each game frameg_gameReviewPause: scores review time in seconds (at end game)g_gravityg_gunXg_gunYg_gunZg_healthTakeAmt: how much health to take in nightmare modeg_healthTakeLimit: how low can health get taken in nightmare modeg_healthTakeTime: how often to take health in nightmare modeg_kickAmplitudeg_kickTimeg_knockbackg_maxShowDistance g_monstersg_mpWeaponAngleScale: Control the weapon sway in MPg_muzzleFlash: Show muzzle flashesg_nightmare: if nightmare mode is allowedg_password : game passwordg_projectileLights: show dynamic lights on projectilesg_showActiveEntities: draws boxes around thinking entities. Dormant entities (outside of pvs) are drawn yellow. non-dormant are green.g_showBrass: enables ejected shells from weapong_showcamerainfo: displays the current frame # for the camera when playing cinematics g_showCollisionModels g_showCollisionTraces g_showCollisionWorldg_showEnemies: Draws boxes around monsters that have targeted.the the player g_showEntityInfo g_showHudg_showPlayerShadow: Enables shadow of player modelg_showProjectilePct: Enables display of player hit percentageg_showPVSg_showTargets: Draws entities and thier targets. Hidden entities are drawn grey.g_showTestModelFrame: displays the current animation and frame # for testmodels.g_showTriggers: draws trigger entities (orange) and their targets (green). Disabled triggers are drawn grey.g_showviewpos g_skill g_skipFX g_skipParticlesg_skipViewEffects: skip damage and other view effectsg_spectatorChat: let spectators talk to everyone during gameg_stopTimeg_TDMArrows: draw arrows over teammates in team deathmatchg_testDeathg_testHealthVisiong_testModelAnimate: test model animation, 0 = cycle anime with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anime onceg_testModelBlend: number of frames to blendg_testModelRotate: test model rotation speedg_testParticle: test particle visualation, set by the particle editorg_testParticleName: name of the particle being tested by theparticle editorg_testPostProcess: name of material to draw over screeng_timeEntities: when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
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© 2009 AOL LLC. All Rights Reserved. AOL@games gdc © 2009 AOL LLC. All Rights Reserved.





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