MAGZine
01-24-2008, 05:48 PM
I pulled a bunch of cvars from the orange box server.dll (also found a full list here: http://fr.pastebin.ca/760608)
I plan on going through and testing them to see how they effect the server. Posting them here for now. I used sm_cvar to get the default values, all testing was done without sv_cheats.
Legend
* = Works and has an effect
? = Either doesn't work, or I can't figure it out
- = Means the server reports that the cvar is not found
Note: = Interesting observations
("value") = Default value
Possibly interesting ones there are more, but I didn't post them because they aren't very interesting:
Scout:
Solider:
Code:
tf_damageforcescale_self_soldier ("10.0")
Force per damage for the solider (not demoman)
tf_damagescale_self_soldier ("0.60")
Damage scale for solider self damage
Note: to enable zero self damage and keep rocket jumps you must set this to .006 and
force scale to 1000.
? tf_rocket_show_radius ("0")
Render rocket radius.
? Has no effect?
Pyro:
Code:
tf_debug_flamethrower ("0")
Visualize the flamethrower damage.
? Has no effect?
tf_flamethrower_velocity ("2300")
Initial velocity of flame damage entities.
tf_flamethrower_drag ("0.89")
Air drag of flame damage entities.
tf_flamethrower_float ("50")
Upward float velocity of flame damage entities.
tf_flamethrower_flametime ("0.5")
Time to live of flame damage entities.
tf_flamethrower_vecrand ("0.05")
Random vector added to initial velocity of flame damage entities.
tf_flamethrower_boxsize ("8.0")
Size of flame damage entities.
tf_flamethrower_maxdamagedist ("350.0")
Maximum damage distance for flamethrower.
- tf_flamethrower_shortrangedamagemultiplier
Damage multiplier for close- in flamethrower damage.
- tf_flamethrower_velocityfadestart
Time at which attacker's velocity contribution starts to fade.
tf_flamethrower_velocityfadeend ("0.5")
Time at which attacker's velocity contribution finishes fading.
Demoman:
Code:
tf_grenadelauncher_chargescale ("1.0")
tf_grenadelauncher_livetime ("0.8")
tf_grenadelauncher_min_contact_speed
tf_grenade_forcefrom_bullet ("0.8")
tf_grenade_forcefrom_buckshot ("0.5")
tf_grenade_forcefrom_blast ("0.08")
tf_grenade_force_sleeptime ("1.0")
tf_pipebomb_force_to_move ("1500.0")
? tf_grenade_show_radius ("0")
Render radius of grenades
? Has no effect?
? tf_grenade_show_radius_time ("5.0")
Time to show grenade radius
? Has no effect?
Heavy:
Engineer:
Code:
* tf_obj_build_rotation_speed ("250")
Degrees per second to rotate building when player alt- fires during placement.
Does what it says affects Engineer building rotation.
* tf_solidobjects ("1")
0 = Engineer can walk through thier own sentries
* tf_fastbuild ("0")
Makes engineer things build a lot faster (not instant)
* obj_dispenser_heal_rate ("10")
The rate at which dispensers heal
tf_sentrygun_damage ("16")
tf_sentrygun_ammocheat ("0")
? Don't know
* tf_sentrygun_upgrade_per_hit ("25")
How much metal is applied towards the sentry gun upgrade per hit
tf_sentrygun_newtarget_dist ("200")
tf_sentrygun_metal_per_shell ("1")
tf_sentrygun_metal_per_rocket ("2")
tf_sentrygun_notarget ("0")
* tf_teleporter_fov_start ("120")
Starting FOV for teleporter zoom.
Note: This plus some tweaks to time makes for a neat effect.
* tf_teleporter_fov_time ("0.5")
How quickly to restore FOV after teleport.
* tf_cheapobjects ("0")
Set to 1 and all objects will cost 0
Makes engineer objects and upgrades cost 0
Medic:
Code:
tf_max_health_boost ("1.5")
Max health factor that players can be boosted to by healers.
tf_invuln_time ("1.0")
Time it takes for invulnerability to wear off.
tf_boost_drain_time ("15.0")
Time is takes for a full health boost to drain away from a player.
weapon_medigun_damage_modifier ("1.5")
Scales the damage a player does while being healed with the medigun.
weapon_medigun_construction_rate ("10")
Constructing object health healed per second by the medigun.
weapon_medigun_charge_rate ("40")
Amount of time healing it takes to fully charge the medigun.
weapon_medigun_chargerelease_rate
Amount of time it takes the a full charge of the medigun to be released.
tf_medigun_lagcomp "1"
Sniper:
Spy:
Code:
* tf_spy_cloak_consume_rate ("10")
cloak to use per second while cloaked, from 100 max )
* tf_spy_cloak_regen_rate ("3.3")
cloak to regen per second, up to 100 max
* tf_spy_cloak_no_attack_time ("2.0")
time after uncloaking that the spy is prohibited from attacking
* tf_spy_invis_time ("1.0")
Transition time in and out of spy invisibility
* tf_spy_invis_unstealth_time ("2.0")
Transition time in and out of spy invisibility
tf_spy_max_cloaked_speed ("999")
? Has no effect?
Needs Testing:
Code:
? tf_obj_max_attach_dist ("160")
? Does this affect spy sapper dist?
? sv_ignore_hitboxes ("0")
Disable hitboxes
? Does this affect headshots?
? tf_obj_ground_clearance ("32")
Object corners can be this high above the ground
? Don't know
? tf_sudden_death_health_regen ("3")
? Tested this with and without medic, had no effect.
? tf_stupid_stalemate ("1")
? sk_plr_dmg_grenade ("0")
? Does this affect demoman?
Point/Flag Capture:
Code:
* mp_capstyle ("0")
Sets the style of capture points used.
0 = Fixed players required to cap.
1 = More players cap faster, but longer cap times.
* mp_blockstyle ("1")
Sets the style of capture point blocking used.
0 = Blocks break captures completely.
1 = Blocks only pause captures.
Note: If you set this to 0 and have ppl from 2 diff teams on the cap it freaks out.
* mp_capdeteriorate_time ("90")
Time it takes for a full capture point to deteriorate.
* tf_caplinear ("1")
If set to 1, teams must capture control points linearly.
Note: Does not change CP icon right away, but it will update.
General Damage:
Code:
tf_damageforcescale_other ("6.0")
tf_meleeattackforcescale ("80.0")
? tf_fixedup_damage_radius ("1")
? tf_damage_lineardist ("0")
- tf_damage_critical_mult
? tf_damage_range ("0.5")
? tf_damage_events_track_for ("30")
- tf_damage_criticalmod_maxtime
- tf_damage_criticalmod_mintime
- tf_damage_criticalmod_damage
- tf_damage_criticalmod_maxmult
? tf_debug_damage ("0")
? No noticable effect
- tf_damage_critical_chance
- tf_damage_critical_chance_rapid
- tf_damage_critical_duration_rapid
- tf_damage_critical_chance_melee
Speed:
Code:
* tf_maxspeed ("400")
tf_showspeed ("0")
* tf_clamp_back_speed ("0.9")
Effects the speed at which players walk backwards
* tf_clamp_back_speed_min ("100")
Somehow also effects the speed at which players walk backwards
If you set it to 1000 and back_speed to 0.1 you still walk fast backwards
General:
Code:
? mp_friendlyfire ("0")
? mp_respawnwavetime ("20")
Time between respawn waves.
Note: Only is RED teams's respawn wave time.
use mp_showrespawntimes to show the min respawn times for both teams.
? tf_avoidteammates ("1")
* tf_stalematechangeclasstime ("20")
Amount of time that players are allowed to change class in stalemates.
* tf_birthday ("0")
Gives everyone birthday hats, and makes ballons appear when killed.
Note: Requires map change, you won't see a hat on yourself.
* mp_waitingforplayers_time ("30")
WaitingForPlayers time length in seconds
tf_obj_gib_velocity_min ("100")
tf_obj_gib_velocity_max ("450")
tf_obj_gib_maxspeed ("800")
tf_weapon_ragdoll_velocity_min ("100")
tf_weapon_ragdoll_velocity_max ("100")
tf_weapon_ragdoll_maxspeed ("300")
tf_max_voice_speak_delay ("1.5")
Max time after a voice command until player can do another one
tf_debug_bullets ("0")
Visualize bullet traces.
? Has no effect?
tf_useparticletracers ("1")
Use particle tracers instead of old style ones.
tf_playerstatetransitions ("- 2")
tf_playerstatetransitions <ent index or - 1 for all>. Show player state ransitions.
? mp_forceactivityset ("- 1")
http://www.clanpmg.net/forums/viewtopic.php?p=31#31
I plan on going through and testing them to see how they effect the server. Posting them here for now. I used sm_cvar to get the default values, all testing was done without sv_cheats.
Legend
* = Works and has an effect
? = Either doesn't work, or I can't figure it out
- = Means the server reports that the cvar is not found
Note: = Interesting observations
("value") = Default value
Possibly interesting ones there are more, but I didn't post them because they aren't very interesting:
Scout:
Solider:
Code:
tf_damageforcescale_self_soldier ("10.0")
Force per damage for the solider (not demoman)
tf_damagescale_self_soldier ("0.60")
Damage scale for solider self damage
Note: to enable zero self damage and keep rocket jumps you must set this to .006 and
force scale to 1000.
? tf_rocket_show_radius ("0")
Render rocket radius.
? Has no effect?
Pyro:
Code:
tf_debug_flamethrower ("0")
Visualize the flamethrower damage.
? Has no effect?
tf_flamethrower_velocity ("2300")
Initial velocity of flame damage entities.
tf_flamethrower_drag ("0.89")
Air drag of flame damage entities.
tf_flamethrower_float ("50")
Upward float velocity of flame damage entities.
tf_flamethrower_flametime ("0.5")
Time to live of flame damage entities.
tf_flamethrower_vecrand ("0.05")
Random vector added to initial velocity of flame damage entities.
tf_flamethrower_boxsize ("8.0")
Size of flame damage entities.
tf_flamethrower_maxdamagedist ("350.0")
Maximum damage distance for flamethrower.
- tf_flamethrower_shortrangedamagemultiplier
Damage multiplier for close- in flamethrower damage.
- tf_flamethrower_velocityfadestart
Time at which attacker's velocity contribution starts to fade.
tf_flamethrower_velocityfadeend ("0.5")
Time at which attacker's velocity contribution finishes fading.
Demoman:
Code:
tf_grenadelauncher_chargescale ("1.0")
tf_grenadelauncher_livetime ("0.8")
tf_grenadelauncher_min_contact_speed
tf_grenade_forcefrom_bullet ("0.8")
tf_grenade_forcefrom_buckshot ("0.5")
tf_grenade_forcefrom_blast ("0.08")
tf_grenade_force_sleeptime ("1.0")
tf_pipebomb_force_to_move ("1500.0")
? tf_grenade_show_radius ("0")
Render radius of grenades
? Has no effect?
? tf_grenade_show_radius_time ("5.0")
Time to show grenade radius
? Has no effect?
Heavy:
Engineer:
Code:
* tf_obj_build_rotation_speed ("250")
Degrees per second to rotate building when player alt- fires during placement.
Does what it says affects Engineer building rotation.
* tf_solidobjects ("1")
0 = Engineer can walk through thier own sentries
* tf_fastbuild ("0")
Makes engineer things build a lot faster (not instant)
* obj_dispenser_heal_rate ("10")
The rate at which dispensers heal
tf_sentrygun_damage ("16")
tf_sentrygun_ammocheat ("0")
? Don't know
* tf_sentrygun_upgrade_per_hit ("25")
How much metal is applied towards the sentry gun upgrade per hit
tf_sentrygun_newtarget_dist ("200")
tf_sentrygun_metal_per_shell ("1")
tf_sentrygun_metal_per_rocket ("2")
tf_sentrygun_notarget ("0")
* tf_teleporter_fov_start ("120")
Starting FOV for teleporter zoom.
Note: This plus some tweaks to time makes for a neat effect.
* tf_teleporter_fov_time ("0.5")
How quickly to restore FOV after teleport.
* tf_cheapobjects ("0")
Set to 1 and all objects will cost 0
Makes engineer objects and upgrades cost 0
Medic:
Code:
tf_max_health_boost ("1.5")
Max health factor that players can be boosted to by healers.
tf_invuln_time ("1.0")
Time it takes for invulnerability to wear off.
tf_boost_drain_time ("15.0")
Time is takes for a full health boost to drain away from a player.
weapon_medigun_damage_modifier ("1.5")
Scales the damage a player does while being healed with the medigun.
weapon_medigun_construction_rate ("10")
Constructing object health healed per second by the medigun.
weapon_medigun_charge_rate ("40")
Amount of time healing it takes to fully charge the medigun.
weapon_medigun_chargerelease_rate
Amount of time it takes the a full charge of the medigun to be released.
tf_medigun_lagcomp "1"
Sniper:
Spy:
Code:
* tf_spy_cloak_consume_rate ("10")
cloak to use per second while cloaked, from 100 max )
* tf_spy_cloak_regen_rate ("3.3")
cloak to regen per second, up to 100 max
* tf_spy_cloak_no_attack_time ("2.0")
time after uncloaking that the spy is prohibited from attacking
* tf_spy_invis_time ("1.0")
Transition time in and out of spy invisibility
* tf_spy_invis_unstealth_time ("2.0")
Transition time in and out of spy invisibility
tf_spy_max_cloaked_speed ("999")
? Has no effect?
Needs Testing:
Code:
? tf_obj_max_attach_dist ("160")
? Does this affect spy sapper dist?
? sv_ignore_hitboxes ("0")
Disable hitboxes
? Does this affect headshots?
? tf_obj_ground_clearance ("32")
Object corners can be this high above the ground
? Don't know
? tf_sudden_death_health_regen ("3")
? Tested this with and without medic, had no effect.
? tf_stupid_stalemate ("1")
? sk_plr_dmg_grenade ("0")
? Does this affect demoman?
Point/Flag Capture:
Code:
* mp_capstyle ("0")
Sets the style of capture points used.
0 = Fixed players required to cap.
1 = More players cap faster, but longer cap times.
* mp_blockstyle ("1")
Sets the style of capture point blocking used.
0 = Blocks break captures completely.
1 = Blocks only pause captures.
Note: If you set this to 0 and have ppl from 2 diff teams on the cap it freaks out.
* mp_capdeteriorate_time ("90")
Time it takes for a full capture point to deteriorate.
* tf_caplinear ("1")
If set to 1, teams must capture control points linearly.
Note: Does not change CP icon right away, but it will update.
General Damage:
Code:
tf_damageforcescale_other ("6.0")
tf_meleeattackforcescale ("80.0")
? tf_fixedup_damage_radius ("1")
? tf_damage_lineardist ("0")
- tf_damage_critical_mult
? tf_damage_range ("0.5")
? tf_damage_events_track_for ("30")
- tf_damage_criticalmod_maxtime
- tf_damage_criticalmod_mintime
- tf_damage_criticalmod_damage
- tf_damage_criticalmod_maxmult
? tf_debug_damage ("0")
? No noticable effect
- tf_damage_critical_chance
- tf_damage_critical_chance_rapid
- tf_damage_critical_duration_rapid
- tf_damage_critical_chance_melee
Speed:
Code:
* tf_maxspeed ("400")
tf_showspeed ("0")
* tf_clamp_back_speed ("0.9")
Effects the speed at which players walk backwards
* tf_clamp_back_speed_min ("100")
Somehow also effects the speed at which players walk backwards
If you set it to 1000 and back_speed to 0.1 you still walk fast backwards
General:
Code:
? mp_friendlyfire ("0")
? mp_respawnwavetime ("20")
Time between respawn waves.
Note: Only is RED teams's respawn wave time.
use mp_showrespawntimes to show the min respawn times for both teams.
? tf_avoidteammates ("1")
* tf_stalematechangeclasstime ("20")
Amount of time that players are allowed to change class in stalemates.
* tf_birthday ("0")
Gives everyone birthday hats, and makes ballons appear when killed.
Note: Requires map change, you won't see a hat on yourself.
* mp_waitingforplayers_time ("30")
WaitingForPlayers time length in seconds
tf_obj_gib_velocity_min ("100")
tf_obj_gib_velocity_max ("450")
tf_obj_gib_maxspeed ("800")
tf_weapon_ragdoll_velocity_min ("100")
tf_weapon_ragdoll_velocity_max ("100")
tf_weapon_ragdoll_maxspeed ("300")
tf_max_voice_speak_delay ("1.5")
Max time after a voice command until player can do another one
tf_debug_bullets ("0")
Visualize bullet traces.
? Has no effect?
tf_useparticletracers ("1")
Use particle tracers instead of old style ones.
tf_playerstatetransitions ("- 2")
tf_playerstatetransitions <ent index or - 1 for all>. Show player state ransitions.
? mp_forceactivityset ("- 1")
http://www.clanpmg.net/forums/viewtopic.php?p=31#31