Documentation - Variables - Interface

Menus, the HUD and the field of view.

Variable / Command Description Arguments / Fields
firstpersonbob toggles first-person camera bob effect boolean
firstpersonsway toggles first-person camera sway effect boolean
showcrosshair 0 = off, 1 = on, 2 = blend depending on current accuracy level value
crosshairweapons determines weapon-specific crosshair use (bitwise OR) [weapon-specific crosshairs] [weapon colours]
crosshairtone colour of crosshair (when weapon specific colours are not enabled) colour
hitcrosshairtone colour of the crosshair as it shows a hit colour
crosshairsize size of crosshair (in terms of screen size) value
crosshairscale scale of crosshair value
crosshairhitspeed how long the crosshair shows a hit on an opponent (milliseconds) value
crosshairblend determines crosshair opacity (0 = transparent 1 = opaque) value
crosshairaccamt determines blend by accuracy level intensity (when blend by accuracy is enabled) value
crosshairflash determines how the crosshair shows your health;
0 = off
&1 = flash red when below spawn health
&2 = colour from red to yellow as health rises, the usual colour at spawn health, and green when above it
value
crosshairthrob determines scale of crosshair throb (size change) effect (like while gaining health) value
crosshair name of the crosshair shape, from config/ui/pointers/crosshairs string
crosshairhitthick how much the crosshair thickens as a hit effect, in terms of the crosshair’s size value
showhitmarker shows ticks bursting out from the crosshair as your damage lands boolean
hitmarkertime how long the hit marker lasts milliseconds
hitmarkersize size of the hit marker (in terms of screen size) value
hitmarkercolour colour of the hit marker’s ticks colour
hitmarkercore colour of the core of the hit marker’s ticks colour
crosshairdemo cycles through every crosshair shape, one a second boolean
pointeroutline width of the dark outline around crosshairs, cursors and ammo clip rounds, in percent of their size value
pointeroutlinefade how far the dark outline fades out, in percent of the size value
pointeroutlineblend opacity of the dark outline value
pointergap space left between the crosshair, the indicator, the circle bar and the ammo clip (in terms of screen size) value
pointermorphtime how long a crosshair or cursor takes to change smoothly into another, except when switching weapons, which takes as long as the switch milliseconds
cursorpointer name of the cursor shape, from config/ui/pointers/cursors string
cursoraccent colour of the cursor’s arrow colour
cursorhoveraccent colour of the cursor’s arrow while over something that can be clicked colour
cursorhoverscale size of the cursor while over something that can be clicked, relative to its usual size value
clipgroupscale smallest size of ammo clip rounds, relative to their full size, before large clips gain rings or are grouped value
clipgroup how large ammo clips stay legible;
0 = more rings, up to clipmaxrings
1 = each round shown stands for several
value
clipmaxrings most rings a large ammo clip may use before its rounds shrink value
showfps display the frames per second counter on the hud;
0 = no display
1 = display average fps
2 = display average fps and best and worst difference
3 = display average fps and fps range
4 = display average fps and average/worst frametimes
value
showloadinglogos display logos while not in game boolean
showconsole display console messages in the hud without opening the console, will prevent lines from fading;
0 = off, 1 = only while editing, 2 = always
value
clearconsole clears the selected console output;
-1: all
0: debug
1: event
2: frag
3: chat
console-index
showminimap toggle minimap visibility boolean
showhud toggle heads up display visibility boolean
autoscores 1 = when dead, 2 = also in spectv, 3 = and in waittv too value
scoresdelay otherwise use respawn delay milliseconds
showlaptimes 0 = off, 1 = only player, 2 = +humans, 3 = +bots value
muzzleflash 0 = off, 1 = only other players, 2 = only thirdperson, 3 = all value
radarhardaffinity 0 = no radar in hard, 1 = affinity only radar in hard value
animationinterpolationtime sets the duration in milliseconds of animation blending value
addpostfx adds this effect to the post-processing stack value
setpostfx replaces all the current post-processing effects with this one value
clearpostfx clears all post-processing effects -
followdead 0 = never, 1 = in all but duel/survivor, 2 = always value
specmode 0 = float, 1 = tv value
waitmode 0 = float, 1 = tv in duel/survivor, 2 = tv always value
spectvrotate rotate style, 0 = absolute angle, 0 = scaled, gt 0 = scaled with max angle value
spectvdead 0 = never, 1 = in all but duel/survivor, 2 = always value
deathcamstyle 0 = no follow, 1 = follow attacker, 2 = follow self value
zoomdefault -1 = last used, else defines default level value
zoomscroll 0 = stop at min/max, 1 = go to opposite end value
showpresence 0 = never show join/leave, 1 = show only during game, 2 = show when connecting/disconnecting value
showpresencehostinfo 0 = do not show host info in join/leave messages, 1 = show host info in join/leave messages when at an appropriate privilege level value
showteamchange 0 = never show, 1 = show only when switching between, 2 = show when entering match too value
showtimestyle determines display style of remaining game time; 0 = seconds only, 1 = (minutes):(seconds to the thousandths place), 2 = (minutes):(seconds to the tenths place), 3 = (minutes):(seconds), no decimals, 4 = (minutes)m(seconds)s value
showrealtime toggles display of local real time beneath gameplay time boolean
deathanim 0 = hide player when dead, 1 = old death animation, 2 = ragdolls, 3 = ragdolls, but hide in duel/survivor value
deathfade 0 = don’t fade out dead players, 1 = fade them out value
bloodsize sets the size of blood splatter value
bloodfade determines the time (in milliseconds) for blood stains to disappear value
bloodscale determines the multiplier for blood droplets shed when taking damage value
bloodsparks adds bubble like blood droplets, use with nogore = 1 value
nogore 0 = gore is present, 1 = no blood value
gibfade determines the time (in milliseconds) for giblets (body parts) to disappear value
gibelasticity determines the coefficient of restituition for giblets (body parts) hitting walls or other surfaces value
gibrelativity determines the factor by which player velocity is transfered to giblets (body parts) upon death value
gibliquidcoast determines the speed at which giblets (body parts) can coast through liquids value
damagedivisor damage and health values are displayed divided by this value value
damageinteger determines if health and damage values are displayed as integers;
0 = display as floats, 1 = display rounded to next integer
value
hudsize sets the size of the entire hud as a whole, this includes both consoles, menus, inventory, etc value
zoomsensitivity determines aiming/look sensitivity while zoomed in with the rifle value
sensitivity determines scale by which to multiply mouse input for camera orientation ingame value
yawsensitivity determines scale factor for yaw (left/right pan) movement value
pitchsensitivity determines scale factor for pitch (up/down tilt) movement value
sensitivityscale determines scale factor for all types of mouse sensitivity value
mousesensitivity determines scale by which to multiply mouse input for cursor position in menus value
mouseaccel determines how much mouse look speeds up with faster mouse movement, 0 disables acceleration; uses the same values as cl_mouseAccel in Quake Live value
mouseaccelexp determines the acceleration curve; 2 is linear, above 2 accelerates more at higher speeds, between 1 and 2 gives logarithmic curves, 1 adds a constant boost once past the offset; uses the same values as cl_mouseAccelPower in Quake Live value
mouseacceloffset determines the mouse speed (counts per millisecond) that must be exceeded before acceleration starts, negative values accelerate more at lower speeds; uses the same values as cl_mouseAccelOffset in Quake Live value
mouseaccelsenscap determines the maximum sensitivity acceleration can reach, keeping fast flicks under control, 0 disables the cap; like sensitivity, this is the Quake Live cl_mouseSensCap multiplied by 2.2 at the default sensitivityscale value
entityedituiselmaxdist maximum distance at which the entityedit world interface is drawn for selected entities, 0 = no limit distance

<hud> is one of these HUD and world UI elements: player, playeroverlay, capture, captureflag, defend, bomber, entityedit, entityitem, entityproj.

Variable / Command Description Arguments / Fields
<hud>ui surface the <hud> world interface is drawn on, -1 = off value
<hud>uiyaw yaw of the <hud> world interface, -1 = face the camera degrees
<hud>uipitch pitch of the <hud> world interface degrees
<hud>uiscale scale of the <hud> world interface when not drawn in the world value
<hud>uiworld scale of the <hud> world interface when drawn in the world value
<hud>uimaxdist maximum distance at which the <hud> world interface is drawn, 0 = no limit distance
<hud>uidetentyaw yaw angle the <hud> world interface snaps to degrees
<hud>uidetentpitch pitch angle the <hud> world interface snaps to degrees
entityedituiselmaxdist maximum distance at which the entityedit world interface is drawn for selected entities, 0 = no limit distance

Field of view

Variable / Command Description Arguments / Fields
fov determines the size of the field of view in first or third person mode, depending on the current camera mode angle
editfov determines the size of the edit mode field of view angle
specfov determines the size of the spectator field of view angle
firstpersonfov determines the size of the first person ingame field of view angle
thirdpersonfov determines the size of the third person ingame field of view angle
firstpersondepthfov field of view the first person weapon is drawn with, so it looks the same whatever fov is (0 = the same as fov) angle
firstpersonbodydepthfov field of view the first person body is drawn with (0 = the same as fov) angle