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 |