Druckversion
| Hits: 2986 | Aufgenommen am 07.05.09 | Aktualisiert am 07.05.09 | Verfasser: GodShin |
|
|
vcollide_wireframe -> 0 -> Render physics collision models in wireframe
vehicle_flushscript -> Flush and reload all vehicle scripts
version -> Print version info string.
versus_boss_buffer -> 2200 ->
versus_boss_debug -> 0 -> Enable debug output for versus tank/witch spawning logic
versus_boss_flow_max -> 0 -> Max fraction of map flow for tank/witch spawn location
versus_boss_flow_max_finale -> 0 -> Max fraction of map flow for tank/witch spawn location within the finale map of a campaign
versus_boss_flow_max_intro -> 0 -> Max fraction of map flow for tank/witch spawn location within the first map of a campaign
versus_boss_flow_min -> 0 -> Min fraction of map flow for tank/witch spawn location
versus_boss_flow_min_finale -> 0 -> Min fraction of map flow for tank/witch spawn location within the finale map of a campaign
versus_boss_flow_min_intro -> 0 -> Min fraction of map flow for tank/witch spawn location within the first map of a campaign
versus_boss_flow_test -> Force start the versus game so PZs can spawn even if survivors are still in the safe room
versus_boss_padding_max -> 0 -> How far apart the tank/witch have to be along the flow
versus_boss_padding_min -> 0 -> How far apart the tank/witch have to be along the flow
versus_boss_spawning -> 1 -> Enable alternative spawning logic for tanks and witches in versus mode
versus_shove_hunter_fov -> 90 -> Angle that survivor shove will hit hunters
versus_shove_hunter_fov_pouncing -> 45 -> Angle that survivor shove will hit hunters while pouncing
versus_tank_bonus_health -> 1 ->
versus_tank_chance -> 0 -> Chance of a tank spawning within a regular versus map
versus_tank_chance_finale -> 0 -> Chance of a tank spawning within the finale map of a campaign
versus_tank_chance_intro -> 0 -> Chance of a tank spawning within the first map of a campaign
versus_tank_flow_team_variation -> 0 -> Window of flow distance that the tank can spawn in for the second team in versus
versus_winning_team_goes_last -> 1 -> In versus mode the team that is losing plays as survivors first
versus_witch_chance -> 0 -> Chance of a witch spawning within a regular versus map
versus_witch_chance_finale -> 0 -> Chance of a witch spawning within the finale map of a campaign
versus_witch_chance_intro -> 0 -> Chance of a witch spawning within the first map of a campaign
versus_witch_flow_team_variation -> 0 -> Window of flow distance that the witch can spawn in for the second team in versus
'-vgui_drawtree' ->
'+vgui_drawtree' ->
vgui_drawtree -> 0 -> Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_clear ->
vgui_dump_panels -> vgui_dump_panels [visible]
vgui_message_dialog_modal -> 1 ->
vgui_spew_fonts ->
vgui_togglepanel -> show/hide vgui panel by name.
view_offset_down -> 16 ->
view_offset_forward -> 8 ->
view_offset_up -> -16 ->
viewanim_addkeyframe ->
viewanim_create -> viewanim_create
viewanim_load -> load animation from file
viewanim_reset -> reset view angles!
viewanim_save -> Save current animation to file
viewanim_test -> test view animation
viewmodel_fov -> 50 ->
vis_debug -> 0 ->
vis_force -> 0 ->
vismon_poll_frequency -> 0 ->
vismon_trace_limit -> 12 ->
vm_debug -> 0 ->
voice_enable -> 1 ->
voice_forcemicrecord -> 1 ->
voice_inputfromfile -> 0 -> Get voice input from 'voice_input.wav' rather than from the microphone.
voice_loopback -> 0 ->
voice_modenable -> 1 -> CLIENTCMD_CAN_EXECUTE -> Enable/disable voice in this mod.
voice_printtalkers -> voice debug.
voice_recordtofile -> 0 -> Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
voice_scale -> 0 ->
voice_spatialize -> 0 -> Spatializes voice chat
voice_threshold -> 2000 ->
voice_vox -> 0 -> Voice chat uses a vox-style always on
'-voicerecord' ->
'+voicerecord' ->
voicerecord_toggle ->
volume -> 1 -> Sound volume
vox_reload -> Reload sentences.txt file
voxeltree_box -> View entities in the voxel-tree inside box .
voxeltree_playerview -> View entities in the voxel-tree at the player position.
voxeltree_sphere -> View entities in the voxel-tree inside sphere .
voxeltree_view -> View entities in the voxel-tree.
vphys_sleep_timeout -> set sleep timeout: large values mean stuff won't ever sleep
vprof -> Toggle VProf profiler
vprof_adddebuggroup1 -> add a new budget group dynamically for debugging
vprof_cachemiss -> Toggle VProf cache miss checking
vprof_cachemiss_off -> Turn off VProf cache miss checking
vprof_cachemiss_on -> Turn on VProf cache miss checking
vprof_child ->
vprof_collapse_all -> Collapse the whole vprof tree
vprof_dump_counters -> Dump vprof counters to the console
vprof_dump_groupnames -> Write the names of all of the vprof groups to the console.
vprof_expand_all -> Expand the whole vprof tree
vprof_expand_group -> Expand a budget group in the vprof tree by name
vprof_generate_report -> Generate a report to the console.
vprof_generate_report_AI -> Generate a report to the console.
vprof_generate_report_AI_only -> Generate a report to the console.
vprof_generate_report_budget -> Generate a report to the console based on budget group.
vprof_generate_report_hierarchy -> Generate a report to the console.
vprof_generate_report_hierarchy_per_frame_and_count_only -> Generate a minimal hiearchical report to the console.
vprof_generate_report_map_load -> Generate a report to the console.
vprof_graphheight -> 256 ->
vprof_graphwidth -> 512 ->
vprof_nextsibling ->
vprof_off -> Turn off VProf profiler
vprof_on -> Turn on VProf profiler
vprof_parent ->
vprof_playback_average -> Average the next N frames.
vprof_playback_start -> Start playing back a recorded .vprof file.
vprof_playback_step -> While playing back a .vprof file step to the next tick.
vprof_playback_stepback -> While playing back a .vprof file step to the previous tick.
vprof_playback_stop -> Stop playing back a recorded .vprof file.
vprof_prevsibling ->
vprof_record_start -> Start recording vprof data for playback later.
vprof_record_stop -> Stop recording vprof data
vprof_remote_start -> Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop -> Stop an existing remote VProf data request
vprof_reset -> Reset the stats in VProf profiler
vprof_reset_peaks -> Reset just the peak time in VProf profiler
vprof_unaccounted_limit -> 0 -> number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose -> 1 -> Set to one to show average and peak times
vprof_vtune_group -> enable vtune for a particular vprof group ('disable' to disable)
vprof_warningmsec -> 10 -> Above this many milliseconds render the label red to indicate slow code.
vs_max_team_switches -> 1 ->
vs_tank_damage -> 24 -> Amount of damage done by a vs tank's melee attack
vs_threat_initial_distance_first_map_max -> 12000 Max distance of starting threat area in vs mode on the first map
vs_threat_initial_distance_first_map_min -> 8000 ->Min distance of starting threat area in vs mode on the first map
vs_threat_initial_distance_max -> 8000 ->Max distance of starting threat area in vs mode
vs_threat_initial_distance_min -> 3000 ->Min distance of starting threat area in vs mode
vs_threat_radius -> 200 -> Distance from the escape route for placing threats
vslm_l4d_vs_airport01_greenhouse -> 1 -> Versus mode score modifier.
vslm_l4d_vs_airport02_offices -> 1 -> Versus mode score modifier.
vslm_l4d_vs_airport03_garage -> 1 -> Versus mode score modifier.
vslm_l4d_vs_airport04_terminal -> 1 -> Versus mode score modifier.
vslm_l4d_vs_airport05_runway -> 2 -> Versus mode score modifier.
vslm_l4d_vs_farm01_hilltop -> 1 -> Versus mode score modifier.
vslm_l4d_vs_farm02_traintunnel -> 1 -> Versus mode score modifier.
vslm_l4d_vs_farm03_bridge -> 1 -> Versus mode score modifier.
vslm_l4d_vs_farm04_barn -> 1 -> Versus mode score modifier.
vslm_l4d_vs_farm05_cornfield -> 2 -> Versus mode score modifier.
vslm_l4d_vs_hospital01_apartment -> 1 -> Versus mode score modifier.
vslm_l4d_vs_hospital02_subway -> 1 -> Versus mode score modifier.
vslm_l4d_vs_hospital03_sewers -> 1 -> Versus mode score modifier.
vslm_l4d_vs_hospital04_interior -> 1 -> Versus mode score modifier.
vslm_l4d_vs_hospital05_rooftop -> 2 -> Versus mode score modifier.
vslm_l4d_vs_smalltown01_caves -> 1 -> Versus mode score modifier.
vslm_l4d_vs_smalltown02_drainage -> 1 -> Versus mode score modifier.
vslm_l4d_vs_smalltown03_ranchhouse -> 1 -> Versus mode score modifier.
vslm_l4d_vs_smalltown04_mainstreet -> 1 -> Versus mode score modifier.
vslm_l4d_vs_smalltown05_houseboat -> 2 -> Versus mode score modifier.
vtune -> Controls VTune's sampling.
'+walk' ->
'-walk' ->
warp_all_survivors_here -> Warp all survivors to the player's cursor
warp_all_survivors_to_battlefield -> Warp all Survivors to the battlefield
warp_all_survivors_to_checkpoint -> Warp all Survivors to the exit checkpoint
warp_all_survivors_to_finale -> Warp all Survivors to the finale radio
warp_far_survivor_here -> Teleport the farthest away Survivor to your cursor position
warp_to_start_area -> Warp yourself to a survivor spawn area
weapon_reparse_client -> Reloads the weapon script files
weapon_reparse_server -> Reloads the weapon script files
windows_speaker_config -> 4 ->
wipe_attributes -> Clear all attributes of selected area.
wipe_nav_attributes -> Clear all nav attributes of selected area.
writeid -> Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip -> Save the ban list to banned_ip.cfg.
xbox_autothrottle -> 1 ->
xbox_throttlebias -> 100 ->
xbox_throttlespoof -> 200 ->
xload -> Load a saved game from a 360 storage device.
xlook ->
xmove ->
xsave -> Saves current game to a 360 storage device.
z_acquire_far_range -> 2500 ->
z_acquire_far_time -> 5 ->
z_acquire_near_range -> 200 ->
z_acquire_near_time -> 0 ->
z_acquire_time_variance_factor -> 0 ->
z_add -> Add an Infected - optional x y z arguments for world position to add them
z_added_light_debug -> 0 ->
z_alert_dot -> 0 ->
z_alert_range -> 1000 ->
z_allow_ai_to_use_abilities -> 1 -> If zero Hunters wont pounce Tanks wont throw rocks etc
z_attack_flow_range -> 1500 ->
z_attention_range_lying_modifier -> 0 ->
z_attention_range_sitting_modifier -> 0 ->
z_avoid_max_range -> 100 ->
z_avoid_min_range -> 30 ->
z_avoid_power -> 10 ->
z_avoidforce -> 2500 ->
z_avoidteammates -> 1 ->
z_award_debug -> 0 -> Get debugging info on all award calcs to the console. (0|1|2|3 for none|yes-no thoughts|every thought|every spammy calc)
z_background_limit -> 20 -> How many common infected are on the background map at once.
z_backspeed -> 450 ->
z_boomer_gibs -> 0 ->
z_boomer_near_dist -> 180 ->
z_boss_crouch -> 0 -> Forces boss zombie bots to crouch
z_boundary_clear_type -> 1 -> 0 = floodfill 1 = new creep
z_boundary_max_range -> 5000 ->
z_boundary_spread_speed -> 200 ->
z_brawl_chance -> 2 ->
z_breakable_damage -> 4 ->
z_burning_lifetime -> 30 -> Number of seconds a burning zombie takes to crisp
z_camo_decay_rate -> 0 -> How fast the camouflage effect dies on ragdolls
z_carry_max_mass -> 250 ->
z_chance -> 60 ->
z_claw_hit_pitch_max -> 20 ->
z_claw_hit_pitch_min -> -20 ->
z_claw_hit_yaw_max -> 20 ->
z_claw_hit_yaw_min -> -20 ->
z_clear_area_range -> 300 ->
z_clear_max_time -> 5 ->
z_clear_min_time -> 0 ->
z_clear_min_time_range -> 300 ->
z_clear_range -> 750 ->
z_close_target_notice_distance -> 60 -> How far an attacking zombie will look for a nearby target on their way to their chosen victim.
z_common_limit -> 30 -> How many common infecteds we can have at once.
z_cooldown_spawn_safety_range -> 1000 ->
z_cough_cloud_expire -> 14 -> You don't cough after a smoke cloud has existed this long.
z_cough_cloud_initial_cough_delay -> 0 -> You don't cough until smoke cloud exists for this long.
z_cough_cloud_radius -> 175 -> How far from center of smoke cloud makes you cough.
z_cough_duration -> 5 -> How long a cougher continuously coughs for.
z_cough_fatigue -> 3000 ->Stamina impact of coughing. High number will pin in place for a long time lower will just slow.
z_cough_interval -> 20 -> How often a cougher can cough.
z_credits_interval -> 0 ->
z_crouch_speed -> 75 ->
z_cull_timeout -> 5 -> Grace period before player zombie is culled for being too far away
z_deafen_radius_one -> 100 ->
z_deafen_radius_three -> 200 ->
z_deafen_radius_two -> 150 ->
z_debug -> 0 ->
z_debug_activities -> 0 ->
z_debug_avoid -> 0 ->
z_debug_breakables -> 0 ->
z_debug_climb -> 0 ->
z_debug_cull -> 0 ->
z_debug_escape_scan -> 0 ->
z_debug_falling_damage -> 0 ->
z_debug_fog -> 0 ->
z_debug_infected_anim_report -> Prints the server's layer info for the specified infected
z_debug_ledges -> 0 ->
z_debug_mob_spawn -> 0 ->
z_debug_neighbors -> 0 ->
z_debug_path_stress_test -> Stress-tests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()
z_debug_population -> 0 ->
z_debug_spawn_ahead -> 0 ->
z_debug_spawn_set -> -1 -> 0=Anywhere 1=Behind 2=IT 3=Specials in front 4=Specials anywhere 5=Far Away 6=Above
z_debug_spawnable_areas -> 0 -> Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)
z_debug_tank_spawn -> 1 -> When console spawning a tank automatically give it to a player.
z_decals -> Splat decals on all infected
z_density_region_length -> 1500 ->
z_destroy_on_attack -> 0 -> When an infected starts punching its victim destroy it. Useful for s.
z_difficulty -> 0 -> Difficulty of the current game (Easy Normal Hard Impossible)
z_director_special_spawn_delay -> 10 ->
z_discard_min_range -> 1000 ->Don't relocate PZs closer than this regardless of flow distance
z_discard_range -> 2500 ->Discard Zombies farther away than this
z_do_tracers -> 1 -> Do we want tracers at all?
z_dont_clear -> 0 ->
z_door_reopen_interval -> 0 -> Closed doors can be re-opened after this amount of time
z_door_retry_interval -> 1 -> Interval at which blocked doors will try to reopen
z_escape_route_alpha -> 25 ->
z_escape_route_force_visible -> 0 ->
z_exploding_health -> 50 -> Exploding Zombie max health
z_exploding_limit -> 1 ->
z_exploding_shove_interval -> 10 ->
z_exploding_shove_max -> 5 ->
z_exploding_shove_min -> 4 ->
z_exploding_speed -> 175 ->
z_exploding_splat -> 50 -> Boomers splat instead of making a thud when taking this much falling damage
z_exploding_splat_radius -> 200 -> Boomers splattering on the ground make survivors inside this radius it
z_expressions -> 1 ->
z_falling_land_forward_speed -> 200 -> Minimum falling speed to cause a stumbling forward landing animation to occur
z_falling_land_hard_speed -> 200 -> Minimum falling speed to cause a 'hard' landing animation to occur
z_falling_land_speed -> 200 -> Minimum falling speed to cause a landing animation to occur
z_finale_chance -> 100 ->
z_finale_spawn_safety_range -> 600 ->
z_first_aid_cabinets -> 0 ->
z_force_attack_from_sound_range -> 750 ->
z_forcezombiemodel -> 0 -> remove variability in infected models and instead use the specified model from z_zombieforcemodelname
z_forcezombiemodelname -> 0 -> base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.
z_forwardspeed -> 450 ->
z_friendly_fire_forgiveness -> 1 -> Ignore friendly fire that appears to be unintentional.
z_frustration -> 1 ->
z_frustration_blink_percent -> 0 ->
z_frustration_blink_rate -> 10 ->
z_frustration_lifetime -> 20 -> Frustration will accumulate for this many seconds before forcing an AI tank takeover
z_frustration_los_delay -> 2 ->
z_frustration_spawn_delay -> 10 ->
z_gas_health -> 250 -> Gas Zombie max health
z_gas_limit -> 1 ->
z_gas_speed -> 210 ->
z_ghost_checkpoint_spawn_interval -> 30 -> Interval for spawning special zombies while survivors are in the checkpoint
z_ghost_finale_spawn_interval -> 20 -> Interval for spawning special zombies during the finale
z_ghost_spawn_in_start -> 0 -> Allow ghosts to materialize while players are in the start area
z_ghost_spawn_interval -> 60 -> Interval for spawning special zombies
z_ghost_speed -> 450 ->
z_ghost_travel_distance -> 1000 ->Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors
z_gib_limb_distance -> 400 -> Rifles and sniper rifles can dismember at this range
z_gib_limb_distance_buckshot -> 350 -> Shotguns can dismember at this range
z_gib_limb_distance_headshot -> 2000 ->Rifles and sniper rifles can decapitate at this range
z_gib_limb_distance_headshot_zoomed -> 4000 ->Sniper rifles can decapitate at this range when zoomed
z_gib_limb_distance_zoomed -> 800 -> Sniper rifles can dismember at this range when zoomed
z_gib_limbs -> 25 -> Limbs can be shot off infected when doing this much damage (0 disables)
z_grab_force -> 0 -> For testing - always grab ledges regardless of estimated falling damage
z_grab_ledges_solo -> 0 -> For testing - grab ledges even if you're the last survivor
z_gun_damage -> 10 ->
z_gun_debug_player_index -> 0 ->
z_gun_force -> 300 ->
z_gun_horiz_punch -> 0 -> Toggles horizontal punchangles for guns
z_gun_kick -> 0 -> Firing a gun can knock the player's view this amount of the current spread
z_gun_physics_force -> 25 -> How hard we push things that aren't players or doors.
z_gun_range -> 75 ->
z_gun_stun_duration -> 1 ->
z_gun_survivor_force -> 200 ->
z_gun_survivor_friend_push -> 1 -> Allow survivors to push survivors with a right click.
z_gun_survivor_shove_dot -> 0 -> Max dot of a shove swing that can push a fellow survivor
z_gun_swing_duration -> 0 ->
z_gun_swing_interval -> 0 ->
z_gun_vertical_punch -> 1 -> Toggles vertical punchangles for guns
z_health -> 50 -> Zombie max health
z_hear_gunfire_range -> 200 ->
z_hear_runner_far_range -> 750 ->
z_hear_runner_near_range -> 500 ->
z_hit_from_behind_cosine -> 0 ->
z_hit_from_behind_factor -> 0 -> Damage multiplier if zombie hits Survivor from behind
z_hit_incap_factor_easy -> 0 -> Damage multiplier if zombie hits incapacitated Survivor
z_hit_incap_factor_expert -> 1 -> Damage multiplier if zombie hits incapacitated Survivor
z_hit_incap_factor_hard -> 1 -> Damage multiplier if zombie hits incapacitated Survivor
z_hit_incap_factor_normal -> 1 -> Damage multiplier if zombie hits incapacitated Survivor
z_hunter_claw_buildup_growl_percent -> 0 -> When at least this charged up Hunter starts growling constantly.
z_hunter_claw_force -> 240 -> Force with which the claw shoves other zombies away
z_hunter_claw_max_buildup_time -> 3 -> Attack button held longer than this gets no extra benefit.
z_hunter_claw_plays_hit_anims -> 0 -> Play the new hit anims for debugging?
z_hunter_claw_range -> 52 -> Range of the Claw weapon
z_hunter_claw_range_down -> 70 -> Range of the Claw weapon when looking straight down so it can reach your feet from your eyes.
z_hunter_claw_start_buildup_time -> 0 -> Attack button released in less than this time is just a click.
z_hunter_claw_swing_duration -> 0 ->
z_hunter_claw_swing_interval -> 1 ->
z_hunter_claw_swing_miss_interval -> 0 ->
z_hunter_ground_normal -> 0 ->
z_hunter_health -> 250 -> Zombie max health
z_hunter_limit -> 1 ->
z_hunter_lunge_stagger_time -> 1 ->
z_hunter_speed -> 300 ->
z_increment_head -> Switch to next head bodygroup
z_increment_lower -> Switch to next lower body bodygroup
z_increment_skin -> Switch to next skin
z_increment_upper -> Switch to next upper body bodygroup
z_infected_flashlight -> 1 ->
z_infected_invuln -> 0 ->
z_infected_move -> 1 ->
z_last_area_update_tolerance -> 4 -> Distance a character needs to travel in order to invalidate cached area
z_last_man_run_interval -> 3 ->
z_lean_wall_align_speed -> 300 ->
z_look_at_local_player -> 0 -> For purposes
z_lunge_interval -> 0 ->
z_lunge_power -> 600 ->
z_lunge_up -> 200 ->
z_max_blood_scale -> 3 -> The biggest starting scale a blood puff can be.
z_max_hunter_pounce_stagger_duration -> 0 -> Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.
z_max_neighbor_range -> 200 -> Max range for neighbor collection for avoidance
z_max_path_length -> 5000 ->
z_max_stagger_duration -> 6 -> Max time a PZ staggers when bashed by a survivor.
z_mega_mob_size -> 50 ->
z_mega_mob_spawn_max_interval -> 900 ->
z_mega_mob_spawn_min_interval -> 420 ->
z_min_ladder_mount_dot -> 0 -> Minimum 2D dot product from player's view to a ladder to be able to grab it
z_minigun_cooldown_time -> 3 -> Minigun cooldown time
z_minigun_damage_rate -> 48000 Minigun damage rate in health/minute
z_minigun_fire_think_interval -> 0 ->
z_minigun_overheat_time -> 20 -> Minigun overheat time
z_minigun_rate_of_fire -> 1500 ->Minigun rate of fire in bullets/minute
z_minion_aim_tolerance -> 0 ->
z_minion_limit -> 3 ->
z_mob_min_notify_count -> 10 -> Mobs at least this large trigger 'mob' events
z_mob_music_size -> 2 -> Spotting a mob this large plays music
z_mob_population_density -> 0 -> Density of mob spawns per square inch (0.0064 = 4 per 1x1 nav area)
z_mob_recharge_rate -> 0 ->
z_mob_sacrifice_timeout -> 5 ->
z_mob_spawn_finale_size -> 20 ->
z_mob_spawn_max_interval_easy -> 240 ->
z_mob_spawn_max_interval_expert -> 180 ->
z_mob_spawn_max_interval_hard -> 180 ->
z_mob_spawn_max_interval_normal -> 180 ->
z_mob_spawn_max_size -> 30 ->
z_mob_spawn_min_interval_easy -> 120 ->
z_mob_spawn_min_interval_expert -> 90 ->
z_mob_spawn_min_interval_hard -> 90 ->
z_mob_spawn_min_interval_normal -> 90 ->
z_mob_spawn_min_size -> 10 ->
z_must_wander -> 0 -> For testing. 0: default. 1: wandering zombies don't sit/lie down. -1: wandering zombies always sit/lie down.
z_mute_infected -> 0 -> If nonzero common infected will not growl yell etc
z_nav_debug -> 0 ->
z_nextmission -> Sets the next mission at the end of the current mission
z_nightvision_b -> 128 ->
z_nightvision_g -> 192 ->
z_nightvision_r -> 255 ->
z_no_cull -> 0 -> If nonzero the Director will not cull common infected
z_noise_level_display -> 0 -> Show noise levels on players?
z_noise_level_fade_rate -> 40 -> How much noise we lose each tick after hold_time expires.
z_noise_level_footstep -> 50 -> How much noise we make with a footstep.
z_noise_level_footstep_in_water -> 75 -> How much noise we make with a footstep while in water.
z_noise_level_hold_time -> 0 -> How long we hold a given noise level before it starts to fade.
z_noise_level_max -> 135 -> The highest the noise level can go.
z_noise_level_vocalize -> 75 -> How much noise we make when we say things.
z_non_head_damage_factor_easy -> 2 -> Damage to zombie from non-headshots is multiplied by this factor
z_non_head_damage_factor_expert -> 0 -> Damage to zombie from non-headshots is multiplied by this factor
z_non_head_damage_factor_hard -> 0 -> Damage to zombie from non-headshots is multiplied by this factor
z_non_head_damage_factor_normal -> 1 -> Damage to zombie from non-headshots is multiplied by this factor
z_notice_it_range -> 1500 ->
z_notice_near_range -> 100 ->
z_player_lunge_up -> 150 ->
z_player_zombie_debug -> 0 ->
z_player_zombie_land_delay -> 0 ->
z_player_zombie_min_dead_time -> 2 -> The minimum time a PC zombie must be dead before being eligible to respawn
z_pounce_allow_partial_hidden -> 1 ->
z_pounce_crouch_delay -> 1 ->
z_pounce_damage -> 5 ->
z_pounce_damage_delay -> 1 ->
z_pounce_damage_interrupt -> 50 -> Taking this much damage interrupts a pounce attempt
z_pounce_damage_interval -> 0 ->
z_pounce_delay -> 0 ->
z_pounce_door_damage -> 500 ->
z_pounce_silence_range -> 500 ->
z_pounce_stumble_force -> 5 -> Force of the stumble effect when a hunter pounces on someone
z_prevent_burrowing -> 1 -> Use extra tracelines to prevent burrowing zombies
z_puking_eye_height -> 44 ->
z_push_force -> 2000 ->
z_push_mass_max -> 200 ->
z_pushaway_force -> 100 -> How hard the infected shove non-IT Survivors out of their way to reach the IT victim
z_randombodygroups -> 1 -> Set to zero to disable random body groups on infected
z_randomskins -> 1 -> Set to zero to disable random skins on infected
z_reload_chatter_debug -> 0 -> Should we give devtext explanations of why we didn't say 'Reloading'?
z_reload_chatter_intensity -> 0 -> Intensity level at which players start saying 'Reloading'
z_reload_chatter_nearby_friend_range -> 600 -> A friend needs to be this close to say'Reloading'
z_reload_chatter_recent_enemy -> 1 -> An enemy needs to have been seen this recently to say 'Reloading'
z_reload_chatter_shotgun_ammo_threshold -> 6 -> Players don't say 'Reloading' when reloading a shotgun that has this many shells already
z_reload_chatter_shotgun_interval -> 10 ->
z_removeitems -> Removes all items from survivors
z_reset_population_counter -> For debugging
z_respawn_distance -> 100 -> Infected can try a respawn within this far of their original spawn
z_respawn_interval -> 10 -> Infected can try a respawn within this many seconds of spawning
z_restrict_team_change -> 0 ->
z_round_start_replacement_time -> 30 ->
z_run_exertion_interval -> 1 ->
z_safe_spawn_range -> 250 -> Minimum range for spawning special zombies
z_scout_mob_spawn_range -> 3000 ->
z_shotgun_bonus_damage_multiplier -> 5 -> The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
z_shotgun_bonus_damage_range -> 100 -> A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.
z_shove_friend_speed -> 130 ->
z_show_bottlenecks -> 0 ->
z_show_clear -> 0 ->
z_show_completely_visible_to_survivor_team -> 0 ->
z_show_damaging -> 0 ->
z_show_escape_route -> 0 ->
z_show_flow_delta -> 0 ->
z_show_flow_distance -> 0 ->
z_show_infected -> 0 ->
z_show_last_area -> 0 -> Draws a line from each player to the center of their last known nav area
z_show_mutually_visible_set -> 0 ->
z_show_population_density -> 0 ->
z_show_potentially_visible -> 0 ->
z_show_potentially_visible_to_survivor_team -> 0 ->
z_show_swings -> 0 ->
z_show_traffic -> 0 ->
z_sidespeed -> 450 ->
z_skirmish_spawn_max_interval -> 90 ->
z_skirmish_spawn_max_size -> 4 ->
z_skirmish_spawn_min_interval -> 45 ->
z_skirmish_spawn_min_size -> 1 ->
z_spawn -> . Spawns the specified zombie(s) under your cursor or out
z_spawn_flow_limit -> 1500 ->
z_spawn_height -> 0 -> Height above ground z_spawn places new infected
z_spawn_mobs_behind_chance -> 75 -> Percentage chance that a mob will spawn behind the Survivor team
z_spawn_mobs_from_selected_set -> 0 -> Spawn subsequent mobs from the currently selected set via the nav mesh editor
z_spawn_range -> 1500 ->
z_spawn_safety_range -> 550 ->
z_spawn_speed -> 450 ->
z_special_spawn_interval -> 45 -> Interval for spawning special zombies
z_speed -> 250 ->
z_splat_survivor_pitch_max -> 25 ->
z_splat_survivor_pitch_min -> 15 ->
z_splat_survivor_shake_amplitude -> 50 ->
z_splat_survivor_shake_duration -> 1 ->
z_splat_survivor_shake_frequency -> 150 ->
z_splat_survivor_shake_radius -> 10 ->
z_splat_survivor_yaw_max -> 10 ->
z_splat_survivor_yaw_min -> -10 ->
z_stagger_immunity_time -> 0 -> How long after a hunter or smoker has been staggered until they can be staggered again.
z_state_debug -> 0 -> Gives feedback on current zombie state.
z_stomp_always -> 0 -> Force melee attacks on single infected to always be stomps.
z_stumble_max_curve_accel -> 5 -> Rate of turn increase per second
z_stumble_max_curve_rate -> 10 -> Maximum degrees/sec turning while stumbling forward
z_tank_attack_interval -> 1 ->
z_tank_autoshotgun_dmg_scale -> 0 -> percent damage taken by the tank from the autoshotgun in versus
z_tank_burning_lifetime -> 75 -> Number of seconds a burning tank takes to die in versus
z_tank_damage_slow_max_range -> 400 -> Range at which Tank is slowed by gunfire
z_tank_damage_slow_min_range -> 200 -> Range at which Tank is slowed by gunfire
z_tank_grenade_damage -> 750 -> How much damage a Tank takes from a grenade.
z_tank_grenade_roll -> -10 ->
z_tank_grenade_slowdown -> 0 -> The speed setting put on a Tank when hit by a grenade.
z_tank_has_special_blood -> 0 -> Does the Tank get his own blood effect instead of the normal infected one?
z_tank_health -> 4000 ->Tank Zombie max health
z_tank_incapacitated_decay_rate -> 1 -> How much health a dying Tank loses each update.
z_tank_incapacitated_health -> 5000 ->Health Tank starts with in death throes.
z_tank_max_stagger_distance -> 400 -> Max distance a Tank staggers when hurt by a grenade.
z_tank_max_stagger_duration -> 6 -> Max time a Tank staggers when hit by a grenade.
z_tank_max_stagger_fade_duration -> 6 -> Fade in time when a Tank is staggered by a grenade.
z_tank_rock_debug -> 0 -> Show debug for the rock thinking about detonating on people.
z_tank_rock_radius -> 100 ->
z_tank_speed -> 210 ->
z_tank_speed_vs -> 210 ->
z_tank_stagger_fade_alpha -> 192 -> How opaque the screen fade is when a Tank is hit by a grenade.
z_tank_stagger_fade_duration -> 3 -> How long the screen fade lasts when a Tank is hit by a grenade.
z_tank_throw_fail_interval -> 0 -> How soon a tank can try again after failing to throw.
z_tank_throw_force -> 800 ->
z_tank_throw_health -> 50 -> Health of the tank projectile (0 disables)
z_tank_throw_interval -> 5 -> How often a tank can throw.
z_tank_walk_speed -> 100 ->
z_tanks_block_molotovs -> 1 ->
z_terrify_duration -> 2 ->
z_throttle_hit_interval_easy -> 0 -> Minimum time between damaging a Survivor from a mob
z_throttle_hit_interval_expert -> 1 -> Minimum time between damaging a Survivor from a mob
z_throttle_hit_interval_hard -> 0 -> Minimum time between damaging a Survivor from a mob
z_throttle_hit_interval_normal -> 0 -> Minimum time between damaging a Survivor from a mob
z_throwforce -> 2500 ->
z_tracer_spacing -> 1 -> One in how many bullets is a tracer in automatic weapons.
z_transitioning_players_remove -> 1 ->
z_use_tolerance -> 0 ->
z_view_distance -> 0 -> Default camera distance when in-eye (non-zero is pulled back like staggering hanging etc)
z_vision_range -> 500 -> How far a Zombie can see.
z_vision_range_alert -> 1500 ->How far a Zombie can see when alert.
z_vision_range_obscured -> 500 -> How far a Zombie can see in OBSCURED areas.
z_vision_range_obscured_alert -> 750 -> How far a Zombie can see in OBSCURED areas when alert.
z_vocalize_burn_max_interval -> 3 -> The maximum time between vocalizing being burned
z_vocalize_burn_min_interval -> 2 -> The minimum time between vocalizing being burned
z_vocalize_shot_interval -> 0 -> The minimum time between vocalizing being shot
z_vomit -> 1 ->
z_vomit_boxsize -> 1 -> Size of vomit damage entities.
z_vomit_debug -> 0 -> Visualize the vomit damage.
z_vomit_drag -> 0 -> Air drag of vomit damage entities.
z_vomit_duration -> 1 -> How long a puker continuously pukes for.
z_vomit_fade_duration -> 5 -> How long the fade takes
z_vomit_fade_start -> 5 -> When the vomit starts to fade away
z_vomit_fatigue -> 3000 ->Stamina impact of puking. High number will pin in place for a long time lower will just slow.
z_vomit_float -> -130 ->Upward float velocity of vomit damage entities.
z_vomit_hit_pitch_max -> 15 ->
z_vomit_hit_pitch_min -> -15 ->
z_vomit_hit_yaw_max -> 10 ->
z_vomit_hit_yaw_min -> -10 ->
z_vomit_interval -> 30 -> How often a puker can puke.
z_vomit_lifetime -> 0 -> Time to live of vomit damage entities.
z_vomit_maxdamagedist -> 350 -> Maximum damage distance for vomit.
z_vomit_range -> 300 ->
z_vomit_slide_mult -> 0 -> Multiplier for second texture slide rate
z_vomit_slide_rate -> 0 -> Percentage of screen height per second
z_vomit_target_dot -> 0 ->
z_vomit_target_range -> 280 ->
z_vomit_vecrand -> 0 -> Random vector added to initial velocity of vomit damage entities.
z_vomit_velocity -> 1700 ->Initial velocity of vomit damage entities.
z_vomit_velocityfadeend -> 0 -> Time at which attacker's velocity contribution finishes fading.
z_vomit_velocityfadestart -> 0 -> Time at which attacker's velocity contribution starts to fade.
z_walk_speed -> 85 ->
z_wandering_density -> 0 ->
z_witch_allow_change_victim -> 1 ->
z_witch_anger_rate -> 0 ->
z_witch_attack_range -> 60 ->
z_witch_berserk_range -> 200 ->
z_witch_burn_time -> 15 ->
z_witch_damage -> 100 ->
z_witch_damage_per_kill_hit -> 30 ->
z_witch_discard_range -> 2000 ->
z_witch_flashlight_range -> 400 ->
z_witch_health -> 1000 -> Witch max health
z_witch_hostile_at_me_anger -> 2 ->
z_witch_max_retreat_range -> 2000 ->
z_witch_max_threat_time -> 7 ->
z_witch_min_retreat_range -> 750 ->
z_witch_min_threat_time -> 5 ->
z_witch_personal_space -> 100 ->
z_witch_relax_rate -> 0 ->
z_witch_retreat_exit_hidden_duration -> 10 ->
z_witch_retreat_exit_range -> 1000 ->
z_witch_retreat_min_duration -> 10 ->
z_witch_speed -> 300 ->
z_witch_speed_inured -> 200 ->
z_witch_threat_hostile_range -> 600 ->
z_witch_threat_normal_range -> 300 ->
z_zombie_knockoff_death -> 0 -> Knocking off a pouncing zombie instantly kills them.
z_zombie_lunge_push -> 0 -> Does the zombie lunge push players?
'-zoom' ->
'+zoom' ->
|
|
Der Inhalt dieser Site stammt von European CodeBase. Eine Verwendung ausser für den persönlichen Gebrauch ist nicht gestattet, insbesondere der Abdruck - auch auszugsweise - auf anderen Websites und / oder Printmedien.
[ CCDB - Statusbericht | Seitenaufbau: 0.2105 Sek. (PHP: 18% - SQL: 82%) | SQL-Queries: 33 | GZIP ist deaktiviert ]
|