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PC - Spiele :: Left 4 Dead :: Cheats - Konsolen Befehle Part 4
| 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' ->




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