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Console variables: Difference between revisions

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DrinkyBird moved page Console Variables to Console variables
m (DrinkyBird moved page Console Variables to Console variables)
 
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CL_AlwaysPlayFragsLeft True
CL_AlwaysPlayFragsLeft True
|When true, the announcer will repeat how many frags are left in a competitive game mode.  Such occasions for this settings being, both opponents are three frags before reaching the FragLimit.  Additionally, if the winning player suicides or losses a frag during the game, the announced frags left will be stated again.
|When true, the announcer will repeat how many frags are left in a competitive game mode.  Such occasions for this settings being, both opponents are three frags before reaching the FragLimit.  Additionally, if the winning player suicides or losses a frag during the game, the announced frags left will be stated again.
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|CL_BackupCommands
CL_BackupCommands 0
|Specifies how many backup copies of old move or weapon select commands (up to three) the client will send to the server per tic. This is useful if the client is suffering from noticeable packet loss, but due to the increased outbound net traffic, it's recommended that it only be enabled in those cases.
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|CL_CapFPS
|CL_CapFPS
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CL_Password "AlDaddyBundy"
CL_Password "AlDaddyBundy"
|When used, this will allow the clients with the correct password key to access the server; however, CL_Password must be set with the key before attempting to join the server.
|When used, this will allow the clients with the correct password key to access the server; however, CL_Password must be set with the key before attempting to join the server.
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|CL_ProtectCVars
CL_ProtectCVars True
|When true, any CVars that were modified by [[ConsoleCommand]] will be restored to their original values upon exiting the game. This is used to prevent mods from changing a user's settings permanently, even maliciously. Note that manually changing a CVar's value still archives the new value, as expected.
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|CL_RespawnOnFire
|CL_RespawnOnFire
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CL_ShowLargeFragMessages True
CL_ShowLargeFragMessages True
|When true and a player fragged an opponent, a large message will appear in the middle of the HUD stating that a player was fragged, but also displays if the client himself was fragged by another player. (e.i <i>Tiger was fragged by Rivecoder!</i>)
|When true and a player fragged an opponent, a large message will appear in the middle of the HUD stating that a player was fragged, but also displays if the client himself was fragged by another player. (e.i <i>Tiger was fragged by Rivecoder!</i>)
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|CL_ShowWeapNameOnCycle
CL_ShowWeapNameOnCycle True
|When true, this displays the weapon name that is either selected or scrolled too.  The message is only temporary and does not stay on the clients HUD forever.
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|CL_Skins
|CL_Skins
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|CL_TicsPerUpdate
|CL_TicsPerUpdate
CL_TicsPerUpdate 3
CL_TicsPerUpdate 3
|This controls how often the clients will send updates to the server.  If the new value is less than the default, the clients will have smoother movement within the game.  But, however, this will increase the bandwidth flow.  The values that can be used is only 1 tic, 2 tics, and 3 tics.
|This value is how many tics it takes the client to update the positions of other clients based on server dataIn between server data updates, other client positions are extrapolated as traveling in their current directions at their current velocities.    The lower the value, the higher bandwidth consumption will be.  The values that can be used are limited to only 1 tic, 2 tics, and 3 tics.
*Time measured in tics; Doom tics 35 == 1 sec
*Time measured in tics; Doom tics 35 == 1 sec
*Default value is 3 tics
*Default value is 3 tics
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|CL_Unlagged
|CL_Unlagged
CL_Unlagged True
CL_Unlagged True
|Allows the clients to disable the Unlagged feature on Zandronum regardless of the server's Unlagged CVar.
|When False, the client's own hitscan weapon hits will not use unlagged reconcilation, regardless of the server's Unlagged CVar.
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|CL_UseOriginalWeaponOrder
|CL_UseOriginalWeaponOrder