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Console
Variables
Client Cvars
Measures have been taken to make sure all the new console
variables are available from the menuing system in-game and
otherwise. However, a lot of people would rather use the console.
- cg_forceGrappleModel In Classic CTF, you have the
choice of three different grapple models. This ensures everyone has
the same model. See cg_grappleModel.
- cg_grappleModel Choose one of three grapple models.
The difference is only cosmetic.
- Classic CTF Grapple
- PureCTF Grapple
- Quake 1 Retro Grapple
- cg_itemLights When this is turned off, items such as
quad, flags and classic runes cannot cast dynamic lights. This can
be turned off to increase the game's speed.
- cg_teamGrenades When set, the blue team fires blue
grenades and the red team fires red grenades. No more tapdancing
around your own team's grenades on public servers.
- cg_noProjectileTrail When grenades, rockets or nails are
fired, there are no smoke trails behind them. This can be used to
speed up your game in firefights.
- cg_railTrailType
- Default Quake 3 Trail
- Alliance CTF Trail
- ThreeWave Special Trail
It should be noted that the Alliance CTF trail is the same as
setting cg_oldRail 0 in a stock game of Quake 3.
- cg_useProModeSkins When this is set, all of the player
will be brighter, which makes the game competitively playable in
lightmap mode.
- cg_selectEmpty If this is set, you won't automatically
switch weapons if you are out of ammo.
- cg_trueLightning When this is on, the lightning gun's
bolt aims directly out of your crosshair. Be wary of this! While
it makes it easier to aim, what the server sees is lagged from what
you're seeing. You may not know you're missing someone until it's
too late.
- cg_flagTrails Flag trails are sparkles which hinder the
flag carrier's ability to hide from the enemy. They are always in
the game, but this must be on to see them.
- cg_teamGrapples The grappling hook's rope is now
coloured red or blue depending on the player's team.
- cg_predictGrapple Try to predict grapple behavior.
- cg_coloredLiquids When the player is under water, slime
or lava, a transparent screen is drawn over the player view to
simulate being under water.
- cg_teamRails All railgun effects become coloured
depending on the team.
- cg_enemyHeadModel forcemodel will force the enemy head
to this one.
- cg_enemyModel forcemodel will force the enemy model to
this one.
- cg_oldFlagStatus Draw the flag on the HUD in the old way
with the 'X' and the '?'.
- cg_threewaveStatusBar Turn this off to draw the stock q3
HUD.
- cg_drawTeamHealth Draw the health and armor of the
player under your crosshair if they're on your team. This puts a
little more text in the center of your screen, but it is useful.
- cg_drawClientNum Draw the clientnum of each client on the scoreboard(under the ping), useful for ignoring someone's radio chats
- cg_nomip Load all media with picmip 0 except the map and the player models
- cg_crosshaircolor Color of your crosshair
- cg_drawPing Draw your real ping in the upper right corner
- adminpass Your administrator password to access the server's admin functions
- cg_radioVoice Your radio voice gender, -1 = model default, 0 = male, 1 = female, 2 = robot
Server Cvars
- p_enablePortal If this is set to 0, the portal is
disabled. If this is set to 1, every other map will be the portal.
- p_portalMap[01-64] p_portalMap01 through
p_portalMap64 are 64 console variables which represent the 64
portals in the map. They should contain the name of a map, or be
blank. Example: p_portalMap03 "q3dm1"
- p_miniGame p_miniGame can be read on the server to
see which minigame is going to be played. It is read only and
admins have no control over it. Every time the portal is loaded, a
random minigame is selected, but never the same one twice in a row.
- p_voteSeconds After the first person has voted, this
timer counts down. When in reaches zero, all map voting is over.
- p_randomPortal Enable or disable the random portal by
setting this to 0 or 1.
- p_gameTypeVote Enable or disable voting for
gametypes by setting this to 1 or 0. If it is set to 1, a room is
entered after the minigame is completed. If it is set to 0, the
map ends after the minigame is completed.
- p_defaultGameType This is the gametype that will be
played if no one voted for a gametype before the timer was up, or
if gametype voting is disabled.
- p_tourneyRounds In normal Quake 3, a tournament
gametype map never ends. With the portal, p_tourneyRounds is the
number of rounds to play before ending the map and reverting to
the portal.
- p_disablePortalList p_disablePortalList is a list of
numbers relating to p_portalMap##, disabling any of the maps by
barring them off, but leaving the levelshot intact. The idea is
that you can see that a map WAS there, but is not available at
this time. Example: p_disablePortalList "02,03,05" // Disable
p_portalMap02, p_portalMap03 and p_portalMap05
- p_disableLastPlayedPortals disable last 4 played portals
- p_gtPortal[01-05] p_gtPortal[01-05] correspond to the
five portals that can be voted for in the gametype voting
room. Team arena gametypes are not supported. Example of how to
set up portal 03 for Capturestrike: p_gtPortal03 "9"
- g_botQuickRound When only bots are left in
Capturestrike, this makes the game play fast with timescale. If
this causes too much network bandwidth to be used, or if this is
just plain not something you want to see, set this to 0.
- g_pointlimit Pointlimit in CTFS, value of 0 disables
the end of match by pointlimit. If you are unsure, set between 12
and 18.
- g_runerepick Allow the player to reaquire a rune he
dropped after 5 seconds, if disabled the player cannot repick his
dropped rune until he dies or the rune respawns, or someone picks
it up and drops it again.
- g_weaponrespawnCCTF The number of seconds it takes a
weapon to respawn in Classic CTF. The default is 0, which makes
weapons not respawn, but impossible to pick up when you have a
weapon with no ammo. If the weapon drop time is less than ten
seconds, there will be a delay before you can drop a weapon after
picking one up. This is to stop the stockpiling of weaponry in the
base.
- g_highscores If this is set to 1, high scores are
displayed to the client during the intermission.
- g_serverData This is a system variable set to a
special string which describes the type of games being played on
the server. It's viewable from Gamespy and used for
filtering. Read only.
- g_maxTeamKnockback maximum knockback you will get from teammates in CTFS
- g_safeFloodProtect safe floodprotect system that doesnt break binds
- g_dropLaggedClients drop clients who's ping is 999 after specified number of seconds
- g_overtime allow sudden death overtime for tied matches
- g_describeServer add description of the server's gametype in the hostname
- g_minPlayersForHighscores minimum number of players needed to process highscores at end of match
- g_instagib instagib mode for CCTF
- g_cheattest detect hacked clients and prevent them from playing
- g_adminpass administration password so that admins can manage the server
- g_minNudge minimum timenudge allowed for clients
- g_maxNudge maximum timenudge allowed for clients
- g_minPackets minimum maxpackets allowed for clients
- g_maxPackets maximum maxpackets allowed for clients
Other Items Of Note
In order to stop a known cheat in Quake 3 1.30, some of the
renderer options such as r_showNormal are disabled at map
start. Otherwise, they behave as normal. (Pun intended).
Binding a key to +hook will switch to the grappling hook until
the key is lifted, which will make it switch back to your normal
weapon. This is considered an alternate way of binding the grapple.
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