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Below is a list of all console variables that can be changed in the Brink Multiplayer.

aas_routingCacheErrors Will generate an error if the max number of reachabilities for an area or max

bool (read only) default: 1 (true)

af_enable enable/disable ragdolls.

bool default: 1 (true)

bot_aimSkill Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER

int [0, 3]

bot_doObjectives 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player

bool default: 1 (true)

bot_enable 0 = bots will not be loaded in the game. 1 = bots are loaded.

bool default: 1 (true)

bot_minClients Keep a minimum number of clients on the server with bots and humans. -1 to disable

int [-1, 16]

bot_minClientsMax Maximum allowed value of bot_minClients. Only affects the in-game UI.

int [-1, 16] (init)

bot_narrowPath

bool default: 0 (false)

bot_showCodeCoverage Draw bot code coverage

bool default: 0 (false)

bot_showStats Draw bot statistics

bool default: 0 (false)

bot_sleepWhenServerEmpty has the bots stop thinking when the server is idle and there are no humans playing, to conserve CPU.

bool default: 1 (true)

bot_uiNumResistance The number of Resistance bots to add to the server. -1 to disable

int

bot_uiNumSecurity The number of Security bots to add to the server. -1 to disable

int

bot_wayPointTeamFilter Filter waypoints per team 0 = security, 1 = resistance

int

com_allowConsole allow toggling console with the tilde key

bool default: 0 (false)

com_allowFullConsole allow a full-screen console when running the game with command line commands

bool default: 0 (false)

com_cacheDictionaryMedia Precache all media from decl dictionaries

bool default: 1 (true)

com_forceGenericSIMD force generic platform independent SIMD

bool default: 0 (false)

com_journal 1 = record journal, 2 = play back journal

int [0, 2] (init)

com_machineSpec hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality

int

com_runningHeadless 1 when being used as a tools/processing platform

bool (init) default: 0 (false)

com_showBPS show bot think frames per second

bool default: 0 (false)

com_showFPS show frames rendered per second

int

com_showMemoryUsage show total and per frame memory usage

bool default: 0 (false)

com_skipWarnings skip all warnings

bool default: 0 (false)

com_speeds show engine timings

bool default: 0 (false)

com_storeResourceNameText Store the text name of resources, at a memory cost

bool (init) default: 1 (true)

com_testHitches show hitches

int

com_useFastVidRestart Allow use of fast vid restarts

bool default: 0 (false)

com_videoRam holds the last amount of detected video ram

int

con_noPrint print on the console but not onscreen when console is pulled up

bool default: 1 (true)

con_notifyTime time messages are displayed onscreen when console is pulled up

float

con_numDisplayLines number of console lines to be displayed on screen

float

con_profile show profiling information

bool default: 0 (false)

con_scanAdjust render console with scan borders

bool default: 0 (false)

con_speed speed at which the console moves up and down

float

decl_show set to 1 to print parses, 2 to also print references, 3 only prints out of level load, 4 only prints out of level load but also prints references

int [0, 4]

decl_showMissing set to 1 to show references to missing media

bool default: 1 (true)

decl_useBinaryCache cache binary versions of declarations

int (init)

decl_useBinarySourceCache load the source caches (if available)

bool (init) default: 1 (true)

demo_debug debug demo replay system

bool default: 0 (false)

demo_finishCmd commands to execute once demo playback has finished

string

demo_prediction prediction when playing back a server demo in milliseconds

int

demo_scale speed scaling of demo replays

float [0.01, 100]

demo_snapshotDelay delay between snapshots for server side demo recordings

int

developer developer mode

bool (read only) default: 0 (false)

exec_maxThreads Maximun number of job threads

int [1, 32] (init)

fs_basepath

string (init)

fs_buildpath

string (init)

fs_cachePath If set to a valid path, files will be cached to the given path for faster reads

string (init)

fs_caseSensitiveOS

bool (read only) default: 0 (false)

fs_cdpath

string (init)

fs_copyfiles

int [0, 5] (init)

fs_devpath

string (init)

fs_diskCacheBlockCount Number of blocks used for disk caching, if cachePath is set

int (init)

fs_diskCacheBlockSize Size in bytes of a disk cache block, if cachePath is set

int (init)

fs_diskCacheForceDisable Forcefully disable disk caching (Xenon only)

bool (init) default: 0 (false)

fs_diskCacheSecure If enabled the disk cache will write out the index table after every n block write. If the game crashes or stops expectantly this will leave the majority of the cache available at the price of lower cache performance.

int (init)

fs_game mod path

string (init)

fs_override If true, files will be checked for newer versions down the stack

bool (read only) (init) default: 0 (false)

fs_ramCacheBlockCount Number of blocks used for ram caching

int (init)

fs_ramCacheBlockSize Size in bytes of a ram block

int (init)

fs_restrict

bool (init) default: 0 (false)

fs_savepath

string (init)

fs_userpath

string (init)

g_abilitiesEngineer Server may override abilities one can use.

string

g_abilitiesGlobal Server may override abilities one can use.

string

g_abilitiesMedic Server may override abilities one can use.

string

g_abilitiesOperative Server may override abilities one can use.

string

g_abilitiesSoldier Server may override abilities one can use.

string

g_advancedHud Draw advanced HUD

bool default: 0 (false)

g_aimAssist 1: Enable aim assist. 2: Show debugging info.

int

g_allowComplaint_charge Allow complaints for teamkills with charges

bool default: 0 (false)

g_allowComplaint_explosives Allow complaints for teamkills with explosive weapons and items

bool default: 1 (true)

g_allowSpecPauseFreeFly Allow spectators to free fly when the game is paused

bool default: 1 (true)

g_animLegsDuration Length, in ms, of the turn anim.

int

g_animSpeedVaultExitMaxSpeed Highest target speed for the speed vault exit slidey anim to play (moving out of vault normally)

float

g_animSpeedVaultExitMinSpeed Lowest target speed for the speed vault exit slidey anim to play (moving out of vault normally)

float

g_antiLag Anti lag

bool default: 1 (true)

g_antiLagDebug 0: off 1: on

int

g_antiLagDebugOffset How far behind to debug a set

int [0, 2000]

g_antiLagHistory Time in milliseconds to keep anti lag sets

int

g_autoReadyPercent Percentage of a full server that must be in game for auto ready to start

float

g_autoReadyWait Length of time in minutes auto ready will wait before starting the countdown

float

g_autoSelectMissions If set then auto select the highest priority mission.

int

g_autoSelectMissions_solo If set then auto select the highest priority mission when playing solo.

int

g_banner_1 banner message 1

string

g_banner_10 banner message 10

string

g_banner_11 banner message 11

string

g_banner_12 banner message 12

string

g_banner_13 banner message 13

string

g_banner_14 banner message 14

string

g_banner_15 banner message 15

string

g_banner_16 banner message 16

string

g_banner_2 banner message 2

string

g_banner_3 banner message 3

string

g_banner_4 banner message 4

string

g_banner_5 banner message 5

string

g_banner_6 banner message 6

string

g_banner_7 banner message 7

string

g_banner_8 banner message 8

string

g_banner_9 banner message 9

string

g_banner_delay delay in seconds between banner messages

int

g_banner_loopdelay delay in seconds before banner messages repeat, 0 = off

int

g_bodyTypeHeavyColor Heavy body type color

string

g_bodyTypeLightColor Light body type color

string

g_bodyTypeMediumColor Medium body type color

string

g_buddyColor color of buddies

string

g_chatDefaultColor RGBA value for normal chat prints

string

g_chatFireTeamColor RGBA value for fire team chat prints

string

g_chatLineTimeout number of seconds that each chat line stays in the history

float

g_chatTeamColor RGBA value for team chat prints

string

g_cheapDecalsMaxDistance max distance decals are created

string

g_commandMapFadeDist distance to fade icons off at the edges

int

g_commandMapRotateStyle 0 = world rotates, 1 = camera rotates

int

g_commandMapStyle 0 = circle, 1 = square

int

g_commandMapZoom command map zoom level

float [0.5, 1]

g_commandMapZoomStep percent to increase/decrease command map zoom by

float

g_complaintGUIDLimit Total unique complaints at which a player will be kicked

int

g_complaintLimit Total complaints at which a player will be kicked

int

g_controllerAimSmoothingCatchup How long it takes to catch up to the users raw input.

float [1, 1000]

g_countdown Length (in minutes) of countdown period. 0 = none

float

g_damageIndicatorAlphaScale alpha of the damage indicators

float

g_damageIndicatorColor color of the damage indicators

string

g_damageIndicatorFadeTime number of seconds that a damage indicator stays visible

float

g_damageIndicatorSize

float

g_deadSpectateTime Time to stay in first person view before forced into spectating someone. -1: Never spectate while in limbo.

int [-1, 9999]

g_debugHotServers

bool default: 0 (false)

g_debugPlayerCCF 0: Off 1: Some prints enabled 2: All prints enabled

int

g_debugStatsSetup prints any problems with calculating a client rank when they connect to a server

bool default: 0 (false)

g_decals show decals such as bullet holes

bool default: 1 (true)

g_disableGlobalAudio disable global VOIP communication

bool default: 0 (false)

g_drawHudMessages Draw task, task success and objective text on HUD.

int

g_drawPlayerIcons Enables/Disables player icons

bool default: 1 (true)

g_emptyServerRestartMap The duration in seconds to wait before an empty dedicated server match is restarted. Set to -1 to never restart.

int

g_enableHitReactions If true then enable hit reactions.

bool default: 1 (true)

g_enableIntelGathering Enables/Disables intel gathering missions

bool default: 1 (true)

g_EnablePCControllerInput

bool (init) default: 0 (false)

g_enableRumble Toggle Controller Rumble.

bool default: 1 (true)

g_enableSuperBuffs Enables/Disables superbufs missions

bool default: 0 (false)

g_enableTeamBuffs Enables/Disables teambuffs

bool default: 1 (true)

g_enemyColor color of enemy units

string

g_enemyTextColor color of text for enemy units

string

g_enemyTintEnabled enables/disables enemy color tinting, client side.

bool default: 1 (true)

g_enemyWeaponTintColor weapon tint color of enemy units

string

g_execMapConfigs Execute map cfg with same name

bool default: 0 (false)

g_fireteamColor color of fireteam units

string

g_fireteamLeaderColor color of fireteam leader

string

g_friendlyBotColor color of friendly bot units

string

g_friendlyColor color of friendly units

string

g_friendlyTextColor color of text for friendly units

string

g_friendlyWeaponTintColor weapon tint color of friendly units

string

g_gameReviewPause Time (in minutes) for scores review time

float

g_hitBeep play hit beep sound when you inflict damage. 0 = do nothing 1 = beep/flash cross-hair 2 = beep 3 = flash cross-hair

int

g_hitReactionAngle Set the max angle of a hit reaction.

float (read only)

g_ironSightAutoZoomAngle Angle from crosshair to target at which ironsights auto-zooming starts

float

g_loadScreenWait 0 = finish early

1 = wait for all composites loaded 2 = wait for user input or sound finished 3 = always wait for user input. 4 = wait for user input or sound finished (and make sure all composites are composited) int

g_logProficiency log proficiency data

bool default: 0 (false)

g_mainMenu main menu GUI to load

string (read only)

g_mapRotationFixed Fixed map rotation for objective/stopwatch, no voting. Comma separated list

string

g_mapRotationVote Restricts map voting to these maps on objective/stopwatch. Comma separated list

string

g_maxPlayerWarnings maximum warnings before player is kicked

int

g_maxSpectateTime maximum length of time a player may spectate for

float

g_minAutoVotePlayers If this number of players has voted, then the vote will be considered valid even if the required % of yes/no votes has not been met

int

g_mineTriggerWarning Show warning message on HUD when triggering a proximity mine.

bool default: 1 (true)

g_muteSpecs Send all spectator global chat to team chat

bool default: 0 (false)

g_neutralColor color of neutral units

string

g_neutralTextColor color of text for neutral units

string

g_neutralWeaponTintColor weapon tint color of neutral units

string

g_nextMap commands to execute when the current map/campaign ends

string

g_noBotSpectate disables the ability to spectate bots

bool default: 0 (false)

g_obituaries Display obituary messages on the HUD

bool default: 1 (true)

g_password game password

string

g_playerIconSize Size of the screen space player icons

float

g_playerShieldRadius How close the shielder has to be to the shieldee before shielding will occur

float (read only)

g_playtestBalanceDamageScale Playtest balancing global damage scale

float

g_playtestBalanceHealthRegenDelayTimeScale Playtest balancing global health regen delay time scale

float

g_playtestBalanceHealthRegenTimeScale Playtest balancing global health regen time scale

float

g_playtestBalanceHealthScale Playtest balancing global health scale

float

g_playtestBalanceWeaponRecoilRateScale Playtest balancing global weapon recoil rate scale

float

g_playtestBalanceWeaponSpreadAngleMaxScale Playtest balancing global weapon spread angle max scale

float

g_playtestBalanceWeaponSpreadAngleMinScale Playtest balancing global weapon spread angle min scale

float

g_privatePassword game password for private slots

string

g_showHud draw the hud gui

bool default: 1 (true)

g_showPlayerShadow enables shadow of player model

bool default: 1 (true)

g_spectateFreeFly Disabled or enables free fly

bool default: 0 (false)

g_spectatorMode -1: spectate disabled 0: over the shoulder 1: over the shoulder with IFF

int

g_spiderSenseDuration duration of spider sense info (in milliseconds)

int

g_spiderSenseRange maximum range of spider sense

float

g_subtitles Show subtitles.

bool default: 1 (true)

g_taskContextMaxAngle Max angle to search for tasks at min range

float

g_taskContextMaxRange Range at which to apply min angle

float

g_taskContextMinAngle Max angle to search for tasks at max range

float

g_taskContextMinRange Range at which to apply max angle

float

g_teamSwitchDelay Delay (in seconds) before player can change teams again

int

g_timeoutToSpec Timeout in minutes for players who are AFK to go into spectator mode (0=disabled)

float

g_tooltipScale Scale the amount of time that a tooltip is visible. less than 0 will disable all tooltips.

float

g_tooltipVolumeScale Change the game volume while playing a tooltip with VO.

float

g_useBotsInPlayerTotal Should bots count towards the number of players required to start the game?

bool default: 0 (false)

g_vehiclePathMarkerNameFilter Filter for marker name when showing debug vehicle paths.

string

g_version game version

string (read only)

g_votePassPercentage Percentage of yes votes required for a vote to pass

float [0, 100]

g_warmupDamage Enable/disable players taking damage during warmup

bool default: 1 (true)

g_weaponSwitchTimeout

float

g_xpNotificationType Force notification type,

-1 = 'default' 0 = 'disable' 1 = 'world2d' 2 = 'crosshair'

3 = 'state' int [-1, 3]

g_xpSave stores xp for disconnected players which will be given back if they reconnect

bool default: 1 (true)

gamedate

string (read only)

gamename

string (read only)

gui_allowSnapshotHitchCorrection Correct timelines when notified of large time hitches

bool default: 1 (true)

gui_crosshairAlpha alpha of crosshair

float

gui_crosshairColor RGB color tint for crosshair elements

string

gui_crosshairDef name of def containing crosshair

string

gui_crosshairKey name of crosshair key in def specified by gui_crosshairDef

string

gui_doubleClickTime Delay in seconds between considering two mouse clicks a double-click

float

gui_forcePlatformGUI Forces the gui to take the appearance of an alternate platform. 0 = PC/OFF, 1 = XBOX360, 2 = PS3

int [0, 2]

gui_invertMenuPitch invert mouse movement in in-game menus

bool default: 0 (false)

gui_notificationPause length of time between successive notifications, in seconds

float

gui_notificationTime length of time a user notification is on screen, in seconds

float

gui_objectiveWheelAutoLooAt Toggle Objective wheel Auto look at.

int [-1, 1]

gui_ShowCursor Toggles the display of the cursor in GUIs

bool default: 1 (true)

gui_showRespawnText show text about respawning when in limbo or dead

bool default: 1 (true)

h_challengeAccepted1 challengeGuid string 1 (represents an ACCEPTED challenge

string

h_challengeAccepted2 challengeGuid string 2 (represents an ACCEPTED challenge

string

h_challengeAccepted3 challengeGuid string 3 (represents an ACCEPTED challenge

string

h_challengeAccepted4 challengeGuid string 4 (represents an ACCEPTED challenge

string

h_challengeAccepted5 challengeGuid string 5 (represents an ACCEPTED challenge

string

h_challengeNotified1 challengeGuid flag 1 (represents a NOTIFIED challenge

bool default: 0 (false)

h_challengeNotified2 challengeGuid flag 2 (represents a NOTIFIED challenge

bool default: 0 (false)

h_challengeNotified3 challengeGuid flag 3 (represents a NOTIFIED challenge

bool default: 0 (false)

h_challengeNotified4 challengeGuid flag 4 (represents a NOTIFIED challenge

bool default: 0 (false)

h_challengeNotified5 challengeGuid flag 5 (represents a NOTIFIED challenge

bool default: 0 (false)

image_anisotropy set the maximum texture anisotropy if available

string

image_filter changes texture filtering on mipmapped images

string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR]

image_lodbias change lod bias on mipmapped images

float [-1, 1]

in_anglespeedkey angle change scale when holding down _speed button

float

in_freeLook look around with mouse (reverse _mlook button)

bool default: 1 (true)

in_joy1_device the hash of the controller device named joy1

int

in_joy1_screen which screen joy1 should control

int

in_joy2_device the hash of the controller device named joy2

int

in_joy2_screen which screen joy2 should control

int

in_joy3_device the hash of the controller device named joy3

int

in_joy3_screen which screen joy3 should control

int

in_joy4_device the hash of the controller device named joy4

int

in_joy4_screen which screen joy4 should control

int

in_joy_deadzonestyle choose between 0: square or 1: circular deadzone for aiming

bool default: 1 (true)

in_pitchspeed pitch change speed when holding down look _lookUp or _lookDown button

float

in_player_forward_axis which controller axis is used

int

in_player_forward_deadZone specifies how far large the dead-zone is on the controller axis

float

in_player_forward_invert inverts the axis

bool default: 1 (true)

in_player_forward_joy the joystick number used

int

in_player_forward_offset the step up the dead zone

float

in_player_forward_power the power of the curve after dead zone - ie acceleration

float

in_player_forward_speed speed of the controller input

float

in_player_lefttrigger_axis which controller axis is used

int

in_player_lefttrigger_deadZone specifies how far large the dead-zone is on the controller axis

float

in_player_lefttrigger_invert inverts the axis

bool default: 0 (false)

in_player_lefttrigger_joy the joystick number used

int

in_player_lefttrigger_offset the step up the dead zone

float

in_player_lefttrigger_power the power of the curve after dead zone - ie acceleration

float

in_player_lefttrigger_speed speed of the controller input

float

in_player_pitch_axis which controller axis is used

int

in_player_pitch_deadZone specifies how far large the dead-zone is on the controller axis

float

in_player_pitch_invert inverts the axis

bool default: 0 (false)

in_player_pitch_joy the joystick number used

int

in_player_pitch_offset the step up the dead zone

float

in_player_pitch_power the power of the curve after dead zone - ie acceleration

float

in_player_pitch_speed speed of the controller input

float

in_player_righttrigger_axis which controller axis is used

int

in_player_righttrigger_deadZone specifies how far large the dead-zone is on the controller axis

float

in_player_righttrigger_invert inverts the axis

bool default: 0 (false)

in_player_righttrigger_joy the joystick number used

int

in_player_righttrigger_offset the step up the dead zone

float

in_player_righttrigger_power the power of the curve after dead zone - ie acceleration

float

in_player_righttrigger_speed speed of the controller input

float

in_player_side_axis which controller axis is used

int

in_player_side_deadZone specifies how far large the dead-zone is on the controller axis

float

in_player_side_invert inverts the axis

bool default: 0 (false)

in_player_side_joy the joystick number used

int

in_player_side_offset the step up the dead zone

float

in_player_side_power the power of the curve after dead zone - ie acceleration

float

in_player_side_speed speed of the controller input

float

in_player_yaw_axis which controller axis is used

int

in_player_yaw_deadZone specifies how far large the dead-zone is on the controller axis

float

in_player_yaw_invert inverts the axis

bool default: 1 (true)

in_player_yaw_joy the joystick number used

int

in_player_yaw_offset the step up the dead zone

float

in_player_yaw_power the power of the curve after dead zone - ie acceleration

float

in_player_yaw_speed speed of the controller input

float

in_swap_analog_axes swap the x+y axes for the two analog input sticks

bool default: 0 (false)

in_toggleRun pressing _speed button toggles run on/off

bool default: 0 (false)

in_toggleSprint pressing _sprint button toggles run on/off

bool default: 0 (false)

in_XInputSmartConnect Enables polling disconnected devices infrequently, as it is slow

bool default: 1 (true)

in_yawspeed yaw change speed when holding down _left or _right button

float

logFile 1 = buffer log, 2 = flush after each print

string

logFileFilter Messages beginning with this prefix will not be logged

string

logFileName name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second

string

logTimeStamps add time stamps to console log

bool default: 0 (false)

m_pitch mouse pitch scale

float

m_rawInput use Raw Input API for mouse input

bool default: 1 (true)

m_smooth number of samples blended for mouse viewing

int [1, 8]

m_strafeScale mouse strafe movement scale

float

m_strafeSmooth number of samples blended for mouse moving

int [1, 8]

m_yaw mouse yaw scale

float

net_accountName Auto login account name

string (init)

net_accountPassword Auto login account password

string (init)

net_autoConnectServer Server to connect to after auto login is complete

string (init)

net_clientConnectTimeout connect task time out in seconds

int

net_clientHijackConnectTimeout connect task time out in seconds if hijacking

int

net_clientHostConsensusTimeout host migration host consensus time out in seconds

int

net_clientLagOMeter draw prediction graph

int

net_clientMaxPrediction maximum number of milliseconds a client can predict ahead of server.

int

net_clientMaxRate maximum rate requested by client from server in bytes/sec

int (read only)

net_clientPanicHostconsensusPercent Percentage of all members who must agree for new host to be set

int

net_clientPanicTimeout host migration panic time out in seconds

int

net_clientPrediction additional client side prediction in milliseconds

int

net_clientRemoteConsoleAddress remote console address

string

net_clientRemoteConsolePassword remote console password

string

net_clientServerTimeout server time out in seconds

int

net_clientSkipUsercmd skip ucmds generation -

0: no skipping 1: no skipping. when multiple game frames, send single packet 2: skip. when multiple game frames send only first 3: skip. when multiple game frames send only last int

net_disableSteam Stops Steam being intialised

bool (init) default: 0 (false)

net_forceHostMigrationHost Force a certain client number to become the host, picks the first valid client it finds starting at this client num index

int [-1, 16]

net_graph 0: off 1: first client / local player 2: first client / local player only 3: entity/unreliable/ucmds/reliable/entity reliable 4: uses cvar net_graphClient/net_graphEntity

int

net_graphClient -2: off -1: first networked client or local client. 0 and up: client num

int

net_graphEntity -2: off -1: first networked client or local client. 0 and above: entity to draw

int

net_graphPause pause recording

bool default: 0 (false)

net_graphScale the number of bytes to display per pixel

float

net_graphSort 0: By name 1: By largest size

int

net_ip local IP address

string

net_leaveRoomTimeout np server sync time out for leaving rooms in seconds

int

net_localSnapshotDelay delay between snapshots in number of game frames

int

net_matchMakingSearchTimeout Time spent before timing out doing matchmaking

int

net_numLocalClients Controls the number of local clients to spawn

int

net_p2pVoipSendRate Minimum amount of time that must elapsed before the game sends another P2P voice packet. 0 will send P2P voice packets every game tick (1/30th second) resulting in minimum VOIP latency. Larger values (>33ms) will result in better VOIP bandwidth efficiency at the cost of increased VOIP latency

int

net_partyInviteTimeout party session migration time out in seconds

int

net_serverAllowHijacking 0: Off 1: Server hijacking enabled

int

net_serverBalanceSnapshotTimes balance snapshot times for a good repartition over game frames

bool default: 1 (true)

net_serverClientTimeout client time out in seconds

int

net_serverDedicated 1 = text console dedicated server, 2 = graphical dedicated server

int [0, 2] (init)

net_serverListMaxResults Number of results returned to the server browser

int

net_serverMaxClientRate maximum rate to a client in bytes/sec

int

net_serverPort Game port

int (init)

net_serverPortAuth Auth port

int (init)

net_serverPortMaster Master port

int (init)

net_serverPortSpec Spectator port - should always be 0

int (init)

net_serverRemoteConsolePassword remote console password

string

net_serverSnapshotDelay delay between snapshots in number of game frames

int

net_serverVoipEnabled enable/disable VoIP

bool default: 1 (true)

net_serverVoipQuality VoIP quality level, 1 - 10

int [1, 10]

net_serverZombieTimeout disconnected client timeout in seconds

int

net_showAsyncPeerStates show async network peer states

bool default: 0 (false)

net_showAsyncStats show async network stats

bool default: 0 (false)

net_showMatchMaking show match making and query results

bool default: 0 (false)

net_socksEnabled

bool default: 0 (false)

net_socksPassword

string

net_socksPort

int

net_socksServer

string

net_socksUsername

string

net_verbose 1 = verbose output, 2,3 = even more verbose output

int [0, 3]

p_playerPushAmp Value to multiply the normalized direction of a push that is applied as a force on the pushed object.

float

password client password used when connecting

string

pm_bboxwidth x/y size of player's bounding box

float

pm_bobFixation Turn on/off fixation compensation for eye bob (i.e. may fix some motion sickness). http://en.wikipedia.org/wiki/Saccade, http://en.wikipedia.org/wiki/Fixation_(visual) 2 = On, with debug draws. 3 = off with debug draws.int
pm_bobLateralFast Amplitude of lateral bob when at full speed.

float (read only)

pm_bobLateralFastSprintBurst Amplitude of lateral bob when at full sprint burst speed.

float (read only)

pm_bobLateralSlow Amplitude of lateral bob when at half speed.

float (read only)

pm_bobPeriodFast Time it takes for both feet to cycle once (in seconds) when at full speed

float (read only)

pm_bobPeriodSlow Time it takes for both feet to cycle once (in seconds) when at half speed

float (read only)

pm_bobPeriodSprintBurst Time it takes for both feet to cycle once (in seconds) when at full sprint burst speed

float (read only)

pm_bobRollFast Amplitude of roll based on lateral deflection of eye bob (degrees) at full speed

float (read only)

pm_bobRollSlow Amplitude of roll based on lateral deflection of eye bob (degrees) at half speed

float (read only)

pm_bobRollSprint Amplitude of roll based on lateral deflection of eye bob (degrees) at full sprint burst speed

float (read only)

pm_bobRollStrafeFast Amplitude of roll based on strafe at full speed

float (read only)

pm_bobRollStrafeSlow Amplitude of roll based on strafe at half speed

float (read only)

pm_bobRollTurnFast Amplitude of roll based on turning at full speed

float (read only)

pm_bobRollTurnSlow Amplitude of roll based on turning at half speed

float (read only)

pm_bobSkip Disable all bobbing. 2 = bobbing debug

int

pm_bobVerticalFast Amplitude of vertical bob when at full speed.

float (read only)

pm_bobVerticalSlow Amplitude of vertical bob when at half speed.

float (read only)

pm_bobVerticalSprint Amplitude of vertical bob when at full sprint burst speed.

float (read only)

pm_bunnyhopfriction friction applied to player in the air (lateral only)

float

pm_cover_triggerDistance The distance from a wall at which the 'leaning' behaviour starts to kick in.

float

pm_crouchblendstartpressure percent trigger pressure at which blended crouching starts

float

pm_crouchheight height of player's bounding box while crouched

float

pm_crouchPopUpheight height of player's view while crouched and peeking up

float

pm_crouchrate time it takes for player's view to change from standing to crouching

float

pm_crouchshotboxheight height of player's shot bounding box while crouched

float

pm_crouchviewheight height of player's view while crouched

float

pm_deadheight height of player's bounding box while dead

float

pm_deadviewheight height of player's view while dead

float

pm_democamspeed speed the player can move while flying around in a demo

float

pm_fallViewDeflection Amount of influence on the eye offset when landing. Higher = faster deflection

float

pm_fallViewReturnRate How fast to return to normal view after a landing

float

pm_forceagility Hotwires the current player's move abilities, so that even heavies can use an agile's move set. Note that there may be some missing animations (where the heavy does not share the agile's animation set)

bool default: 0 (false)

pm_friction friction applied to player on the ground

float

pm_hideviewheight height of player's view while hiding

float

pm_incapSpeed speed a player gets when they get incapped

float

pm_ironsight_maxpeekangle The maximum peek (roll) angle when peeking in ironsighted mode

float

pm_ironsightwalkspeed speed the player can move while standing and ironsighting

float

pm_jumpheight approximate height the player can jump

float

pm_mantle_debug 0: Off 1: Debug all 2: Debug forward trace 3: Debug ledge trace 4: Debug head tracking traces 5: Debug mantle movement 6: Debug pre trace checks 7: Debug height above ground checks 8: Debug predicted wall hit 9: Debug shimmying

int

pm_mantle_forwardTrace Distance from the origin of the player to trace forward when looking for a wall.

int

pm_mantle_maxHeightAir Maximum height above player for mantle from air for an AVERAGE body type

float

pm_mantle_maxHeightAirAgile Maximum height above player for mantle from air for a LIGHT body type

float

pm_mantle_maxVelocity Max velocity of player before trying to mantle.

float

pm_mantle_units Units to move per second while mantling.

float

pm_maxproneviewpitch amount player's view can look down when prone

float

pm_maxviewpitch amount player's view can look down

float

pm_meleedebug Melee debug information

bool default: 0 (false)

pm_meleemaxdistance Distance of the player's melee context

float

pm_meleemaxyaw Melee context sweep angle

float

pm_meleeRecoveryTime Time it takes for repeat of melee after the melee move has finished.

float

pm_minproneviewpitch amount player's view can look up when prone(negative values are up)

float

pm_minviewpitch amount player's view can look up (negative values are up)

float

pm_noclipspeed speed the player can move while in noclip

float

pm_noclipspeedsprint speed the player can move while in noclip and sprinting

float

pm_noclipspeedwalk speed the player can move while in noclip and walking

float

pm_normalheight height of player's bounding box while standing

float

pm_normalshotboxheight height of player's shot bounding box, excluding the head bounding box

float

pm_normalviewheight height of player's view while standing

float

pm_pausePhysics pauses physics

bool default: 0 (false)

pm_powerslide adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0

float [0, 4]

pm_proneheight height of player's bounding box while prone

float

pm_pronespeed speed the player can move while prone

float

pm_proneviewdistance distance in front of the player's view while prone

float

pm_proneviewheight height of player's view while prone

float

pm_reviverate time it takes for player's view to change from dead to crouching via revive

float

pm_runspeedback speed the player can move backwards while running

float

pm_runspeedforward speed the player can move forwards while running

float

pm_runspeedstrafe speed the player can move sideways while running

float

pm_slideboostspeed maximum boost which the player can get from starting a slide. In effect, the initial speed boost will nudge the player up to the speed given here.

float

pm_slidefriction friction applied to player while sliding

float

pm_slideminduration Minimum time the player must stay in slide for before exiting if slide is held.

float

pm_slideminspeed Minimum speed the player must be above in order to avoid exiting the slide.

float

pm_sliderate time it takes for player's view to change from sliding to crouching or standing

float

pm_slidespeed speed the player can move while sliding - used more as aftertouch than actual movement

float

pm_slidevelocity what to do with velocity when hitting a surface at an angle. 0: use horizontal speed, 1: keep some of the impact speed to push along the slide

bool default: 1 (true)

pm_smart_UpDownChoice 0: Turn off using pitch to choose auto slides/crouches/mantles/vaults etc. 1: on. 2: debug

int

pm_smart_viewArc How much your view must face a vault/mantle grab point or slide direction before a smart move will trigger.

float

pm_smart_viewArcAir How much your view must face a vault/mantle grab point before a smart move will trigger IN AIR - wider than when on ground.

float

pm_special_aas_debug Debug special moves while using AAS.

bool default: 0 (false)

pm_spectatebbox size of the spectator bounding box

float

pm_spectatespeed speed the player can move while spectating

float

pm_spectatespeedsprint speed the player can move while spectating and sprinting

float

pm_spectatespeedwalk speed the player can move while spectating and walking

float

pm_sprintburstduck How far the player's head dips when sprinting

float

pm_sprintburstfov The target FOV when sprint BURSTING, at the beginning of a sprint. Relative to ui_fov

float

pm_sprintburstrechargestaminaduration Length of time (in MS) it takes to fully recharge 'bonus' sprint

float

pm_sprintburstspeedforward Initial/Top speed of the sprint burst. You reach this speed when you have full stamina and start to sprint.

float

pm_sprintfov The target FOV when sprinting. Relative to ui_fov

float

pm_sprintspeedforward speed the player can move forwards while sprinting

float

pm_sprintspeedstrafe speed the player can move sideways while sprinting

float

pm_sprintWishDirFraction The fraction of the wish direction that needs to be reached before we can begin a sprint.

float [0, 1]

pm_vault_hangtime Amount of time after a 'falling exit' from a vault or mantle you are not allowed to enter a ground state (so that you vault over larger obstacles more smoothly.

float

pm_wallHangAntiGravity Maximum amount of antigravity when on a wall

float

pm_wallHangAntiGravityDuration How long it takes for antigravity's effect to completely drain (so that you don't slide down walls slowly forever)

float

pm_wallJumpDebug Turn on/off wall jump debug information.

float

pm_wallJumpHeight approximate height the player can wall jump

float

pm_wallJumpReloadTime Time, in milliseconds, for wallJump to fully recover full thrust

int

pm_waterthrust How much thrust you get from pressing jump under water

float

r_aspectRatio aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV

int

r_brightness changes gamma tables

float [0.5, 2]

r_ccfAllowLATCCompression Enables/disables LATC support for ccf images

bool default: 0 (false)

r_customAspectRatioH horizontal custom aspect ratio

float

r_customAspectRatioV vertical custom aspect ratio

float

r_customHeight custom screen height

int

r_customWidth custom screen width

int

r_debugArrowStep step size of arrow cone line rotation in degrees

int [0, 120]

r_debugLineDepthTest perform depth test on debug lines

bool default: 0 (false)

r_debugLineWidth width of debug lines

bool default: 1 (true)

r_displayRefresh optional display refresh rate option for vid mode

int [0, 200]

r_fullscreen 0 = windowed, 1 = full screen

bool default: 1 (true)

r_gamma changes gamma tables

float [0.1, 1.9]

r_glDriverVendor OpenGL driver vendor

string (read only)

r_inhibitEXTGPP Disable the GPU program params extension.

bool default: 0 (false)

r_mode video mode number

int

r_multiSamples number of antialiasing samples

int

r_normalizeNormalMaps Normalize normalmaps after lookup.

bool default: 1 (true)

r_offsetfactor polygon offset parameter

float

r_offsetunits polygon offset parameter

float [-2000, 2000]

r_renderProgramLodDistance Sets global render program lod distance

float [-1, 1000]

r_renderProgramLodFade Sets global render program fade distance

float [1, 2000]

r_shaderPreferALU Use ALU instructions instead of textures in shaders.

bool default: 1 (true)

r_shaderSkipSpecCubeMaps Use specular cube maps.

bool default: 0 (false)

r_shadowPolygonFactor scale value for stencil shadow drawing

float

r_shadowPolygonFactorMT scale value for stencil shadow drawing (megadraw method 3)

float

r_shadowPolygonOffset bias value added to depth test for stencil shadow drawing

float

r_shadowPolygonOffsetMT bias value added to depth test for stencil shadow drawing (megadraw method 3)

float

r_shadows enable shadows

bool default: 1 (true)

r_shadowsHighQuality enable high-quality shadows

bool default: 0 (false)

r_skipAtmosInteractions skip all light/surface interaction drawing

int

r_skipPrePass skip pre-pass (and all the effects that depends on it, such as depth of field)

bool default: 0 (false)

r_softParticles enable soft particles

bool default: 0 (false)

r_swapInterval changes wglSwapInterval

int

r_trisColor sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format

string

r_useAlphaToCoverage Use alpha to coverage.

bool default: 1 (true)

r_useAntiAliasing use FXAA Anti-aliasing

bool default: 0 (false)

r_useDitherMask Dither out fading geometry

bool default: 1 (true)

r_useFrameBufferSRGB Use sRGB frame buffers

bool (read only) default: 0 (false)

r_useHBAO use HBAO drawing

int

r_useHighQualityPostProcess enable high-quality post-processing

bool default: 0 (false)

r_useMotionBlur use motion blur

bool default: 1 (true)

r_useShadowFastParallel use optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors)

int

r_useShadowInfinite use infinite shadows

int

r_useShadowMaps enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)

bool default: 0 (false)

r_useThreadedRenderer Enabled multi-threaded renderer.

string

r_visDistMult

float [0.8, 1.2]

res_checkStale check for newer versions of media

bool default: 0 (false)

res_showPurge show resource purge progress

bool default: 0 (false)

res_showWarnings show resource load warnings

bool default: 1 (true)

s_autoLoudnessConversionPostMultiplier Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project

float (read only)

s_autoLoudnessConversionPower Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project

float (read only)

s_autoLoudnessConversionPreMultiplier Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project

float (read only)

s_enable_mic 1: enable microphone so you can speak to other players 0: disable microphone, you wont be able to speak

bool default: 1 (true)

s_enable_voice 1: enable voip so you can hear other players voices (and yourself if net_allowTalkBack 1) 0: disable voip, you wont be able to hear anyone

bool default: 1 (true)

s_forceNumberOfSpeakers forces the number of speakers, even if hardware detection says that number is unavailable

string

s_globalFraction volume to all speakers when not spatialized

float

s_languageOverride overrides sys_lang when loading sound assets. can be used for testing a language which has sound assets but no non-sound assets

string (init)

s_noSound 0: (default) load sound assets and initialize sound hardware 1: don’t load sound assets or initialize sound hardware

bool default: 0 (false)

s_numberOfSpeakers number of speakers

string

s_secondarySend 0: disable secondary game audio completely (you wont be able to hear the radio!) 1: same as 0 but you can change the setting at any point 2: output secondary game audio to secondary device only 3: output secondary game audio to both primary and secondary device

int

s_subFraction volume to subwoofer in 5.1

float

s_volume_dB volume in dB

float

s_volume_VoIPActive_dB if game and VoIP using the same audio output device, duck the game audio by this amount in dB when the VoIP is active

float

s_volume_VoIPIn_dB inbound volume adjust for voip in dB

float

s_volume_VoIPOut_dB outbound volume adjust for voip volume in dB

float

s_volumeFX_dB fx (not music or speech) volume in dB

float

s_volumeMusic_dB music volume in dB

float

s_volumeSpeech_dB speech volume in dB

float

sdnet_matchByAffiliates SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by highest friend & affiliate value.

bool default: 1 (true)

sdnet_matchByLanguage SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's spoken language.

bool default: 0 (false)

sdnet_matchByPopularity SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's.

bool default: 1 (true)

sdnet_matchByQoS SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by best QoS values.

bool default: 1 (true)

sdnet_matchByRandom SDNet matchmaking preference - 0 = disabled, 1 = find sessions by game session searchDict settings only.

bool default: 0 (false)

sdnet_matchByRank SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions where the server has the same rank.

bool default: 1 (true)

sdnet_matchByRegion SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's world region.

bool default: 1 (true)

sensitivity mouse view sensitivity

float

si_adminname admin name(s) - currently unsupported

string (read only)

si_adminStart admin required to start the match

string

si_allowLateJoin Enable/disable players joining a match in progress

bool default: 1 (true)

si_allowOvertime specified whether overtime rules apply

bool default: 1 (true)

si_botDifficulty difficulty of ai (-1 = ANY, 0 = EASY, 1 = NORMAL, 2 = HARD

int [-1, 2]

si_campaign current active campaign

string (read only)

si_disableGlobalChat disable global text communication

bool default: 0 (false)

si_disableVoting disable/enable all voting

bool default: 0 (false)

si_email contact email address - currently unsupported

string (read only)

si_enemyTintEnabled enables/disables enemy color tinting

bool default: 1 (true)

si_gameDir current map unlock key

string (read only)

si_globalVoipEnabled enables/disables global VOIP in warmup/end of game review

bool default: 0 (false)

si_inhibitSpectators inhibit spectators

bool default: 0 (false)

si_irc IRC channel - currently unsupported

string (read only)

si_map current active map

string (read only)

si_maxPlayers max number of players allowed on the server

int [1, 16]

si_maxPlayersHuman max number of non bot players allowed on the server. 0 or less = ignored

int [-1, 16]

si_maxRank the maximum rank of players that are allowed on server. only applicable if si_rankRestricted is set to 1.

int [0, 4]

si_maxTeamSize max number of players allowed on a single team

int [1, 16]

si_minPlayers minimum players before a game can be started

int

si_motd_1 motd line 1 - currently unsupported

string (read only)

si_motd_2 motd line 2 - currently unsupported

string (read only)

si_motd_3 motd line 3 - currently unsupported

string (read only)

si_motd_4 motd line 4 - currently unsupported

string (read only)

si_name name of the server

string

si_needPass enable client password checking

bool default: 0 (false)

si_noProficiency enable/disable XP

bool default: 0 (false)

si_onlineMode online mode (0 = SOLO, 1 = INVITE ONLY, 2 = FRIENDS & INVITES, 3 = EVERYONE

int

si_playMode play mode (0 = SOLO, 1 = CO-OP, 2 = VERSUS

int

si_pointOfNoReturn can be queried to see if a new player can join the match

bool (read only) default: 0 (false)

si_privateClients max number of private players allowed on the server

int [0, 16]

si_rankRestricted enables/disables player rank restrictions

bool default: 0 (false)

si_readyPercent percentage of players that need to ready up to start a match

int

si_rules ruleset for game

string

si_scoreLimit score at which a player/team has won

string

si_scriptControlledtimeLimit specifies whether the match time is controlled by script or uses the si_timelimit cvar.

bool default: 1 (true)

si_serverConfig current server configuration unique id

int (read only)

si_serverType Create MP Freeplay game Server type (0 = Dedicated, 1 = Listen

int

si_serverURL server information page

string

si_teamDamage enable team damage

bool default: 1 (true)

si_teamForceBalance Stop players from unbalancing teams

bool default: 1 (true)

si_teamVoipEnabled enables/disables team VOIP in game

bool default: 0 (false)

si_timelimit time limit (mins). only applicable if si_scriptControlledtimeLimit is 0.

float

si_version engine version

string (read only)

si_warmupSpawn 0: off

1: Allow for spawning in warmup and restart on game on 2: Allow for spawning in warmup but no restart on game on int

si_website website info - currently unsupported

string (read only)

sys_arch

string (init)

sys_cpuHTStatus

string (init)

sys_cpuLogicalCount

int (init)

sys_cpuPhysicalCount

int (init)

sys_cpuSpeed

int (init)

sys_cpuString

string (init)

sys_lang

string (read only)

sys_ram

int (init)

sys_videoRam

int (init)

testLightColor the light color to be used for a 'testlight'

string

timescale scales the time

float [0.1, 10]

ui_advancedFlightControls if true, advanced flight controls are activated

bool default: 0 (false)

ui_autoReload if true, weapon is automatically reloaded when the clip is empty.

bool default: 1 (true)

ui_autoSwitchEmptyWeapons if true, will switch to the next usable weapon when the current weapon runs out of ammo

bool default: 0 (false)

ui_clanTagPosition positioning of player clan tag. 0 is before their name, 1 is after

int

ui_crouchToggle if true, the player toggle between crouching and standing, otherwise the player must hold to crouch.

bool default: 1 (true)

ui_drivingCameraFreelook if true, driving cameras where there is no weapon defaults to freelook

bool default: 0 (false)

ui_fov

int [70, 110]

ui_ignoreExplosiveWeapons if true, weapons marked as explosive will be ignored during auto-switches

bool default: 1 (true)

ui_ironSightToggle if true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight.

bool default: 0 (false)

ui_postArmFindBestWeapon if true, after arming players' best weapon will be selected

bool default: 0 (false)

ui_pushToTalk If true, you must press a button to talk in a Brink match. When you release the button, your mic will be redirected to Steam voice chat. If false, you will always be talking in Brink where possible, and in Steam when Brink voice is disabled, without pushing any button

bool default: 1 (true)

ui_rememberCameraMode use same camera mode as was previously used when re-entering a vehicle

bool default: 0 (false)

ui_showComplaints if true, receive complaints popups for team kills

bool default: 1 (true)

ui_showGun show gun

bool default: 1 (true)

ui_useConsoleControls if true, use console style controls (which can conflict with PC controls). Also inhibits aim assist.

bool default: 1 (true)

ui_voicePackName voice pack name

int

ui_voipReceiveFireTeam if true, receive voice chat sent to the fireteam channel

bool default: 1 (true)

ui_voipReceiveGlobal if true, receive voice chat sent to the global channel

bool default: 1 (true)

ui_voipReceiveTeam if true, receive voice chat sent to the team channel

bool default: 1 (true)

vt_lodBias virtual texture bias

float

win_muteOnLoseFocus mute sound if the window loses focus

bool default: 1 (true)

win_muteVOIPOnLoseFocus mute Brink VOIP if the window loses focus (and enable Steam VOIP instead)

bool default: 1 (true)

win_notaskkeys disable windows task keys

bool (read only) default: 0 (false)

win_username windows user name

string (init)

win_xpos horizontal position of window

int

win_ypos vertical position of window

int

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