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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.
    1. Classic CTF Grapple
    2. PureCTF Grapple
    3. 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
    1. Default Quake 3 Trail
    2. Alliance CTF Trail
    3. 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.

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_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.

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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