Console Command List, Categorized

Note that this list is not all-inclusive for the sake of both brevity and sanity. For the most part, this list will include only commands and variables exclusive to SMOD; it is meant as a companion to the VDC's own list. For the same reason, you should check the individual pages of NPCs, weapons, or other entities you're interested in for things that apply to them but may not be listed here.

Table Of Contents




The Player

  • cl_playermodel <string> ( Default: none )
    Sets the player's character model. An example might be models\Player\Female_04.mdl.

  • smod_player_legmodel <string> ( Default: models/weapons/v_kick.mdl )
    Sets the model used by the player's leg during a kick attack. Changes require a reload of the map to take effect.

  • smod_player_compatible_dm_model <boolean> ( Default: 0 )
    When enabled, the player's model uses HL2DM-style animations if the model has them included.

  • smod_player_act_vehicle <boolean> ( Default: 0 )
    When enabled, the player's model can use special vehicle animations. The model must have an animation with an ACT_HL2MP_SIT_IN_VEHICLE activity name.

  • smod_announce_killcount <integer> ( Default: 5 )
    Sets the amount of NPCs the player must kill for a taunt/announcement to play, similar to multiplayer Quake.

  • smod_announce_killresettime <float> ( Default: 0 )
    Sets how often (in seconds) the kill count resets for taunts/announcements.

  • smod_announce_voicemax <integer> ( Default: 5 )
    Sets the maximum amount of kill announcement sounds to play.

  • smod_player_dialogue <boolean> ( Default: 0 )
    When enabled, sound clips are played when the player kills friendly NPCs. These sounds are defined by game_sounds_player.txt.

  • smod_player_painfulvoice <boolean> ( Default: 0 )
    When enabled, a set of special player sounds is used upon taking damage. These sounds are defined by game_sounds_player.txt.

  • smod_ro_aimmode <boolean> ( Default: 0 )
    Toggles a special free-aim mode similar to that in Red Orchestra or Infiltration(video). Mind that SMOD's rules aren't quite as detailed and only apply outside iron sight view.

  • smod_ro_aimmode_radius <float> ( Default: 5 )
    Sets how far you can free-aim your weapon in any direction without moving the camera.

  • smod_ro_aimmode_autocenter <boolean> ( Default: 0 )
    When enabled and free-aim is on, the player's aim is automatically centered after a short while.

  • ironsight_sensitivity <float> ( Default: 1 )
    Scales mouse sensitivity by this value while using iron sights.

  • smod_playcoopmap <boolean> ( Default: 0 )
    When enabled, the player can respawn back at the map's starting point once they've died. The player will also always spawn with the gravity gun, 9mm pistol, and H&K MP7.

  • smod_player_locationdamage <boolean> ( Default: 1 )
    When enabled, parts of the player's body will use varying multipliers for enemy projectile damage. An example would be the player's legs multiplying damage by 0.5, halving damage inflicted to those limbs. Multipliers for these body parts are set by sk_player_arm, sk_player_chest, sk_player_head, sk_player_leg, and sk_player_stomach. Requires a playermodel to be set and will generally only affect hit-scan projectiles (e.g. AR2 rounds, pistol rounds).

  • smod_player_noweaponlower <boolean> ( Default: 0 )
    When disabled, the player will lower their weapon when their reticule is over a friendly NPC (if the weapon has the proper animations).

  • smod_player_wearhelmet <boolean> ( Default: 0 )
    When enabled, headshots on the player are accompanied by effects that mimic a helmet ricochet. This toggle will not affect headshot damage.

  • smod_player_takesffdamage <boolean> ( Default: 0 )
    When enabled, friendly NPCs' projectiles will harmlessly pass through the player. Does not apply to friendly turrets.

  • smod_cod_healthregen <boolean> ( Default: 0 )
    When enabled, the player can regenerate health by keeping out of harm's way for a while. Healing items such as kits or stations will not normally work while this is enabled.

  • smod_cod_healthregen_rate <float> ( Default: 0.5 )
    Sets the rate at which player health regenerates, if regeneration is enabled.

  • smod_cod_healthregen_warn <float> ( Default: 0.5 )
    Sets when the health regeneration system visually warns the player of low health, usually by shaking it and either turning the screen red or having it "bleed" color. With a value of 0.5, the warning begins at half health, and intensifies as more health is lost.

  • smod_flashlight_usebattery <boolean> ( Default: 1 )
    When enabled, the flashlight will draw power from the HEV's main battery instead of the rechargeable auxiliary battery as it usually would.

  • smod_flashlight_usebattery_consumestime <float> ( Default: 10 )
    If smod_flashlight_usebattery is enabled, this sets how many seconds the flashlight takes to consume one unit of battery power (not counting the start-up cost of 1).

  • smod_player_starthealth <integer> ( Default: 100 )
    Sets the amount of health the player starts with at the beginning of a map.

  • smod_player_maxbattery <integer> ( Default: 100 )
    Sets the maximum amount of HEV armor the player can have.

  • smod_dontsprintshooting <boolean> ( Default: 0 )
    When enabled, the player will lower their weapon as they sprint, and cannot attack while doing so.

  • smod_nobunnyhop <boolean> ( Default: 0 )
    When enabled, the player loses speed when they "bunnyhop".

  • smod_nobunnyhop_slowdownrate <float> ( Default: 0.3 )
    Sets the rate at which you slow down while bunnyhopping, if smod_nobunnyhop is enabled.

  • smod_player_superjump <boolean> ( Default: 1 )
    When enabled, the player is capable of superhuman jumps. These can be performed in the middle of a run by pressing crouch and then jump. It is possible, though difficult, to kill NPCs by landing a jump on them.

  • smod_player_superjump_scale <float> ( Default: 3 )
    Adjusts the power of super jumping. 1.0 is equal to a normal jump.

  • smod_player_superjump_speed <float> ( Default: 250 )
    Sets a minimum speed the player must reach before being able to super jump. At default settings, sprinting is necessary to achieve a jump.

  • smod_player_superjump_damagecancel <boolean> ( Default: 1 )
    When enabled, players do not take falling damage when performing super jumps.

  • smod_lean_gunpos <boolean> ( Default: 0 )
    When enabled, the player can shoot while leaning. Note that NPCs will not notice the player leaning.

  • smod_lean_max <float> ( Default: 20 )
    Sets the maximum angle of the player's lean.

  • smod_viewbob <float> ( Default: 0 )
    When enabled, the player's view bobs around as they move. Requires a player model to be set and smod_player_deathcam to be 1 or 2.

Controls

  • +leanleft
    +leanright
    Leans the player's view to the left or right so long as the key is held down.

  • attack_kick
    The player raises their leg and delivers a kick.

  • dropprimary
    Drops the weapon currently held by the player.

  • toggle_ironsight
    Toggles the currently held weapon's sighted view, if it has one.

  • impulse 110
    Toggles bullet-time.

  • impulse 95
    Sets up bowling pins for a bowling mini game.

  • impulse 111
    Activates the player's night vision gear. Mind that while it's not DX9-exclusive, the experience with DX9 is far different. Use the other NV commands to customize the view.

Misc. / Developer

  • sv_cheats <boolean> ( Default: 0 )
    When enabled, the use of variables or commands the game considers cheats (god, noclip, etc.) is permitted.

  • impulse 90
    Dumps positional data for the player, their eyes, and the surface or object under the player's crosshair. Very helpful in grabbing origin and angle values for mapadd objects.

  • impulse 101
    Gives the player all default weapon entities, ammo, and health. Requires sv_cheats to be 1.

  • developer <integer> ( Default: , Min: , Max: 2 )
    Shows error reports and developer messages in-game, and is very useful for debugging mapadd scripts. 0 disables, 1 turns it on, and 2 gives much more detailed information.

  • ent_fire <classname or <targetname> <input>
    Used to select a target and fire one of its inputs.

  • ent_dump <targetname>
    Used to select a target and make a small information dump about it (speed scale, health, and so on).

  • nav_generate
    Automatically generates a navigation mesh for the current map and saves it to a NAV file. May crash on certain maps; see Generating AI Nodes.

  • nav_converttoainode
    Converts the NAV mesh into AI nodes and saves them to an AIN file.

  • ai_snl_save
    Saves the map's AI node setup to your mapadd directory as an SNL file.

  • airboat_mountgun <boolean> (Default: 0 )
    When enabled, airboats will always have mounted guns. Won't apply to airboats that have already been spawned.

  • viewmodel_adjust <boolean> ( Default: 0 )
    When enabled, the viewmodel's position can be adjusted by the commands below.

  • viewmodel_r <float> ( Default: 0 )
    Sets how far left or right the viewmodel should be from its normal position. Positive values move it right; negatives move it left.

  • viewmodel_u <float> ( Default: 0 )
    Sets how far up or down the viewmodel should be from its normal position. Positive values move it upward; negatives move it down.

  • viewmodel_f <float> ( Default: 0 )
    Sets how far ahead or behind the viewmodel should be from its normal position. Positive values move it forward; negatives move backward.

  • viewmodel_p <float> ( Default: 0 )
    Sets the pitch of the viewmodel relative to its normal position. Positive values face it downward; negatives face it up.

  • viewmodel_y <float> ( Default: 0 )
    Sets the yaw of the viewmodel relative to its normal position. Positive values face it leftward; negatives face it to the right.

  • viewmodel_rl <float> ( Default: 0 )
    Sets the roll of the viewmodel relative to its normal position. Positive values rotate it clockwise; negatives rotate counterclockwise.

  • viewmodel_nolag <boolean> ( Default: 0 )
    When enabled, the viewmodel won't lag behind when the player moves their camera around.

  • r_viewmodel_dof <boolean> ( Default: 0 )
    Enables a Depth of Field effect on the player's viewmodel. It is a DX9 effect and is illustrated here. It can be tweaked using its relevant commands. Toggling requires a reload of the map to take effect.

  • r_viewmodel_dof_start <float> ( Default: 12 )
    The starting/forward position of the DOF effect.

  • r_viewmodel_dof_end <float> ( Default: 5 )
    The ending/inner position of the DOF effect.

  • r_viewmodel_dof_test <fl> ( Default: 0 )
    Presumably left over from The Author's experimenting. When enabled, the blurred area is colored a stark white as illustrated here.

Their Camera

  • +camdistance
    The mouse can be used to change cam_idealdist between so long as this key is held down.

  • +cammousemove
    Similar to +camdistance. The mouse is used to pivot the camera so long as this key is held down.

  • +camin
    +camout
    cam_idealdist will move between 16-96 so long as this key is held down.

  • +campitchup
    +campitchdown
    cam_idealpitch will manipulated so long as this key is held down.

  • +camyawleft
    +camyawright
    cam_idealyaw will manipulated so long as this key is held down.

  • firstperson
    thirdperson
    Sets the player's camera to first- or third-person view mode.

  • cam_attacheyes <boolean> ( Default: 0 )
    When enabled, the player's camera is attached to their model's eyes and will move in sync with them. Will not work smoothly without a proper player model, and does not play nice with iron sights.

  • cam_idealdist <float> ( Default: 64 )
    Sets the normal distance between the player model and camera in third-person mode.

  • cam_idealpitch <float> ( Default: 0 )
    Sets the pitch of the third-person camera.

  • cam_idealyaw <float> ( Default: 0 )
    Sets the yaw of the third-person camera.

  • cam_crouchheightofs <float> ( Default: 0 )
    Sets the height of the normal third-person camera while the player crouches.

  • cam_standheightofs <float> ( Default: 0 )
    Sets the height of the normal third-person camera while the player stands.

  • cam_sideofs <float> ( Default: 0 )
    Sets the left/right offset of the normal third-person camera.

  • cam_nocollide <boolean> ( Default: 0 )
    When enabled, the third-person camera will not do collision checks, allowing the camera to clip through walls and other obstacles.

  • cam_nottransmodel <boolean> ( Default: 0 )
    When enabled and using third-person view, your model will be made transparent if it obstructs your view.

  • cam_fixcamera <boolean> ( Default: 0 )
    When enabled, the third-person camera uses a chase cam style of following the player.

  • cam_fixcamera_changepos
    Forces a perspective change in the fixed camera. No effect if cam_snapto is enabled.

  • cam_fixcamera_highpos <integer> ( Default: 300 )
    Sets the the maximum height of fixed camera positions in third-person view.

  • cam_fixcamera_lowpos <integer> ( Default: 0 )
    Sets the minimum height of fixed camera positions in third-person view.

  • cam_livemode <boolean> ( Default: 1 )
    Toggles the fixed third-person camera's "live mode", which simulates an unsteady, handheld chase camera.

  • cam_fixcamera_speed1 <integer> ( Default: 1 )
    Sets the speed of the fixed camera.

  • cam_fixcamera_speed2 <integer> ( Default: 5 )
    Sets the speed of the fixed camera after the player's death.

  • cam_snapto <boolean> ( Default: 0 )
    When enabled, the normal third-person camera will follow the player as they turn with no delay. As well, the fixed camera will not switch perspective if it loses sight of the player or if the player has left the camera behind a certain distance, like it normally would.

  • cam_targetline <boolean> ( Default: 1 )
    When enabled, the player will have a line traced to their projected bullet path while using the third-person camera.

  • smod_viewbob <float> ( Default: 0 )
    When enabled, the player's view bobs around as they move. Requires a player model to be set and smod_player_deathcam to be 1 or 2.

  • smod_player_deathcam <see below> ( Default: 2 )
    Sets the type of death camera for the player.

    0 : HL2 behavior. The player's camera simply drops to the ground once they've died and the player's ragdoll will usually be hidden. If the player is using a model, its animations will not work properly while this style is used.
    1 : The camera follows the player's movement once they've been killed. The player's ragdoll is still not visible.
    2 : The camera follows the player's movement once they've been killed and the player model's ragdoll will be visible.

  • smod_player_deathcam_zoffset <float> ( Default: -1 )
    Can be used to set how far from their body the player's death camera will be. -1 is the normal camera distance (~14 units).

  • smod_player_deathswitchcamera <boolean> ( Default: 0 )
    When enabled, the camera will switch to a third-person view of the player upon their death.

  • smod_player_death_timescale <float> ( Default: 1 )
    Multiplies the game's timescale a short time after death.

  • smod_player_death_timescale_instant <float> ( Default: 1 )
    When enabled, the game's timescale will change (per smod_player_death_timescale) upon the player's death. Otherwise, the timescale only takes effect once the player's hit the ground.

  • smod_player_death_freezeview <boolean> ( Default: 0 )
    When enabled, the player cannot rotate their camera while they're dead.

  • smod_falldeath_removeblind <boolean> ( Default: 0 )
    When disabled, the player will have a black screen covering their view once they've died from a fall.

Their HUD

  • cl_righthand <boolean> ( Default: 1 )
    When enabled, viewmodels are aligned to the right and make the player appear right-handed. Disabling has the opposite effect.

  • cl_drawhud <boolean> ( Default: 1 )
    When disabled, the player's HUD elements (including crosshair, weapons menu, visor effects, etc.) are hidden.

  • crosshair <see below>
    Sets the crosshair's type.

    0 : The crosshair is disabled.
    1 : The crosshair is the HL2 default.
    2 : The crosshair is the dynamic SMOD crosshair.

  • crosshair_color <RGB> ( Default: 0 128 255 255 )
    Sets the color and opacity of the dynamic crosshair.

  • crosshair_data <string> ( Default: l 0 -6 0 -2 0 -5 l -6 0 -2 0 -5 0 l 0 6 0 2 0 5 l 6 0 2 0 5 0 e )
    Customizes the dynamic crosshair. See Crosshair Customization for details.

  • crosshair_vis_in_ironsightmode <boolean> ( Default: 0 )
    When enabled, crosshairs still show up while using ironsight mode.

  • hud_reticlemaxsize <integer> ( Default: 100 )
    Sets the custom crosshair's spread limit.

  • hud_disable_damageindicator <boolean> ( Default: 0 )
    When set to true, the HUD's damage indicator for pointing toward off-screen threats is disabled.

  • hud_disable_damagescreencolor <boolean> ( Default: 1 )
    When set to true, the red screen effect from damage is disabled. Does not apply to the red effect that can be given by smod_cod_healthregen_warn.

  • hud_disable_health <boolean> ( Default: 0 )
    When set to true, the HUD element that tracks your health is hidden. It can be unhidden by hud_disable_status as well as this variable.

  • hud_disable_status <boolean> ( Default: 0 )
    When set to true, HUD elements that track your status (health, battery, ammo) are hidden. hud_disable_health can be toggled afterward so that only health is shown.

Their Night Gear

  • r_nvlightconstant <float> ( Default: 0 )
    Sets the constant fall-off of the artificial light (flashlight) amplified by r_nvlightpower. See this article for details on different methods.

  • r_nvlightlength <float> ( Default: 800 )
    Sets the range of the night vision gear's light amplification.

  • r_nvlightlinear <float> ( Default: 150 )
    Sets the linear fall-off of the artificial light (flashlight) amplified by r_nvlightpower. See this article for details on different methods.

  • r_nvlightpower <float> ( Default: 0.05 )
    Sets the intensity of the enlarged flashlight-effect used to produce extra lighting. It's recommended to keep this value low, unless you also scale down r_nvpower. Set to 0 to disable this extra lighting.

  • r_nvpower <float> ( Default: 1 )
    Scales both the brightness and the hue that light has when using night vision. As it's increased, lights become intense shades of green and white. Note that the default is normally far too high to be useful and around .1 or .2 is better.

Guns 'n' Such

AR2

  • weapon_ar2_firerate <float> ( Default: 0.1 , Min: 0.01, Max: 1)
    Sets the firing rate of the AR2. The formula is $1 / (RPM / 60)$ where $RPM$ is rounds/minute.
    For example, if you wanted a firing rate of 800 rounds per minute:
    $1 / (800 / 60)$ _ $1 / (13.333333333333333333333333333333)$ _ $0.075$ would be your value.

Alyx Gun

  • weapon_alyxgun_firerate <float> ( Default: 0.07 , Min: 0.01, Max: 1)
    Sets the firing rate of the Alyx Gun. The formula is $1 / (RPM / 60)$ where $RPM$ is rounds/minute.
    For example, if you wanted a firing rate of 800 rounds per minute:
    $1 / (800 / 60)$ _ $1 / (13.333333333333333333333333333333)$ _ $0.075$ would be your value.

AK-47

  • sk_npc_dmg_ak47 <integer> ( Default: 20 )
    Sets how much damage NPCs deal with this weapon.

  • sk_plr_dmg_ak47 <integer> ( Default: 20 )
    Sets how much damage the player deals with this weapon.

ANM-14 Incendiary

  • sk_dmg_anm14 <integer> ( Default: 40 )
    Sets the damage of the grenade's initial blast. If the grenade is lying on or very close to the ground once it detonates, this also determines how high the grenade's explosion takes place above this point, determining how dense the flames are. Flame damage itself is governed by fire_dmgbase.

  • sk_anm14_radius <integer> ( Default: 150 )
    Sets the initial explosion radius for the incendiary grenade. It's possible for anything hit by this explosion to ignite.

Crossbow

  • weapon_crossbow_explobolt <boolean> ( Default: 0 )
    When enabled, crossbow bolts' damage will be reduced to 1 but bolts that become embedded will explode after a short delay.

  • weapon_crossbow_fastshoot <boolean> ( Default: 0 )
    When enabled, the crossbow will rapidly fire without needing to reload, and will not use up ammo.

  • weapon_crossbow_forcesticky <boolean> ( Default: 0 )
    Makes it so ragdolls can be stuck to the environment by crossbow bolts even if the ragdoll is a server-side ragdoll.

Flamethrower

  • weapon_flamethrower_damage <integer> ( Default: 1 )
    Sets the initial damage of the flamethrower's flame.

  • weapon_flamethrower_dynamiclight <boolean> ( Default: 0 )
    When enabled, the flamethrower's stream emits dynamic lighting.

  • weapon_flamethrower_glow <boolean> ( Default: 1 )
    The flamethrower's stream is temporarily enveloped in a large orange glow as it spurts out. With this option off, a lower quality effect is used.

  • weapon_flamethrower_heatwave <boolean> ( Default: 0 )
    When enabled, the flamethrower's stream distorts the look of its environment.

  • weapon_flamethrower_length <float> ( Default: 800 )
    Sets how far the flamethrower's stream can reach.

  • weapon_flamethrower_maxfuel <float> ( Default: 300 )
    Sets the maximum amount of fuel for the flamethrower.

  • weapon_flamethrower_recharge_rate <float> ( Default: 5 )
    Sets the rate at which the flamethrower's fuel supply recharges. Lower is faster.

  • weapon_flamethrower_recharge_useammo <boolean> ( Default: 0 )
    When enabled, the flamethrower will not recharge its fuel supply.

Gravity Grenade

  • weapon_cfrag_burstattached <boolean> ( Default: 1 )
    When enabled, the Gravity Grenade has a better chance of dissolving NPCs it's attached to.

  • weapon_cfrag_decrementammotype <see below> ( Default: 1 )
    Changes how Gravity Grenade ammo is used.

    0 : As you toss, you do not lose ammo.
    1 : As you toss, you lose ammo.
    2 : Once tossed, the weapon must be retrieved to use again.

  • weapon_cfrag_powerscale <float> ( Default: 1 )
    Scales the power of the Gravity Grenade 's pull. If this value is negative, it will instead push objects away and then pull them shortly before collapsing.

Gravity Gun

  • physcannon_megacannon <boolean> ( Default: 0 )
    When enabled, the Gravity Gun is shifted to the form you get in the Citadel.

Grease Gun

  • sk_plr_dmg_grease <integer> ( Default: 10 )
    Sets how much damage the player deals with this weapon.

  • sk_npc_dmg_grease <integer> ( Default: 10)
    Sets how much damage NPCs deal with this weapon.

Kar98

  • sk_npc_dmg_kar98 <integer> ( Default: 12 )
    Sets how much damage NPCs deal with this weapon.

  • sk_plr_dmg_kar98 <integer> ( Default: 100 )
    Sets how much damage the player deals with this weapon's primary attack.

Laser Rifle

  • weapon_lasergun_damage <integer> ( Default: 25 )
    Sets the damage dealt by the Laser Rifle's green lasers.

  • weapon_lasergun_alt_damage <integer> ( Default: 200 )
    Sets the damage dealt by the Laser Rifle's delayed explosion attacks.

Kick

  • kick_unfreezephysics <boolean> ( Default: 0 )
    If a physics object is frozen by keyvalues or other means, it will become mobile again once kicked.

  • kick_gappoiball <boolean> ( Default: 0 )
    When enabled, rapidly kicking may fire a Combine energy orb.

  • kick_powerscale <float> ( Default: 1 )
    Scales the damage and typically, force of the kick attack. At default, the damage is 20.

  • kick_meleedamageforce <integer> ( Default: 1 )
    Scales only the physical force of the kick.

MP5

  • sk_plr_dmg_mp5_min <integer> ( Default: 5 )
    Sets the minimum random damage the player can deal with this weapon.

  • sk_plr_dmg_mp5_max <integer> ( Default: 12 )
    Sets the maximum random damage the player can deal with this weapon.

Physics Gun

  • phys_gunforce <integer> ( Default: 5e5 / 500000 )
    Sets the power of the Physics Gun when lifting or dragging objects.

  • phys_gunglueradius <float> (Default: 128 )
    Sets the radius in which Physics Gun pellets can attract one another.

  • phys_gunmass <float> ( Default: 200 )
    Scales the mass of objects held by the Physics Gun, enabling it to move larger objects like buggies, etc. Higher is less mass.

  • phys_guntorque <integer> ( Default: 100 )
    Sets the torque of objects held by the Physics Gun.

  • phys_gunvel <float> ( Default: 400 )
    Sets how quickly the Physics Gun can move objects around.

Physics Launcher

  • physlaunch_cannoneffect <float> ( Default: 0.1 )
    Activates a Gravity Gun-like effect for the Physics Launcher. Sets how long the fire button must be held to hear it.

  • physlaunch_class <entity classname> ( Default: prop_physics )
    Sets the classname of the entity to be spawned from the Physics Launcher. Will be overwritten whenever the launcher's secondary fire is used to copy an entity. Note that not all entities are perfectly copied when launched; buggies for instance will merely spawn as a prop with a buggy model.

  • physlaunch_dissolveentity <boolean> ( Default: 1 )
    When enabled, entities are dissolved once copied with the Physics Launcher's secondary fire.

  • physlaunch_forcephysprops <boolean> ( Default: 1 )
    When enabled, entities fired from the launcher will only be of the prop_physics class, even if physlaunch_class is set otherwise.

  • physlaunch_mass <integer> ( Default: -1 )
    Sets the mass of entities spawned from the Physics Launcher. -1 uses the entity's default.

  • physlaunch_model <st> ( Default: models/props_junk/watermelon01.mdl )
    Stores the model of the entity to be spawned from the Physics Launcher. Will be overwritten whenever the launcher's secondary fire is used to copy an entity.

  • physlaunch_offset <float> ( Default: 32 )
    Entities fired from the Physics Launcher will spawn this distance ahead of the player, to lessen the chance of being crushed by a buggy or other mishaps.

  • physlaunch_throwforce <integer> ( Default: 2000 )
    Sets the speed of objects shot from of the Physics Launcher.

PSP

  • weapon_psp_discdamage <integer> ( Default: 100 )
    Sets the damage of the PSP weapon's projectiles. Note that damage appears to be scaled on certain targets; an antlion may take a 150HP hit while a Combine Ace could take as much as 1230.

  • weapon_psp_discdamageforce <integer> ( Default: 300 )
    Sets the physical force of the PSP weapon's explosions.

  • weapon_psp_discdamageradius <float> ( Default: 50 )
    Sets how far the explosion from a PSP reaches.

  • weapon_psp_discfixdamage <integer> ( Default: 0 )
    No known effect.

  • weapon_psp_discspeed <float> ( Default: 1000 )
    Sets the speed at which the PSP weapon's projectiles fly. At speeds exceeding 3700, their trajectory becomes noticeably skewed.

  • weapon_psp_stuckchance <integer> ( Default: 10 )
    Sets the chance that the PSP weapon will jam and must be fixed. Lower is more often.

Scissors

  • weapon_scissor_damage <integer> ( Default: 80 )
    Sets the damage of each pair of thrown scissors.

  • weapon_scissor_decrementammotype <see below> ( Default: 0 )
    Changes how scissor ammo is used.

    0 : As you toss, you do not lose ammo.
    1 : As you toss, you lose ammo.
    2 : Once tossed, the weapon must be retrieved to use again.

  • weapon_scissor_maxreflection <integer> ( Default: 20 )
    Sets how many times thrown scissors can ricochet.

  • weapon_scissor_speed <float> ( Default: 1000 )
    Sets the speed of thrown scissors.

Shovel

  • weapon_shovel_float_angle <float> ( Default: 60 )
    Sets how far down the player must face before using the shovel's swing attack to propel them.

  • weapon_shovel_floatpower <float> ( Default: 500 )
    Sets how high the player is sent while airborne and using the shovel's swing attack.

  • weapon_shovel_stab_damage <integer> ( Default: 60 )
    Sets the power of the shovel's stab attack.

  • weapon_shovel_stabpower <integer> ( Default: 200 )
    Sets the pull strength of the shovel's stab attack.

  • weapon_shovel_swing_damage <integer> ( Default: 40 )
    Sets the power of the shovel's swing attack.

SMG1

  • weapon_smg_firerate <float> ( Default: 0.07 , Min: 0.01, Max: 1)
    Sets the firing rate of the SMG1. The formula is $1 / (RPM / 60)$ where $RPM$ is rounds/minute.
    For example, if you wanted a firing rate of 800 rounds per minute:
    $1 / (800 / 60)$$1 / (13.333333333333333333333333333333)$$0.075$ would be your value.

Soy

  • weapon_soy_isoflavone <integer> ( Default: 1 )
    Sets the amount of damage inflicted by the Soy weapon's beans as well as the damage that can be healed by eating them.

Strider Cannon

  • weapon_stcannon_bfgsprite <float> ( Default: effects/ar2_altfire1 )
    Sets the sprite effect used by the Strider Cannon's alternate fire.

  • weapon_stcannon_chargespeed <float> ( Default: 0.05 )
    Sets how fast the Strider Cannon charges up. Lower is faster.

SVD

  • sk_npc_dmg_svd_scale <float> ( Default: 1 )
    Adjusts how much damage NPCs deal with this weapon. Applies even if weapon_svd_cslike is on.

  • sk_plr_dmg_svd_scale <float> ( Default: 1 )
    Adjusts how much damage the player deals with this weapon. Does not apply if weapon_svd_cslike is on.

  • weapon_svd_cslike <boolean> ( Default: 0 )
    The SVD normally fires a special projectile, svdbullet, that simulates bullet drop and gradually loses power over distance. With this option enabled, the weapon instead uses normal "hitscan" bullets.

  • weapon_svd_easymode <boolean> ( Default: 0 )
    When enabled, the player's aim will not drift while using the SVD weapon's scope, and will not will experience recoil once they've taken a shot.

  • weapon_svd_handblur_mult <float> ( Default: 1 )
    Scales the strength of aim drift while using the SVD weapon's scope.

  • weapon_svd_speedscale <float> ( Default: 1 )
    Sets the speed of the SVD weapon's bullets. Does not apply if weapon_svd_cslike is on.

Other

  • smod_weapon_mod <boolean> ( Default: 0 )
    When enabled, some weapons (AR2, MP7, Pistol) will use "snap"-type recoil instead of simply rocking your view ("punch" recoil) like they normally would.

  • item_customammo[1-10]_model <string> ( Default: models/items/boxsrounds.mdl )
    Sets the model used by each of ten custom ammo entities.

  • item_customammo[1-10]_quantity <integer> ( Default: 10 )
    Sets the amount of ammunition given by custom ammo entities.

  • sk_maxcustomammo[1-10] <integer> ( Default: 120 )
    Sets the maximum amount of spare custom ammo the player can carry.

  • weapon_customexplosive_reloadscheme
    Reloads smod_custom_explosive.txt, so you don't need to restart the game in order to see changes.

  • weapon_customweight <boolean> (Default: 0 )
    When enabled, npc_weaponweight.txt can override NPCs' weapon preferences as defined in each weapon's script.

  • weapon_infinityammo <boolean> ( Default: 0 )
    When enabled, the player's weapons don't have to reload and don't use up ammunition.

  • weapon_ironsightwalkspeed <float> ( Default: 0.3 )
    Scales the player's movement speed while using iron sights.

  • ironsight_sensitivity <float> ( Default: 1 )
    Scales mouse sensitivity by this value while using iron sights.

  • weapon_limitcategory <boolean> ( Default: 0 )
    When enabled, the player's weapon stash is restricted to one weapon per category (Pistol, SMG, etc.) as defined by weapon_category.txt.

  • weapon_maxweapons <integer> ( Default: 0 )
    Sets the maximum amount of weapons you can carry. 0 removes the limit.

  • npc_helicopter_bulletdamagescale <float> ( Default: 1 )
    Scales the damage of ordinary bullets against helicopters. It's uncommon for bullets to pierce and the chopper's health pool is enormous so they're still impractical unless the scale is set very high.

  • npc_gunship_bulletdamagescale <float> ( Default: 1 )
    Scales the damage of ordinary bullets against Combine gunships. Compared to helicopters, gunships are much weaker against bullets, so this scale is best far lower than its counterpart.

  • npc_strider_bulletpenetration <boolean> ( Default: 0 )
    When enabled, striders' pulse rounds can penetrate walls and other obstacles.

  • funk_tank_bulletpenetration <boolean> ( Default: 0 )
    When enabled, func_tanks like those used for APCs or manned turrets can penetrate walls and other obstacles.

NPC Behavior

  • npc_hate_gordon <boolean> ( Default: 0 )
    When enabled, all NPCs treat the player as hostile. The only exception is for NPCs that were present before the variable was switched.

  • enemies_useshield <integer> ( Default: 0 )
    Controls how often NPCs use combat shields or similar protective gear. The value acts as a divisor, so 5 would give a 20% (1/5) chance of using this kind of equipment. 0 disables. Gear and those who wear it are defined by npc_shieldset.txt.

  • enemies_shielddurability_min <integer> ( Default: 255 )
    Sets the default min. health for protective gear. If an armor piece's health range is not already set in npc_shieldset.txt, this value will be used.

  • enemies_shielddurability_max <integer> ( Default: 255 )
    Sets the default max health for protective gear. If a armor piece's health range is not already set in npc_shieldset.txt, this value will be used.

  • npc_weapon_adjustspread <float> ( Default: 1 )
    Adjusts how accurate NPCs' shots are by default. Lower is more accurate and 0is perfect accuracy.

  • npc_target_lag <float> ( Default: 0 )
    DBDB.

  • npc_target_lag_damage <float> ( Default: 16 )
    DBDB.

  • npc_target_lag_predictscale <float> ( Default: 0 )
    DBDB.

  • npc_target_lag <float> ( Default: 32 )
    DBDB.

  • npc_f_turret_floor_stabilize_angle <float> ( Default: 30 )
    Sets the default angle at which friendly floor turrets fall. If the turret's tilted at an angle less than this, it will force itself upright.

  • npc_turret_floor_firerate <float> ( Default: 0.1, Min: 0.01, Max: 1 )
    Sets the firing rate of standard floor turrets. The formula is $1 / (RPM / 60)$ where $RPM$ is rounds/minute.
    For example, if you wanted a firing rate of 800 rounds per minute:
    $1 / (800 / 60)$$1 / (13.333333333333333333333333333333)$$0.075$ would be your value.

  • npc_f_turret_floor_firerate <float> ( Default: 0.1 , Min: 0.01, Max: 1)
    Sets the firing rate of friendly floor turrets. The formula is $1 / (RPM / 60)$ where $RPM$ is rounds/minute.
    For example, if you wanted a firing rate of 800 rounds per minute:
    $1 / (800 / 60)$$1 / (13.333333333333333333333333333333)$$0.075$ would be your value.

  • npc_gunship_combatthink <float> ( Default: 0.05 )
    Sets how often in seconds Combine gunships tend to think. Lower values will make the ship more effective at downing RPGs and will have them firing more often.

  • npc_gunship_deatheffect <boolean> ( Default: 1 )
    When enabled, Combine gunships will dish out explosive damage as they blow apart.

  • npc_helicopter_bulletdamagescale <float> ( Default: 1 )
    Scales the damage of ordinary bullets against helicopters. It's uncommon for bullets to pierce and the chopper's health pool is enormous so they're still impractical unless the scale is set very high.

  • npc_gunship_bulletdamagescale <float> ( Default: 1 )
    Scales the damage of ordinary bullets against Combine gunships. Compared to helicopters, gunships are much weaker against bullets, so this scale is best far lower than its counterpart.

  • npc_strider_bulletpenetration <boolean> ( Default: 0 )
    When enabled, striders' pulse rounds can penetrate walls and other obstacles.

  • um_citizen_model <string> ( Default: models/Humans/Group01/Male_01.mdl )
    Sets the default model used by the unique model citizen.

  • zombie_headcrabless <boolean> ( Default: 0 )
    Removes headcrabs from all zombie NPCs. Zombies can be individually (de-)crabbed with the headcrabless 1 keyvalue.

Companion Behavior

  • companion_weaponskill <see below> ( Default: 0 )
    Adjusts the weapon skill of friendly NPCs.
    0 : HL2 default.
    1 : High.
    2 : Even higher.

  • companion_keepweapon <boolean> ( Default: 0 )
    When enabled, companion NPCs will not pick up better weapons unless they're currently unarmed.

  • companion_damagefilter <see below> ( Default: 0 )
    Sets how your attacks affect NPCs that are normally friendly (such as citizens). In all cases, these NPCs will block your shots.

    0 : NPCs are completely unprotected against your attacks.
    1 : NPCs are mostly protected from your attacks. Only certain SMOD weapons (flares, banana bombs, PSP discs, etc.) can still hurt them. It's worth noting that decals such as blood splotches will not appear like they normally would.
    2 : NPCs are completely protected from your attacks and even that of their enemies. Unlike above, decals will appear.

  • npc_ffretaliation <boolean> ( Default: 0 )
    When enabled and the player inflicts enough damage on friendly NPCs, those NPCs will treat the player as a hostile.

  • smod_player_takesffdamage <boolean> ( Default: 0 )
    When enabled, friendly NPCs' projectiles will harmlessly pass through the player. Does not apply to friendly turrets.

Combine Behavior

  • combine_grenadeclass <string> ( Default: null )
    Sets the classname of the grenade to be used. Can be set to custom_explosive to use a class from smod_custom_explosive.txt.

  • combine_grenadeexplotype <string> ( Default: null )
    Sets the kind of explosion the grenade creates.

  • combine_grenademodel <string> ( Default: null)
    Customizes the model used by Combine soldiers' grenades.

  • combine_grenthrowattach <string> ( Default: lefthand )
    Sets the model attachment point the Combine soldiers' grenades begin from.

  • enemies_useshield <integer> ( Default: 0 )
    Controls how often NPCs use combat shields or similar protective gear. The value acts as a divisor, so 5 would give a 20% (1/5) chance of using this kind of equipment. 0 disables. Gear and those who wear it are defined by npc_shieldset.txt.

  • enemies_shielddurability_min <integer> ( Default: 255 )
    Sets the default min. health for protective gear. If an armor piece's health range is not already set in npc_shieldset.txt, this value will be used.

  • enemies_shielddurability_max <integer> ( Default: 255 )
    Sets the default max health for protective gear. If a armor piece's health range is not already set in npc_shieldset.txt, this value will be used.

  • enemies_disable_ff <boolean> ( Default: 0 )
    When enabled, enemies cannot harm each other with friendly fire. Does not apply when those bullets are changed by bullet-time, and never applies to grenades.

  • enemies_weaponskill <see below> ( Default: 0 )
    Adjusts the weapon skill of enemy NPCs.
    0 : The HL2 default.
    1 : High.
    2 : Even higher.
    (DBDD)

  • enemies_triggertime <float> ( Default: 1 )
    Adjusts how often in seconds Combine soldiers will fire their weapons.

  • enemies_grenadethrowtime <float> ( Default: 0.5, Min: 0.1, Max: 10 )
    Sets how often Combine soldiers are willing to throw grenades.

  • enemies_hasgrenade <integer> ( Default: 0 )
    Adjusts how many grenades Combine soldiers typically carry.

  • enemies_useanm14 <integer> ( Default: 0 )
    Sets how often Combine throw incendiary grenades rather than frags. Value acts as a divisor, so a value of 1 is a 100% chance, 5 is 20%, and so on. 0 disables this feature.

  • enemies_strong_gappoi <boolean> ( Default: 0 )
    When enabled, one soldier in every few will be enhanced. These super-soldiers will have four or eight times the normal amount of health, will randomly patrol around their post, and have a uniquely colored uniform of dark red (4x health) or dark blue (8x). Ace soldiers cannot be enhanced.

  • npc_combine_ace_color <RGB> ( Default: 128 255 200 )
    Sets the color of the Combine Ace's uniform.

  • npc_combine_aggressiveness <integer> ( Default: 3 )
    Adjusts how willing Combine soldiers are to charge at or otherwise pressure the player. Higher is more aggressive.

Feature Toggles

  • disable_armordamagereduction <boolean> ( Default: 0 )
    When set to true, the HEV's suit power does not count as armor.

  • disable_antlion_maker <boolean> ( Default: 0 )
    When set to true, typical antlion spawns (such as those near Nova Prospekt) are disabled. See npc_antlion_template_maker.

  • disable_autofade <boolean> ( Default: 0 )
    When set to true, autofading for distant detail props and similar eye-candy is disabled.

  • disable_autosave <boolean> ( Default: 0 )
    When set to true, preset save points are disabled.

  • disable_autoswitch <boolean> ( Default: 1 )
    When set to true, the player will not automatically switch to a newly acquired weapon if its weight is higher than the currently held weapon.

  • disable_bullettime <boolean> ( Default: 0 )
    When set to true, the player cannot use bullet-time.

  • disable_drophealth <boolean> ( Default: 0 )
    When set to true, Combine NPCs do not drop health vials upon death.

  • disable_headshot <boolean> ( Default: 0 )
    When set to true, NPCs cannot score head shots on the player.

  • disable_kick <boolean> ( Default: 0 )
    When set to true, the player cannot use the kick attack.

  • disable_loadmapadd <boolean> ( Default: 0 )
    When set to true, mapadd data is not loaded.

  • disable_quickinfo <boolean> ( Default: 0 )
    When set to true, the crosshair's quick info bars are disabled.

  • ignore_point_command <string> ( Default: "sv_cheats cl_playermodel" )
    Used to ignore certain point commands, which are used by maps to input console commands.

  • ignore_ragdollmanager <boolean> ( Default: 0 )
    In certain maps, a ragdoll manager determines how many ragdolls can be present at a time. With this option on, these limits are ignored.

  • smod_gamemode <boolean> ( Default: 0 )
    When enabled, players can find money that is used at Health/HEV stations. Health vials, health kits, and batteries are replaced with small boxes of this money.
  • smod_itemcrate_jackintheboxmode <boolean> ( Default: 0 )
    When enabled, headcrabs have a random chance to appear from busted ammo or supply crates.

  • smod_override_classname <boolean> ( Default: 0 )
    When enabled, entity class overrides are used as defined by override_class.txt.

Bullet-time

  • bullettimesim <boolean> ( Default: 0 )
    Toggles bullet-time mode. Has the same effect as impulse 110.

  • bullettimesim_accelmovespeed <float> ( Default: 5, Min: 1, Max: 10 )
    Multiplies the player's movement in bullet-time by this amount.

  • bullettimesim_always_on <boolean> ( Default: 0 )
    When enabled, bullet-time effects such as bullet trails, non-hitscan bullets, etc. are always on.

  • bullettimesim_bulletspeed <float> ( Default: 500 , Max: 15000 )
    Sets the speed of NPCs' bullets while bullet-time is on.

  • bullettimesim_checkfinish <boolean> ( Default: 1 )
    When enabled, bullets still flying as bullet-time is being turned off will speed up accordingly.

  • bullettimesim_checkinterval <float> ( Default: 0.05 , Min: 0.01 , Max: 1.0 )
    Sets how often in seconds that bullet-time bullets run their collision checks. Higher values make it possible for bullets to pass through targets without harming them.

  • bullettimesim_disable_ai <boolean> ( Default: 0 )
    When enabled, NPC AI is turned off while bullet-time is active.

  • bullettimesim_disable_flash <boolean> ( Default: 0 )
    When set to true, the white flash shown upon entering/leaving bullet-time is disabled.

  • bullettimesim_drawtrail <boolean> ( Default: 1)
    When enabled and bullet-time is on, bullets will leave a bright orange trail.

  • bullettimesim_dsptype <see below> ( Default: 0 )
    Sets the DSP type (sound filter) used within bullet-time. For example, DSP type 5 would make it sound as if you were in a cave, while 31 uses a low-pass filter to muffle the sounds around you. For more, you can look at scripts/dsp_presets.txt within source engine.gcf.

  • bullettimesim_damagemultiply <float> ( Default: 1.5 )
    In bullet-time, multiplies the damage of bullets belonging to the player.

  • bullettimesim_forcemultiply <float> ( Default: 3 )
    Scales the physical force of bullets in bullet-time.

  • bullettimesim_phystimescale <float> ( Default: 1 )
    Scales the speed at which physics objects move around and react while bullet-time is active.

  • bullettimesim_playeradjustspread <float> ( Default: 0.5 )
    Adjusts player accuracy during bullet-time. 1 is normal accuracy, while 0 is perfect accuracy.

  • bullettimesim_playerbulletspeed <float> ( Default: 500 , Max: 15000 )
    Sets the speed of the player's bullets in bullet-time.

  • bullettimesim_realtime_whiz_fx <boolean> ( Default: 1 )
    When enabled, the "whiz" sounds in bullet-time will play in real-time rather than slow-motion.

  • bullettimesim_replace_se <boolean> ( Default: 1 )
    When enabled, certain sounds are replaced with new ones during bullet-time. Most are bullet impact sounds, and defined in game_sounds_bullettime.txt.

  • bullettimesim_stretch_anim_timescale <boolean> ( Default: 0 )
    When enabled, the player's weapon will always animate as if in real-time, regardless of timescale.

  • bullettimesim_timescale <float> ( Default: 0.2, Min: 0.05, Max: 0.9 )
    Sets the timescale of bullet-time.

  • bullettimesim_type <see below> ( Default: 3 )
    Sets what bullets are influenced by bullet-time.

    0 : No bullets are slowed.
    1 : Only the player's bullets are slowed.
    2 : Only NPCs' bullets are slowed.
    3 : Both player and NPC bullets are slowed.

  • r_btscreenffect <boolean> ( Default: 0 )
    When enabled, an overlay effect is used in bullet-time, similar to that used in the game F.E.A.R.

  • r_drawbullettimeeffects <see below> ( Default: 0 )
    When enabled and bullet-time is on, bullets use Matrix-style effects that distort the environment around them. Values 0-3 are usable and their effects are illustrated here.

Effects

  • r_btscreenffect <boolean> ( Default: 0 )
    When enabled, an overlay effect is used in bullet-time, similar to that used in the game F.E.A.R.

  • r_drawbullettimeeffects <see below> ( Default: 0 )
    When enabled and bullet-time is on, bullets use Matrix-style effects that distort the environment around them. Values 0-3 are usable and their effects are illustrated here.

  • r_muzzledynamiclight <boolean> ( Default: 0 )
    When enabled, muzzle flashes (other than the player's) light up the environment dynamically. Requires r_smod_dynamiclightmode mode to be 0 or 1.

  • r_smod_dynamiclightmode <see below> ( Default: 0 )
    Enables or emulates dnyamic lighting in SMOD, used around muzzle flashes, fire, etc.

    0 : Dynamic lighting is turned on.
    1 : A false sprite-based light is used instead.
    2 : Dynamic lighting is disabled.

  • r_smod_bloom <boolean> ( Default: 1 )
    Enables a bloom lighting effect.

  • r_smod_bloom_amount <float> ( Default: 1 )
    Sets the strength of bloom lighting.

  • r_smod_bloom_fakeexposure <boolean> ( Default: 0 )
    When enabled, SMOD uses fake exposure mapping to mimic HDR.

  • r_smod_bloom_starfilter <boolean> ( Default: 0 )
    Enables an (expensive) alternate bloom filter similar to that found in BioShock.

  • r_increaseparticles <integer> ( Default: 0 , Min: 0 , Max: 4)
    Broadly sets the type and density of SMOD's added particle effects. For more control and information, see r_increaseparticles_flag.

    0 : Disables all effects.
    1 : Sets r_increaseparticles_flag to 2073916384 + 4096 + 256 + 2 + 1.
    2 : 87811 ► All but 8192, 2048, and 4.
    3 : 89863 ► All but 8192.
    4 : 98055 ► All effects are enabled.

  • r_increaseparticles_flag <see below> ( Default: 0 )
    Fine-tunes SMOD's added particle effects. Works the same as spawnflags; add up each desired effect's value to enable the ones you want and skip the ones you don't.

    1 : Bullet impacts and the like tend to kick up much more dirt, dust, etc. Spark effects, like those made when a metal object is struck, have a shower of embers added to them. Doesn't apply to explosions.
    2 : Spark effects are more dramatic and take longer to fizzle out.
    4 : More stuff is kicked up from impacts. These impacts can make larger chunks fly from the environment, spark effects jump and spiral through the air, etc. Explosions tend to create more smoke and ones that detonate on the ground can kick up great plumes of dirt.
    256 : Explosions act as in 4, but have an additional spark effect and denser smoke that can linger around longer.
    512 : Explosions act as in 4, but will spawn many more bits of debris.
    1024 : Explosions act as in 4, but will occasionally spawn an additional wave of smoke (ar2explosion) around them.
    2048 : Explosions act as in 4, but will occasionally spawn bits and pieces of flaming rubbish that trail smoke as they fly around.
    4096 : Explosions act as in 4. As well, when physics objects are broken, they tend to give off a (larger) cloud of appropriately colored particles. A wooden bench for instance gives off a cloud resembling sawdust, a watermelon yields a pinkish red one, etc.
    8192 : Explosions act as in 4, and the plume that underwater explosions give is more dramatic. Doesn't apply to sludge such as Route Kanal's waste river.
    16384 : Explosions act as in 4, but entities that it sets on fire will generate smoke.
    65536 : Explosions act as in 4 and when antlions are gibbed, the blood explosion is denser.

  • r_zoomlenseffect <boolean> ( Default: 0 )
    When enabled, the HEV suit's optics and scoped weapons will have a lens distortion effect. It is a DX9 effect and is illustrated here. Toggling requires a reload of the map to take effect. (dbdv)

  • r_grenadeeffect <see below> ( Default: 0 )
    When enabled and bullet-time is on, explosions use an effect (grenadeffect ) that distorts the environment around them.

    0 : The effect is disabled.
    1 : Only grenades use this effect.
    2 : All explosions use this effect.

  • r_shockeffect <boolean> ( Default: 0 )
    When enabled, the player's view is distorted near explosions or if they're damaged. Toggling requires a reload of the map to take effect. (dbdv)

  • r_visoreffects <boolean> ( Default: 0 )
    When enabled, blood, water, and so on can stick to the player's camera as if they were wearing a helmet with a visor.

  • r_visoreffectstimescale <float> ( Default: 1 )
    Scales how quickly visor effects fade and disappear. Higher is faster. Negative values will make the effects slide upward.

  • r_motionblur <boolean> ( Default: 0 )
    When enabled, per-pixel motion blur is used in certain situations, like while driving vehicles. Toggling requires a reload of the map to take effect.

  • r_motionblur_min <float> ( Default: 0 )
    Sets the minimum strength of motion blur.

  • r_motionblur_max <float> ( Default: 300 )
    Sets the maximum strength of motion blur.

  • r_ironsightblur <boolean> ( Default: 0 )
    When enabled, iron sight view uses a special blur effect that obscures everything around the center of the screen. It is a DX9 effect and is illustrated here. Toggling requires a reload of the map to take effect.

  • r_ironsightblur_amount <float> ( Default: 0.007 )
    Sets the strength of iron sight blur.

  • r_screenblur <boolean> ( Default: 0 )
    When enabled, the player's vision is blurred when they are damaged. Toggling requires a reload of the map to take effect. (dbdv)

  • r_screenblur_max <float> ( Default: 300 )
    Sets the maximum strength of screen blur.

  • r_screenblur_recover <integer> ( Default: 2)
    Sets the speed of the player's recovery from screen blur.

  • r_vectorblur <boolean> ( Default: 0 )
    Enables a movement-based motion blur similar to motion blur in Episode 2. Toggling requires a reload of the map to take effect.

  • r_vectorblur_fakemotionblur <boolean> ( Default: 1 )
    When enabled, the player's view will be smoothed as they turn their camera around.

  • r_vectorblur_forward <float> ( Default: 0.15 )
    Adjusts the strength of vector blur while moving forward and also has an effect while circle strafing, moving diagonally or moving backward. Has no effect if r_vectorblur_fakemotionblur is disabled.

  • r_underwaterblur <boolean> ( Default: 0 )
    When enabled, the player's vision is blurred upon entering/exiting water or while swimming in it. Toggling requires a reload of the map to take effect.

  • r_underwater_shader <boolean> ( Default: 0 )
    When enabled, the player's vision is distorted while underwater. Toggling requires a reload of the map to take effect. (dbdv)

  • r_viewmodel_dof <boolean> ( Default: 0 )
    Enables a Depth of Field effect on the player's viewmodel. It is a DX9 effect and is illustrated here. It can be tweaked using its relevant commands. Toggling requires a reload of the map to take effect.

  • r_viewmodel_dof_start <float> ( Default: 12 )
    The starting/forward position of the DOF effect.

  • r_viewmodel_dof_end <float> ( Default: 5 )
    The ending/inner position of the DOF effect.

  • r_viewmodel_dof_test <fl> ( Default: 0 )
    Presumably left over from The Author's experimenting. When enabled, the blurred area is colored a stark white as illustrated here.

Gore

  • cl_show_bloodspray <boolean> ( Default: 1 )
    When disabled, prevents the blood explosion that normally results from gibbing and disables some other blood effects.

  • violence_hblood <boolean> ( Default: 1 )
    When disabled, prevents human NPCs from spraying bright red blood when hit and disables some other blood effects.

  • violence_ablood <boolean> ( Default: 1 )
    Prevents alien NPCs' wounds from shooting out yellow blood and disables some other blood effects.

  • gore_noblood <boolean> ( Default: 0 )
    When set to true, disables blood spurting from gore_bleeding as well as some other effects.

  • gore_gibhealth <integer> ( Default: 50 )
    Sets how much damage ragdolls take before gibbing.

  • gore_gib_eat_sound <string> ( Default: Meat.Stamp )
    Sets what sound is played when the player eats a giblet.

  • gore_gib_quantity_of_calorie <integer> ( Default: 1 , Min: -1, Max: 64)
    Sets how much health the player gains from eating gibs.

  • gore_instagibmode <boolean> ( Default: 0 )
    When enabled, gore_gibhealth is in effect even before the NPC is turned into a ragdoll. For example, if gore_gibhealth was set to 50 and this variable was enabled, a headshot from a Kar98 (300) would instantly gib a typical soldier.

  • gore_togib <boolean> ( Default: 1 )
    When enabled, ragdolls can "gib" (explode in a shower of blood/gore) after they've taken enough damage.

  • gore_bleeding <boolean> ( Default: 0 )
    When enabled, killed NPCs will violently spurt out blood from their last wound and where this blood lands, large splotches will appear. The blood jet is not visible if cl_show_bloodspray or violence_*blood is off. The splotches from the blood jet are not visible if violence_*blood is off, though you can hear their impacts. No effect at all if gore_noblood is on.

  • gore_moregore <boolean> ( Default: 0 )

    0 : Blood and gore behave as usual; while NPCs can be gibbed, only a modest explosion of blood and small meat chunks that stick to surfaces will appear.
    1 : Increases the amount of blood and gore; NPCs will spout more blood when wounded and splotches can appear where this blood hits. Gib explosions are bloodier than before and will shoot out larger giblets such as hands or organs. The small meat chunks that normally appear will now drip blood from where they have stuck.
    2 : Same as 1, but the blood explosion is slightly less dramatic and the meat chunks will no longer bleed.

  • gore_spreadwatersurface <boolean> ( Default: 0 )
    When enabled, blood can spread across the surface of water. Blood will not spread if gore_noblood is on unless the ragdoll is gibbed within the water.

  • gore_ragdoll_bloodstain <boolean> ( Default: 0 )
    When enabled, ragdolls will leave blood splotches when they move around. The blood splotches are not visible if violence_*blood is off or gore_noblood is on.

  • gore_raggib_fadetime <float> ( Default: 6, Min: -1, Max: 64)
    Sets how long in seconds before a ragdoll giblet fades away.

  • gore_raggib_max <integer> ( Default: -1 , Min: -1, Max: 64)
    Sets the maximum amount of primary giblets (hands, arms, etc.) that spawn from ragdolls.

  • gore_stickygib_max <integer> ( Default: -1 , Min: -1, Max: 64)
    Sets the maximum amount of secondary gib chunks that can temporarily stick on surfaces and drip blood.

  • gore_raggib_throwpowerscale <float> ( Default: 1 )
    Sets how forcefully gibs move and scatter upon gibbing a ragdoll.

  • gore_raggib_unbreakable <boolean> ( Default: 0 )
    When enabled, primary giblets (limbs, organs, etc.) cannot be destroyed by gunfire or other harm.

  • gore_raggib_spawncount <integer> ( Default: -1 , Min: -1, Max: 64)
    Sets how many gibs spawn upon ragdoll death. (DBDB)

  • gore_damage_forcescale <float> ( Default: 1 )
    Scales how much physics damage counts toward gore_gibhealth.

  • gore_raggib_interacttime <float> ( Default: 0 )
    Sets how long in seconds before giblets revert to client-side physics. 0 or lower prevents the transition.

  • gore_precaching_gibmodels <boolean> ( Default: 1 )
    When enabled, all the models specified in npc_gib_model.txt are precached to avoid lag.

  • ragdoll_gibtimer <float> ( Default: 10 )
    Sets the time until ragdoll gibs fade away.

Physics

  • phys_breakvelscale <float> ( Default: 1 )
    Scales the velocity of physics objects' gibs upon breaking.

  • phys_easilybreak <boolean> ( Default: 0 )
    When enabled, breakable physics objects are far easier to break with physics damage and the player's kick will often send them flying.

  • phys_npcdamagephysicsscale1 <float> ( Default: 1 )
    Scales the force applied to NPCs by bullets.

  • phys_npcdamagephysicsscale2 <float> ( Default: 1 )
    Scales the force applied to NPCs by explosions and other forms of harm (lasers, kick, etc.) not covered above. Does not apply to physics damage or NPCs' attacks unless those attacks are explosive.

Ragdolls

  • ragdoll_cl_parammode <integer> ( Default: 0 )
    Filler; dbdb.

  • ragdoll_collision_type <see below> ( Default: 11 , Min: 0 , Max: 18)
    Customizes how server-side ragdolls interact with their environment, though the values' exact effects are hard to pin down. If you know more about this, share!

    0 : Collides with players, NPCs, physics objects, other ragdolls.
    1 : Does not collide with players, NPCs, physics objects, other ragdolls.
    2 : Does not collide with players, NPCs, physics objects, other ragdolls.
    3 : Does not collide with players, NPCs, physics objects, other ragdolls.
    4 : Collides with players, NPCs, physics objects. Does not collide with other ragdolls.
    5 : Collides with players, NPCs, physics objects, and other ragdolls.
    6 : Collides with player, NPCs, physics objects. Does not collide with other ragdolls.
    7 : Collides with player, NPCs, other ragdolls. Does not collide with physics objects.
    8 : Collides with player, NPCs, other ragdolls. Does not collide with physics objects.
    9 : Collides with player, NPCs, other ragdolls. Does not collide with physics objects.
    10 : Ragdolls don't do collision checks with world geometry (ragdolls will fall through floors and walls.)
    11 : Collides with player, physics objects, and other ragdolls. Does not collide with NPCs.
    12 : Ragdolls don't do collision checks with world geometry (ragdolls will fall through floors and walls.)
    13 : Collides with player, NPCs. Does not collide with physics objects, other ragdolls.
    14 : Ragdolls don't do collision checks with world geometry (ragdolls will fall through floors and walls.)
    15 : Collides with NPCs, physics objects, other ragdolls. Does not collide with player.
    16 : Does not collide with players, NPCs, physics objects, other ragdolls.
    17 : Collides with player, NPCs, physics objects, other ragdolls.
    18 : Collides with player, NPCs, physics objects, other ragdolls.

  • ragdoll_convulsion <boolean> ( Default: 0 )
    When enabled, NPCs have violent convulsions shortly after death. If gore_bleeding is on, the ragdoll will spurt out yet more blood.

  • ragdoll_damper <float> ( Default: 1 )
    Sets how quickly ragdolls decelerate upon their death. Larger values make ragdolls decelerate quicker.

  • ragdoll_dissolvephys <boolean> ( Default: 1 )
    When enabled, ragdolls have their mass reduced and will float while they're being dissolved by dark energy (such as from an AR2 orb or strider cannon).

  • ragdoll_dragcoefficient <float> ( Default: 1 )
    Scales the effect of drag (resistance through friction) on ragdolls. Higher is more friction.

  • ragdoll_electric_boogie <boolean> ( Default: 0 )
    When enabled, ragdolls will be jolted and jerk around wildly when hit by certain weapons.

  • ragdoll_ex_action <integer> ( Default: 0 )
    Filler; dbdb.

  • ragdoll_forceserverragdoll <boolean> ( Default: 1 )
    When disabled, server-side ragdolls are not used.

  • ragdoll_holdweapon <integer> ( Default: 0 )
    Sets how often an NPC with a weapon will fire off shots once killed. The value acts as a divisor, so 5 would give a 20% (1/5) chance of firing the weapon. 0 disables.

  • ragdoll_gibtimer <float> ( Default: 10 )
    Sets the time until ragdoll gibs fade away.

  • ragdoll_massscale <float> ( Default: 1 )
    Scales the mass of ragdolls.

  • ragdoll_parammode <integer> ( Default: 0 )
    Filler; dbdb.

  • ragdoll_rotdamper <float> ( Default: 1 )
    Filler; dbdb.

  • ragdoll_rotlimit <float> ( Default: 1 )
    Filler; dbdb.

  • ragdoll_sr_playdeathpose <boolean> ( Default: 0 )
    When this and server-side ragdolls are enabled, NPCs capable of face posing will be frozen in a random facial expression upon their death.

  • ragdoll_toclientragdolltime <float> ( Default: 10 )
    Sets how long in seconds it takes a server-side ragdoll to change to a client-side ragdoll. 0 or lower prevents the transition.

  • ragdoll_twitch <boolean> ( Default: 0 )
    When enabled, ragdolls twitch and jerk around when shot.

  • ragdoll_zvector <float> ( Default: 0 )
    Adjusts the vertical force exerted on ragdolls upon death. Positive values push 'dolls upward; negatives push them down.

Sound

  • snd_pitchshifttimescale <float> ( Default: 1 )
    When host_timescale is modified, this variable influences the scale by which sounds' pitch vary from the norm. This is what makes gun blasts sound more powerful whenever bullet-time is in use.


Customization

Mapadd Command Reference (Non-LUA)Command Reference (LUA)Getting StartedPorts 'n' Doors
Alarm, Alarm!Color Correction in SMODDoor BreachingMobile APCsWorking With Dropships
Supply Drop (LUA)Countdown (LUA)
kh0rn3's Mapadd Generator
Scripts addcontentsoverride_classsmod_custom_explosivesmodaclistSMOD Soundscripts

npc_gib_modelnpc_replace_modelnpc_shieldsetnpc_weapon_randomizenpc_weaponweight

excludeweaponsweapon_categoryweapon_customConsole Command List
Other Crosshair CustomizationGenerating AI NodesUsing the NodemakerSubViewCam
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