CG

## Le HUD

* Nom du joueur
* Crosshair
* FPS
* Lagometer
* Items
* Items timer
* Vitesse
* Jump-speed
* Médailles
* Centerprint
* Snapshot
* [...]

```
cg_drawPlayerNames : Draw each player's name above their head.

cg_drawPlayerNamesAlpha : No Info

cg_drawPlayerNamesColor : No Info

cg_drawPlayerNamesFont : No Info

cg_drawPlayerNamesPointSize : No Info

cg_drawPlayerNamesScale : No Info

cg_drawPlayerNamesStyle : No Info

cg_drawPlayerNamesY : No Info

```

 cg\_drawPlayersLeft : Used with original quake3 hud (cg\_qlhud 0).

```
cg_crosshairAlpha : No Info

cg_crosshairAlphaAdjust : Adjuste la transparence de votre viseur

cg_crosshairBrightness : No Info

cg_crosshairColor : change la couleur du viseur

cg_crosshairHealth : La couleur du viseur change en fonction de votre vie

cg_crosshairHitColor : Le viseur change de couleur lorsque vous touchez un enemi

cg_crosshairHitstyle : change le comportement du viseur vous touchez un enemi

cg_crosshairHitTime : change la durée pendant laquelle le viseur change de couleur

cg_crosshairPulse : active une "impulsion" sur le viseur quand vous prenez un item

cg_crosshairSize : modifier la taille du viseur

cg_crosshairX : déplacer le viseur sur l'axe X

cg_crosshairY : déplacer le viseur sur l'axe Y

cg_drawCrosshair : Displays the specified crosshair image

cg_drawCrosshairNames : Displays the names of target opponents

cg_drawCrosshairNamesAlign : No Info

cg_drawCrosshairNamesAlpha : No Info

cg_drawCrosshairNamesColor : No Info

cg_drawCrosshairNamesFade : Fade crosshair names off the screen

cg_drawCrosshairNamesFadeTime : How long it takes crosshair names to fade off the screen

cg_drawCrosshairNamesFont : No Info

cg_drawCrosshairNamesPointSize : No Info

cg_drawCrosshairNamesScale : No Info

cg_drawCrosshairNamesStyle : No Info

cg_drawCrosshairNamesTime : No Info

cg_drawCrosshairNamesX : The position of names along the X-axis

cg_drawCrosshairNamesY : The position of names along the Y-axis

cg_drawCrosshairTeammateHealth : Draw teammate health/armor above the crosshair when your crosshair passes over them

cg_drawCrosshairTeammateHealthAlign : No Info

cg_drawCrosshairTeammateHealthAlpha : No Info

cg_drawCrosshairTeammateHealthColor : No Info

cg_drawCrosshairTeammateHealthFade : Fade teammate health off the screen

cg_drawCrosshairTeammateHealthFadeTime : How long it takes teammate health to fade off the screen.

cg_drawCrosshairTeammateHealthFont : No Info

cg_drawCrosshairTeammateHealthPointSize : No Info

cg_drawCrosshairTeammateHealthScale : No Info

cg_drawCrosshairTeammateHealthStyle : No Info

cg_drawCrosshairTeammateHealthTime : No Info

cg_drawCrosshairTeammateHealthX : No Info

```

 cg\_drawCrosshairTeammateHealthY : No Info

```
cg_drawFPS : Affiche le compteur de FPS. [1-2-3]

cg_drawFPSAlign : No Info

cg_drawFPSAlpha : opacité du compteur

cg_drawFPSColor : couleur du compteur

cg_drawFPSFont : No Info

cg_drawFPSNoText : Displays only numbers, with no "FPS".

cg_drawFPSPointSize : No Info

cg_drawFPSScale : taille du compteur

cg_drawFPSStyle : No Info

cg_drawFPSX : position sur l'axe X

```

 cg\_drawFPSY : position sur l'axe Y

```
cg_lagometer : Displays netgraph that shows your network packet traffic including received, rejected and lost packets.

cg_lagometerAlign : No Info

cg_lagometerAlpha : No Info

cg_lagometerAveragePing : Displays an average ping in the lagometer (bottom number).

cg_lagometerFlash : If your ping goes over cg_lagometerFlashValue, the lagometer will turn orange.

cg_lagometerFlashValue : How high your ping has to be for the lagometer to turn orange if cg_lagometerFlash 1.

cg_lagometerFont : No Info

cg_lagometerFontAlign : No Info

cg_lagometerFontAlpha : No Info

cg_lagometerFontColor : No Info

cg_lagometerFontPointSize : No Info

cg_lagometerFontScale : No Info

cg_lagometerFontStyle : No Info

cg_lagometerScale : No Info

cg_lagometerSnapshotPing : Displays how many milliseconds it takes for a snapshot to be sent to the server (top number).

cg_lagometerX : No Info

```

 cg\_lagometerY : No Info

```
cg_drawItemPickups : Display item info when you pick it up

cg_drawItemPickupsAlign : No Info

cg_drawItemPickupsAlpha : No Info

cg_drawItemPickupsColor : No Info

cg_drawItemPickupsCount : Enable multiple pickups to be drawn in the same (Armor Shard x5 etc.)

cg_drawItemPickupsFade : Fade item pcikups off the screen

cg_drawItemPickupsFadeTime : How long it takes item pickups to fade off the screen

cg_drawItemPickupsFont : No Info

cg_drawItemPickupsImageScale : The size of the item pickup icon

cg_drawItemPickupsPointSize : No Info

cg_drawItemPickupsScale : No Info

cg_drawItemPickupsStyle : No Info

cg_drawItemPickupsTime : No Info

cg_drawItemPickupsX : No Info

```

 cg\_drawItemPickupsY : No Info

```
cg_drawClientItemTimer : Affiche le timer des éléments important de la map

cg_drawClientItemTimerAlign : No Info

cg_drawClientItemTimerAlpha : The opacity of the item timer

cg_drawClientItemTimerFont : The font used in the item timer

cg_drawClientItemTimerPointSize : No Info

cg_drawClientItemTimerScale : The size of the item timer

cg_drawClientItemTimerSpacing : No Info

cg_drawClientItemTimerStyle : No Info

cg_drawClientItemTimerX : The position of the item timer on the X-axis

```

 cg\_drawClientItemTimerY : The position of the item timer on the Y-axis

```
cg_drawSpeed : Draw your U/ps onscreen

cg_drawSpeedAlign : No Info

cg_drawSpeedAlpha : No Info

cg_drawSpeedColor : No Info

cg_drawSpeedFont : No Info

cg_drawSpeedNoText : Displays only numbers, with no "U/ps"

cg_drawSpeedPointSize : No Info

cg_drawSpeedScale : No Info

cg_drawSpeedStyle : No Info

cg_drawSpeedX : The position of your speed counter on the X-axis

```

 cg\_drawSpeedY : The position of your speed counter on the Y-axis

```
cg_drawJumpSpeeds : Display the speed of each jump. Clear when velocity close to zero: 1, Don't automatically clear: 2

cg_drawJumpSpeedsAlign : No Info

cg_drawJumpSpeedsAlpha : No Info

cg_drawJumpSpeedsColor : No Info

cg_drawJumpSpeedsFont : No Info

cg_drawJumpSpeedsMax : How many jumps will be stored and displayed before clearing earlier ones

cg_drawJumpSpeedsNoText : No Info

cg_drawJumpSpeedsPointSize : No Info

cg_drawJumpSpeedsScale : No Info

cg_drawJumpSpeedsStyle : No Info

cg_drawJumpSpeedsTime : No Info

cg_drawJumpSpeedsTimeAlign : No Info

cg_drawJumpSpeedsTimeAlpha : If your ping goes over cg_lagometerFlashValue, the lagometer will turn orange.

cg_drawJumpSpeedsTimeColor : No Info

cg_drawJumpSpeedsTimeFont : No Info

cg_drawJumpSpeedsTimeNoText : No Info

cg_drawJumpSpeedsTimePointSize : No Info

cg_drawJumpSpeedsTimeScale : No Info

cg_drawJumpSpeedsTimeStyle : No Info

cg_drawJumpSpeedsTimeX : No Info

cg_drawJumpSpeedsTimeY : No Info

cg_drawJumpSpeedsX : No Info

```

 cg\_drawJumpSpeedsY : No Info

```
cg_drawRewards : Draw rewards such as impressive, excellent, etc.

cg_drawRewardsAlign : No Info

cg_drawRewardsAlpha : No Info

cg_drawRewardsColor : No Info

cg_drawRewardsFade : Fade rewards off the screen

cg_drawRewardsFadeTime : How long it takes rewards to fade off the screen

cg_drawRewardsFont : No Info

cg_drawRewardsImageScale : How big the reward images are

cg_drawRewardsMax : How many awards can appear at once

cg_drawRewardsPointSize : No Info

cg_drawRewardsScale : No Info

cg_drawRewardsStyle : No Info

cg_drawRewardsTime : No Info

cg_drawRewardsX : No Info

```

 cg\_drawRewardsY : No Info

```
cg_drawCenterPrint : Affiche les messages "centerprint" de la même façon que les messages de frags

cg_drawCenterPrintAlign : No Info

cg_drawCenterPrintAlpha : No Info

cg_drawCenterPrintColor : No Info

cg_drawCenterPrintFade : Fade centerprint messages off the screen

cg_drawCenterPrintFadeTime : How long it takes centerprint messages to fade off the screen

cg_drawCenterPrintFont : No Info

cg_drawCenterPrintPointSize : No Info

cg_drawcenterPrintScale : No Info

cg_drawCenterPrintStyle : No Info

cg_drawCenterPrintTime : No Info

cg_drawCenterPrintX : X-axis location of centerprint

```

 cg\_drawCenterPrintY : Y-axis location of centerprint

```
cg_drawSnapshot : Displays the snapshots counter with the time and frame.

cg_drawSnapshotAlign : No Info

cg_drawSnapshotAlpha : No Info

cg_drawSnapshotColor : No Info

cg_drawSnapshotFont : No Info

cg_drawSnapshotPointSize : No Info

cg_drawSnapshotScale : No Info

cg_drawSnapshotStyle : No Info

cg_drawSnapshotX : No Info

```

 cg\_drawSnapshotY : No Info

cg\_draw2D : Displays HUD elements

cg\_draw3dIcons : Displays 3D HUD icons instead of 2D

cg\_drawBBox : Affiche la bounding box sur les joueurs

cg\_drawEntNumbers : Affiche un numéro au dessus de chaque entité du jeu.

cg\_drawFoe : Affiche une flèche rouge au dessus de la tête des ennemis. 1- lorsqu'il sont visible.  2- à travers les murs.

cg\_drawSelf : Affiche une flèche blanche au dessus de votre tête. 1- lorsqu'il sont visible.  2- à travers les murs. cg\_drawFriend : Draw a yellow arrow above teammate's heads. When visible: 1. Through walls: 2, For Freezetag: 3

cg\_drawFullWeaponBar : Draw weapons you don't have in the weaponbar.

cg\_drawGun : Controls the displaying of weapons in first person view. Normal: 1, Still: 2

cg\_drawIcons : Enables the drawing of icons in the HUD or scoreboard

cg\_drawPowerups : (à utiliser avec le HUD original de Quake 3 - ( cg\_qlhud 0 ))

cg\_drawScores : (à utiliser avec le HUD original de Quake 3 - ( cg\_qlhud 0 )).

cg\_drawSpecMessages : Affichage du "SPECTATOR" lors des démo en SpecRec.

cg\_drawStatus : Draws the health and score elements of the HUD

cg\_drawTimer : Draws the game timer on the HUD

```
cg_wideScreen : Fix HUD stretching with widescreen resoltuion. 0: Original code, 1: Don't adjust values to 4:3, 2: Adjust X/Y based only on the X ratio, 3: Only adjust crosshair.

```

## Les Messages

* Warmup
* frag
* munitions

```
cg_drawWaitingForPlayers : Draws the 'waiting for players' text while in warmup

cg_drawWaitingForPlayersAlign : No Info

cg_drawWaitingForPlayersAlpha : No Info

cg_drawWaitingForPlayersColor : No Info

cg_drawWaitingForPlayersFont : No Info

cg_drawWaitingForPlayersPointSize : No Info

cg_drawWaitingForPlayersScale : No Info

cg_drawWaitingForPlayersStyle : No Info

cg_drawWaitingForPlayersX : No Info

cg_drawWaitingForPlayersY : No Info

cg_drawWarmupString : Display the warmup countdown to match start

cg_drawWarmupStringAlign : No Info

cg_drawWarmupStringAlpha : No Info

cg_drawWarmupStringColor : No Info

cg_drawWarmupStringFont : No Info

cg_drawWarmupStringPointSize : No Info

cg_drawWarmupStringScale : No Info

cg_drawWarmupStringStyle : No Info

cg_drawWarmupStringX : No Info

```

 cg\_drawWarmupStringY : No Info

```
cg_fragMessageStyle : The style of the frag message. With score info: 1, Without score info: 2

cg_drawFragMessageAlign : No Info

cg_drawFragMessageAlpha : No Info

cg_drawFragMessageColor : No Info

cg_drawFragMessageFade : Fade the frag messages off of the screen

cg_drawFragMessageFadeTime : How long it takes frag messages to fade off of the screen

cg_drawFragMessageFont : No Info

cg_drawFragMessageFreezeTeamTokens : Sets how the teamkill frag messages are displayed in freezetag

cg_drawFragMessageIconScale : The size of the frag message icon

cg_drawFragMessagePointSize : No Info

cg_drawFragMessageScale : No Info

cg_drawFragMessageSeparate : Remove the frag message from centerprint

cg_drawFragMessageStyle : No Info

cg_drawFragMessageTeamTokens : Sets how teamkill frag messages are displayed

cg_drawFragMessageThawTokens : Sets how the frag messages are displayed in freezetag

cg_drawFragMessageTime : No Info

cg_drawFragMessageTokens : Sets how the frag message is displayed

cg_drawFragMessageX : No Info

```

 cg\_drawFragMessageY : No Info

```
cg_drawAmmoWarning : Display "low ammo warning" text when you're low on ammo

cg_drawAmmoWarningAlign : No Info

cg_drawAmmoWarningAlpha : No Info

cg_drawAmmoWarningColor : No Info

cg_drawAmmoWarningFont : No Info

cg_drawAmmoWarningPointSize : No Info

cg_drawAmmoWarningScale : No Info

cg_drawAmmoWarningStyle : No Info

cg_drawAmmoWarningX : No Info

```

 cg\_drawAmmoWarningY : No Info
## Armes

* Affichage
* Grenade
* Lightning gun
* Rail gun

```
cg_gunSize : Controls the gun size in first person view

cg_gunSizeThirdPerson : Controls the gun size in third person

cg_gunX : X-axis placement of weapon in first person view

cg_gunY : Y-axis placement of weapon in first person view

```

 cg\_gunZ : Z-axis placement of weapon in first person view

```
cg_grenadeColor : No Info

cg_grenadeColorAlpha : No Info

cg_grenadeEnemyColor : No Info

cg_grenadeEnemyColorAlpha : No Info

cg_grenadeTeamColor : No Info

```

 cg\_grenadeTeamColorAlpha : No Info

```
cg_lightningAngleOriginStyle : How the LG stream moves with the gun. Ignore step adjustments: 0, follow step adjustments: 1, use player origins: 2.

cg_lightningImpact : Enable the lightning impact sprite

cg_lightningImpactCap : Sets the distance which lightning impact points stop growing, so they don't fill up the whole screen when close up.

cg_lightningImpactCapMin : Same logic as cg_lightningImpactCap but makes sure than the impact point doesn't become too small.

cg_lightningImpactOthersSize : Sets the size of LG impact when demo taker or POV gets hit

cg_lightningImpactProject : It pushes the impact location this amount towards you in order to increase visibility.

cg_lightningImpactSize : The size of the lightning impact sprite

cg_lightningRenderStyle : How the LG stream is drawn. Embed into objects: 0, Draw on top of objects: 1

cg_lightningSize : The LG stream width

```

 cg\_lightningStyle : The lightning stream style

```
cg_railFromMuzzle : Forces all rail beams to originate from the muzzle

cg_railItemColor : Changes the color of rail items lying around the map

cg_railNudge : Makes the rail appear below the crosshair. Don't use with cg_railFromMuzzle 0

cg_railQL : Quake Live style rail with rings interspersed inside the core

cg_railQLRailRingWhiteValue : How bright the rail rings are.

cg_railRadius : How far apart the rail spiral is from the core.

cg_railRings : Enables the rail spiral.

cg_railRotation : Rotates the rail core

cg_railSpacing : How far apart each rail spiral segment is from each other

cg_railTrailTime : How long the rail trail lasts.

```

 cg\_railUseOwnColors : Forces the POV railgun to use your own color
## En jeu

* Affchage des spawns
* Team
* Sparks impact
* Gibs

```
cg_drawSpawns : Display each spawn point on the map.

cg_drawSpawnsInitial : Marks which spawns can be used as starting points in a duel when cg_drawSpawns 1

cg_drawSpawnsInitialZ : How high from the floor initial spawn are drawn.

cg_drawSpawnsRespawns : Marks which spawn are available for respawns after the match has started when cg_drawSpawns 1

cg_drawSpawnsRespawnsZ : How high from the floor respawns are drawn.

cg_drawSpawnsShared : Marks which spawns can be used by both the red and the blue team when cg_drawSpawns 1.

```

 cg\_drawSpawnsSharedZ : How high from the floor shared spawns are drawn.

```
cg_drawTeamBackground : Toggles drawing the team colored bar at the bottom of the hud in the original Quake 3 HUD (cg_qlhud 0)

cg_drawTeamOverlay : Draw team overlay, with teammate info, such as location and health/armor.

cg_drawTeamOverlayAlign : No Info

cg_drawTeamOverlayFont : No Info

cg_drawTeamOverlayPointSize : No Info

cg_drawTeamOverlayScale : No Info

cg_drawTeamOverlayX : No Info

cg_drawTeamOverlayY : No Info

cg_drawTeamVote : Draw votes by your teammates

cg_drawTeamVoteAlign : No Info

cg_drawTeamVoteAlpha : No Info

cg_drawTeamVoteColor : No Info

cg_drawTeamVoteFont : No Info

cg_drawTeamVotePointSize : No Info

cg_drawTeamVoteScale : No Info

cg_drawTeamVoteStyle : No Info

cg_drawTeamVoteX : Figure it out…

```

 cg\_drawTeamVoteY : Figure it out…

```
cg_impactSparks : Emit sparks when a player is hit

cg_impactSparksColor : The color of impact sparks

cg_impactSparksHighlight : Draws a single white pixel at the center of the spark to make things a little more visible

cg_impactSparksLifetime : How long impact sparks last

cg_impactSparksSize : How big impact sparks are

```

 cg\_impactSparksVelocity : How fast impact sparks emit from players

```
cg_gibColor : Sets the color of the gibs that are launched (unlike cg_gibSparksColor, which only controls the trail)

cg_gibJump : How high gib sparks bounce

cg_gibs : Controls the quantitiy of animated gibs to display

cg_gibSparksColor : The color of gib sparks

cg_gibSparksHighlight : Draws a single white pixel at the center of the spark to make things a little more visible

cg_gibSparksSize : How big gib sparks are

cg_gibStepTime : How often, in milliseconds, to leave a glowing spark trail

cg_gibTime : How long gib sparks last

```

 cg\_gibVelocity : How fast gib sparks emit from corpses
## Autres

* Attaquants
* Attaqueur
* Position
* La camera
* Audio
* Chat

```
cg_drawAttacker : Afiche le nom et l'icône du dernier joueur qui vous a touché.

cg_drawAttackerAlign : No Info

cg_drawAttackerAlpha : No Info

cg_drawAttackerColor : No Info

cg_drawAttackerFade : Fade the attacker icon off the screen

cg_drawAttackerFadeTime : How long it takes the attacker icon to fade off the screen.

cg_drawAttackerFont : No Info

cg_drawAttackerImageScale : How big the attacker icon is

cg_drawAttackerPointSize : No Info

cg_drawAttackerScale : No Info

cg_drawAttackerStyle : No Info

cg_drawAttackerTime : No Info

cg_drawAttackerX : No Info

```

 cg\_drawAttackerY : No Info

```
cg_drawFollowing : Affiche le nom du joueur que vous suivez. uniquement en spectateur: 1, toujours: 2

cg_drawFollowingAlign : No Info

cg_drawFollowingAlpha : Guess motherfucker…

cg_drawFollowingColor : No Info

cg_drawFollowingFont : No Info

cg_drawFollowingPointSize : No Info

cg_drawFollowingScale : No Info

cg_drawFollowingX : Guess motherfucker…

cg_drawFollowingY : Guess motherfucker…

```

 cg\_drawFollwoingStyle : No Info

```
cg_drawOrigin : Affiche la position et l'infos d'angle. X/Y/Z (pitch/yaw/roll)

cg_drawOriginAlign : No Info

cg_drawOriginAlpha : No Info

cg_drawOriginColor : No Info

cg_drawOriginFont : No Info

cg_drawOriginPointSize : No Info

cg_drawOriginScale : No Info

cg_drawOriginStyle : No Info

cg_drawOriginX : No Info

```

 cg\_drawOriginY : No Info

```
cg_drawCameraPath : Affiche le chamin de la camera ainsi que chaque points

cg_drawCameraPointInfo : Affiche les infos sur le HUD

cg_drawCameraPointInfoAlign : No Info

cg_drawCameraPointInfoAlpha : No Info

cg_drawCameraPointInfoColor : No Info

cg_drawCameraPointInfoFont : No Info

cg_drawCameraPointInfoPointSize : No Info

cg_drawCameraPointInfoScale : No Info

cg_drawCameraPointInfoSelectedColor : No Info

cg_drawCameraPointInfoStyle : No Info

cg_drawCameraPointInfoX : No Info

cg_drawCameraPointInfoY : No Info

```

--

```
cg_cameraAdUsePreviousValues : Automatically use the same settings of previous camera point(s) when adding a new one.

cg_cameraDefaultOriginType : What type of movement the camera uses by default to switch between points.

cg_cameraOrbit : Changes the camera orbit rotation increment, for when in third person, dead, or at the end of the game.

cg_cameraQue : Allow camera to play without /playcamera. Don't play commands associated with camera points: 1, play camerapoint commands: 2.

cg_cameraRewindTime : When playing a camera script, seek back this many seconds to allow animations and local entities to sync properly.

cg_cameraUpdateFreeCam : Transfers origin and angles to freecam state.

```

--

```
cg_freecam_crosshair : Draw a crosshair while freecamming

cg_freecam_noclip : Enable noclip (move through walls) while freecamming.

cg_freecam_pitch : Sets the vertical view movement sensitivity while in freecam

cg_freecam_rollValue : No Info

cg_freecam_sensitivity : Sensitivity multiplier while freecamming

cg_freecam_speed : Movement speed while freecamming

cg_freecam_unlockPitch : ??? (can't be tested)

cg_freecam_useServerView : Turn off automatic matching of demo taker's screen

cg_freecam_useTeamSettings : Force your own model and colors to those of your teammates while freecamming

```

 cg\_freecam\_yaw : Sets the horizontal view movement sensitivity while in freecam.

```
cg_audioAnnouncer : Enable the announcer

cg_audioAnnouncerRewards : Enables the announcements for awards

cg_audioAnnouncerRound : Enable the announcer countdown for round start

cg_audioAnnouncerTeamVote : Play the announcer sounds when a teammate calls a vote

cg_audioAnnouncerVote : Play the announcer sounds when someone calls a vote

```

 cg\_audioAnnouncerWarmup : Play the announcer sounds for game and game start countdown

```
cg_chatBeep : Enable chat beeps

cg_chatBeepMaxTime : Doesn't allow chat beeps to play more often than this, to eliminate spam while still having chat beeps

cg_chatHistoryLength : How many lines of chat are displayed with +chat

cg_chatLines : How many lines of chat can appear at the same time

```

 cg\_chatTime : How long chat messages last

```
cg_brasstime : Time that bullets or shells are shown before disappearing

```

```
cg_footsteps : Enables footstep sounds

```

## COMMANDES NON CLASSÉE

```
cg_weaponBar : Draw the weaponbar

cg_weaponBarFont : No Info

cg_weaponBarPointSize : No Info

cg_weaponBarX : Guess motherfucker…

cg_weaponBarY : Guess motherfucker…

cg_weaponBFG : An automatic vstr for weapon 9.

cg_weaponBlueTeamColor : The color of the blue team's weapons

cg_weaponChainGun : An automatic vstr for weapon 13.

cg_weaponDefault : An automatic vstr for the default weapon.

cg_weaponGailGun : An automatic vstr for weapon 7.

cg_weaponGauntlet : An automatic vstr for weapon 1.

cg_weaponGrapplingHook : An automatic vstr for the grappling hook.

cg_weaponGrenadeLauncher : An automatic vstr for weapon 4.

cg_weaponLightningGun : An automatic vstr for weapon 6.

cg_weaponMachineGun : An automatic vstr for weapon 3.

cg_weaponNailGun : An automatic vstr for weapon 11.

cg_weaponNone : An automatic vstr for no weapon.

cg_weaponNoTeamColor : The color of the enemy's weapons on non team-based games.

cg_weaponPlasmaGun : An automatic vstr for weapon 8.

cg_weaponProximityLauncher : An automatic vstr for weapon 12.

cg_weaponRedTeamColor : The color of the red team's weapons

cg_weaponRocketLauncher : An automatic vstr for weapon 5.

cg_weaponShotgun : An automatic vstr for weapon 2.

```

cg\_animationsIgnoreTimescale : Animations will play at normal speed regardless of timescale

cg\_animationsRate : Sets how fast animations play

cg\_animspeed : Allows linear interpolation between frames in player model animations

cg\_weather : Enable weather effects like snow or rain.

cg\_accX : No Info

cg\_accY : No Info

cg\_adShader1 : The custom shader for the first advertisement on the map

cg\_adShader2 : The custom shader for the second advertisement on the map

cg\_adShaderOverride : Set to 1 if you want to use custom ads for each advertisement. Used in combination with cg\_adShader[num].

cg\_allowLargeSprites : Large sprites won't be drawn when you get too close to them

cg\_allowSpritePassThrough : Won't delete sprites when you pass through them

cg\_ambientSounds : Enable ambient sounds. Enable all ambient sounds: 1, disable all ambient sounds except powerup respawns: 2.

cg\_autoSwitch : Enables weapon auto-switch on pickup

cg\_autoWriteConfig : Controls how/when q3config.cfg is written. 0: Don't automatically write q3config.cfg when a cvar changes, 2: Always write q3config.cfg when a cvar changes, 2: Don't write q3config.cfg if a cvar is changed from fx scripting code or /cvarinterp.

cg\_bobpitch : The camera pitch strength while running

cg\_bobroll : The camera roll strength while running

cg\_bobup : The camera bounce strength while running

cg\_checkForOfflineDemo : Demos recorded using /devmap or offline bot play won't stutter

cg\_clientOverrideIgnoreTeamSettings : Pretty much puts clientoverride 'above' everything else, so setting a player's model will actually work

cg\_compMode : Enables competition mode for private servers

cg\_currentSelectedPlayer : Used in hud code and for team arena orders.

cg\_currentSelectedPlayerName : Used in hud code and for team arena orders.

cg\_deadBodyColor : The color of dead bodies

cg\_deathShowOwnCorpse : Enables the death falling animation (corpse falling to the ground).

cg\_deathStyle : How the camera behaves on death. Turn towards killer: 1, Keep tracking killer after death: 2, Set yaw to 0: 3, Tilt camera: 4.

cg\_debuganim : Enables model animation debug mode

cg\_debugevents : Toggle event debug mode

cg\_debugLightningImpactDistance : Print the distance from the player that the impact sprite is drawn

cg\_debugposition : Toggle player position debug mode

cg\_deferPlayers : Sets loading of player models at death or map change, disabling models loading when bringing up the scoreboard

cg\_demoSmoothing : Smoothens laggy demos. Normal: 1, Debug: 2

cg\_drawVote : Draw votes

cg\_drawVoteAlign : No Info

cg\_drawVoteAlpha : No Info

cg\_drawVoteColor : No Info

cg\_drawVoteFont : No Info

cg\_drawVotePointSize : No Info

cg\_drawVoteScale : No Info

cg\_drawVoteStyle : No Info

cg\_drawVoteX : Figure it out…

cg\_drawVoteY : Figure it out…

cg\_echoPopupScale : No Info

cg\_echoPopupTime : No Info

cg\_echoPopupX : No Info

cg\_echoPopupY : No Info

cg\_enableAtCommands : Enables the "at" commands (/listat, /clearat, /removeat, /saveat)

cg\_enableBreath : Enable frosty breath on cold maps. If enabled on server/demo: 1, If enabled on map: 2, Always: 3

cg\_enableDust : Enable dust on "dusty" surfaces. If enabled on server/demo: 1, if map has dust: 2, on all dusty surfaces: 3, always: 4.

cg\_enemyHeadColor : The color of your enemy's head

cg\_enemyHeadSkin : Your enemy's head skin

cg\_enemyLegsColor : The color of your enemy's legs

cg\_enemyLegsSkin : The enemy's leg skin

cg\_enemyModel : Sets the model that all your enemies will be forced to

cg\_enemyRailColor1 : The forced color1 of your enemy's rails if cg\_enemyRailColor1Team 1.

cg\_enemyRailColor1Team : Enable forced coloring of color1 for your enemies

cg\_enemyRailColor2 : The forced color2 of your enemy's rails if cg\_enemyRailColor2Team 1.

cg\_enemyRailColor2Team : Enable forced coloring of color2 for your enemies

cg\_enemyRailItemColor : The color of enemy rail items

cg\_enemyRailItemColorTeam : Enable forced coloring of enemy rail items

cg\_enemyRailNudge : ???

cg\_enemyRailRings : Enable rail rings on enemy rail beams

cg\_enemyTorsoColor : The color of your enemy's torso

cg\_enemyTorsoSkin : Your enemy's torso skin

cg\_errordecay : Detects prediction errors and helps to smooth these errors out over a few frames to ease jerking

cg\_fadeAlpha : The alpha (brightness) of the screen while fading

cg\_fadeColor : The color of the screen while fading

cg\_fadeStyle : When the screen fades. Before drawing HUD: 1, After drawing HUD: 2

cg\_flightTrail : Enable the flight smoke trail

cg\_forceModel : Forces all models to the model you're using

cg\_forcePovModel : If set to 1, forces the POV model to the "model" string.

cg\_fov : Field of view factor

cg\_fovy : Vertical field of view factor

cg\_fxfile : Sets the fx file to load special effects from

cg\_fxinterval : How often the scripting code should run

cg\_fxratio : If an fx entity is too small or far away to be seen, don't drwa it to increase performance

cg\_fxSciptMinDistance : Sets the minimum distance, so it doesn't drop below this value

cg\_fxScriptMinEmitter : Sets the minimum allowed emitters, so they don't drop below this value

cg\_fxScriptMinInterval : Sets the minimum interval, so it doesn't drop below this value

cg\_gameType : Used as a game type test for adapting the UI to the specific gametype

cg\_hasteTrail : Enable the haste smoke trail

cg\_hitBeep : The style of hitbeep. Normal: 1, Descending: 2, Ascending: 3

cg\_hudBlueTeamColor : No Info

cg\_hudFiles : The hud file. Must be loded with /loadhud if changed

cg\_hudForceBlueTeamClanTag : Override the clan tags for each player on the blue team.

cg\_hudForceRedTeamClanTag : Override the clan tags for each player on the red team.

cg\_hudNoTeamColor : No Info

cg\_hudRedTeamColor : For use with hud element CG\_TEAM\_COLOR

cg\_inheritPowerupShader : For multiple powerups (ex: quad and medkit) do/don't apply the first powerup custom shader to the second.

cg\_interpolateMissiles : Setting this to 1 keeps the delay between when a rocket is fired and when it appears, which is more accurate.

cg\_itemFX : Changes how items are rendered in the world. Bounce: 1, Rotate: 2, Spawn Animation: 4

cg\_itemSize : How big map items are (ammo crates, weapons etc.)

cg\_itemsWh : View items through walls

cg\_itemUseMessage : Draw the use item message when you use an item, depending on the item.

cg\_itemUseSound : Enable the sound played when you use an item, depending on the item.

cg\_kickScale : Sets how much the screen “kicks” when taking damage

cg\_killBeep : Plays a sound when you kill someone

cg\_levelTimerDefaultTimeLimit : Sets the default time limit for specific level timer directions

cg\_levelTimerDirection : Change how the timer behaves. Quake Live style: 1, count up and don't reset for OT: 2, count down even for OT: 3.

cg\_loadDefaultMenus : Loads the default QL scoreboard

cg\_localTime : Draws your local time on the scoreboard

cg\_localTimeStyle : Changes how your local time is dispalyed when cg\_localTime 1. 24-hour clock: 1, 12-hour clock: 2

cg\_markFadeTime : How fast burn marks fade

cg\_marks : Enables projectile decal marks on walls

cg\_markTime : How long burn marks last before they start to fade

cg\_mouseSeekPollInterval : How often to check for mouse mevements and issue fastforward/rewind call

cg\_mouseSeekscale : How quickly you fastforward/rewind with +mouseseek

cg\_muzzleFlash : Show a flash from the muzzle when firing

cg\_noItemUseMessage : Draw the no item message when you press +button2 and have no item.

cg\_noItemUseSound : Enable the sound played when you press +button2 and have no item.

cg\_noplayeranims : Disables player model animations, showing only the first frame in the model's animation sequence

cg\_nopredict : A value of 1 makes you wait for the server to receive any movements before actually performing them.

cg\_noProjectileTrail : Disables all projectile smoke trails

cg\_noTaunt : Disables all taunts

cg\_obituaryBlueTeamColor : The color of obituaries for the blue team

cg\_obituaryFadeTime : How long it takes obituaries to fade.

cg\_obituaryIconScale : The size of the obituary icon

cg\_obituaryRedTeamColor : The color of obituaries for the red team

cg\_obituaryTime : How long obituaries appear for

cg\_obituaryTokens : Sets how the teamkill frag messages are displayed in freezetag

cg\_oldRocket : Set the rocket explosion style. Normal: 1, with plume: 2.

cg\_plasmaStyle : Controls the plasma effect. Normal: 1, Particle trail: 2

cg\_playerLeanScale : Sets how much the player model leans depending on their movement speed

cg\_playerShader : Sets what shader is used when a player is visible. Should be used in conjunction with cg\_wh.

cg\_predictItems : Client prediction for picking up items

cg\_printSkillRating : Add a message to the chat area indicating a player's skill rating when they connect or disconnect

cg\_printTimeStamps : Enable console timestamps

cg\_qlFontScaling : How small fonts behave. Switch fonts when they become small: 1, Always use 24-point font: 2.

cg\_qlhud : Use the Quake Live hud

cg\_quadFireSound : Enable the loud quad fire sound

cg\_quadKillCounter : Draw a HUD item to count your kills since Quad Damage Pickup

cg\_scoreBoardAtIntermission : Draw the scoreboard at the end of the game

cg\_scoreBoardSpectatorScroll : Scroll the spectator names across the bottom of the scoreboard

cg\_scoreBoardStyle : The scoreboard style. Normal: 1, use player icons instead of flags for non-duel games: 2.

cg\_scoreBoardWhenDead : Draw the scoreboard while you're dead.

cg\_scorePlums : Displays scores in the game world when you score points, like a kill or a flag pickup or a flag capture

cg\_screenDamage : No Info

cg\_screenDamage\_Self : No Info

cg\_screenDamage\_Team : No Info

cg\_screenDamageAlpha : No Info

cg\_screenDamageAlpha\_self : No Info

cg\_screenDamageAlpha\_Team : No Info

cg\_shadows : Draws a shadow underneath the player. Blob: 1, Detail: 2, Dark Detail: 3

cg\_shotgunImpactSparks : Emit sparks when a player is hit by the shotgun

cg\_shotgunmarks : Displays burn marks on walls made by shotgun pellets

cg\_shotgunRandomness : How random shotgun pellets are when cg\_shotgunStyle 2

cg\_shotgunStyle : Sets the shotgun style. Quake 3: 0, Quake Live: 1, Quake Live with randomness: 2

cg\_showmiss : Displays missed packets and predictions on the HUD

cg\_simpleItems : Replace 3D world items with 2D icons

cg\_simpleItemScale : Scales the icon size of items when cg\_simpleItems 1

cg\_smokeRadius\_breath : The size of the frosty breath on cold maps

cg\_smokeRadius\_dust : The size of the dust kickup from "dusty" surfaces.

cg\_smokeRadius\_flight : Size of the flight smoke trail.

cg\_smokeRadius\_GL : Size of smoke emitted from grenades.

cg\_smokeRadius\_haste : Size of the haste smoke trail.

cg\_smokeRadius\_NG : Size of smoke emitted from nails.

cg\_smokeRadius\_PL : Size of smoke emitted from proximity mines

cg\_smokeRadius\_RL : Size of smoke emitted from rockets.

cg\_smokeRadius\_SG : Size of smoke emitted from shotgun.

cg\_smoothClients : Smooth out other players’ movement when they experience packet loss.

cg\_spawnArmorTime : How long the spawn armor visuals appear for

cg\_stats : Displays client frames in sequence with the exception of missing frames

cg\_stereoSeparation : Splits color channels

cg\_swingSpeed : Speed in which player models rotate to match the player's view

cg\_teamChatBeep : Enable team chat beeps

cg\_teamChatBeepMaxTime : Doesn't allow chat beeps to play more often than this, to eliminate spam while still having chat beeps

cg\_teamChatHeight : How tall chat is (chat lines)

cg\_teamChatsOnly : Only print chat lines from teammates not from opponents or specators.

cg\_teamChatTime : How long team chat lasts

cg\_teamHeadColor : The color of your teammate's head

cg\_teamHeadSkin : Your teammate's head skin

cg\_teamKillWarning : Sets the teamkill frag message

cg\_teamLegsColor : The color of your teammate's legs

cg\_teamLegsSkin : Your teammate's legs skin

cg\_teamModel : Sets the model that all your teammates will be forced to

cg\_teamRailColor1 : The forced color1 of your teammate's rails if cg\_teamRailColor1Team 1

cg\_teamRailColor1Team : Enable forced coloring of color1 for your team

cg\_teamRailColor2 : The forced color2 of your teammate's rails if cg\_teamRailColor2Team 1

cg\_teamRailCOlor2Team : Enable forced coloring of color2 for your team

cg\_teamRailItemColor : The color of team rail items

cg\_teamRailItemColorTeam : Enable forced coloring of team rail items

cg\_teamRailNudge : ???

cg\_teamRailRings : Enable rail rings on team rail beams

cg\_teamTorsoColor : The color of your teammate's torso

cg\_teamTorsoSkin : Your teammate's torso skin

cg\_testQlFont : Replaces all uses of Quake 3 monospace font with quakelive's font, for testing

cg\_thirdPerson : Switch to third person view

cg\_thirdPersonAngle : Third person view camera angle on Z-axis towards player (0-359 degrees)

cg\_thirdPersonrange : Maximum distance the third person view is from the player

cg\_timescaleFadeEnd : Allow timescales to fade into eachother

cg\_timescaleFadeSpeed : How long it takes for one timescale to fade into another when switching

cg\_tracerchance : How often you will get a tracer bullet

cg\_tracerlength : Sets length of tracer bullets

cg\_tracerwidth : Sets width of tracer bullets

cg\_trueLightning : Flexibility factor for lightning gun shaft.

cg\_useDefaultTeamSkins : If you don't have forced team models, you can set to 0 and see your teammates chosen skin instead of red/blue

cg\_useOriginalInterpolation : Tries to match the server view with respect to player models and missiles. Compensates for ping and player movement.

cg\_vibrate : Enable screen vibrations when there is an explosion near the player

cg\_vibrateForce : The strength of the screen vibration

cg\_vibrateMaxDistance : How far away an explosion has to be to shake the screen

cg\_vibrateTime : How long screen vibrations last.

cg\_viewsize : Percentage of screen the game appears on

cg\_warmupTime : Draw the warmup time. Draw 0 on clock: 0, draw time in warmup and "warmup" string: 1, draw 0 and "warmup" string: 2.

cg\_waterWarp : Slowly warps the view while submerged in water

cg\_wh : Draws a quad shader around all player models through walls.

cg\_whShader : Sets the shader applied to models seen through walls via cg\_wh.

cg\_zoomfov : Zoomed-in field of view factor