

↑ “ Seems like you just can't handle the banter. its pretty consistent if underwhelming damage due to the COF out to like 50m though. Like people who think fun trash talking is calling everyone VS gay, or some other such uninspired BS.Īnd yes the chain gun has better effective range, but its pretty slow TTK at that range, usually leaving you open to the guy you are trying to kill getting headshots on you. ”I try to talk to people to, but the chat during prime time ends up being filled with people who arent exactly fun to talk with. anyways he got annoyed and ended up team killing me several times, including blowing up my MAX with AT mines. Sometimes it goes south, for instance I got in an argument with a fellow NC over the range of the Mini Chaingun compared to the Jackhammer(Back me up, the Chaingun has much more range, right?). you'll enjoy being killed by people you can hold a conversation with more than a stranger. If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).↑ “ I often use the chat, specifically /yell just to engage in casual conversation with friendlies and foes, not many players like talking though which honestly it ruins the fun of the game. Toggles showing which blocks are pending/loaded async.

In multiplayer games, don't repeat captions more often than this many seconds.Ĭlose caption delay before showing caption. Searches for soundname which emits specified text.Ĭurrent close caption language (empty = use game UI language)

Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) There is currently no known way to exit this mode without restarting the engine. When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.Ĭontrols the speed when matching offset to ideal angles in thirdperson viewĪmount of lag used when matching offset to ideal angles in thirdperson view Write buffered voice attachment data to file. +attack, +jump etc are used for spectator control instead of being passed on to spectated botĭraw a bbox Arguments: minx miny miny maxx maxy maxz īug : Activate the bug reporter.Īutomatically swaps the current weapon for the bug bait and back again. Takes a snapshot of a particular frame in a time demo.īind a key for a particular splitscreen player.īlink specified convar value between two values at the specified duration. Simulate a delay of up to a set msec per file operationĮnable all registered asynchronous tracking convars at onceĪuto_bug : create non-interactive bug report. Set the async filesystem mode (0 = async, 1 = synchronous)įorce async reads to serialize for profiling List all the currently registered anim events. Show the idle, walk, run, and/or sprint activities. 1 = show them for attacks, 2 = show them for tests. Maximum frametime to still play background expressions.ĭisable npc background expressions when you can't see them. If 2, it'll show non-solid entities that would do it if they were solid. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as CommandĮrases current game stats and writes out a blank stats file Help wheel input mode: RS | mouse movement in pixels before a move is treated as a drag mouse movement in pixels before a move is treated as a drag scroll in velocity for a drag scroll velocity for a drag scroll flick in velocity that the mouse must be moving as mouse up time to qualify as a drag scroll velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick in time that the mouse button must be down before a move is treated as a drag time that the mouse button must be down before a move is treated as a drag scroll in for flick velocity off of actual measured for flick velocity off of actual measured internal panorama refcounts for every float representing a scale factor for transitions.
