Console Variables
This document covers every cvar exposed by the Area 51 client mod. CVars can be set in the console, bound to keys, or placed in your config file. Most settings are saved to your config automatically.
View & FOV
| Cvar | Default | Description |
|---|---|---|
cg_zoomTime | 150 | Duration of the zoom-in/out transition in milliseconds. |
cg_zoomSensitivityAuto | 1 | 1 = automatically scale mouse sensitivity proportionally when zoomed. |
cg_zoomSensitivityMultiplier | 0.1 | Sensitivity multiplier applied while zoomed. Only active when cg_zoomSensitivityAuto 1. |
Gun & Weapon
| Cvar | Default | Description |
|---|---|---|
cg_autoswitch | 0 | 1 = automatically switch to a newly picked-up weapon if it is stronger. 2 automatically switch to the first picked-up weapon after a spawn. |
cg_gunX | 0 | X-axis offset of the gun model (right/left). |
cg_gunY | 0 | Y-axis offset of the gun model (forward/back). |
cg_gunZ | 0 | Z-axis offset of the gun model (up/down). |
cg_gunColor | white | Tint color applied to the weapon model. Accepts color names or hex. |
cg_gunAlpha | 0.1 | Transparency of the color tint on the weapon model (0.0–1.0). |
cg_muzzleFlash | 0 | 0 = no muzzle flash. 1 = enable muzzle flash effect. |
cg_noLeadSounds | 0 | 1 = suppress "taking the lead" / "you're losing" announcer sounds. |
cg_noTaunt | 0 | 1 = silence player taunt sounds from all players. |
Per-weapon gun model visibility
Each cvar overrides cg_drawGun for that specific weapon. -1 inherits the global setting.
| Cvar | Default | Description |
|---|---|---|
cg_drawGunGauntlet | -1 | Show/hide gauntlet model. |
cg_drawGunMachinegun | -1 | Show/hide machinegun model. |
cg_drawGunShotgun | -1 | Show/hide shotgun model. |
cg_drawGunGrenadeLauncher | -1 | Show/hide grenade launcher model. |
cg_drawGunRocketLauncher | -1 | Show/hide rocket launcher model. |
cg_drawGunLightning | -1 | Show/hide lightning gun model. |
cg_drawGunRailgun | -1 | Show/hide railgun model. |
cg_drawGunPlasmagun | -1 | Show/hide plasma gun model. |
cg_drawGunBFG | -1 | Show/hide BFG model. |
Crosshair — Global
| Cvar | Default | Description |
|---|---|---|
cg_drawCrosshair | 10 | Crosshair style. 0 = off. 1–N = different crosshair shapes. -1 per-weapon cvars inherit this. |
cg_crosshairSize | 24 | Base crosshair size in screen pixels. |
cg_crosshairAspectRatioFix | 1 | 1 = correct crosshair proportions for non-4∶3 aspect ratios. |
cg_crosshairHealth | 0 | 1 = tint the crosshair based on current health (green → red as health drops). |
cg_crosshairColor | White | Default crosshair color. Accepts color names or hex RGB values. |
cg_crosshairAlpha | 1.0 | Crosshair opacity (0.0 = invisible, 1.0 = fully opaque). |
cg_crosshairX | 0 | Horizontal pixel offset from screen center. |
cg_crosshairY | 0 | Vertical pixel offset from screen center. |
cg_crosshairPulse | 0 | 1 = scale crosshair outward briefly when you fire. |
cg_crosshairAutoScale | 0 | 1 = automatically scale crosshair with resolution. |
cg_crosshair45 | 0 | 1 = rotate the main crosshair 45 degrees. |
cg_drawCrosshairNames | 3 | Show player name when aiming at them. 0 = off, 1 = all players, 2 = team only, 3 = enemy name + health. |
cg_crosshairNamesY | 174 | Vertical screen position of the crosshair name banner. |
cg_crosshairNamesHealth | 1 | 1 = append the target's health value next to their name. |
cg_crosshairNameScale | 1.0 | Scale factor for the crosshair name/health text. |
Crosshair — Per-weapon
Per-weapon overrides let each weapon carry its own crosshair style and size. A value of -1
falls back to the global cg_drawCrosshair / cg_crosshairSize settings.
| Cvar | Default | Description |
|---|---|---|
cg_drawCrosshairGauntlet | -1 | Crosshair style for the gauntlet. |
cg_drawCrosshairMachinegun | -1 | Crosshair style for the machinegun. |
cg_drawCrosshairShotgun | -1 | Crosshair style for the shotgun. |
cg_drawCrosshairGrenadeLauncher | -1 | Crosshair style for the grenade launcher. |
cg_drawCrosshairRocketLauncher | -1 | Crosshair style for the rocket launcher. |
cg_drawCrosshairLightning | -1 | Crosshair style for the lightning gun. |
cg_drawCrosshairRailgun | -1 | Crosshair style for the railgun. |
cg_drawCrosshairPlasmagun | -1 | Crosshair style for the plasma gun. |
cg_drawCrosshairBFG | -1 | Crosshair style for the BFG. |
cg_crosshairSizeGauntlet | -1 | Crosshair size override for the gauntlet. |
cg_crosshairSizeMachinegun | -1 | Crosshair size override for the machinegun. |
cg_crosshairSizeShotgun | -1 | Crosshair size override for the shotgun. |
cg_crosshairSizeGrenadeLauncher | -1 | Crosshair size override for the grenade launcher. |
cg_crosshairSizeRocketLauncher | -1 | Crosshair size override for the rocket launcher. |
cg_crosshairSizeLightning | -1 | Crosshair size override for the lightning gun. |
cg_crosshairSizeRailgun | -1 | Crosshair size override for the railgun. |
cg_crosshairSizePlasmagun | -1 | Crosshair size override for the plasma gun. |
cg_crosshairSizeBFG | -1 | Crosshair size override for the BFG. |
Crosshair — Decoration & Action Feedback
The decoration system renders a secondary crosshair layer (e.g. corner brackets or dots) around the main reticle. The action system temporarily scales or recolors the crosshair and its decoration when a hit is confirmed.
Decoration
| Cvar | Default | Description |
|---|---|---|
cg_crosshairDecor | 0 | Decoration crosshair style. 0 = off. |
cg_crosshairDecorSize | 24 | Size of the decoration crosshair. |
cg_crosshairDecorColor | white | Color of the decoration crosshair. |
cg_crosshairDecorOpaque | 0 | 1 = disable transparency on the decoration crosshair. |
cg_crosshairDecor45 | 0 | 1 = rotate the decoration 45 degrees. |
Hit-confirmation feedback — main crosshair
| Cvar | Default | Description |
|---|---|---|
cg_crosshairAction | 0 | Effect triggered on hit. 0 = none, 1 = grow, 2 = shrink, etc. |
cg_crosshairActionColor | red | Color the crosshair flashes to on hit. |
cg_crosshairActionScale | 2.0 | Scale multiplier applied to the crosshair at the peak of the hit flash. |
cg_crosshairActionTime | 400 | Duration of the hit-confirmation animation in milliseconds. |
Hit-confirmation feedback — decoration
| Cvar | Default | Description |
|---|---|---|
cg_crosshairDecorAction | 4 | Hit-confirmation effect on the decoration layer. |
cg_crosshairDecorActionColor | red | Color the decoration flashes to on hit. |
cg_crosshairDecorActionScale | 2.0 | Scale multiplier for the decoration at the peak of the hit flash. |
cg_crosshairDecorActionTime | 400 | Duration of the decoration hit-confirmation animation in milliseconds. |
HUD & Display
| Cvar | Default | Description |
|---|---|---|
cg_drawStatus | 1 | 1 = show the main status bar (health, armor, ammo). |
cg_drawTimer | 1 | 1 = show the match countdown / elapsed timer. |
cg_drawFPS | 0 | 1 = display the current frames-per-second counter. |
cg_fpsScale | 1 | Scale factor for the FPS counter text. |
cg_fpsAlpha | 0.5 | Opacity of the FPS counter (0.0–1.0). |
cg_draw3dIcons | 1 | 1 = render weapon/item icons as 3D models; 0 = flat 2D sprites. |
cg_drawIcons | 1 | 1 = show item icons on the HUD (ammo, armor, health). |
cg_drawAmmoWarning | 1 | 1 = flash an ammo warning when running low. |
cg_drawAttacker | 1 | 1 = show the icon and name of the player who last hurt you. |
cg_attackerScale | 1.0 | Scale of the attacker indicator. |
cg_drawRewards | 1 | 1 = show reward / medal icons (Impressive, Excellent, etc.). |
cg_rewardScale | 1.0 | Scale factor for reward/medal icons. |
cg_drawPickup | 2 | Item pickup notification. 0 = off, 1 = icon, 2 = icon + name. |
cg_drawPickupY | 0.0 | Vertical offset for the pickup notification. |
cg_pickupScale | 1.0 | Scale of pickup notification icons/text. |
cg_pickupFadeTime | 3.0 | Time in seconds before pickup notification fades out. |
cg_pickupTimer | 1 | 1 = show the seconds the item was picked up. 2 = show the exact time the item was picked up. |
cg_lagometer | 1 | 1 = show the lag-o-meter (network jitter graph). |
cg_lagometerScale | 0.9 | Scale of the lag-o-meter widget. |
cg_drawPing | 0 | 1 = display your current ping separately from the lag-o-meter. |
cg_pingScale | 1 | Scale of the ping counter text. |
cg_pingAlpha | 0.5 | Opacity of the ping counter. |
cg_realPing | 0 | 1 = show your measured round-trip ping rather than the server's value. |
cg_drawScore | 1 | 1 = show the current score or frag count on the HUD. |
cg_scorePlums | 1 | 1 = show floating "+1" plums when you score a frag. |
cg_fragScale | 1.0 | Scale of the frag/score HUD element. |
cg_drawSpeed | 0 | 1 = display your current movement speed. |
cg_drawSpeed3D | 0 | 1 = include the vertical component of velocity. |
cg_speedScale | 1.0 | Scale of the speed meter text. |
cg_speedAlpha | 0.5 | Opacity of the speed meter. |
cg_drawCenterMessages | 1 | 1 = display center-screen messages (e.g. "You fragged X"). |
cg_serverMessageScale | 0.8 | Scale of server-broadcast center messages. |
cg_drawWeaponStats | 0 | 1 = show a real-time weapon accuracy panel on the HUD. |
cg_weaponStatsScale | 1.0 | Scale of the weapon stats panel. |
cg_simpleItems | 0 | 1 = replace item models with flat 2D sprites for better visibility. |
cg_itemFx | 7 | Bitmask for item visual effects: 1 = bob, 2 = spin, 4 = glow. 7 = all. |
cg_forceModel | 0 | 1 = force all players to render using your own model and skin. |
cg_modelJump | 0 | 1 = show the jump animation in the player model when airborne. |
cg_enableBreath | 1 | 1 = show a breath-puff effect on supported maps. |
cg_voteScale | 1.0 | Scale of the vote notification text. |
cg_noVoteBeep | 0 | 1 = silence the beep when a vote is called. |
Status Bar
The status bar shows your health, armor, ammo, and weapon icon in the lower HUD area.
| Cvar | Default | Description |
|---|---|---|
cg_statusBar | 0 | Status bar layout style. 0 = classic Q3 layout. 2 = quake live. 3 quake live / left ammo. 4 quake live / hidden ammo |
cg_statusBarSlim | 0 | 1 = use a slimmer/compact variant of the status bar. |
cg_statusBarHead | 1 | 1 = show the player head portrait in the status bar. |
cg_statusBarArmorIcon | 1 | 1 = show the armor type icon in the status bar. |
cg_statusBarBg | 1 | 1 = draw the status bar background panel. |
cg_statusBarFont | "" | Font override for status bar text. Empty = use the default font. |
cg_powerupScale | 0.75 | Scale of the active power-up icons displayed beside the status bar. |
cg_holdableScale | 1 | Scale of the holdable item icon (teleporter, medkit, etc.). |
Visual Effects
General effects
| Cvar | Default | Description |
|---|---|---|
cg_teamRails | 0 | 1 = tint railgun trails using team colors instead of the player's rail color. |
cg_nomip | 511 | Bitmask controlling which texture groups skip mipmapping for sharper rendering at distance. 511 = all groups. |
cg_powerupBlink | 0 | 1, 2, 3: Different blinking patterns, controlling when the powerup effect is visible based on the game time and the player's order indicator. |
Dead body rendering
| Cvar | Default | Description |
|---|---|---|
cg_deadBodyFilter | 0 | 0 = show all corpses. Higher values reduce the number of rendered corpses. |
cg_deadBodyInvisible | 0 | 1 = make all corpses invisible after death. |
cg_deadBodyBlack | 1 | 1 = render dead bodies as dark silhouettes to reduce visual clutter. |
Weapon Visual Styles
These let you replace the default Q3 projectile and beam appearances with alternate visuals.
| Cvar | Default | Description |
|---|---|---|
cg_grenadeStyle | 0 | Grenade visual style index. 0 = default. |
cg_lightningStyle | 13 | Lightning gun beam style index. |
cg_plasmaStyle | 0 | Plasma gun bolt style index. |
cg_explosionStyle | 0 | Explosion effect style. 0 = classic Q3. |
cg_rocketStyle | 0 | Rocket projectile style. 0 = classic Q3. |
cg_lightningImpact | 0 | 1 = show a spark/impact effect where the lightning beam hits. |
cg_lightningHide | 0 | 1 = hide the lightning gun beam entirely (fire audio only). |
cg_lightningHideCrosshair | 0 | 1 = hide the crosshair while the lightning gun is firing. |
cg_lightningSilent | 0 | 1 = mute the lightning gun firing sound. |
cg_flagStyle | 0 | CTF flag model style. 0 = classic, other values select alternate models. |
Smoke Effects
Fine-grained control over grenade and rocket smoke trails.
| Cvar | Default | Description |
|---|---|---|
cg_smoke_sg | 1 | 1 = enable smoke puff on shotgun blast. |
cg_smokegrowth_gl | 1 | 1 = grenade launcher smoke expands over time. |
cg_smokegrowth_rl | 1 | 1 = rocket launcher smoke expands over time. |
cg_smokeradius_gl | 32 | Maximum smoke cloud radius for the grenade launcher. |
cg_smokeradius_rl | 64 | Maximum smoke cloud radius for the rocket launcher. |
cg_smokedensity_gl | 50 | Smoke particle density for the grenade launcher (0–100). |
cg_smokedensity_rl | 50 | Smoke particle density for the rocket launcher (0–100). |
Dynamic Lights (per weapon)
Each cvar sets the hex RGB color (RRGGBB) of the dynamic point light emitted by a weapon's
muzzle flash or projectile.
| Cvar | Default | Weapon |
|---|---|---|
cg_dlightGauntlet | 9999FF | Gauntlet |
cg_dlightMG | FFFF00 | Machinegun |
cg_dlightSG | FFFF00 | Shotgun |
cg_dlightGL | FFBF00 | Grenade launcher |
cg_dlightRL | FFBF00 | Rocket launcher |
cg_dlightLG | 9999FF | Lightning gun |
cg_dlightRG | FF8000 | Railgun |
cg_dlightPG | 9999FF | Plasma gun |
cg_dlightBFG | FFB2FF | BFG |
Player Models & Colors
Force-model global overrides
| Cvar | Default | Description |
|---|---|---|
cg_forceColors | 0 | 1 = force all players to use your configured team/enemy colors rather than their chosen colors. |
cg_enemyModel | "" | Model/skin path to use for all enemy players (e.g. keel/default). |
cg_enemyColors | "" | 4-character color code (head, torso, legs, rail) applied to enemy players. |
cg_teamModel | "" | Model/skin path for all teammates. |
cg_teamColors | "" | 4-character color code for teammates. |
cg_enemyModelStyle | 0 | Enemy model rendering style. 0 = standard model + skin; other values use flat shading. |
cg_teamModelStyle | 0 | Team model rendering style. |
Per-player colour tables
These accept a color list that maps per-player slot to a specific color, allowing every player to have a visually unique appearance.
| Cvar | Default | Description |
|---|---|---|
cg_playerModelColors | "" | Per-player-slot model colors for the local player's team. |
cg_playerRailColors | "" | Per-player-slot rail trail colors for the local player's team. |
cg_playerFrozenColor | "" | Color applied to the local player when frozen (freeze tag). |
cg_teamModelColors | "" | Per-player-slot model colors for teammates. |
cg_teamRailColors | "" | Per-player-slot rail colors for teammates. |
cg_teamFrozenColor | "" | Freeze tint color for frozen teammates. |
cg_enemyModelColors | "" | Per-player-slot model colors for enemies. |
cg_enemyRailColors | "" | Per-player-slot rail colors for enemies. |
cg_enemyFrozenColor | "" | Freeze tint color for frozen enemies. |
cg_enemyModelColorsUnique | 0 | 1 = ensure each enemy receives a visually distinct color even when cg_enemyModelColors overlaps. |
cg_uniqueColorTable | 2 | Color palette used for unique player identification. 0 = off, 1 = basic (8 colors), 2 = extended. |
cg_playersXID | 0 | 1 = use extended player IDs for stable per-player color/model assignments across name changes. |
Glow Effects
Adds a colored halo around player models.
| Cvar | Default | Description |
|---|---|---|
cg_enemyGlow | 0 | 1 = enable glow effect on enemy players. |
cg_enemyGlowAlpha | 0.2 | Opacity of the enemy glow (0.0–1.0). |
cg_enemyGlowColor | -1 | Color of the enemy glow. -1 = use enemy model color automatically. |
cg_teamGlow | 0 | 1 = enable glow effect on teammates. |
cg_teamGlowAlpha | 0.2 | Opacity of the teammate glow. |
cg_teamGlowColor | -1 | Color of the teammate glow. -1 = use team model color automatically. |
cg_spectGlow | 0 | 1 = apply a glow to the local player model while spectating. |
Outline Effects
Renders a solid colored border around player silhouettes, useful for visibility.
Enemy outlines
| Cvar | Default | Description |
|---|---|---|
cg_enemyOutline | 0 | 1 = draw outlines around enemy players. |
cg_enemyOutlineSize | 2 | Pixel thickness of the enemy outline. |
cg_enemyOutlineAlpha | 1.0 | Opacity of the enemy outline. |
cg_enemyOutlineColors | 222 | 3-digit shorthand RGB hex for the enemy outline color (e.g. 222 = dark grey). |
cg_enemyOutlineUnique | 0 | 1 = assign each enemy a unique outline color for individual identification. |
Team outlines
| Cvar | Default | Description |
|---|---|---|
cg_teamOutline | 0 | 1 = draw outlines around teammates. |
cg_teamOutlineSize | 2 | Pixel thickness of the team outline. |
cg_teamOutlineAlpha | 0.5 | Opacity of the team outline. |
cg_teamOutlineColors | 777 | 3-digit shorthand RGB hex for the team outline color. |
Audio & Sound
| Cvar | Default | Description |
|---|---|---|
s_ambient | 1 | 1 = play ambient (environmental) sounds. 0 = disable all ambient audio. |
cg_damageSound | 0 | 1 = play a sound when you take damage. |
cg_killBeep | 0 | 1 = play a beep when you confirm a kill. |
cg_hitSounds | 0 | Hit-sound mode. 0 = off. 1 = tone on enemy hit. 2 = tone on team hit. Bitmask. |
cg_lightningHitsoundRateFix | 1 | 1 = fix lightning gun hit sounds firing at incorrect rates at high FPS. |
cg_stackHitSounds | 1 | 1 = merge rapid-fire hit sounds into a single blended tone. |
cg_stackHitSoundsTimeout | 500 | Time window in ms within which multiple hits are stacked into one sound. |
cg_noChatBeep | 0 | 1 = suppress the beep played on incoming global chat messages. |
cg_noTeamChatBeep | 0 | 1 = suppress the beep played on incoming team chat messages. |
cg_noLeadSounds | 0 | 1 = disable "taking the lead" and "you're losing" announcer lines. |
cg_noTaunt | 0 | 1 = mute all player taunt audio. |
cg_footsteps | 1 | 1 = play footstep sounds. |
Custom sound packs
Allows substituting sounds per relationship group by providing a sound bank identifier.
| Cvar | Default | Description |
|---|---|---|
cg_mySound | "" | Custom hit-sound identifier for shots that hit enemies on the local player's behalf. |
cg_teamSound | "" | Custom sound pack for teammate audio events. |
cg_enemySound | "" | Custom sound pack for enemy audio events. |
cg_myFootsteps | "" | Custom footstep sound pack for the local player. |
cg_teamFootsteps | "" | Custom footstep sound pack for teammates. |
cg_enemyFootsteps | "" | Custom footstep sound pack for enemies. |
Team Overlay & Team Indicator
Team overlay (traditional)
The classic team overlay lists all teammates with their health, armor, and location.
| Cvar | Default | Description |
|---|---|---|
cg_drawTeamOverlay | 1 | 1 = show the team overlay panel. |
teamoverlay | 0 | Internal; mirrors cg_drawTeamOverlay to the server so teammates know you are watching. |
cg_teamOverlayScale | 1.0 | Scale of the team overlay panel. |
cg_teamOverlayAutoColor | 1 | 1 = automatically color each row based on the player's health level. |
cg_teamOverlayBackground | 1 | 1 = draw a background behind the team overlay text. |
cg_teamOverlayMaxPlayers | 8 | Maximum number of teammates shown in the overlay. |
Team indicator (heads-up display)
The team indicator is a compact panel placed directly on the HUD showing per-player health and location without taking as much screen space as the overlay.
| Cvar | Default | Description |
|---|---|---|
cg_teamIndicator | 1 | 1 = enable the HUD team indicator panel. |
cg_teamIndicatorScale | 1.0 | Scale factor for the team indicator. |
cg_teamIndicatorAlpha | 1 | Opacity of the team indicator. |
cg_teamIndicatorBgColor | 444444 | Background panel color as a hex RGB string. |
cg_teamIndicatorBgAlpha | 0 | Opacity of the team indicator background panel. 0 = transparent. |
cg_teamIndicatorOffset | 12 | Pixel offset between indicator rows. |
cg_teamIndicatorMaxLength | 13 | Maximum character length for a player name displayed in the indicator. |
cg_teamIndicatorFont | 4 | Font index used for the team indicator text. |
cg_teamIndicatorHealth | 1 | 1 = include health values in the team indicator. |
cg_teamIndicatorNames | 1 | 1 = include player names in the team indicator. |
Team-related draw settings
| Cvar | Default | Description |
|---|---|---|
cg_drawFriend | 1 | 1 = render a friend icon above teammates visible in the world. |
cg_friendlyWallhack | 1 | 1 = show teammate position indicators through walls. |
cg_teamChatReverse | 1 | 1 = display newest team chat messages at the top of the panel. |
cg_teamChatY | 420 | Vertical screen position of the team chat window. |
Friend HUD Markers
Floating icons attached to visible teammates in the 3D world.
| Cvar | Default | Description |
|---|---|---|
cg_friendHudMarker | 1 | 1 = show HUD markers above teammates. |
cg_friendHudMarkerMaxDist | 0 | Maximum distance at which markers are shown. 0 = no limit. |
cg_friendHudMarkerSize | 1.75 | Base size of the friend marker icon. |
cg_friendHudMarkerMaxScale | 0.5 | Maximum icon scale (for nearby teammates). |
cg_friendHudMarkerMinScale | 0.0 | Minimum icon scale (for distant teammates). |
Ping Location System
The ping location system lets players mark positions on the map for teammates, displayed in the world and on the HUD.
| Cvar | Default | Description |
|---|---|---|
cg_pingLocation | 3 | 0 = off, 1 = 3D world marker only, 2 = HUD icon only, 3 = both. |
cg_pingEnemyStyle | 4 | Visual style used for enemy ping indicators. |
cg_pingLocationTime | 1000 | Duration in ms for the animated (growing) phase of the ping marker. |
cg_pingLocationTime2 | 3500 | Duration in ms for the static phase of the ping marker before it fades. |
cg_pingLocationSize | 70 | Maximum size of the ping marker at peak animation. |
cg_pingLocationSize2 | 30 | Resting size of the ping marker after the animation completes. |
cg_pingLocationHud | 1 | 1 = show a HUD icon for pings that are off-screen. |
cg_pingLocationHudSize | 1.0 | Scale of the off-screen HUD ping icon. |
cg_pingLocationBeep | 1 | 1 = play a beep when a teammate places a ping. |
cg_flagPOIs | 0 | 1 = show point-of-interest markers for CTF flags. |
cg_poiMaxWidth | 32.0 | Maximum screen width of a POI icon. |
cg_poiMinWidth | 16.0 | Minimum screen width of a POI icon (at maximum distance). |
Chat & Console
Display layout
| Cvar | Default | Description |
|---|---|---|
cg_newConsole | 0 | 1 = use the new-style console renderer with improved layout. |
cg_commonConsole | 0 | 1 = merge chat and console messages into a single shared stream. |
cg_consoleLines | 3 | Number of lines shown in the in-game console overlay. |
cg_commonConsoleLines | 6 | Number of lines shown when cg_commonConsole is enabled. |
cg_chatLines | 6 | Number of lines shown in the chat area. |
con_notifytime | 3 | Time in seconds console notification lines remain visible. |
Chat enable/filter
| Cvar | Default | Description |
|---|---|---|
cg_chatEnable | 3 | Bitmask: 1 = show global chat, 2 = show team chat. 3 = both, 0 = silence all. |
ch_TeamchatOnly | 0 | 1 = suppress global chat; display team chat only. |
ch_FilterLocationsTeamchat | 0 | 1 = strip [location] tags from incoming team-chat messages. |
cg_MaxlocationWidth | 16 | Maximum character width for location name strings in chat. |
Timing & display
| Cvar | Default | Description |
|---|---|---|
cg_chatTime | 15000 | Time in ms chat messages remain visible before fading. |
cg_consoleTime | 15000 | Time in ms console notification lines remain visible. |
cg_teamChatTime | 15000 | Time in ms team chat messages remain visible. |
Chat event notices
| Cvar | Default | Description |
|---|---|---|
cg_fragMessage | 1 | 1 = show a chat notification when you score a frag. |
ch_Obituaries | 1 | 1 = display kill obituaries in the chat area. |
cg_conObituaries | 1 | 1 = also echo obituaries to the console. |
ch_Pickupitem | 1 | 1 = show item pickup notifications in the chat area. |
ch_recordMessage | 1 | 1 = display a message when demo recording starts or stops. |
ch_teamBackground | 1 | 1 = draw a semi-transparent background behind team chat lines. |
cg_NoMOTDDisplayDuringDemo | 0 | 1 = suppress the server MOTD when playing back a demo. |
Font & scale
| Cvar | Default | Description |
|---|---|---|
cg_font | 5 | Global HUD font index. |
cg_fontScale | 1.0 | Global scale multiplier applied to all HUD font rendering. |
cg_fontShadow | 1 | 1 = render a drop shadow behind HUD text. |
cg_consoleScale | 1.0 | Scale of the console overlay text. |
cg_chatScale | 1.2 | Scale of chat message text. |
cg_teamChatScale | 1.2 | Scale of team chat message text. |
cg_timerScale | 1.0 | Scale of the match timer. |
Damage & Health Indicators
Damage direction & visual feedback
| Cvar | Default | Description |
|---|---|---|
cg_damageDraw | 1 | 1 = draw the directional damage indicator (edge flash showing where hits come from). |
cg_damageIndicatorScale | 1.0 | Size scale of the damage direction indicator. |
cg_damageIndicatorOpaque | 0 | 1 = render the damage indicator without transparency. |
cg_damageKick | 0 | 1 = apply a view-kick effect when you take damage. |
cg_fallKick | 0 | 1 = apply a view-kick effect on hard landings. |
cg_damagePlums | 0 | 1 = show floating damage numbers above targets when you hit them. |
cg_damagePlumScale | 0.75 | Scale of floating damage number text. |
Health color levels
| Cvar | Default | Description |
|---|---|---|
cg_healthColorLevels | 1 | 1 = color-code health values (e.g. green/yellow/red thresholds). |
cg_healthMid | 200 | Health value above which the color is considered "high" (green). |
cg_healthLow | 100 | Health value below which the color is considered "low" (red). |
cg_killerHealth | 1 | 1 = display the health of the player who killed you in the obituary message. |
Scores & Stats
| Cvar | Default | Description |
|---|---|---|
cg_altScoreboard | 1 | 1 = use the Area 51 alternate scoreboard layout. |
cg_hideScores | 0 | 1 = suppress the automatic scoreboard at intermission. |
cg_scoreNames | 1 | 1 = show player names in the score HUD widget. |
cg_scoreScale | 1 | Scale of score HUD elements. |
cg_scoreTransparency | 1.0 | Opacity of the scoreboard panel (0.0–1.0). |
cg_ignoreSpectatorBots | 1 | 1 = exclude spectator bots from the scoreboard and player lists. |
Weapon bar
| Cvar | Default | Description |
|---|---|---|
cg_weaponBar | 0 | Weapon bar style. 0 = show only on weapon switch; other values show persistently. |
cg_weaponBarAlways | 0 | 1 = keep the weapon bar visible at all times. |
cg_weaponBarScale | 0.9 | Scale of the weapon bar. |
cg_weaponBarNames | 1 | 1 = show abbreviated weapon names beside the bar icons. |
cg_weaponBarGauntlet | 0 | 1 = include the gauntlet slot in the weapon bar. |
cg_weaponBarAutoColor | 1 | 1 = automatically colorize weapon icons based on ammo amount. |
cg_weaponBarAutoColorBg | 0 | 1 = auto-color the weapon bar background. |
cg_weaponBarY | 0 | Vertical pixel offset for the weapon bar. |
Spectator & Follow
| Cvar | Default | Description |
|---|---|---|
cg_followkiller | 0 | 1 = automatically follow the player who killed you when you die. |
cg_followpowerup | 0 | 1 = automatically follow the player who picked up a power-up. |
cg_followviewcam | 1 | 1 = use the followed player's view orientation instead of a free camera angle. |
cg_followScale | 1.0 | Scale of HUD elements shown while spectating / following a player. |
Network & Performance
| Cvar | Default | Description |
|---|---|---|
cg_predictTeleport | 1 | 1 = predict teleporter exit position client-side to avoid pop. |
cg_predictStepOffset | 1 | 1 = use predictive smoothing for stair-step height changes. |
cg_oversampleMouse | 0 | 1 = sample mouse input at a higher frequency for smoother aim response. |
cg_projectileNudge | 0 | Nudge projectiles forward by a ping-based amount to reduce visual lag. |
Lag Compensation (Unlagged)
| Cvar | Default | Description |
|---|---|---|
cg_unlagged | 1 | 1 = enable lag compensation globally. |
cg_unlaggedMissiles | 1 | 1 = apply lag compensation to projectile-based weapons (rockets, grenades, plasma). |
cg_unlaggedHitscan | 1 | 1 = apply lag compensation to hitscan weapons (machinegun, lightning, railgun, shotgun). |
Miscellaneous
| Cvar | Default | Description |
|---|---|---|
cg_autoAction | 0 | Bitmask for automated actions: 1 = auto-screenshot at end-of-match, 2 = auto-record demo, 4 = screenshot at intermission. |
cg_execVstr | "" | A command string that the client executes on a configurable trigger event (scripting). |
cg_forceColors | 0 | 1 = force all visible players to use the configured enemy/team colors. |
cg_scoreNames | 1 | 1 = include player names in the in-game score HUD. |