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.

305 cvars · 25 sections
1

View & FOV

CvarDefaultDescription
cg_zoomTime
150Duration of the zoom-in/out transition in milliseconds.
cg_zoomSensitivityAuto
11 = automatically scale mouse sensitivity proportionally when zoomed.
cg_zoomSensitivityMultiplier
0.1Sensitivity multiplier applied while zoomed. Only active when cg_zoomSensitivityAuto 1.
2

Gun & Weapon

CvarDefaultDescription
cg_autoswitch
01 = 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
0X-axis offset of the gun model (right/left).
cg_gunY
0Y-axis offset of the gun model (forward/back).
cg_gunZ
0Z-axis offset of the gun model (up/down).
cg_gunColor
whiteTint color applied to the weapon model. Accepts color names or hex.
cg_gunAlpha
0.1Transparency of the color tint on the weapon model (0.01.0).
cg_muzzleFlash
00 = no muzzle flash. 1 = enable muzzle flash effect.
cg_noLeadSounds
01 = suppress "taking the lead" / "you're losing" announcer sounds.
cg_noTaunt
01 = 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.

CvarDefaultDescription
cg_drawGunGauntlet
-1Show/hide gauntlet model.
cg_drawGunMachinegun
-1Show/hide machinegun model.
cg_drawGunShotgun
-1Show/hide shotgun model.
cg_drawGunGrenadeLauncher
-1Show/hide grenade launcher model.
cg_drawGunRocketLauncher
-1Show/hide rocket launcher model.
cg_drawGunLightning
-1Show/hide lightning gun model.
cg_drawGunRailgun
-1Show/hide railgun model.
cg_drawGunPlasmagun
-1Show/hide plasma gun model.
cg_drawGunBFG
-1Show/hide BFG model.
3

Crosshair — Global

CvarDefaultDescription
cg_drawCrosshair
10Crosshair style. 0 = off. 1N = different crosshair shapes. -1 per-weapon cvars inherit this.
cg_crosshairSize
24Base crosshair size in screen pixels.
cg_crosshairAspectRatioFix
11 = correct crosshair proportions for non-4∶3 aspect ratios.
cg_crosshairHealth
01 = tint the crosshair based on current health (green → red as health drops).
cg_crosshairColor
WhiteDefault crosshair color. Accepts color names or hex RGB values.
cg_crosshairAlpha
1.0Crosshair opacity (0.0 = invisible, 1.0 = fully opaque).
cg_crosshairX
0Horizontal pixel offset from screen center.
cg_crosshairY
0Vertical pixel offset from screen center.
cg_crosshairPulse
01 = scale crosshair outward briefly when you fire.
cg_crosshairAutoScale
01 = automatically scale crosshair with resolution.
cg_crosshair45
01 = rotate the main crosshair 45 degrees.
cg_drawCrosshairNames
3Show player name when aiming at them. 0 = off, 1 = all players, 2 = team only, 3 = enemy name + health.
cg_crosshairNamesY
174Vertical screen position of the crosshair name banner.
cg_crosshairNamesHealth
11 = append the target's health value next to their name.
cg_crosshairNameScale
1.0Scale factor for the crosshair name/health text.
4

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.

CvarDefaultDescription
cg_drawCrosshairGauntlet
-1Crosshair style for the gauntlet.
cg_drawCrosshairMachinegun
-1Crosshair style for the machinegun.
cg_drawCrosshairShotgun
-1Crosshair style for the shotgun.
cg_drawCrosshairGrenadeLauncher
-1Crosshair style for the grenade launcher.
cg_drawCrosshairRocketLauncher
-1Crosshair style for the rocket launcher.
cg_drawCrosshairLightning
-1Crosshair style for the lightning gun.
cg_drawCrosshairRailgun
-1Crosshair style for the railgun.
cg_drawCrosshairPlasmagun
-1Crosshair style for the plasma gun.
cg_drawCrosshairBFG
-1Crosshair style for the BFG.
cg_crosshairSizeGauntlet
-1Crosshair size override for the gauntlet.
cg_crosshairSizeMachinegun
-1Crosshair size override for the machinegun.
cg_crosshairSizeShotgun
-1Crosshair size override for the shotgun.
cg_crosshairSizeGrenadeLauncher
-1Crosshair size override for the grenade launcher.
cg_crosshairSizeRocketLauncher
-1Crosshair size override for the rocket launcher.
cg_crosshairSizeLightning
-1Crosshair size override for the lightning gun.
cg_crosshairSizeRailgun
-1Crosshair size override for the railgun.
cg_crosshairSizePlasmagun
-1Crosshair size override for the plasma gun.
cg_crosshairSizeBFG
-1Crosshair size override for the BFG.
5

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

CvarDefaultDescription
cg_crosshairDecor
0Decoration crosshair style. 0 = off.
cg_crosshairDecorSize
24Size of the decoration crosshair.
cg_crosshairDecorColor
whiteColor of the decoration crosshair.
cg_crosshairDecorOpaque
01 = disable transparency on the decoration crosshair.
cg_crosshairDecor45
01 = rotate the decoration 45 degrees.

Hit-confirmation feedback — main crosshair

CvarDefaultDescription
cg_crosshairAction
0Effect triggered on hit. 0 = none, 1 = grow, 2 = shrink, etc.
cg_crosshairActionColor
redColor the crosshair flashes to on hit.
cg_crosshairActionScale
2.0Scale multiplier applied to the crosshair at the peak of the hit flash.
cg_crosshairActionTime
400Duration of the hit-confirmation animation in milliseconds.

Hit-confirmation feedback — decoration

CvarDefaultDescription
cg_crosshairDecorAction
4Hit-confirmation effect on the decoration layer.
cg_crosshairDecorActionColor
redColor the decoration flashes to on hit.
cg_crosshairDecorActionScale
2.0Scale multiplier for the decoration at the peak of the hit flash.
cg_crosshairDecorActionTime
400Duration of the decoration hit-confirmation animation in milliseconds.
6

HUD & Display

CvarDefaultDescription
cg_drawStatus
11 = show the main status bar (health, armor, ammo).
cg_drawTimer
11 = show the match countdown / elapsed timer.
cg_drawFPS
01 = display the current frames-per-second counter.
cg_fpsScale
1Scale factor for the FPS counter text.
cg_fpsAlpha
0.5Opacity of the FPS counter (0.01.0).
cg_draw3dIcons
11 = render weapon/item icons as 3D models; 0 = flat 2D sprites.
cg_drawIcons
11 = show item icons on the HUD (ammo, armor, health).
cg_drawAmmoWarning
11 = flash an ammo warning when running low.
cg_drawAttacker
11 = show the icon and name of the player who last hurt you.
cg_attackerScale
1.0Scale of the attacker indicator.
cg_drawRewards
11 = show reward / medal icons (Impressive, Excellent, etc.).
cg_rewardScale
1.0Scale factor for reward/medal icons.
cg_drawPickup
2Item pickup notification. 0 = off, 1 = icon, 2 = icon + name.
cg_drawPickupY
0.0Vertical offset for the pickup notification.
cg_pickupScale
1.0Scale of pickup notification icons/text.
cg_pickupFadeTime
3.0Time in seconds before pickup notification fades out.
cg_pickupTimer
11 = show the seconds the item was picked up. 2 = show the exact time the item was picked up.
cg_lagometer
11 = show the lag-o-meter (network jitter graph).
cg_lagometerScale
0.9Scale of the lag-o-meter widget.
cg_drawPing
01 = display your current ping separately from the lag-o-meter.
cg_pingScale
1Scale of the ping counter text.
cg_pingAlpha
0.5Opacity of the ping counter.
cg_realPing
01 = show your measured round-trip ping rather than the server's value.
cg_drawScore
11 = show the current score or frag count on the HUD.
cg_scorePlums
11 = show floating "+1" plums when you score a frag.
cg_fragScale
1.0Scale of the frag/score HUD element.
cg_drawSpeed
01 = display your current movement speed.
cg_drawSpeed3D
01 = include the vertical component of velocity.
cg_speedScale
1.0Scale of the speed meter text.
cg_speedAlpha
0.5Opacity of the speed meter.
cg_drawCenterMessages
11 = display center-screen messages (e.g. "You fragged X").
cg_serverMessageScale
0.8Scale of server-broadcast center messages.
cg_drawWeaponStats
01 = show a real-time weapon accuracy panel on the HUD.
cg_weaponStatsScale
1.0Scale of the weapon stats panel.
cg_simpleItems
01 = replace item models with flat 2D sprites for better visibility.
cg_itemFx
7Bitmask for item visual effects: 1 = bob, 2 = spin, 4 = glow. 7 = all.
cg_forceModel
01 = force all players to render using your own model and skin.
cg_modelJump
01 = show the jump animation in the player model when airborne.
cg_enableBreath
11 = show a breath-puff effect on supported maps.
cg_voteScale
1.0Scale of the vote notification text.
cg_noVoteBeep
01 = silence the beep when a vote is called.
7

Status Bar

The status bar shows your health, armor, ammo, and weapon icon in the lower HUD area.

CvarDefaultDescription
cg_statusBar
0Status bar layout style. 0 = classic Q3 layout. 2 = quake live. 3 quake live / left ammo. 4 quake live / hidden ammo
cg_statusBarSlim
01 = use a slimmer/compact variant of the status bar.
cg_statusBarHead
11 = show the player head portrait in the status bar.
cg_statusBarArmorIcon
11 = show the armor type icon in the status bar.
cg_statusBarBg
11 = draw the status bar background panel.
cg_statusBarFont
""Font override for status bar text. Empty = use the default font.
cg_powerupScale
0.75Scale of the active power-up icons displayed beside the status bar.
cg_holdableScale
1Scale of the holdable item icon (teleporter, medkit, etc.).
8

Visual Effects

General effects

CvarDefaultDescription
cg_teamRails
01 = tint railgun trails using team colors instead of the player's rail color.
cg_nomip
511Bitmask controlling which texture groups skip mipmapping for sharper rendering at distance. 511 = all groups.
cg_powerupBlink
01, 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

CvarDefaultDescription
cg_deadBodyFilter
00 = show all corpses. Higher values reduce the number of rendered corpses.
cg_deadBodyInvisible
01 = make all corpses invisible after death.
cg_deadBodyBlack
11 = render dead bodies as dark silhouettes to reduce visual clutter.
9

Weapon Visual Styles

These let you replace the default Q3 projectile and beam appearances with alternate visuals.

CvarDefaultDescription
cg_grenadeStyle
0Grenade visual style index. 0 = default.
cg_lightningStyle
13Lightning gun beam style index.
cg_plasmaStyle
0Plasma gun bolt style index.
cg_explosionStyle
0Explosion effect style. 0 = classic Q3.
cg_rocketStyle
0Rocket projectile style. 0 = classic Q3.
cg_lightningImpact
01 = show a spark/impact effect where the lightning beam hits.
cg_lightningHide
01 = hide the lightning gun beam entirely (fire audio only).
cg_lightningHideCrosshair
01 = hide the crosshair while the lightning gun is firing.
cg_lightningSilent
01 = mute the lightning gun firing sound.
cg_flagStyle
0CTF flag model style. 0 = classic, other values select alternate models.
10

Smoke Effects

Fine-grained control over grenade and rocket smoke trails.

CvarDefaultDescription
cg_smoke_sg
11 = enable smoke puff on shotgun blast.
cg_smokegrowth_gl
11 = grenade launcher smoke expands over time.
cg_smokegrowth_rl
11 = rocket launcher smoke expands over time.
cg_smokeradius_gl
32Maximum smoke cloud radius for the grenade launcher.
cg_smokeradius_rl
64Maximum smoke cloud radius for the rocket launcher.
cg_smokedensity_gl
50Smoke particle density for the grenade launcher (0–100).
cg_smokedensity_rl
50Smoke particle density for the rocket launcher (0–100).
11

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.

CvarDefaultWeapon
cg_dlightGauntlet
9999FFGauntlet
cg_dlightMG
FFFF00Machinegun
cg_dlightSG
FFFF00Shotgun
cg_dlightGL
FFBF00Grenade launcher
cg_dlightRL
FFBF00Rocket launcher
cg_dlightLG
9999FFLightning gun
cg_dlightRG
FF8000Railgun
cg_dlightPG
9999FFPlasma gun
cg_dlightBFG
FFB2FFBFG
12

Player Models & Colors

Force-model global overrides

CvarDefaultDescription
cg_forceColors
01 = 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
0Enemy model rendering style. 0 = standard model + skin; other values use flat shading.
cg_teamModelStyle
0Team 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.

CvarDefaultDescription
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
01 = ensure each enemy receives a visually distinct color even when cg_enemyModelColors overlaps.
cg_uniqueColorTable
2Color palette used for unique player identification. 0 = off, 1 = basic (8 colors), 2 = extended.
cg_playersXID
01 = use extended player IDs for stable per-player color/model assignments across name changes.
13

Glow Effects

Adds a colored halo around player models.

CvarDefaultDescription
cg_enemyGlow
01 = enable glow effect on enemy players.
cg_enemyGlowAlpha
0.2Opacity of the enemy glow (0.01.0).
cg_enemyGlowColor
-1Color of the enemy glow. -1 = use enemy model color automatically.
cg_teamGlow
01 = enable glow effect on teammates.
cg_teamGlowAlpha
0.2Opacity of the teammate glow.
cg_teamGlowColor
-1Color of the teammate glow. -1 = use team model color automatically.
cg_spectGlow
01 = apply a glow to the local player model while spectating.
14

Outline Effects

Renders a solid colored border around player silhouettes, useful for visibility.

Enemy outlines

CvarDefaultDescription
cg_enemyOutline
01 = draw outlines around enemy players.
cg_enemyOutlineSize
2Pixel thickness of the enemy outline.
cg_enemyOutlineAlpha
1.0Opacity of the enemy outline.
cg_enemyOutlineColors
2223-digit shorthand RGB hex for the enemy outline color (e.g. 222 = dark grey).
cg_enemyOutlineUnique
01 = assign each enemy a unique outline color for individual identification.

Team outlines

CvarDefaultDescription
cg_teamOutline
01 = draw outlines around teammates.
cg_teamOutlineSize
2Pixel thickness of the team outline.
cg_teamOutlineAlpha
0.5Opacity of the team outline.
cg_teamOutlineColors
7773-digit shorthand RGB hex for the team outline color.
15

Audio & Sound

CvarDefaultDescription
s_ambient
11 = play ambient (environmental) sounds. 0 = disable all ambient audio.
cg_damageSound
01 = play a sound when you take damage.
cg_killBeep
01 = play a beep when you confirm a kill.
cg_hitSounds
0Hit-sound mode. 0 = off. 1 = tone on enemy hit. 2 = tone on team hit. Bitmask.
cg_lightningHitsoundRateFix
11 = fix lightning gun hit sounds firing at incorrect rates at high FPS.
cg_stackHitSounds
11 = merge rapid-fire hit sounds into a single blended tone.
cg_stackHitSoundsTimeout
500Time window in ms within which multiple hits are stacked into one sound.
cg_noChatBeep
01 = suppress the beep played on incoming global chat messages.
cg_noTeamChatBeep
01 = suppress the beep played on incoming team chat messages.
cg_noLeadSounds
01 = disable "taking the lead" and "you're losing" announcer lines.
cg_noTaunt
01 = mute all player taunt audio.
cg_footsteps
11 = play footstep sounds.

Custom sound packs

Allows substituting sounds per relationship group by providing a sound bank identifier.

CvarDefaultDescription
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.
16

Team Overlay & Team Indicator

Team overlay (traditional)

The classic team overlay lists all teammates with their health, armor, and location.

CvarDefaultDescription
cg_drawTeamOverlay
11 = show the team overlay panel.
teamoverlay
0Internal; mirrors cg_drawTeamOverlay to the server so teammates know you are watching.
cg_teamOverlayScale
1.0Scale of the team overlay panel.
cg_teamOverlayAutoColor
11 = automatically color each row based on the player's health level.
cg_teamOverlayBackground
11 = draw a background behind the team overlay text.
cg_teamOverlayMaxPlayers
8Maximum 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.

CvarDefaultDescription
cg_teamIndicator
11 = enable the HUD team indicator panel.
cg_teamIndicatorScale
1.0Scale factor for the team indicator.
cg_teamIndicatorAlpha
1Opacity of the team indicator.
cg_teamIndicatorBgColor
444444Background panel color as a hex RGB string.
cg_teamIndicatorBgAlpha
0Opacity of the team indicator background panel. 0 = transparent.
cg_teamIndicatorOffset
12Pixel offset between indicator rows.
cg_teamIndicatorMaxLength
13Maximum character length for a player name displayed in the indicator.
cg_teamIndicatorFont
4Font index used for the team indicator text.
cg_teamIndicatorHealth
11 = include health values in the team indicator.
cg_teamIndicatorNames
11 = include player names in the team indicator.

Team-related draw settings

CvarDefaultDescription
cg_drawFriend
11 = render a friend icon above teammates visible in the world.
cg_friendlyWallhack
11 = show teammate position indicators through walls.
cg_teamChatReverse
11 = display newest team chat messages at the top of the panel.
cg_teamChatY
420Vertical screen position of the team chat window.
17

Friend HUD Markers

Floating icons attached to visible teammates in the 3D world.

CvarDefaultDescription
cg_friendHudMarker
11 = show HUD markers above teammates.
cg_friendHudMarkerMaxDist
0Maximum distance at which markers are shown. 0 = no limit.
cg_friendHudMarkerSize
1.75Base size of the friend marker icon.
cg_friendHudMarkerMaxScale
0.5Maximum icon scale (for nearby teammates).
cg_friendHudMarkerMinScale
0.0Minimum icon scale (for distant teammates).
18

Ping Location System

The ping location system lets players mark positions on the map for teammates, displayed in the world and on the HUD.

CvarDefaultDescription
cg_pingLocation
30 = off, 1 = 3D world marker only, 2 = HUD icon only, 3 = both.
cg_pingEnemyStyle
4Visual style used for enemy ping indicators.
cg_pingLocationTime
1000Duration in ms for the animated (growing) phase of the ping marker.
cg_pingLocationTime2
3500Duration in ms for the static phase of the ping marker before it fades.
cg_pingLocationSize
70Maximum size of the ping marker at peak animation.
cg_pingLocationSize2
30Resting size of the ping marker after the animation completes.
cg_pingLocationHud
11 = show a HUD icon for pings that are off-screen.
cg_pingLocationHudSize
1.0Scale of the off-screen HUD ping icon.
cg_pingLocationBeep
11 = play a beep when a teammate places a ping.
cg_flagPOIs
01 = show point-of-interest markers for CTF flags.
cg_poiMaxWidth
32.0Maximum screen width of a POI icon.
cg_poiMinWidth
16.0Minimum screen width of a POI icon (at maximum distance).
19

Chat & Console

Display layout

CvarDefaultDescription
cg_newConsole
01 = use the new-style console renderer with improved layout.
cg_commonConsole
01 = merge chat and console messages into a single shared stream.
cg_consoleLines
3Number of lines shown in the in-game console overlay.
cg_commonConsoleLines
6Number of lines shown when cg_commonConsole is enabled.
cg_chatLines
6Number of lines shown in the chat area.
con_notifytime
3Time in seconds console notification lines remain visible.

Chat enable/filter

CvarDefaultDescription
cg_chatEnable
3Bitmask: 1 = show global chat, 2 = show team chat. 3 = both, 0 = silence all.
ch_TeamchatOnly
01 = suppress global chat; display team chat only.
ch_FilterLocationsTeamchat
01 = strip [location] tags from incoming team-chat messages.
cg_MaxlocationWidth
16Maximum character width for location name strings in chat.

Timing & display

CvarDefaultDescription
cg_chatTime
15000Time in ms chat messages remain visible before fading.
cg_consoleTime
15000Time in ms console notification lines remain visible.
cg_teamChatTime
15000Time in ms team chat messages remain visible.

Chat event notices

CvarDefaultDescription
cg_fragMessage
11 = show a chat notification when you score a frag.
ch_Obituaries
11 = display kill obituaries in the chat area.
cg_conObituaries
11 = also echo obituaries to the console.
ch_Pickupitem
11 = show item pickup notifications in the chat area.
ch_recordMessage
11 = display a message when demo recording starts or stops.
ch_teamBackground
11 = draw a semi-transparent background behind team chat lines.
cg_NoMOTDDisplayDuringDemo
01 = suppress the server MOTD when playing back a demo.

Font & scale

CvarDefaultDescription
cg_font
5Global HUD font index.
cg_fontScale
1.0Global scale multiplier applied to all HUD font rendering.
cg_fontShadow
11 = render a drop shadow behind HUD text.
cg_consoleScale
1.0Scale of the console overlay text.
cg_chatScale
1.2Scale of chat message text.
cg_teamChatScale
1.2Scale of team chat message text.
cg_timerScale
1.0Scale of the match timer.
20

Damage & Health Indicators

Damage direction & visual feedback

CvarDefaultDescription
cg_damageDraw
11 = draw the directional damage indicator (edge flash showing where hits come from).
cg_damageIndicatorScale
1.0Size scale of the damage direction indicator.
cg_damageIndicatorOpaque
01 = render the damage indicator without transparency.
cg_damageKick
01 = apply a view-kick effect when you take damage.
cg_fallKick
01 = apply a view-kick effect on hard landings.
cg_damagePlums
01 = show floating damage numbers above targets when you hit them.
cg_damagePlumScale
0.75Scale of floating damage number text.

Health color levels

CvarDefaultDescription
cg_healthColorLevels
11 = color-code health values (e.g. green/yellow/red thresholds).
cg_healthMid
200Health value above which the color is considered "high" (green).
cg_healthLow
100Health value below which the color is considered "low" (red).
cg_killerHealth
11 = display the health of the player who killed you in the obituary message.
21

Scores & Stats

CvarDefaultDescription
cg_altScoreboard
11 = use the Area 51 alternate scoreboard layout.
cg_hideScores
01 = suppress the automatic scoreboard at intermission.
cg_scoreNames
11 = show player names in the score HUD widget.
cg_scoreScale
1Scale of score HUD elements.
cg_scoreTransparency
1.0Opacity of the scoreboard panel (0.01.0).
cg_ignoreSpectatorBots
11 = exclude spectator bots from the scoreboard and player lists.

Weapon bar

CvarDefaultDescription
cg_weaponBar
0Weapon bar style. 0 = show only on weapon switch; other values show persistently.
cg_weaponBarAlways
01 = keep the weapon bar visible at all times.
cg_weaponBarScale
0.9Scale of the weapon bar.
cg_weaponBarNames
11 = show abbreviated weapon names beside the bar icons.
cg_weaponBarGauntlet
01 = include the gauntlet slot in the weapon bar.
cg_weaponBarAutoColor
11 = automatically colorize weapon icons based on ammo amount.
cg_weaponBarAutoColorBg
01 = auto-color the weapon bar background.
cg_weaponBarY
0Vertical pixel offset for the weapon bar.
22

Spectator & Follow

CvarDefaultDescription
cg_followkiller
01 = automatically follow the player who killed you when you die.
cg_followpowerup
01 = automatically follow the player who picked up a power-up.
cg_followviewcam
11 = use the followed player's view orientation instead of a free camera angle.
cg_followScale
1.0Scale of HUD elements shown while spectating / following a player.
23

Network & Performance

CvarDefaultDescription
cg_predictTeleport
11 = predict teleporter exit position client-side to avoid pop.
cg_predictStepOffset
11 = use predictive smoothing for stair-step height changes.
cg_oversampleMouse
01 = sample mouse input at a higher frequency for smoother aim response.
cg_projectileNudge
0Nudge projectiles forward by a ping-based amount to reduce visual lag.
24

Lag Compensation (Unlagged)

CvarDefaultDescription
cg_unlagged
11 = enable lag compensation globally.
cg_unlaggedMissiles
11 = apply lag compensation to projectile-based weapons (rockets, grenades, plasma).
cg_unlaggedHitscan
11 = apply lag compensation to hitscan weapons (machinegun, lightning, railgun, shotgun).
25

Miscellaneous

CvarDefaultDescription
cg_autoAction
0Bitmask 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
01 = force all visible players to use the configured enemy/team colors.
cg_scoreNames
11 = include player names in the in-game score HUD.