The amount of times Warfork flashes in your taskbar if warmup ends and a match starts. If enabled, an explosion ring will appear around Grenade Launcher and Rocket Launcher projectiles upon impact. If enabled, an explosion dust will appear around Grenade Launcher and Rocket Launcher projectiles upon impact. Sets how long the Elecrobolt beam will be visible. If enabled, you will see the old (simplistic) Electrobolt beam. Sets the transparency of the Electrobolt Beam. If enabled, you will see the HUD (scores, ammunition, clock, etc.) If enabled, you will see projectile impact effects on walls. If enabled, weapon model information will be displayed on each map load in console. If enabled, player model information will be displayed on each map load in console. If enabled, the HUD name that's being loaded will print to console. The offset distance between the Damage Number and its shadow.ġ = Tiny, 2 = Small, 3 = Medium, 4 = Large The vertical distance above the player model that Damage Numbers are displayed. Sets how long the red damage indicator will be visible.Įnables Damage Numbers that are displayed when attacking a player.Ĭhanges the color of your Damage Numbers.Ġ = White, 1 = Black, 2 = Red, 3 = Green, 4 = Blue, 5 = Yellow, 6 = Orange, 7 = Magenta, 8 = Cyan, 9 = Light Grey, 10 = Medium Grey, 11 = Dark Grey If enabled, a red damage indicator will appear in the direction(s) you were hit.
It use to enable a red flash when you got hit if cg_damage_indicator = 1. This command no longer works and is a placeholder. 0 disables it.Ĭhanges the color of your crosshair for strong ammo.Ĭhanges the size of your crosshair for strong ammo.
If enabled, critical hit effects are displayed for high damage value attacks.Įxample Screenshot: cg_cartoonHitEffect "1"Įnables the chat beep sound when someone sends a message.Ġ = Display all Messages, 1 = Filters global chat messages, 2 = Filters team chat messagesĠ = Display all Messages, 1 = Filters global chat messages, 2 = Filters team chat messages, 4 = Filter TV spectator chat messagesĬolor Correction works only on maps which have tables for it with supported GPUs.Įxample Screenshots: cg_colorCorrection "0" Ĭhanges the color of your crosshair when you hit an enemy.Ĭhanges your crosshair style for strong ammo. Sets the transparency of damage rings rendered.Įxample Screenshot cg_bloodTrailAlpha "0.3"Įxample Screenshots: 2 = Dust effect when falling, 4 = Dash effect, 7 = Dust effect when falling, Dash effect, Wall-jump effect. If enabled, your statistics will be written to /stats/gametype/ in your data folder when the match is finished in following file format: gametype_yyyy-mm-dd-hh-mm_map_playername_id.txtĬhanges the density of damage rings rendered when a player is hit. The screenshot will be written to /screenshots/ in your data folder with the following file format: wf_yymmdd_id.extension The demo will be written to /demos/autorecord/gametype/ in your data folder with the following file format: gametype_yyyy-mm-dd-hh-mm_map_playername_id.wdz20Įnables automatic screenshot of final standings on the scoreboard when the match is finished. If enabled, the short range goals for bots will be displayed.Įnables automatic demo recording of matches after warmup mode is finished. If enabled, a path will be drawn that the bot is following.
If enabled, the long range goals for bots will be displayed. If enabled, combat messages for bots will be displayed.Ĭhasecam and botdebug must be enabled as well for this command to work. If enabled, bots will be completely stationary and not fire any weapons. Executing those commands on the client's side will throw a "Unknown command" error. This means if a command is server-sided, then it can only be executed by the server (via server console / rcon).
L - Variables with this flag require restart of a certain subsystem for the changes to apply.They can only be changed by starting Warfork with a launch option (for example + g_allow_bunny 0). Those variables cannot be edited while the game is running. Those variables are uploaded to all clients (for example to sync bot difficulty).
Those variables are uploaded to the server (for example to let the server know the player's nickname). Changes to those variables are saved in config.cfg. Flags provide additional information about a variable.