You can turn off the 'dodging' or 'rolling' effect for your own point of view while still see other player models affected by cl_rollangle.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 20
Variable is integer.
By using 0 you will not get affected by cl_rollangle setting
-ruleset smackdown disables it and sets the value to default
This variable controls how much your screen tilts when strafing.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 4
Variable is float.
This variable controls how quickly you and other players straighten out after strafing.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 200
Variable is float.
Very useful in TeamFortress, and other mods that reset your fov when you spawn to 90. Basically, when the server sends you "fov 90", your fov is set to default_fov.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 90
Variable is float.
-
This variable defines your field of vision, which determines how close your vision field is to the objects.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 110
Variable is float.
The default value is 90, however many players prefer using a higher FOV. Note that this would typically be scaled up when using a monitor with widescreen aspect ratio.
Distance of clipping nearest objects (v_models).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
See also: r_farclip
This variable determines how large the viewable screen size is.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 100
value | description |
30 | Minimum screen size |
100 | Normal screen size. |
110 | Large screen size, without the weapons status bar. |
120 | Maximum screen size, without any status bars. |
...
This variable sets the distance that the player must move before the screen automatically centers itself when "lookspring" is set to "1". This variable is only useful to people who only play with the keyboard, have "lookspring" set to "1" and do not have "+klook" or "+mlook" enabled at that time. When the player moves the distance specified in this variable the screen will pop back to the center position.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.15
Variable is float.
This variable sets how quickly your view returns to the center after looking up or down and moving after that and "lookspring" is set to "1". This variable is only useful to people who only play with the keyboard, have "lookspring" set to "1" and do not have "+klook" or "+mlook" enabled at that time. When the player moves the distance specified in this variable the screen will pop back to the center position.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 500
Variable is float.
Kickback effect when the weapon is fired.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable controls the amount that the screen should sway automatically. When this variable is set to a value above "0" the screen will start swaying in all directions, similar as if the player was drunk of had a concussion. If you want to have some real fun, set this variable to a value of "100" and run around some maps. The larger the value for this variable the more the screen will sway from side to side.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Disable automatic swaying. |
This variable controls the speed at which the screen should sway up and down when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
This variable controls the distance that the screen should sway up and down when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.3
Variable is float.
This variable controls the speed at which the screen should roll clockwise and counter clockwise when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.5
Variable is float.
This variable controls the distance the screen should roll clockwise and counter clockwise when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.1
Variable is float.
Sets how quickly you look left and right when v_idlescale is active.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
Variable is float.
Sets how far you look left and right when v_idlescale is active.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.3
Variable is float.
This variable controls the distance that the screen should move up or down when the player is shot. Most players set this variable to "0" in order to remove the screen tilting effect when they are injured by a shot. This allows them to keep a perfect aim while being fired upon.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
v_kicktime must be >0 for this to take effect.
This variable controls the distance that the screen should roll clockwise or counter clockwise when the player is shot. Most players set this variable to "0" in order to remove the screen tilting effect when they are injured by a shot. This allows them to keep a perfect aim while being fired upon.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
v_kicktime must be >0 for this to take effect.
This variable controls the amount of time v_kickpitch and v_kickroll take effect.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
New variable v_viewheight can be used to get the effect of negative/zero values of cl_bobcycle etc in qw 2.33 . Negative values of v_viewheight = lower viewheight, positive = higher. Can't go below -7 or above 4 because that's the range you can get with qw 2.33 by exploiting the bob cycle bug. Using v_viewheight automatically turns off weapon model bobbing (cl_bob*).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Last update: 09.11.2005 10:15 UTC
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