Engine Vars

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This list only includes items for which a description has been written, and is therefore incomplete.

This page was automatically generated from the source of Red Eclipse, please do not edit it manually.

Name & Parameters Description Type Range Default Value
aboveheadblend <value> determines the opacity of all abovehead* vars persistent engine float 0.f..1.f 1
aboveheaddamage <value> shows amount of damage done to a player above their head persistent engine integer 0..1 0
aboveheadeventsize <value> determines the size of event icons above players' heads persistent engine float 0..1000 3.f
aboveheadicons <value> detemines what type of actions displays icons above player (bitwise OR for affinities and weapons); 0 = none, 1+ = damage & kill events, 2 = affinity pickups, 4 = weapons pickups persistent engine integer 0..7 5
aboveheadiconsize <value> determines the size of icons handled by aboveheadicons persistent engine float 0..1000 3.f
aboveheadnamesize <value> determines the size of names for aboveheadnames persistent engine float 0..1000 2
aboveheadnames <value> toggles the display of player names above their heads persistent engine integer 0..1 1
aboveheadstatussize <value> determines the size of player status controlled by aboveheadstatus persistent engine float 0..1000 2
aboveheadstatus <value> toggles display of player status above players' heads, player status is dominating, dominated, death persistent engine integer 0..1 1
aboveheadteam <value> determines how team icons are displayed above player heads; 0 = do not show, 1 = only teammates, 2 = all teams persistent engine integer 0..2 1
adminpass <value> sets server admin password, if no password given, it will return the current password engine string n/a ""
aiforcegun <value> forces bots' weapon preference, if -1, bots have randomized weapon preferences engine integer -1..WEAP_MAX-1 -1
aipassive <value> sets ai to be passive, ie, non-hostile engine integer 0..1 0
ambient <value> set colour and brightness of a uniform ambient light throughout the whole map hex world engine integer 0..0xFFFFFF 0x191919
autoloadweap <value> 0 = off, 1 = auto-set loadout weapons persistent engine integer 0..1 0
autoreloading <value> 0 = never, 1 = when empty, 2 = weapons that don't add a full clip, 3 = always (+1 zooming weaps too) persistent engine integer 0..4 2
autosavebackups <value> make backups; 0 = off, 1 = single backup, 2 = named backup, 3/4 = same as 1/2 with move to "backups/" persistent engine integer 0..4 2
autoshowscores <value> 1 = when dead, 2 = also in spectv, 3 = and in waittv too persistent engine integer 0..3 2
bloodsize <value> sets the size of blood splatter persistent engine integer 1..1000 50
chatconblend <value> sets the opacity of the chat console persistent engine float 0..1 1
chatconscale <value> determines the scaling of the chat console text persistent engine float FVAR_NONZERO..FVAR_MAX 1
chatconsize <value> sets the amount of lines to show in the chat console, this does not include overflow lines persistent engine integer 0..100 5
cloudfade <value> controls how the cloud layer fades around the edges world engine float 0..1 0.2f
cloudheight set cloud placement; -1 = bottom of the skybox, 1 = top of the skybox world engine float -1..1 0.2f
cloudlayercolour <red> <green> <blue> controls the colour of the cloud layer hex world engine integer 0..0xFFFFFF 0xFFFFFF
cloudlayer <file> loads a specified image to tile as a cloud layer world engine string n/a ""
cloudscale <value> controls the scale of the cloud layer world engine float 0..64 1
cloudscrollx <value> controls the movement speed of the cloud layer on the x axis world engine float -16..16 0
cloudscrolly <value> controls the movement speed of the cloud layer on the y axis world engine float -16..16 0
commandscale <value> determines the scaling of the command and chat input text persistent engine float FVAR_NONZERO..FVAR_MAX 1
conblend <value> sets the opacity of the console, this does not include obituaries and affinity events! (flag, bomb) persistent engine float 0..1 0.6f
concenter <value> toggles alignment of console; 0 = console is in top left, 1 = console is centered persistent engine integer 0..1 0
conscale <value> determines the scaling of the console text persistent engine float FVAR_NONZERO..FVAR_MAX 1
consize <value> sets the amount of lines to show in the console, this does not include overflow lines persistent engine integer 0..100 5
criticaltex <value> determines what image is used for the critical hit message game-preloaded persistent engine texture n/a "textures/critical"
crosshairweapons <value> 0 = off, 1 = crosshair-specific weapons, 2 = also appy colour persistent engine integer 0..2 0
crouchstyle <value> 0 = press and hold, 1 = double-tap toggle, 2 = toggle persistent engine integer 0..2 0
cursorstyle <value> 0 = top left tracking, 1 = center persistent engine integer 0..1 0
dashstyle <value> 0 = only with impulse, 1 = double tap persistent engine integer 0..1 0
deathanim <value> 0 = hide player when dead, 1 = old death animation, 2 = ragdolls persistent engine integer 0..2 2
deathcamstyle <value> 0 = no follow, 1 = follow attacker, 2 = follow self persistent engine integer 0..2 2
deathfade <value> 0 = don't fade out dead players, 1 = fade them out persistent engine integer 0..1 1
deathscale <value> 0 = don't scale out dead players, 1 = scale them out persistent engine integer 0..1 1
dominatedtex <value> determines what image is used for the icon that appears over a player's head while dominating game-preloaded persistent engine texture n/a "<grey>textures/dominated"
dominatetex <value> determines what image is used for the "dominating!" event icon game-preloaded persistent engine texture n/a "textures/dominate"
dominatingtex <value> determines what image is used for the icon that appears over a player's head while being dominated game-preloaded persistent engine texture n/a "<grey>textures/dominating"
dropwaypoints <value> determines if waypoints are dropped by players in game, defaults to 1; 0 = no waypoints are dropped, 1 = limited number of waypoints are dropped engine integer 0..1 0
editradardist <value> 0 = use world size persistent engine integer 0..VAR_MAX 0
editradarstyle <value> 0 = compass-sectional, 1 = compass-distance, 2 = screen-space, 3 = right-corner-positional persistent engine integer 0..3 2
eventblend <value> sets the opacity of event icons, (first blood, 2x, 3x, headshot, etc.) persistent engine float 0..1 1
eventiconfade <value> sets how long event icons should stay on screen persistent engine integer 500..VAR_MAX 5000
eventoffset <value> sets the offset for the event icons in your hud, negative values move it downward, positive values move it upward persistent engine float -1..1 0.3f
eventscale <value> sets the scale of event icons that appear in your hud persistent engine float 1e-4f..1000 2.5f
firstpersonfov <angle> determines the size of the field of view in first person mode persistent engine integer 90..150 100
followaiming <value> determines aim direction when following a player 0 = don't aim, &1 = aim in thirdperson, &2 = aim in first person persistent engine integer 0..3 1
followdead <value> 0 = never, 1 = in all but duel/survivor, 2 = always persistent engine integer 0..2 1
fullbright hides lightmap for all textures if enabled engine integer 0..1 0
fullconblend <value> sets the opacity of the "full" console, this is when the console is open, and includes obituaries and affinity events. (flag, bomb) excluding those two elements, conblend takes precedence over this variable, yet only affects everything else persistent engine float 0..1 1
grassblend <value> sets the opacity of grass world engine float 0..1 1
grasscolour <red> <green> <blue> sets the colour of grass hex world engine integer 0..0xFFFFFF 0xFFFFFF
grassdist <value> sets the distance at which grass becomes visible persistent engine integer 0..10000 256
grassheight <value> sets the height of grass world engine integer 1..64 4
gravity <value> gravity world engine float 0..1000 50.f
hasoctapaks <value> mega hack; try to find Cube 2, done after our own data so as to not clobber stuff engine integer 1..0 0
healthbgtex <value> determines what image is used for the background of the healthbar game-preloaded persistent engine texture n/a "<grey>textures/healthbg"
hudblend <value> sets the opacity of the entire hud as a whole, this includes both consoles, mouse pointer, and inventory persistent engine float 0..1 1
hudsize <value> sets the size of the entire hud as a whole, this includes both consoles, menus, inventory, etc persistent engine integer 0..VAR_MAX 2048
impulseaction <value> determines how impulse action works, 0 = off, 1 = impulse jump, 2 = impulse dash, 3 = both persistent engine integer 0..3 3
impulsekick <angle> determines the minimum angle to switch between wall kick and run persistent engine float 0..180 150
impulsemethod <value> determines which impulse method to use, 0 = none, 1 = power jump, 2 = power slide, 3 = both persistent engine integer 0..3 3
impulseroll <angle> determines the camera angle tilt when wallrunning persistent engine float 0..89 15
impulsetex <value> determines what image is used for the impulse meter game-preloaded persistent engine texture n/a "<grey>textures/impulse"
intermmode <value> determines camera style in intermission; 0 = float, 1 = tv persistent engine integer 0..1 1
inventorybgblend <value> sets the opacity of the inventory background persistent engine float 0..1 0.25f
inventorybgskew <value> skew items inside by this much persistent engine float 0..1 0.05f
inventorybgspace <value> for aligning diagonals persistent engine float 0..1 0.05f
inventoryblend <value> sets the opacity of the inventory persistent engine float 0..1 1
inventorycolour <value> toggles the colour of the weapon icons in the weapon bar; 0 = no colour at all, 1 = only weapon icon is coloured, 2 = both weapon icon and slot number are coloured persistent engine integer 0..2 2
inventoryglow <value> sets the size of the "glow" in the inventory, the "glow" is the splatter/explosion image behind inventory items persistent engine float 0..1 0.05f
inventoryhealth <value> 0 = off, 1 = text, 2 = bar, 3 = bar + text persistent engine integer 0..3 3
inventoryhealthbarbottom <value> ends at this offset persistent engine float 0..1 0.0859375f
inventoryhealthbartop <value> starts from this offset persistent engine float 0..1 0.09375f
inventoryimpulsebarbottom <value> ends at this offset persistent engine float 0..1 0.0859375f
inventoryimpulsebartop <value> starts from this offset persistent engine float 0..1 0.171875f
inventoryimpulse <value> sets how the impulse meter is displayed; 0 = do not show at all, 1 = show textual percentage, 2 = show a bar meter persistent engine integer 0..2 2
inventorysize <value> sets the size of the inventory as a whole persistent engine float 0..1000 0.06f
inventorystatus <value> 0 = off, 1 = text, 2 = icon, 3 = icon + tex persistent engine integer 0..3 3
inventorytone <value> sets the tone of various inventory elements; 0 = no colouring at all, 1 = uses the colour of your profile colour, 2 = uses team colour, this includes grey when you are neutral., 3 = uses team colour, but only for team games. when neutral, your profile colour is used., 4 = uses profile colour, but only for team games. when neutral, grey will be used hex persistent engine integer -CTONE_MAX..0xFFFFFF -CTONE_TEAM-1
inventoryweapids <value> sets how to display the slot number of the weapons in the weapon bar; 0 = do not show, 1 = do show, 2 = unknown persistent engine integer 0..2 2
kidmode <bool> enables or disables kid mode, which reduces blood and death effects somewhat; 1 = enable reduced gore, defaults to 0 persistent engine integer 0..1 0
lightprecision set precision of lightmap, higher precision reduces quality and speeds up calclight world engine integer 1..256 32
maptitle <text> sets the author message of the map world engine string n/a ""
maptitle <text> sets the title message of the map world engine string n/a ""
motionbluramt <value> used for override persistent engine float 0..1 0.5f
motionblurfx <value> 0 = off, 1 = on, 2 = override persistent engine integer 0..2 1
motionblurmax <value> maximum persistent engine float 0..1 0.75f
motionblurmin <value> minimum persistent engine float 0..1 0.0f
musicedit <value> 0 = no editing music, 1 = map music (or random if none), 2 = always random, 3 = map music (silence if none), 4-5 = same as 1-2 but pick new tracks when done persistent engine integer -1..5 0
musictype <value> 0 = no in-game music, 1 = map music (or random if none), 2 = always random, 3 = map music (silence if none), 4-5 = same as 1-2 but pick new tracks when done persistent engine integer 0..5 1
muzzleflare <value> 0 = off, 1 = only other players, 2 = only thirdperson, 3 = all persistent engine integer 0..3 2
muzzleflash <value> 0 = off, 1 = only other players, 2 = only thirdperson, 3 = all persistent engine integer 0..3 3
noticescale <value> sets the size of the notices persistent engine float 1e-4f..1000 1
obitannounce <value> 0 = off, 1 = only focus, 2 = everyone persistent engine integer 0..2 2
obitstyles <value> 0 = no obituary styles, 1 = show sprees/dominations/etc persistent engine integer 0..1 1
obitverbose <value> 0 = extremely simple, 1 = simplified per-weapon, 2 = regular messages persistent engine integer 0..2 2
overlaydisplay <value> 0 = only firstperson and alive, 1 = only when alive, 2 = always persistent engine integer 0..2 0
radaraspect <value> 0 = off, else = (for radarstyle 0/1) radar forms an ellipse persistent engine float 0..2 1
radarcornerdist <value> 0 = use world size persistent engine integer 0..VAR_MAX 512
radardamage <value> 0 = off, 1 = basic damage, 2 = with killer announce (+1 killer track, +2 and bots), 5 = verbose persistent engine integer 0..2 1
radardist <value> 0 = use world size persistent engine integer 0..VAR_MAX 512
radarplayerfilter <value> 0 = off, 1 = non-team, 2 = team, 3 = only in duel/survivor/edit persistent engine integer 0..3 0
radarstyle <value> 0 = compass-sectional, 1 = compass-distance, 2 = screen-space, 3 = right-corner-positional persistent engine integer 0..3 3
servertype <value> type of server, 1 = private (does not register with masterserver), 2 = public, 3 = dedicated engine integer 1..3 3
showaiinfo <value> determines how much info is shown for bots; 0 = hide bot info, 1 = show bot joins/parts, 2 = show more verbose info persistent engine integer 0..2 0
showcrosshair <value> 0 = off, 1 = on, 2 = blend depending on current accuracy level persistent engine integer 0..2 2
showdamage <value> 1 shows just damage texture, 2 blends as well persistent engine integer 0..2 2
showentdir <value> 0 = off, 1 = only selected, 2 = always when editing, 3 = always in editmode persistent engine integer 0..3 1
showlaptimes <value> 0 = off, 1 = only player, 2 = +humans, 3 = +bots persistent engine integer 0..3 2
showmat <value> toggles the visibility of material volumes persistent engine integer 0..1 0
showobituaries <value> 0 = off, 1 = only me, 2 = 1 + announcements, 3 = 2 + but dying bots, 4 = 3 + but bot vs bot, 5 = all persistent engine integer 0..5 4
showpresence <value> 0 = never show join/leave, 1 = show only during game, 2 = show when connecting/disconnecting persistent engine integer 0..2 1
showscoresdelay <milliseconds> otherwise use respawn delay persistent engine integer 0..VAR_MAX 0
showteamchange <value> 0 = never show, 1 = show only when switching between, 2 = show when entering match too persistent engine integer 0..2 1
showwaypoints <value> toggles the visibility of the path that connects waypoints, waypoints are always visible if they are being dropped engine integer 0..1 0
skipgrenade <value> skip grenade; 0 = never, 1 = if numweaps > 1 (+2), 4 = if carry > 0 (+2), 7 = if carry > 0 and is offset (+2), 10 = always persistent engine integer 0..10 0
skipmelee <value> skip melee; 0 = never, 1 = if numweaps > 1 (+2), 4 = if carry > 0 (+2), 7 = if carry > 0 and is offset (+2), 10 = always persistent engine integer 0..10 7
skippistol <value> skip pistol; 0 = never, 1 = if numweaps > 1 (+2), 4 = if carry > 0 (+2), 7 = if carry > 0 and is offset (+2), 10 = always persistent engine integer 0..10 0
skipspawnweapon <value> skip spawnweapon; 0 = never, 1 = if numweaps > 1 (+1), 3 = if carry > 0 (+2), 6 = always persistent engine integer 0..6 0
skybox <basepath> loads a set of 6 images associated by name from the specified basepath; e.g. "skyboxes/gradient" will load gradient_{up,dn,lf,rt,bk,ft}.{png,jpg} world engine string n/a ""
skycolour <red> <green> <blue> changes the colour of the skybox hex world engine integer 0..0xFFFFFF 0xFFFFFF
skylight <value> set colour and brightness of a uniform downwards-facing lightsource spanning the whole sky hex world engine integer 0..0xFFFFFF 0
specmode <value> 0 = float, 1 = tv persistent engine integer 0..1 1
spectvaiming <value> determines aim direction of spectv; 0 = aim in direction followed player is facing, 1 = aim in direction determined by spectv when dead, 2 = always aim in direction persistent engine integer 0..2 2
spectvdead <value> 0 = never, 1 = in all but duel/survivor, 2 = always persistent engine integer 0..2 1
spectvrotate <value> rotate style, < 0 = absolute angle, 0 = scaled, > 0 = scaled with max angle persistent engine float FVAR_MIN..FVAR_MAX 45
spinsky controls the speed at which the skybox turns world engine float -720..720 0
sprintstyle <value> 0 = press and hold, 1 = double-tap toggle, 2 = toggle, 3-5 = same, but auto engage if impulsesprint == 0 persistent engine integer 0..5 3
underlaydisplay <value> 0 = only firstperson and alive, 1 = only when alive, 2 = always persistent engine integer 0..2 0
version <version> game version for scripts engine integer 1..-1 RE_VERSION
waitmode <value> 0 = float, 1 = tv in duel/survivor, 2 = tv always persistent engine integer 0..1 1
weapselectslot <bool> determines how weapons are selected using the number keys; 0 = by global weapon numbers, 1 = by temporary pickup slot numbers persistent engine integer 0..1 1
yawsky determines the placement of the skybox (move the sun's placement) world engine integer 0..360 0
zoomdefault <value> 0 = last used, else defines default level persistent engine integer 0..10 0
zoomscroll <value> 0 = stop at min/max, 1 = go to opposite end persistent engine integer 0..1 0
zoomsensitivity <value> determines aiming/look sensitivity while zoomed in with the rifle persistent engine float 0..1000 0.65f
zoomtex <value> determines what image is used for the scope on the rifle game-preloaded persistent engine texture n/a "textures/zoom"