game specific, not part of CryEngine
Used by certain achievement stats, defines the amount of time the ai must not be alerted by the player after performing some special kills 
Sets the view dist ratio for actors. 
Corpses at this distance from the player will have their physics disabled 
Enable AI corpse debugging 
Time in seconds the Ai will remain on the ground before being swap for a corpse 
Enable AI corpse spawning 
Corpses at this distance will be removed as soon as not visible 
Max number of corpses allowed 
Enable/disable debug drawing for aiming direction 
Allow players to use custom loadouts 
*TODO*
Allow players to use explosives 
Allow players to gain fatality bonuses, 1=enable, 2=force 
Allow saving and loading games in the editor (DANGEROUS) 
whether players can join the game as pure spectators 
whether players can use the in-game weapon customisation menu 
Animator Debug Info 
*TODO*
Debug auto aim manager 
1 = auto assign teams, 0 = players choose teams 
Time from death till the player is automatically revived 
For the first X fraction of the flashbang effect, no blindness recovery will take place 
Time between flashbang and killing 
Enables/Disables BodyDamage logging 
Reloads bodyDamage for the specified actor, or for everyone if not specified 
Enables/Disables BodyDestruction Debug info 
*TODO*
Reloads all body destruction data files 
Turns on debug rendering for broken objects counted against g_breakage_mem_limit 
Sets a budget for procedurally breakable objects (in KBs) 
Imposes a limit on particles generated during 2d surfaces breaking 
*TODO*
*TODO*
Log break events 
Set this to 1.0 to force broken trees to have spherical inertia 
Turns off all collisions for debris, apart from coltype_solid 
Please see comments in ActionGame.cpp 
Please see comments in ActionGame.cpp 
Please see comments in ActionGame.cpp 
Please see comments in ActionGame.cpp 
How big do explosions need to be to break things? 
*TODO*
Output incoming buddy messages in chat while playing game. 
Enable bullet penetration debugging 
Display time of debug messages 
*TODO*
Debug information about currently loaded character dbas 
Enable/Disable character dbas load/unload management 
Sets cloak blend speed scale 
Use cloak flickering effect when running, 1=always, 2=mp only 
Sets cloak refraction scale 
Debug watch level for the CombiCaptureObjective gamerules module. 
Watch the audio signal players attached to the objective terminals in the CombiCaptureObjective gamerules module. 
Time between last hit of previous weapon and kill for it count as combined fire 
Limit for number of corpses active at any time 
Time Duration it takes for corpses heat to fade in thermal vision mode 
Min heat value in thermal vision mode 
Number of seconds to keep corpses around before removing them. A value <= 0 means: never remove due to timeout. 
Craig network debug options 
high level config switch of which data centre to use for telemetry and web data 
How many hours to wait before refreshing data from web server 
Enables / disables the MP death camera (shows the killer's location) 
Enables / disables the Depth of field effect in single player death camera 
Speed the FocusDistance changes over time 
FocusRange value used when focusing on the killer 
FocusRange value used when not focusing on the killer 
Speed the FocusRange value changes over time 
Enables / disables the SP death camera 
Update frequency for death camera dof effect values 
Print incoming fscommands to console 
Enabled massive gameplay events debug 
Debug aim/look direction 
Log collision damage 
Enables the on screen debug info for flownode dialog buffers. 
Displays current physics access statistics for the game module. 
Display Fake Hits 
Enables debug mode for the hardware mouse. 
Log hits 
Debug number of days required for long term award 
Show some debug for player input 
Debug offset the camera 
Print debug information about save/load memory usage 
When an achievement is/would be given, the achievement name is shown on the HUD 
Debug smoke grenade LOS blocking 
Enabled extra logging to debug spawn point registration 
Fatal error if a client is requesting an initial spawn point that is in the wrong spawn group 
Enable this to make the game check protected script binds cannot be accessed when they are disabled 
0 - disables any weapon sway debug 1 - shows cross hair guide lines to help aligning the weapon 2 - will override player input to allow to manually align the weapon 
Default amount of time to respawn an item - used if the actual timer length is lost in a host migration 
Fraction of max health that counts as 'low health' 
Period of time in seconds that player must have been at low health before making the kill 
Demi God Mode warps you to the last checkpoint 
Detach camera 
Display debug graphics for detached camera spline playback. 
Move detached camera 
Move detached camera 
Move speed turbo boost when holding down (360) A button 
To enable developer demos (intended to be checked from flowgraph) 
Difficulty level 
Sets the lowest difficulty played (Used in completion for achievement determination)(Value is set to -1 in difficulty selection screen, becomes lowest diffculty 1,2,3,4 (Easy,Normal,Hard,Supersolder) when setting difficulty 
Stop the game from automatically ending when all opponents have disconnected. Useful for debugging failed migrations, etc. 
Disable entities being damaged by collisions 
disables input Key flownodes even in dev mode. Pure game only, does not affect editor. 
Disable players being awarded points 
disable movie sequence playback 
If set to true settings can be changed and the playlist manager will not flag game as custom variant - dev only - allows testing of full functionality 
Display checkpoint name when game is saved 
Show information (health, current state etc.) about each actor 
Show HUD-related debugging text on the screen 
Show player plug-in-related debugging text on the screen 
Show list of 'player modifiable values' on the screen 
Show silhouette-related debugging text on the screen 
Display ignore list in chat tab. 
Display the amount of damage being taken above a player who's getting injured 
Distance at which to disable ground alignment IK 
Distance at which to disable ground alignment IKs raycasts 
Cheat to unlock DLC content on PC without purchase 
high level config switch of which data centre to use for downloadmgr 
Number of seconds before dropped heavy weapons vanish 
Number of seconds before dropped items vanish 
0 = no weapon change, 1 = sequential through weapon list, 2 = random weapons 
Enable/Disable killing (and respawning) dummy players who've been alive for too long 
Enable/Disable firing on the dummy players 
Game rules for dummy player matchmaking 
Control how often dummy players jump - 0.0 is never, 1.0 is whenever they're not crouching 
Maximum time for dummy player to remain in game (seconds, < 0.0F to disable 
Maximum time for dummy player to remain out of game (seconds, < 0.0F to disable 
Minimum time for dummy player to remain in game (seconds, < 0.0F to disable 
Minimum time for dummy player to remain out of game (seconds, < 0.0F to disable 
Enable/Disable moving on the dummy players 
Ranked flag for dummy player matchmaking 
0 = default respawn location, 1 = respawn at position where they were killed 
Enable/Disable on-screen messages about dummy players 
*TODO*
Print to console the list of classes and their associated ids 
Enable/Disable explosion culling of small objects. Default = 1 
Explosion culling length of an AABB side which needs to be exceed for objects to not be culled. 
Explosion culling scale to apply to explosion radius for object query. 
At how many items in exploding area will it start removing items. 
Explosion culling volume which needs to be exceed for objects to not be culled. 
The time an EMP over time grenade stays alive for once initially exploding 
Enable the caching of actor properties from Lua to avoid Lua access at run-time 
Enable DEV menu options 
Enables AI-owning bullet hit feedback for friendly actors. 
Enables fall&play feedback for friendly actors. 
Enables Player-owning bullet hit feedback for friendly actors. 
Enable the loadout screen when joining a game. 
1=Attempt silent login on startup 
Enable/disable the item system 
Enable the language selection menu. 
Enable/disable the loading screen 
Enables/disables saving and loading of savegames 
Double tapping Y will switch to your grenades/explosives 
Enable persistant stats debug screen (needs dev menu options enabled) 
Enable the caching of data associated with entities pooled e.g., equipment pack, body damage, etc. 
Enable the use of console style checkpoints instead of full save. 
Enable Exclusive Playable Demo version 
Length of raycast for non-direct impact explosions to find appropriate surface effect 
Save the file list required to make the front end model cache pak 
*TODO*
Applies flash bangs to friends 
Set the minimum multiplier for the dot product comparison 
Set the minimum movement and rotation speed multiplier when stunned by a flashbang 
Set the radius fraction which will still blind a player even if not looking at a flashbang 
Applies flash bangs to your self 
Alters the falloff curve for the flashbang multiplier 
Flash door panel distance check interval for visibility 
Enable active flash rendering during level loading 
Time between grenade bouncing near someone and flushed skill kill 
Toggles whether the flycam should loop at the end of playback 
Maximum squared distance for footstep sounds / fx spawned by Players. 
Toggles debug messages of footstep sounds. 
Toggles moving of footsteps sounds with it's entity. 
Time from death till the player is forced to revive by the server, without any client request being received 
GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE 
Force players to use a specific heavy weapon 
Forces any intro sequence present (flownode) to play regardless of objectives etc 
Override the amount of time it takes to respawn an item (0=disable override) 
Force players to use a specific loadout package 
Force the loadouts to all use the same weapon, -1=disable 
Reduces player rotation speed when fov changes 
Debug information about currently loaded fp dbas 
Enable/Disable fp dbas load/unload management 
Sets friendly damage ratio. 
Max distance a friendly AI needs to be before the player will lower his weapon. 
If a UI element in the MenuData XML has 'EPD=true' set then the global g_EPD value will need to match this value for the element to be enabled 
Enables unicode input 
Toggles game effects system lightning arc profiling 
Toggles game effects system debug state 
Amount of deferred intersection tests allowed to be cast per frame by Game 
Enable/Disable Gameplay Analyst 
Amount of deferred rays allowed to be cast per frame by Game 
How long to show the endgame HUD message for 
How long to show the full scoreboard for 
How long to show the top 3 scoreboard for 
Enable to start the gamemode with the player spawned but controls frozen. If disabled then they spawn when the start countdown has finished. 
Skip the 15 second countdown? 
Console command to run when MP game rules transition to Start Game 
The N in 'Game will start in N seconds' (triggered once there are enough players) 
Min number of players to trigger countdown (deathmatch mode) 
Min number of players on each team to trigger countdown (team mode) 
Override time in seconds to trigger countdown without min player limits met 
Percentage of players loaded to trigger countdown (0.0f -> 1.0f) 
Time between messages telling the player that the game hasn't started yet 
Saves out the anim pair file used to hook up 1P & 3P animations 
Give an achievement 
Always smash the whole pane, and spawn fracture effect 
If the area of glass is below this, then autoshatter 
Just smash the whole pane, and spawn fracture effect for explosions 
Make all glass break after a given time, overrides art settings 
Add a random amount to forced glass shattering 
Max glass breaks, before auto-shattering is forced 
Turns off glass decals 
Enables the new dynamic breaking system for glass 
God Mode 
After finishing the tutorial continue to campaign. 
FOV range to be used in determining if actors are facing each other 
Distance check for victim near friendly actor 
Enable ground alignment for every character that supports it. 
Enable/disable logging for GroundEffects (2 = use non-deferred ray-casting) 
Max time in seconds since victim attacked a friendly 
Activates the registration requirement for GameObjectEvents 
*TODO*
Hide arms in first person 
How close interactive entities should be before highlighting 
How far the player needs to move before reassessing nearby interactive entities 
Maximum time before entities are re-checked for highlight requirements 
Enables/Disables debug information for hit and death reactions system 
If enabled, it'll not allow to execute any AI instruction during the hit/death reaction 
Disables switching to ragdoll at the end of animations 
Dumps information about asset usage in the system, streaming, and so. 
Enables/Disables Hit/Death reaction system 
Non-Release only CVar: Enables logging of animations used by non-animation graph-based reactions. 0: don't log, 1: log anim names, 2: log filepaths 
Reloads hitDeathReactions for the specified actor, or for everyone if not specified 
Enables/Disables reactionAnims streaming. 0: Disabled, 1: DBA Registering-based, 2: Entity lifespan-based 
If enabled, it'll use the default lua methods inside HitDeathReactions script instead of the default c++ version 
Enables/Disables precaching of of hitreactions: Requires game restart. 
The first crash site starts coming in this many seconds before the start of the game. 
Debugging for hold objective 1. Draw debug cylinder. 2. Fade ring in on pulse 
Time after players have rejoined before the game resumes 
Delay in host migration before promoting to server (seconds) 
1=Make calls to EnsureBestHost when in private games 
3D Hud distance to camera 
3D Hud z pos offset 
if true g_hud3d_cameraDistance and g_hud3d_cameraOffsetZ can be used to change offsets, otherwise auto offsets 
Enable/Disable debugging of post game state 
Time to wait before kicking a player for being idle for too long (in seconds) 
Shows all servers in the game browser even if the DLC requirements are not met 
If set, multiplayer physics will be enabled 
Reloads the parameters for the impulse handler of every actor 
Infinite inventory ammo 
Enables infinite inventory ammo for the tutorial. 
whether players are locked in stealth mode 
Infinite sprint 
If positive, any damage caused greater than this value will kill the character 
Enable/Disable the rendering of debug visuals for interactive object e.g. helper cones + radii 
Time between ironsighting and killing 
Enables any intro sequence setup for a level to play 
Capacity for explosives slot in inventory 
Capacity for grenades slot in inventory 
Removes inventory slots restrictions. Allows carrying as many weapons as desired 
Capacity for special slot in inventory 
Capacity for weapons slot in inventory 
Sets the view dist ratio for items owned by AI/Player in SP. 
Sets the view dist ratio for items owned by AI/Player in SP. 
Toggles jointed objects breaking 
If MP-specific audio signals are in memory only when needed (0) or all the time (1) 
Time in seconds after kicking a car that doors etc. will have all fallen off 
1=drop on kick 
Time in seconds after kicking a car that doors etc. should start falling off 
Allows the user to skip the KillerCam 
Disables KillerCam game-wide. 
The amount of time to show display the KillerCam for. May be reduced or not used if g_autorevivetime is too small. 
Blur amount for the background on the Killer Cam 
The focus range for the depth of field on the Killer Cam 
Debug watch level for the KingOfTheHill objective implementation. 
Fraction of the bob time to be at full compression 
Fraction of the bob time to release full compression 
Defines which language pak is loaded 
Will automatically match g_language setting unless specified otherwise 
Distance a player must clear a ledge grab entity by to avoid doing a ledge grab 
Toggles debug rendering on ledges: 0 - Disabled / 1 - Enabled 
Max distance from camera at which ledges are rendered 
Toggles debug rendering on ledges in editor: 0 - Disabled / 1 - Enabled in editing mode / 2 - Enabled in game mode / 3 - Visualize only deprecated ledge entities 
Max distance from camera at which ledges are rendered 
On exiting a grab onto a moving ledge a movement will be added to the players exit velocity in the direction of the ledge movement 
Fade in time after a level load (seconds) 
Fade in time after a quick load (seconds) 
Loading hint refresh time (MP) 
Loading hint refresh time (SP) 
*TODO*
Sets if the client player's model should be loaded on level load 
Load all profile & game data for use with bug reporting Usage: g_loadSave [filename, default=SaveGame.bin] 0/1 0=without executing resume game 1=execute resume game 
Packet rate locally on faked network connection 
Log all damage being taken 
Log various operations and calculations concerning the "primary" round and round changes. FOR DEBUGGING 
manually step through frames with a fixed time step 
Used to shift matchmaking version for QA and EA builds - please leave as zero 
Defines your matchmaking version (Only join games over the same version) 
Maximum number of servers returned in game browser 
Player health multiplier 
Maximum health reduction allowed on actors. If negative it is ignored 
MECHANISM MANAGER: Log messages enabled 
MECHANISM MANAGER: On-screen watches enabled 
message of the day 
The microwave beam will ignore static geometry with more sub-parts than this value (To help limit worst case performance) 
Minimum number of players to start a match. 
Amount of players required before a game actually starts 
Disables the kill cam 
Disables spectator cam when you die 
Cuts back HUD elements to essentials 
Move detached camera 
Enables/Disables on-screen debugging of movement transitions 
Enables/Disables special movement transitions system 
Enables/Disables logging of special movement transitions 
Reloads all movementTransitions 
Max health for Defenders in MP Assault gamemode 
Player has radar that permanently shows all friends and enemies (for Attackers in Assault mode). 
All players have radar that permanently shows all friends and enemies, controlled by server. 
Culls ProbablyHits in Shoot function, to avoid line tests 
Player has no radar (for Defenders when starting Assault mode). 
specifies if players will see any hats/boots (indicating higher/lower positioning) on radar 
Only allow damage from headshots 
Turn on MP kickable car settings/Disable SP kickable car settings 
Max time mp loader screen is allowed to wait before timing out and aborting MP 
Max time mp loader screen will wait for optional loading tasks before moving on (eg patch and playlist updates) should be < g_mpLoaderScreenMaxTime or optional tasks will cause an abort 
Player will not see any enemies on radar (for Attackers when Defenders are at high alert level in Assault mode). 
Disable environmental weapons 
Disable the VTOL 
The size of the per-node information for the paths 
Render debug information for all paths in the current level 
Health regeneration rate (0=slow, 1=normal, 2=fast) 
Enable/Disable debugging of trackview syncing in multiplayer 
Time between kills needed for a multikill 
Enable multiplayer gameplay by default 
Enable vehicles in multiplayer 
Sets exclusively multiplayer. Will not allow switching to singleplayer 
Enable muzzle flash culling 
Culls distant muzzle flashes 
(Secs.) The maximum amount of time allowed left on the clock in the last round of CTF for the "Never Flagging" award to be awarded. (Remember that strings will also need to be changed if this is changed!!) 
Switch to next level in rotation or restart current one. 
Prevents procedural breaking caused by rigid bodies 
Prevents secondary procedural breaks (to keep down memory usage) 
Number of lives in assault and all or nothing gamemodes 
turn on watch debugging of patch paks 
Usage: g_patchpak_download_timeout 
is patch paking enabled. Not suitable for runtime adjustment 
Usage: g_patchpak_poll_time 
if set, dedi servers MUST be able to access the patch download server, or they will fatal error and exit 
Fraction of games that need to be completed so that you post on leaderboards 
Maximum radius at which player can interact with other entities 
Sets the lod ratio for players. 
The player health threshold when the low health effect kicks in. 
The player health threshold when the mid health feedback kicks in. 
player's will use the automated dedicated input 
Enable Post 3D Rendering debug screen. 1 = enable. 2 = draw grid 
Number of segments in Post 3D Rendering debug grid. 
Filter grain amount 
Radial blurring amount 
Radial blurring radius 
Radial blurring screen position X 
Radial blurring screen position Y 
Global brightness 
Global cyan 
Global color hue 
Global luminance 
Global magenta 
Global yellow 
Global contrast 
Global saturation 
3D HUD field of view 
3D HUD interference 
The minimum time needed post-kill to display both of the KillerCam and DeathCam. 
Percentage (0-1) of the remaining post-kill time to be used to display the DeathCam when the time available to show the screens is less than the chosen amount. The other percent will be used for the KillerCam. (0.25 with a total of 4 seconds to display the screens would show DeathCam for 1sec(25%) and KillerCam for 3secs(75%)) 
Force predator to be a specific player 
Force predator to be a specific player 
Force predator to be a specific player 
Force predator to be a specific player 
Force teams in predator gamemode - 1=Soldier, 2=Predator 
Overrides hud_tagnames_EnemyTimeUntilLockObtained for marine team in hunter game mode 
Give the predators a permanent radar 
UI Flash Assets won't be preloaded, if this is set to 0. This will cause invalid file accesses at runtime. 
Cheat to unlock the presale content without voucher 
url to redirect presale users to 
Toggles procedural mesh breaking (except explosion-breaking) 
Process online callbacks in the gamelobbymanager. 
Draw paths of projectiles through the air 
for debugging. Display debugging info in watches on screen for gamestate 
Specifies the layer on with to apply Procedural Weapon Animations. Should be above g_stapLayer 
Radial blur on explosions. Default = 1, 0 to disable 
Time to cache a spawn point for when picking random spawns, if you are the only one in the level. 
Culls distant shell casing effects 
Enable reject effect culling 
Reloads action maps 
Reload all game fx 
Reload GameRules script 
0: Disables level restart when the PC Prematch finishes; 1: Full restart; 2: Only respawn players 
Revive wave timer. 
RMI benchmark interval (milliseconds) 
RMI benchmark should do two round trips? 
Maximum numbers of rounds to be played. Default is 0, 0 means no limit. 
Time spent on the end of round scoreboard (in seconds). 
Time between the round scoreboard being removed and the next round starting (in seconds). 
Switch basic entity data optimization 
Print to console the xml data saved for a specified entity 
Enables the generation of detailed log information regarding saveloads 
Only save entities in the editor-generated save list (if available). 0 is the previous behavior 
Save all profile & game data for use with bug reporting Usage: g_saveSave [filename, default=SaveGame.bin] 
Max number of points need to win in a team game. Default is 3 
Override for score limit - because score limit is set by the variant 
Server region 
server image 
Toggle if the actor model should be set from Lua or internally 
Sets controller layout (params: type(button,stick) name(default,lefty, etc.. See Libs/Config/controller 
Render the shadow casting character 
Show the game object update state of any activated entities; 3-4 -- AI objects only 
Debug watch level for the SimpleEntityBasedObjective gamerules module. 
Automatically skip the ready screen, that is shown after level loading in singleplayer. 
Skip all the intro videos. 
The radius of the smoke blast from smoke grenades for LOS blocking 
minimum distance between new spawnpoint and any explosives 
How recently a spawn has to have occured for it to be considered 'recent' and result in a subsequent spawn being denied. 
Send spawn requests to the server this many seconds apart 
on the server - the number of linetest replacing areatests the vistable should do per frame 
on the server - the number of linetests the vistable should do per frame 
This long before revive, start precaching expected spawnpoints. 
Enables/Disables debugging information for the spectacularKill 
Maximum error allowed from the optimal distance to the target 
Maximum height distance between killer and target for the spectacular kill to be allowed 
Minimum dot product allowed between the killer look dir and the distance to target vector 
Minimum time allowed between spectacular kills 
Minimum time allowed between spectacular kills using the same animation 
Square of the maximum distance in meters allowed between the target of the spectacular kill and the player. If set to a negative number is ignored 
Reloads the parameters for the spectacular kill class for every actor 
Show debug information for spectator mode. (1: show local player only, 2: show all players (however only so many will fit on screen) 
*TODO*
*TODO*
*TODO*
*TODO*
If user orbiting is enabled then should the camera also rotate with the target rotation 
Allow user input to orbit about the follow cam target (Irrelevant of data setup) 
How high the pitch can be rotated by the user 
How low the pitch can be rotated by the user 
Additional scalar to control mouse speed 
The max yaw rotation on a pad. In degrees per second 
Time after which a new valid target is selected 
If true, you can only spectate players on your team 
Collide against the geometry in spectator mode 
Enable spectate mode on this client 
Cooldown in seconds between spectator switching 
Enable STAP camera animation 
Enables the STAP system. 0=disabled; 1=enabled; 2=force STAP to always be active 
Specifies the layer on with to apply the STAP assuming that we are using the multi-threaded, interleaved STAP system 
Start on quorum: 0 never, 1 default, 2 always 
Statistics mode 0 - disabled 1 - enabled crysis mode 2 - enabled K01 mode 
Enables the processing of the game stereo framework. (2=extra debug output) 
Distance of convergence plane when in ironsight 
Enables story info openitem action is available after picking up story database collectable 
Duration story info openitem action is available after picking up story database collectable 
Suppress warnings emitted by sanity checks about direction vectors of hits 
Debug watch level for the SurvivorOneVictoryConditions gamerules module. 
Allow players to switch teams when the teams are unbalanced 
Minimum difference between team counts to allow team switching 
Difference between team counts before the unbalanced game warning kicks in 
Time in seconds between unbalanced game warnings 
syncronise class registry from server to clients 
Amount to increase for every button hit 
Max amount to decrease per second after time out expires 
Time to increase from normal decay to maximum after initial time out 
Amount to decrease per second 
Time out to start to increase decay towards maximum 
Status progress initial value 
Stomp attack damage area radius 
Sweep attack damage area radius 
Flat distance to player to select one side or the other of the platform 
Sweep attack damage area up offset 
Debug drill heads status 
Debug melee attacks 
Debug movement and target tracking status 
Debug HFSM 
Enable different character models for different teams 
drawcall budget 
compressed gameplay telemetry is copied to global heap when the session is ended to avoid corrupting the level heap 
if telemetry is enabled are gameplay related telemetry stats being gathered 
gameplay telemetry is gzipped before uploading to the server 
gameplay telemetry is uploaded to the server, set this to also save to disk 
display some info on the memory usage of the gameplay stats circular buffer 
this is the size of the gameplay stats circular buffer used in bytes for multiplayer, 0 is unlimited 
this is the size of the gameplay stats circular buffer used in bytes for singleplayer, 0 is unlimited 
How long to wait in seconds before uploading the statslog after the game ends in multiplayer 
Only capture performance & bandwidth telemetry when in a real in game state 
method used to convert telemetry data structures to xml, 1 = chunked telemetry serializer (new), 2 = class build xml tree (mem hungry), 3 = both (for comparison) 
How often in seconds the client should send its XP events to the server for logging in the telemetry files 
Sets the telemetry config to use (see Libs/Telemetry/). 
Displays the current telemetry session id to the screen 
Enables telemetry collection in singleplayer 
Specifies additional entity classes to export to minimap file for viewing in StatsTool. Seperate with commas, eg "AmmoCrate,MissionObjective" 
How often to gather bandwidth telemetry statistics (negative to disable) 
How often to gather memory telemetry statistics (negative to disable) 
How often to gather performance telemetry statistics (negative to disable) 
How often to gather sound telemetry statistics (negative to disable) 
A list of comma seperated tags to apply to the telemetry session (e.g. nettest,qa) 
*TODO*
Provided as a mechanism for tests to signal their status to Amble scripts 
Enable/Disable debugging info on entities with a heat controller 
Duration of a time-limited game (in minutes). 0 means no time-limit. 
TEMPORARILY READ-ONLY UNTIL FRONTEND CAN SET THIS. Amount of time to use as Extra Time/Sudden Death Time (in minutes) for MP game modes that support it. Default is 0, 0 means no extra time. 
Turns on punishment for team kills 
Number of team kills user will be banned for 
The radius of the collision sphere used for the camera to stop the third-person death cam from intersecting geometry 
The distance between the third-person death camera and the player being watched dying at the end. 
The minimum distance the camera can be from the player being watched dying. 
The distance between the third-person death camera and the player being watched dying at the start. 
By default the third-person death cam's height is at the centre-height of the player dying, but this variable can be used to tweak it up (+) or down (-) 
Smoothing speed for the DeathCam. 
A Small Number, used to pull collision spheres away from walls, etc. 
DEBUG: turn the third-person "death cam" on all the time, helps for tweaking other variables 
DEBUG: timeout for the third-person death cam debug graphics. 0 turns gfx off completely 
Alternative method to find ground for focus pos, using directional test from the direction of the camera. This is the length of that test. Needs to be small, to avoid penetrating walls 
When watching a third-person death but have no valid killer, an artificial look-at pos is created at this distance away 
When the death cam collides with a wall it'll start to raise depending on how close the collision was. This is the maximum it can rise by 
The furthest angle by which the DeathCam will turn as is displays. 
Restrict by how much the sphere test can be longer than the clear part of the previous one. An attempt to stop back-and-forth glitchiness 
If you are killed by another player, swap to the killerCam after this amount of time. May be reduced or not used if g_autorevivetime is too small. 
Died by suicide, swap to the next mode after this amount of time. May be reduced or not used if g_autorevivetime is too small. 
Stop the death cam from getting too vertical as it causes the rotation to freak out 
Maximum scale for tracer geometry 
Maximum scale applies at this distance from the camera 
Minimum scale for tracer geometry 
Minimum scale applies at this distance from the camera 
Slow down tracer speed when inside this area around the camera 
Enables Translation Pinning for the client player 
Maximum distance from a previously made cut that allows reusing 
The currently active Tweak profile, used for all tweakable values and for saving/loading 
*TODO*
Interval rich presence should wait if it fails 
use hit sound feedback 
Speed up hit and kill RMIs to reduce network lag 
Use Online Service For Dedicated Server (defaults to off = LAN) 
Use left shoulder button for quick grenade throws, 1=always, 2=mp only 
for autobuilds never automatically bring up the user sign in window, if the user isn't signed in. Can affect performance and skew performance test results. Has to be added to system.cfg, doesn't work if added to the commandline! 
Activates the new Single Position update order 
'Headshot' and 'Denied' Audio on skill kills 
Use XML compressed binary format for save and loads. DON'T CHANGE THIS DURING RUNTIME! 
When vaulting at slow speeds the resulting animation speed will never go beneath this value 
Minimum height difference between a player and a ledge for a vault to be possible 
Debug the current draw resolution stats on the server 
Adds visibility timeout to IsProbablyVisible() calculations 
Visibility timeout time used by IsProbablyVisible() calculations 
Once a VTOL has been destroyed and crash lands it will hang around for x seconds 
When the VTOL is destroyed it will continue accelerating in its current direction for x seconds 
How fast the VTOL falls post-destruction 
offset the VTOLs bounds in the z direction 
scale of the VTOLs bounds to get a bounds more representative of the internal cabin 
scale of the VTOLs bounds to get a bounds more representative of the internal cabin 
scale of the VTOLs bounds to get a bounds more representative of the internal cabin 
1: Enable debug options in the vtol manager 
Players standing inside the vtol will stick to it up to this speed faster than by default 
When the VTOL is destroyed any players inside will receive this much damage 
How far ahead the vehicle starts looking at when looking for the next node to ravel to 
How many seconds to wait after a VTOL is destroyed before spawning a new one 
Enable VTOLVehicle manager Debug logic 
Enable VTOLVehicle manager Debug logic 
Simulate VTOLs moving around the path to provide a more accurate debug drawing of the VTOLs path 
If the dot from 3 neighboring nodes is greater than this value we can disregard the middle node (Higher = more accurate but more memory/render work) 
Time increment when simulating movement. Lower = more accurate but slower 
Enable VTOLVehicle manager update logic 
Bullet hit FX appears on water and not what's underneath 
Restores the weapon offset 
Outputs to the console the current weapon 
Resets all weapon offsets 
Moves the current weapon offset into current cry mannequin's selected key. g_weaponOffsetToMannequin left will select the left hand offset. 
Zooms in the weapon, useful when when seting up offsets 
Zooms out the weapon 
When the xml debug files are activated, this option adds the name and entity class name to every entity reference in the .xml . 
Limits the number of blocks to queue for saving, causes a main thread stall if exceeded. 0 for no limit. 
Activates the generation, for debug purposes, of a text xml file each time that there is a binary save (LastBinarySaved.xml) or load (LastBinaryLoaded.xml). 
defines the minimun size needed for nodes to be shown in the xml report file 
Enables an extra zlib compression pass on the binary saves. 
XP multiplyer (for promotions)