Client Commands

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EZQuake

This could potentially get too huge, the number of options are as many as the client's cvar list, let's limit to useful and not just 100% preference based

v_viewheight

v_viewheight is the level of your eyes as the player bobs up and down while running. Most people have bobbing turned off. The level of your gun doesn't change during the bob cycle, just your eyes. At -7, your eyes are at the same level as your gun. Rockets are aimed right at the crosshair during their entire path. As the level of your eyes goes up, close range aim gets more off. At -5 to 4, if you try to shoot down over a ledge, the rocket will hit the ledge and if it's close, will blow up in your face. At -6 and -7 you can aim precisely over a ledge. It really only matters for rockets. A drawback of lower viewheights is that lightning gun shafts tend to be coming right at your face. Not a problem in MegaTF. Low viewheights make you feel short and high ones make you feel tall and you can see over more obstacles.

Some useful cvar options

  • r_fastsky 1 //sets sky to a solid color, less distracting, easier to see players outline in the sky.
  • r_skycolor x x x //RGB value of sky color
  • r_fastturb 1 //sets all liquids to a solid color based on texture, less distracting, cleaner looking map.
  • v_viewheight "-6" // Some lore about this one. This lowers your view as much as possible, with the idea of being exactly in line with your rocket trajectory, instead of above it. The idea is that your crosshair is more accurately where the rockets will hit in the distance.
  • s_khz "44" // attempt to sample all sounds at 44khz, crisper audio, and needed for the replacement sound pack.
  • s_ambientlevel "0" // removes annoying looping background noises
  • cl_bob "0" //removes screen bobbing
  • cl_bobcycle "0.0" //removes screen bobbing
  • cl_bobup "0.0" //removes screen bobbing
  • cl_rollangle "0" //controls how much your screen tilts when strafing.
  • etc. etc.