CVAR name
the
value is default one, acts like normal counter-strike.
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selectable value
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notes
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axn_smokeradius 0
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n
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Enables temporary damage of
toxic gas by smoke grenade.
n: n means the radius of toxic gas takes effect.
the radius at 200-250 equals to appearance of smoke that a grenade
spreads. beware that the appearance of smoke won't increases by this
value. if it is 0, smoke takes no damage effect.
<temporary damage>
5 damages per a second. If the character moves to where gas does not
exist, health recovers 5 points per a second.
health never be decreased under 20 by this gas.
temporary damages never be summed up to "damage count" of bmx.
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axn_smokegasp 0
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0/1
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Enable characters pant voice while
breathing toxic gas.
0: Disable (characters never pants).
1: Enable (characters pants).
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axn_flashtime 1
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1/2
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Duration of effect a flash grenade causes.
1: Standard.
2: Lasts twice times.
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axn_noheadshot 0
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0/1
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0:Disable, Normal, Headshots are active.
1:Enable, Headshots are deactivated.
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axn_damageimpact 0
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n
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Knock back.
n: Players get a shock of knock back according to received damages
multiplied by the value of this.
If it is at 100, player will be blown off.
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axn_statustext 0
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0/1
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Lets spectators see information
about health and so on.
0: Standard (information can be seen by spectators).
1: Not displays (information can not be seen by spectators)
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axn_tracer 0
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0/1/2
|
Tracer enable/disable (however,
tracers are not bullets themselves).
0: Disable.
1: Enable
(only visible as far as the gun-sounds are heard).
2: Sends to all spectator proxies
(only spectators through HLTV can see
tracers).
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axn_showaddress 0
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0/1
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0: Disable (show nothing)
1: Enable (Displays player's information as this; wonid@address:port)
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axn_starthealth 100
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n
|
n: n stands for health at every rounds start.
(health indicator won't work correctly if this value is above 255)
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axn_bunnyjump 0
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0/1/-1
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0:Disable
1:Enable (bunnyhop becomes possible)
-1: allows CS 1.3 style jump action. (jump never slows down like that
of 1.4)
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axn_longjump 0
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0/1
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0:Disable
1:Enable (duck & jump acts as a long jump like the one appears in
Half-life).
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axn_jumpability 1.0
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n
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n: Multiples the height of jump.
(This doesn't change gravity but upward velocity of jumping. Falling
damage at too large value may also causes a death.)
This can be used only when +jump bound key is hit with +alt1 bound key
being pushed down, To use this function, bind a key to +alt1.
(cf)
bind "ALT" "+alt1"
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