Reference for axn



CVARS  for axn

 CVAR name

the value is default one, acts like normal counter-strike.

selectable value

 notes

axn_smokeradius 0

n

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.

axn_smokegasp 0

0/1

Enable characters pant voice while 
breathing toxic gas.
0: Disable (characters never pants).
1: Enable (characters pants).

axn_flashtime 1

1/2

Duration of effect a flash grenade causes.
1: Standard.
2: Lasts twice times.

axn_noheadshot 0

0/1

0:Disable, Normal, Headshots are active.
1:Enable, Headshots are deactivated.

axn_damageimpact 0

n

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.

axn_statustext 0

0/1

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)

axn_tracer 0

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).

axn_showaddress 0

0/1

0: Disable (show nothing)
1: Enable (Displays player's information as this; wonid@address:port)

axn_starthealth 100

n

n: n stands for health at every rounds start.
(health indicator won't work correctly if this value is above 255)

axn_bunnyjump 0

0/1/-1

0:Disable
1:Enable (bunnyhop becomes possible)
-1: allows CS 1.3 style jump action. (jump never slows down like that of 1.4)

axn_longjump 0

0/1

0:Disable
1:Enable (duck & jump acts as a long jump like the one appears in Half-life).

axn_jumpability 1.0

n

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"

client command for axn

 command  name

value

 notes

say ent

???

adds entities of maps. HOSTAGES, a start point, and so on. 

Example,
say ent classname.
hostage_entity         //creates hostage_entity
say ent origin         //position setup (curent player's position)
say ent angles         //direction setup(curent player's direction)
say ent model models/chick.mdl // model setup
say ent add.          //addition. It saves at the file named
maps/mapname.addent. (It is also loaded next time)