Difference between revisions of "Dustbowl/pt-br"

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m (Estágio 3, Ponto A)
(we will keep this on ! if she still banned! she took down many sites such as encyclopedia dramatica and has 4chan to her feets. unban or prepare to cry!)
Line 1: Line 1:
{{DISPLAYTITLE:Dustbowl}}
+
{{DISPLAYTITLE:Bitchbowl}}
  
 
{{Map infobox
 
{{Map infobox
Line 5: Line 5:
 
| file-name=cp_dustbowl
 
| file-name=cp_dustbowl
 
| map-image=TF2 Dustbowl Map.jpg
 
| map-image=TF2 Dustbowl Map.jpg
| map-multiple-stages = 3
+
| map-mul08-07-2010, 14:01
| map-environment = Deserto
+
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
| map-setting = Luz do dia, ensolarado
+
 
| map-health-pickups-small = 7
+
Locked ConVar: sv_showanimstate
| map-health-pickups-medium = 8
+
Locked ConVar: sv_showanimstate_log
| map-health-pickups-large = 10
+
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}08-07-2010, 14:01
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
Locked ConVar: sv_showanimstate
 +
Locked ConVar: sv_showanimstate_log
 +
Locked ConVar: mp_feetyawrate
 +
Locked ConVar: mp_facefronttime
 +
Locked ConVar: mp_ik
 +
Locked ConVar: sv_netvisdist
 +
Locked ConVar: sv_suppress_viewpunch
 +
Locked ConVar: sv_force_transmit_ents
 +
Locked ConVar: sv_optimizedmovement
 +
Locked ConVar: sv_stopspeed
 +
Locked ConVar: sv_maxspeed
 +
Locked ConVar: sv_accelerate
 +
Locked ConVar: sv_airaccelerate
 +
Locked ConVar: sv_wateraccelerate
 +
Locked ConVar: sv_waterfriction
 +
Locked ConVar: sv_footsteps
 +
Locked ConVar: sv_rollspeed
 +
Locked ConVar: sv_rollangle
 +
Locked ConVar: sv_friction
 +
Locked ConVar: sv_bounce
 +
Locked ConVar: sv_maxvelocity
 +
Locked ConVar: sv_stepsize
 +
Locked ConVar: sv_backspeed
 +
Locked ConVar: sv_waterdist
 +
Locked ConVar: sv_pushaway_force
 +
Locked ConVar: sv_pushaway_min_player_speed
 +
Locked ConVar: sv_pushaway_max_force
 +
Locked ConVar: sv_pushaway_clientside
 +
Locked ConVar: sv_pushaway_player_force
 +
Locked ConVar: sv_pushaway_max_player_force
 +
Locked ConVar: sv_unlag
 +
Locked ConVar: sv_maxunlag
 +
Locked ConVar: sv_lagflushbonecache
 +
Locked ConVar: sv_unlag_fixstuck
 +
Locked ConVar: sv_unlag_debug
 +
Locked ConVar: sv_pushaway_clientside_size
 +
Locked ConVar: mp_capstyle
 +
Locked ConVar: mp_blockstyle
 +
Locked ConVar: mp_capdeteriorate_time
 +
Locked ConVar: mp_showroundtransitions
 +
Locked ConVar: mp_showcleanedupents
 +
Locked ConVar: tf_demandloaditems
 +
Locked ConVar: item_quality_chance_unique
 +
Locked ConVar: item_quality_chance_rare
 +
Locked ConVar: item_quality_chance_common
 +
Locked ConVar: tf_obj_build_rotation_speed
 +
Locked ConVar: tf_obj_max_attach_dist
 +
Locked ConVar: sv_ignore_hitboxes
 +
Locked ConVar: anim_showstate
 +
Locked ConVar: anim_showstatelog
 +
Locked ConVar: mp_showgestureslots
 +
Locked ConVar: mp_slammoveyaw
 +
Locked ConVar: steamworks_show_uploads
 +
Locked ConVar: tf_maxspeed
 +
Locked ConVar: tf_showspeed
 +
Locked ConVar: tf_avoidteammates
 +
Locked ConVar: tf_solidobjects
 +
Locked ConVar: tf_clamp_back_speed
 +
Locked ConVar: tf_clamp_back_speed_min
 +
Locked ConVar: tf_scout_air_dash_count
 +
Locked ConVar: tf_force_holidays_off
 +
Locked ConVar: tf_caplinear
 +
Locked ConVar: tf_stalematechangeclasstime
 +
Locked ConVar: tf_arena_force_class
 +
Locked ConVar: tf_arena_change_limit
 +
Locked ConVar: mp_waitingforplayers_time
 +
Locked ConVar: tf_gamemode_arena
 +
Locked ConVar: tf_gamemode_cp
 +
Locked ConVar: tf_gamemode_ctf
 +
Locked ConVar: tf_gamemode_payload
 +
Locked ConVar: tf_bot_count
 +
Locked ConVar: tf_obj_gib_velocity_min
 +
Locked ConVar: tf_obj_gib_velocity_max
 +
Locked ConVar: tf_obj_gib_maxspeed
 +
Locked ConVar: tf_obj_upgrade_per_hit
 +
Locked ConVar: object_verbose
 +
Locked ConVar: obj_damage_factor
 +
Locked ConVar: obj_child_damage_factor
 +
Locked ConVar: tf_fastbuild
 +
Locked ConVar: tf_obj_ground_clearance
 +
Locked ConVar: tf_obj_damage_tank_achievement_amount
 +
Locked ConVar: tf_sentrygun_damage
 +
Locked ConVar: tf_sentrygun_mini_damage
 +
Locked ConVar: tf_sentrygun_ammocheat
 +
Locked ConVar: tf_sentrygun_newtarget_dist
 +
Locked ConVar: tf_sentrygun_metal_per_shell
 +
Locked ConVar: tf_sentrygun_metal_per_rocket
 +
Locked ConVar: tf_sentrygun_notarget
 +
Locked ConVar: tf_sentrygun_max_absorbed_damage_while_contro lled_for_achieveme
 +
Locked ConVar: tf_sentrygun_kill_after_redeploy_time_achieve ment
 +
Locked ConVar: tf_teleporter_fov_start
 +
Locked ConVar: tf_teleporter_fov_time
 +
Locked ConVar: tf_playerstatetransitions
 +
Locked ConVar: tf_weapon_ragdoll_velocity_min
 +
Locked ConVar: tf_weapon_ragdoll_velocity_max
 +
Locked ConVar: tf_weapon_ragdoll_maxspeed
 +
Locked ConVar: tf_damageforcescale_other
 +
Locked ConVar: tf_damageforcescale_self_soldier_rj
 +
Locked ConVar: tf_damageforcescale_self_soldier_badrj
 +
Locked ConVar: tf_damagescale_self_soldier
 +
Locked ConVar: tf_damage_lineardist
 +
Locked ConVar: tf_damage_range
 +
Locked ConVar: tf_feign_death_damage_scale
 +
Locked ConVar: tf_max_voice_speak_delay
 +
Locked ConVar: tf_spy_invis_time
 +
Locked ConVar: tf_spy_invis_unstealth_time
 +
Locked ConVar: tf_spy_max_cloaked_speed
 +
Locked ConVar: tf_max_health_boost
 +
Locked ConVar: tf_invuln_time
 +
Locked ConVar: tf_player_movement_stun_time
 +
Locked ConVar: tf_soldier_buff_pulses
 +
Locked ConVar: tf_boost_drain_time
 +
Locked ConVar: tf_damage_events_track_for
 +
Locked ConVar: tf_useparticletracers
 +
Locked ConVar: tf_spy_cloak_consume_rate
 +
Locked ConVar: tf_spy_cloak_regen_rate
 +
Locked ConVar: tf_spy_cloak_no_attack_time
 +
Locked ConVar: tf_scout_energydrink_regen_rate
 +
Locked ConVar: tf_scout_energydrink_consume_rate
 +
Locked ConVar: tf_scout_energydrink_activation
 +
Locked ConVar: tf_feign_death_duration
 +
Locked ConVar: tf_cheapobjects
 +
Locked ConVar: tf_scout_stunball_base_duration
 +
Locked ConVar: tf_scout_stunball_base_speed
 +
Locked ConVar: sv_proj_stunball_damage
 +
Locked ConVar: tf_scout_stunball_ball_regen_rate
 +
Locked ConVar: tf_scout_bat_launch_delay
 +
Locked ConVar: tf_flamethrower_velocity
 +
Locked ConVar: tf_flamethrower_drag
 +
Locked ConVar: tf_flamethrower_float
 +
Locked ConVar: tf_flamethrower_flametime
 +
Locked ConVar: tf_flamethrower_vecrand
 +
Locked ConVar: tf_flamethrower_maxdamagedist
 +
Locked ConVar: tf_flamethrower_shortrangedamagemultiplier
 +
Locked ConVar: tf_flamethrower_velocityfadestart
 +
Locked ConVar: tf_flamethrower_velocityfadeend
 +
Locked ConVar: tf_flamethrower_burst_zvelocity
 +
Locked ConVar: tf_flamethrower_burstammo
 +
Locked ConVar: tf_grenadelauncher_chargescale
 +
Locked ConVar: tf_grenadelauncher_livetime
 +
Locked ConVar: tf_grenadelauncher_min_contact_speed
 +
Locked ConVar: tf_grenade_forcefrom_bullet
 +
Locked ConVar: tf_grenade_forcefrom_buckshot
 +
Locked ConVar: tf_grenade_forcefrom_blast
 +
Locked ConVar: tf_grenade_force_sleeptime
 +
Locked ConVar: tf_pipebomb_force_to_move
 +
Locked ConVar: tf_pipebomb_deflect_reset_time
 +
Locked ConVar: tf_sniper_jar_regen_rate
 +
Locked ConVar: weapon_medigun_damage_modifier
 +
Locked ConVar: weapon_medigun_construction_rate
 +
Locked ConVar: weapon_medigun_charge_rate
 +
Locked ConVar: weapon_medigun_chargerelease_rate
 +
Locked ConVar: tf_medigun_lagcomp
 +
Locked ConVar: mp_forceactivityset
 +
Locked ConVar: tf_grenade_show_radius
 +
Locked ConVar: tf_grenade_show_radius_time
 +
Locked ConVar: tf_meleeattackforcescale
 +
Locked ConVar: tf_rocket_show_radius
 +
Locked ConVar: sv_instancebaselines
 +
Locked ConVar: sv_useexplicitdelete
 +
Locked ConVar: cl_interpolate
 +
Locked ConVar: dbg_demofile
 +
Locked ConVar: r_entity
 +
Locked ConVar: sv_stressbots
 +
Locked ConVar: sv_sendtables
 +
Locked ConVar: sv_creationtickcheck
 +
 
 +
Some of them can be funny:
 +
 
 +
tf_scout_stunball_ball_regen_rate but if 0 a server becomes laggy
 +
sv_proj_stunball_damage - the damage by sandman's ball
 +
tf_scout_air_dash_count - the number of scout jumps
 +
with these cvars you can make air battles like in FF :)
 +
 
 +
tf_sniper_jar_regen_rate - I think you understood :)
 +
spunkster21
 +
08-08-2010, 07:39
 +
Sorry for posting it in a dead theme, but I think it will be useful for someone - a fresh list of hidden cvars.
 +
 
 +
 
 +
Thanks. tf_obj_upgrade_per_hit was just what I was looking for to increase the amount of upgrade per wrench hit. I was trying to script it, unsuccessfully, but this is so much better.
 +
McFlurry
 +
09-18-2010, 22:46
 +
Well I think this will be useful to some people. I edited bl4nk's code so it will make all the locked cvars/cmds unlocked and will show up as valid commands/cvars instead of unknown commands.
 +
#include <sourcemod>
 +
 
 +
public Plugin:myinfo =
 +
{
 +
name = "Locked Cvar Unlocker",
 +
author = "bl4nk(Small edit by McFlurry)",
 +
description = "lists locked cvars",
 +
version = "1.0.1",
 +
url = "http://forums.alliedmods.net/"
 +
};
 +
 
 +
public OnMapStart()
 +
{
 +
decl String:name[64];
 +
new Handle:cvar, bool:isCommand, flags;
 +
cvar = FindFirstConCommand(name, sizeof(name), isCommand, flags);
 +
if (cvar == INVALID_HANDLE)
 +
{
 +
return;
 +
}
 +
do
 +
{
 +
if(isCommand || !(flags & FCVAR_LAUNCHER))
 +
{
 +
continue;
 +
}
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
} while(FindNextConCommand(cvar, name, sizeof(name), isCommand, flags));
 +
{
 +
SetCommandFlags(name, flags & ~FCVAR_LAUNCHER);
 +
}
 +
CloseHandle(cvar);
 +
}e = 10
 
| map-ammo-pickups-small = 4
 
| map-ammo-pickups-small = 4
 
| map-ammo-pickups-medium = 12
 
| map-ammo-pickups-medium = 12

Revision as of 15:19, 4 May 2011


Dustbowl
TF2 Dustbowl Map.jpg
Informações básicas
Variantes: Modo de Treinamento
Desenvolvedor(es): Desconhecido
Imagens do mapa
Imagens da tela de carregamento.
Vista aérea
Dustbowl overview.png

Dustbowl é um mapa de Ponto de Controle de Ataque/Defesa, e um remake subsequente do mapa homônimo de Team Fortress Classic. Ele e Gravel Pit foram os primeiros mapas de Ponto de Controle com Ataque/Defesa para Team Fortress 2, além de também ter sido um dos seis mapas iniciais incluídos com o lançamento do jogo. Dustbowl é o único mapa no qual um modo de treinamento foi criado.

Em Dustbowl, a meta dos atacantes (BLU) é sair ganhando por uma série de estágios para poder vencer o mapa. Dentro de cada estágio, os atacantes devem capturar dois pontos de controle, A e B, que estão tomados pelos (RED). O Ponto A deve ser capturado antes de os atacantes poderem assaltar o ponto B. A contagem do tempo é aumentada para cada captura de ponto, e, uma vez que o ponto é capturado, ele é fechado e não pode ser retomado pelos defensores.

Como todos os mapas de Ataque/Defesa, os BLU são os atacantes enquanto os RED são os defensores. Egypt e Gorge compartilham de um design similar a Dustbowl.

Vídeo de Introdução

Objetivo

O BLU ataca e deve capturar ambos os pontos (A e B) em todos os três estágios para vencer a partida. O RED deve impedir o BLU de alcançar essa meta.

Localizações

Observe que as vistas são todas da perspectiva do time BLU após sair do spawn

Estágio 1, Ponto A

Ponto de Controle A dentro de uma construção pequena à esquerda.

Dustbowl, primeiro estágio, ponto A
  • spawn dos Atacantes: Três saídas – Esquerda, Meio e Direita. Defensores podem atirar para dentro do spawn.
  • Desfiladeiro: A passagem longa e reta da porta do meio do spawn leva direto à porta de trás do Ponto de Controle A.
  • Celeiro Principal: Ao lado da porta da esquerda, contém um Health e um pacote de munição grandes. A passagem leva direto para a entrada frontal do edifício do Ponto de Controle. Tem uma entrada.
  • Celeiro Lateral: Perto da porta da direita do spawn, contém munição e health médios. Tem duas entradas.
  • Edifício do Ponto de Controle “A”: Contém uma Health e Munição grandes. Escadas levam a um túnel de mineração que tem um Health grande e levam ao Ponto de Controle B. Tem duas entradas, além de janelas altas e sacada.
  • Saídas Túnel à esquerda, túnel à direita e túnel de mineração (em cima).

Estágio 1, Ponto B

O Ponto de Controle B é novamente dentro de uma construção à esquerda.

Dustbowl, primeiro estágio, ponto B
  • Caminho da caverna: 3 passagens por túneis levam à segunda área.
  1. O Segundo piso do Túnel de Mineração de cima leva a uma porta de um caminho só (ela abre para quem está dentro do túnel, mas não para quem está fora) e saída de pneus acima e à esquerda do Ponto de Controle B. Contém um kit de Health médio e um Pacote de Munição.
  2. Nível do Chão no túnel da esquerda, atrás do Ponto de Controle A.
  3. Túnel da direita levando a caverna grande (caverna da direita) com saídas superiores e inferiores. Contém um kit de Health médio e um pacote de Munição grande.

A ponte vai da saída superior da caverna do lado direito até o portão do túnel de mineração do lado esquerdo.

  • Edifício do ponto B: Contém um pacote de Health e Munição pequenos.
  • Teto do Sniper: Localizado sobre o spawn dos defensores. É dividido em duas partes conectadas pela ponte do Sniper, e tem um Health e munição pequenos de um lado.
  • Spawn dos Defensores: O ponto de spawn dos (time RED). Localiza-se abaixo do teto do Sniper.

Estágio 2, Ponto A

O primeiro ponto está no topo de uma construção à esquerda (da perspectiva do BLU).

Dustbowl, segundo estágio, ponto A
  • Spawn do BLU: Esta é uma construção pequena que se debruça sobre a Cova.
  • Cova: Duas entradas emergem do spawn, uma levando à esquerda e outra, à direita. Defensores estão livres para entrar depois que as portas do setup abrem.
  • Celeiro Grande: Do lado direito estão dois pacotes de Health e Munição. A escadaria atrás leva ao teto da construção.
  • Edifício do Ponto de Controle: O Ponto de controle fica no topo do Segundo nível do edifício. Esse segundo nível tem uma pequena barraca que contém um Health e Munição grandes. O primeiro piso tem uma sala pequena e aberta que dá de cara para o spawn do BLU, com um pacote médio de Health e Munição. Tem duas entradas, e pode também ser acessada por uma janela e através de caixotes localizados na frente e à esquerda ou através de pneus, atrás e à esquerda.
  • O Escritório: Fica atrás dessa área. Há duas salas: a da direita tem um pacote de Munição grande e outro de Health médio. A segunda sala tem uma janela que dá de cara para a cova.
  • Poste de Sinalização: Um Health grande e uma Munição média se localizam à esquerda do Escritório.
  • Saídas: Uma à esquerda e outra à direita, ambas levando ao ponto B.

Estágio 2, Ponto B

O segundo ponto de controle fica em uma plataforma próxima ao spawn do RED.

Dustbowl, segundo estágio, ponto B
  • O Túnel de Mineração: Um túnel longo e estreito que começa na parte traseira à direita do edifício do escritório.
  • As saídas duplas: Estes dois túneis estão localizados paralelamente um ao outro; o túnel da esquerda leva a portas duplas, e o da direita leva às duas portas ou ao portão.
  • O Portão: Bem à direita das saídas duplas está um portão de um caminho só, acessado por outro túnel. Há um pacote de Health grande no final, perto da grade.
  • O Pátio: A area aberta logo na parte de fora das saídas duplas e da saída do túnel de mineração comprido. Situa-se próxima à construção do meio.
  • A Construção do Meio: Uma construção grande no meio da área do pátio. No Segundo piso tem dois pacotes médios de Health e Munição. Um corredor no térreo atravessa a construção e sai do outro lado, diretamente à frente do ponto de controle final. Há também uma passagem por fora com algumas rochas grandes.
  • Ponto de Controle B: O ponto de controle está assentado sobre uma plataforma que fica próxima ao spawn dos defensores e é acessível por escadas de cada lado.
  • Edifício do Spawn do RED: É o ponto de spawn pro time defensor, RED, e fica atrás do ponto de controle.

Estágio 3, Ponto A

O primeiro ponto de controle fica numa plataforma diretamente do outro lado da saída do BLU.

O RED tem um atalho de uma de suas salas de spawn para esse ponto. Esse atalho é fechado assim que o BLU capturar esse ponto.

Dustbowl, terceiro estágio, ponto A.
  • Três Saídas: Esquerda, Meio e Direita, todos os portões traseiros que abrem no início da rodada podem ser acessados pelos defensores e faze-los ir até o spawn do BLU.
  • spawn do BLU: Ao sair, os jogadores podem virar imediatamente à direita e subir um longo corredor até o portão fechado da direita, ou usar as escadas da direita ou da esquerda. Ambas levam às saídas do portão duplo.
  • A Doca de Carga: Uma pequena construção contendo um pacote de Munição grande e um de Health pequeno. A construção fica entre os portões e o ponto de controle e tem uma ampla janela da qual se vê os portões duplos.
  • Ponto de controle A: Localizado na parte de trás da área em uma plataforma um pouco elevada.
  • O Elevado: Um elevado no fim do atalho dos defensores pro ponto A. Quando o primeiro ponto de controle é tomado, a entrada do spawn do RED é trancada.

Estágio 3, Ponto B

O ponto de controle final fica na base de uma plataforma de lançamento, sob um foguete, no centro da base do RED.

Dustbowl, terceiro estágio, ponto B.
  • Os Becos: São as passagens estreitas que vão do ponto de controle A ao ponto de controle B. Consistem em dois níveis, com a rota principal não tendo health ou munição, e as salas laterais no andar de cima tendo alguns pacotes de health e munição.
  • Térreo: Entrada lateral que leva pra parte de baixo da base até o vale embaixo da área do ponto de controle B.
  • A Casa da Sacada: Tem uma ponte por sobre o beco e pacotes pequenos de health e munição. Dá de cara para o ponto de controle B.
  • A Casa do Sniper: Do lado oposto da Casa da Sacada. Tem um pacote de Health médio e um de Munição grande no segundo piso. No primeiro piso, há uma trincheira com janelas olhando a parte baixa do longo beco. Há duas portas, uma no beco, outra nos fundos. Elas podem ser acessadas pelo lado de fora por defensores por um pequeno aclive.
  • Ponto de Controle B: Esse é o ponto de controle final para o mapa e está situado entre as duas saídas de spawn do RED, embaixo de um foguete grande.
  • Spawn do RED: Tem saídas levando a cada um dos lados do ponto de controle B.
  • Sala de Equipamentos: Em frente ao ponto de controle, uma sala comprida com um pacote de Munição na frente e um pacote de Health médio nos fundos. Acessível por escadas.
  • O Vale: Localizado sob a ponte final, o Vale tem uma entrada, e um lance de escadas levando à ponte.

Estratégia

Equilíbrio do Time

Como em qualquer mapa, ÜberCharge e trabalho em equipe são cruciais para avançar até a vitória ou prevenir-se da derrota.

Vá para as páginas individuais de estratégia para maiores informações sobre como jogar com as classes.

Geral

Atacantes
  • Teleporters são muito úteis para capturar o segundo ponto.
  • Engineers são os mais úteis no ataque do segundo ponto de cada estágio.
  • Spies podem se esgueirar nas linhas inimigas enquanto camuflados, e então capturar o ponto antes de que eles se dêem conta.
Defensores
  • Defensores têm tempos muito maiores de respawn comparados aos atacantes.
  • Proteja o Segundo ponto, e fique de olho nas capturas do Spy.
  • Teleporters são benéficos para a defender eficientemente o primeiro ponto.


Estágio 1, Ponto A

Atacantes
  • ÜberCharges do lado esquerdo podem chegar ao Ponto de Controle antes do fim. Os jogadores podem querer subir imediatamente as escadas para evitar tiros da Sentry Gun, que podem atrapalhá-los na porta. Por causa do ambiente fechado, um ataque de Pyro é bem eficaz aqui, particularmente se o airblast for usado para limpar o caminho.
  • Sentry Guns no edifício do ponto de captura podem ser eliminadas usando Soldiers e Demomen para atirar nas janelas pelo lado de fora.
  • Jogadores procurando por saídas desprotegidas podem se comunicar com o time para permitir um ataque eficaz em ambas as áreas.
  • a Terceira saída (a do lado direito), sendo a mais distante do ponto de controle, é frequentemente ignorada. Classes com armas de longo alcance podem atirar no ponto de controle com relativa facilidade.
Esquina do Engineer.


Defensores
  • O ataque tem apenas três saídas disponíveis: controlar e observar todos esses “gargalos” (chokepoints no original em inglês, espaços estreitos que podem ser fechados) é vital. Os pontos de observação nos celeiros, aclives e pináculos dão vantagem em relação à altura. Quaisquer avanços feitos pelo ataque às saídas devem ser avisados aos outros jogadores.
  • Sentry Guns ficam melhor posicionadas dentro do sala do ponto de controle no primeiro lance de escadas e na ponte bem na entrada, por volta de uma unidade (polegada) embaixo das escadas. Isso cobre o ponto da mesma forma que a Sentry Gun da esquina, mas sem ficar tão suscetível a Pyros.

Estágio 1, Ponto B

Atacantes
  • O Ponto B deveria ser alcançado imediatamente depois da captura do primeiro ponto. Defensores estão frequentemente dispersos ou mortos e Sentry Guns estão no Nível 1. Scouts são ideis para usar a velocidade deles nesse mapa.
  • Uma base avançada no túnel de mineração provê passagem fácil para a base do inimigo pelo portão de um caminho só. Uma sentry é recomendável para prevenir emboscadas de Demomen e Soldiers nesse local. Soldiers e outras classes de longo alcance podem eliminar Sentry Guns atrás da caixa d’água, nesse ângulo atrás do portão de um caminho só.


Defensores
  • Uma base montada no túnel de mineração depois da captura do Ponto A pode frequentemente atrasar o time atacante em alguns minutos preciosos.
  • Como qualquer mapa de Ponto de Controle, qualquer classe defensiva pode proteger o ponto de capturas de Spy e corridas de Scout.
  • Controle as entradas para impedir avanços sendo coordenados em todas as três frentes.
  • Sentry Guns bem posicionadas são essenciais para defender esse ponto, e podem ser colocadas na rampa em frente ao ponto, ao lado do silo, ou dentro do edifício que abriga o ponto. Um ÜberCharge coordenado pode, entretanto, limpar o ponto rapidamente - dependendo de quantas Sentry Guns estão posicionadas no local.


Estágio 2, Ponto A

Atacantes

A cova atrai uma porrada de explosivos e tiros de Sentry Gun. As defesas estarão mais vulneráveis no começo; o tempo de respawn mais rápido permite que a pressão seja imposta continuamente

  • Tente limitar o tempo que os defensores têm setup ou ajuste.
  • Se os defensores obtém controle da cova, não se esqueça da entrada à esquerda.
  • Medidas anti-spam (ataque massivo dos defensores) como Bonk, ÜberCharges e airblasts podem ajudar a abrir um caminho.
  • O edifício à direita é uma ótima area para se organizar devido a seus kits de Saúde e Munição e pela proteção. Use a passagem que passa por trás e ataque os defensores de cima do teto.
Defensores
  • Os jogue de volta: tiros explosivos podem rapidamente preencher a área da cova, tornando muito difícil atravessá-la.
  • O posicionamento dos Engineers são eficazes no edifício do control point e no topo da barraca sobre a cova.
  • A cova é um ponto ideal para barrar ataques usando Spies e outras classes especializadas em combates a curta distância, como Pyros e Heavies.


Estágio 2, Ponto B

Notas
  • Esse ponto é apontado como um dos mais difíceis de tomar, principalmente devido à sua distância do ponto de spawn, levando a corridas solitárias descoordenadas somadas à facilidade com que duas ou três Sentry Guns podem fechar a área que rodeia o ponto de controle.
Atacantes
  • Procure em toda parte por construções de Engineer, incluindo embaixo do ponto de controle e atrás do bloco do Escritório, no ponto A.
  • Defenda a area próxima ao bloco do Escritório, para prevenir ser flanqueado ou ser empurrado ainda mais para trás.
  • Teleporters deveriam ser posicionados ao lado do edifício do escritório. É um longo caminho do respawn até esse ponto, o que pode remover a vantagem dos atacantes no respawn.
  • O pináculo de rochas e o portão de um caminho só são as áreas comuns para organizer ataques coordenados. É sempre a melhor opção combinar essas incursões com ataques pelo meio e pelo outro lado.
  • Subjugar as defesas ao redor do ponto de controle é a chave. Aplicam-se as técnicas usais de ÜberCharges, sappear e atacar à distância. Atacantes precisam estar cientes do knockback (rebote), airblast e dispersão por explosivos. Não se esqueça de capturar o ponto enquanto as defesas estão sendo derrubadas.


Defensores
  • Você precisa segurar o pináculo de rochas e a area sob a saída do primeiro túnel. Se atacantes se estabilizarem por trás das rochas, eles podem atacar o ponto de controle e qualquer equipamento por lá sem punição correspondente.
  • Sentry Guns podem ser usadas para controlar a area ao redor do ponto da controle, e explosivos podem ser usados para segurar ou controlar a elevação acima.
  • Spies e ÜberCharges são ameaças maiores; contudo, fazer airblasts e checagem de Spies com Pyros, enquanto exasperante para os atacantes, são um acompanhamento ideal para as Dispensers inevitáveis nessa área.
  • Tente não empurrar o time atacante de volta para a sala de spawn deles. Isso não é apenas não recomendável, como também frequentemente resulta em uma embaraçosa captura de Spy.

Estágio 3, Ponto A

Atacantes
  • Desobstrua o lado esquerdo. Defensores à esquerda podem cobrir toda a zona de captura por detrás do pavilhão. Se uma incursão é feita do lado esquerdo, uma captura é normalmente iminente. Defensores não podem cobrir toda a área do ponto de captura do lado direito, fazendo com que capturas de Spy sejam possíveis assim que o lado esquerdo esteja desobstruído.
  • Lançar explosivos pelas janelas pode ajudar a eliminar os defensores; Sentry Guns também podem ser construídas através daquelas janelas para surpreender os defensores.
Defensores
  • Use o atalho: Um ponto de spawn tem uma porta que se abre para um atalho para o primeiro ponto. Note que jogadores indo por essa porta enquanto os atacantes capturam o ponto vão morrer com o fechamento da porta.
  • Construa saídas de Teleporter na area do atalho: Se os atacantes capturarem o ponto, a porta do atalho fechará. Tendo os Engineers montado Teleporters anteriormente, contudo, os jogadores ainda podem se teletransportar para aquela área. A saída da porta é um lugar excelente para uma Sentry Gun.

Estágio 3, Ponto B

Atacantes
  • Dê uma limpa na porta de spawn fechada do RED: As saídas de Teleporter do RED podem permanecer nessa area mesmo depois que o primeiro ponto é capturado. É melhor limpar a área para ficar a salvo de ataques surpresa por trás. Sempre confirme isso com o time em caso de mão-de-obra serem ser necessária em outro lugar.
  • É um longo caminho a percorrer a partir do respawn, então Teleporters são necessários. Uma base avançada pode ajudar a segurar a linha depois que as passagens forem desobstruídas.
  • Avançar pela linha final aqui é muito difícil e frequentemente os jogos estancam nessa barreira final graças a avanços descoordenados feitos por um número insuficiente de jogadores. Comunique-se com o time para coordenar ataques.
  • ÜberCharges são o mais importante para esse ponto, para romper a enxurrada de investidas dos defensores.


Defensores
  • Defenda o ultimo ponto; não avance demais.
  • Use o túnel para emboscar um time que ataca posicionando-se no meio daquela área quando se chega no vale. O time irá encarar (espera-se) a direção oposta.
  • O último ponto de captura é onde a Wrangler brilha. Uma Sentry Gun com saúde alta e alcance ilimitado se constitui em vitória quase garantida contra times descoordenados.
  • Posicionando uma Sentry e um Teleporter nos degraus da Sala de Equipamentos pode ser algo incrivelmente poderoso. Apenas fique ligado em Pyros com ÜberCharge.
  • Use O Vale para se esgueirar na luta principal e eliminar inimigos. Posicionar um bloqueio aqui pode ser útil, já que a área é propensa a não ter defesa no calor da batalha.

Posicionamentos da Sentry Gun

Conquistas relacionadas

Achieved.png Gerais

Beleza de Defesa
Beleza de Defesa
Defenda Dustbowl com sucesso, sem ceder uma captura.


Volta ao Mundo
Volta ao Mundo
Jogue uma partida completa em 2Fort, Dustbowl, Granary, Gravel Pit, Hydro e Well (CP).


Histórico de Atualizações

Atualização de 2 de outubro de 2007

  • Conserto de jogadores podendo usar os pontos de espectador que não estavam no jogo em Dustbowl.

Atualização de 25 de outubro de 2007

  • Conserto de problemas em Dustbowl que poderiam ocorrer quando um servidor esvaziava no meio de uma rodada.

Atualização de 20 de dezembro de 2007

  • Agora espera-se até que cada time vença completamente antes de mudar para outro mapa no término do tempo-limite do servidor.
  • Os times agora fazem um ponto por ponto de controle capturado, antes de ganhar por uma sub rodada.
  • Prevenção de Demomen poderem lançar granadas nos becos do estágio três enquanto estavam parados no ponto de captura final.
  • Conserto de lacunas nos portões do estágio que permitiam a Snipers matar defensores durante o setup.
  • Conserto de vários modelos e exploits de brush perch no estágio 3.
  • Adição de acesso por escadas na área superior no terceiro estágio, depois do primeiro ponto de captura.
  • Limitação do campo de visão no primeiro ponto de controle no estágio 3 para remover local preocupante para o Sniper.
  • Conserto de exploit de modelo no estágio um que permitia Sentry Gun/Teleporter serem posicionados atrás da corrente da cerca de ligação.

Atualização de 21 de dezembro de 2007

  • Conserto do problema com o mp_maxrounds não contar corretamente o número de rodadas para Dustbowl depois das mudanças na pontuação.

Atualização de 14 de fevereiro de 2008

  • Adição de um novo ponto de acesso aos portões de ataque no estágio 2 (suspenso à esquerda do spawn), permitindo aos atacantes um caminho para alcançar a rota da esquerda sem serem subjugados pelo ataque dos defensores ou das Sentry Guns.
  • Conserto de uma lacuna no estágio 3, ponto 1 que permitia a um jogador se mexer acima do corte do “teto”.
  • Conserto de uma lacuna atrás da casa do estágio 1, ponto 1.
  • Conserto de um perch alto no teto da casa no estágio 1, ponto 1.
  • Conserto de um perch que oferecia visão de texturas não-desenhadas e imagem de fundo (barreira de pedras do estágio 1, ponto 2).
  • Conserto de alguns lugares onde rockets/pipes do Demoman podiam atravessar modelos não-sólidos.
  • Fechamento de uma lacuna sobre o portão de início inferior no estágio 1.
  • Retirada de janelas altas no estágio 3 para prevenir Sentry Guns serem construídas por trás delas.

Atualização de 20 de março de 2008

  • Atualização de Dustbowl com vários consertos de exploit.

Bugs

  • Nas versões para console, Snipers e outras classes podem atirar através das grades e eliminar inimigos (ver Diferenças entre plataformas).
  • Dentro dos portões duplos do spawn do BLU no estágio 3, entre os dois portões, stickies explodidas no lado de fora da parede vão matar aqueles que estiverem parados próximos a essa parede no lado de dentro.

Curiosidades

  • Dustbowl é um dos mapas desenhados depois de mapas já existentes de Team Fortress Classic, sendo os outros 2Fort, Well e Badlands. A jogabilidade da versão original era similar ao Capture a Bandeira de um só lado, no qual um jogador do time BLU devia pegar a bandeira dos pontos de controle do time RED, com apenas um ponto de controle por estágio.
  • Dustbowl foi o mapa que apareceu na cena final de Meet the Heavy, com a mesma cena aparecendo em Meet the Sandvich. A área em questão é aquela bem na saída do spawn do BLU no primeiro estágio.
  • As logomarcas da companhia The Cornwell pelo mapa são uma provável referência a Dean Cornwell, um artista que inspirou fortemente o design visual de Team Fortress 2..[1]
  • O ultimo ponto de captura de Dustbowl aparece como um mapa de fundo na versão de TF2 para Xbox 360.

Tempo de Captura

Todos os pontos de controle têm os mesmos tempos de captura.

Pontos de Controle Multiplicador Segundos
Todos os pontos de controle ×1
6 ,000
×2
4 ,000
×3
3 ,273
×4
2 ,880


Ver Também

Notas e Referências

  1. Jason Mitchell, Moby Francke, Dhabih Eng, Illustrative Rendering in Team Fortress 2 (2007), retrieved 2010-10-23.