Ok this is a copy of the OJP Master Cvar/Command Listing. This thread is intended for people to be able to access and add to the listing. If you wish to add to the listing, please post a cvar/command/etc in the correct format. Not properly formated or "chatty" posts will be deleted. If you have any comments or suggestions about the listing, please PM a OJP moderater or start another thread.
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Open Jedi Project Master Cvar & Command Listing
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Version: 0.0.2
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Table of Contents
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0000............Table of Contents
0001............Introduction
0002............Legend
0002.1.....Tags
0003............Cvar & Command Listing
0004............Misc Listings
0004.1.....Maps
0004.2.....NPCs
0005............Legal Stuff
0006............Credits
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0001 - Introduction
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As part of the OJP (Open Jedi Project) we are compiling a masterlist of commands, cvars, mapnames, and npcs for Jedi Knight: Jedi Academy (JKA). We include cvar/commands that come with the game and those that have been added as part of the OJP.
The default valve is listed with each cvar/command is if is known.
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0002 - Legend
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0002.1 - Tags
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(Cheat) Cheat Code - This can't be used unless you activate cheat mode. See HelpUsObi and devmap to learn how to toggle cheat mode.
(Client) Client Side - relivent to the client side of the game engine. You always have control of these cvars/commands.
(Command) Commands - Commands do something when you type them in but do not store values.
(cvar) cvar - Controls various things by storing a value. These are entered into the console by simply typing the name of the cvar (HelpUsObi) and a value (1). Example: HelpUsObi 1. cvars are not case sensitive.
(MP) MultiPlayer - For use in the multiplayer aspect of JKA.
(OJP) Open Jedi Project - Added for use in the Open Jedi Project Basic and Enhanced Distributions.
(OJP+) Open Jedi Project Enhanced - Added for use in the Enhanced version of OJP.
(Protected) Protected Cvar/Command - This cvar/command can't be changed from inside the console. The only way to change it is either using the command line or the UI menus.
(Razor Ace) Razor Ace - JKA Modder dude, likes to add his name to everything. That attention whore. :D - Razor Ace
(SP) Single Player - For use in the singleplayer aspect of JKA.
(Server) Server Side - Relavent to the server side of the game engine. You can only use these cvars/commands if you are hosting/administrating a MP game OR playing SP. All cvars with a "g_" prefix are server side cvars.
(Scaler) Scaler - Uses a decimal scaler to control a varible. 1 is typically the default. .5 would be 50% of normal and etc.
(Startup) Startup Cvar/Command - this cvar/command effects the game on startup. This will not take effect until you restart/change maps.
(Toggle) Toggle Command/Cvar - This is a simple off/on control for this feature. A cvar value of 1 means on. 0 means off.
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0002.2 - Terms
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(fps) Frames Per Second - A measurement of how many times something is processed per second. This can also be referred to as the "frame rate".
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0003 - Cvar & Command Listing
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cg_RenderToTextureFX
Single Player, Multiplayer, cvar
Description:
Toggles the texture wrapping effects (force push/pull and respawning). Some video cards don't support this effect and have extreme frame drops whenever they occur. JKA attempts to automatically set this but this often doesn't do it correctly. Experiment on your system to determine what works for you.
cg_turnAnims 0
Single Player, Toggle, cvar
Descriptions:
Determines if the turn animation is on. The turn animation plays whenever you look around. It doesn't work very well since it skips in and out of the animation without smoothing.
fs_game " Default:"
Multiplayer, Startup, Cheat, cvar, Protected
Description:
Sets the mod to be used by the game. When you set this to something other than the default, the game will load the files in the gamedata/namedvalue directory. In the state of a conflict with another file in the /base directory, the /namedvalue directory file should get presidence. Use this cvar to load up your mod or test files into the game.
fx_freeze 0
Singleplayer, Multiplayer, cvar
Description:
Freezes all the fx images. This makes bolts invisible and freezes the saber trails in their place. There seems to be a maximum fx limit so even the saber trails quit drawing after a while.
g_corpseRemovalTime
Single Player
Description:
Controls the time before dead bodies disappear in SP. Setting this to 0 will result in dead bodies remaining on the map until you load a game, die, or finish the map.
g_saberanimspeed 1
Single Player, Scaler, Razor Ace
Description:
Controls the saber animation speeds in single player. This effects all saber moves. If you're interested in more "movielike"/controllable saber battles, set this to a lower value. I recommend .5 (50% normal speed).
Slows down the saber attack animations by 50%. Trust me, this makes the saber duels MUCH, MUCH better. I'm surprised Raven didn't do this in the first place. There are some downsides however:
1. The yellow single saber special doesn't really work correctly. The animation goes too slow and the camera flips out when you try it.
2. The saberlock kills often doesn't work. The loser regains control before you can complete the animation and kill him. On the plus side, it's not a big deal and it looks cool when your opponent dives out of the way of a fatal strike.
3. The saber staff wielders in the last few levels are tuff to beat. Unfortunately, it looks like Raven made the last level dual/staff dark jedi have faster saber swings than the earlier levels. That coupled with the way the later level AI spams the saber twirls makes them very tricky to beat.
Anyway, if you decide to go thru the game with the saber animation speed turned down, I suggest you use the single saber thru the whole game for the full experience. It's totally worth it.
FYI, I've found that the Blue Stance works best on Red single saberers and dual saberers. The Red Stance works best on double saberers and Yellow Stance works on everything else.
g_saberAutoAim 1
Single Player, Toggle
Description:
This disables SP's saber "auto aim". Basically, it tries to pick the right attack swing to hit nearby opponents. I don't like it because it ends up giving you weird swings instead of the swing you were trying for.
sabercolor
Single Player, Command
Description:
Sets the color of the blade on lightsaber(s).
Use: /sabercolor 1 purple , where '1' is the saber blade number, and 'purple' is the saber color.
sv_fps 20
Single Player, Multiplayer, server
Description:
Controls the frame rate of the server's world updates. This basically controls everything in the game world except player movement and client side effects. Turning this up will result in better hit detection but might result in some communication difficults and minor gameplay issues (jiggling gibs and unstoppable AI in saberlocks). In theory, the ideal setting for this as the fps of the client(s). However, this does result in more system useage (and possibly lower frame rates). use with caution.
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0004 - Misc Listings
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0004.1 - Maps
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Single Player:
t2_trip - Meet Contact (Swoop Riding Level)
t3_rift - (Jedi Tomb Level)
Multiplayer:
mp/siege_hoth - Hoth Siege Map
mp/ffa5 - Taspir FFA Map
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0004.2 - NPCS
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0005 - Legal Stuff
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- You may freely use the information provided here for whatever purpose.
- You may distribute this file as long as you do not alter the contents of this file in any way. Instead, if you wish to contribute to the listing. Visit the OJP Website and contact one of the OJP moderators.
- You may not plagerize sections from this file.
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0006 - Credits
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Contributors:
Razor Ace
Samuel Dravis
sabercolor
Single Player
Description:
Sets the color of the blade on lightsaber(s).
Use: /sabercolor 1 purple , where '1' is the saber blade number, and 'purple' is the saber color.
Thanks Samuel Dravis. I've added it to the list.
cg_sabertrails
Single Player / Multiplayer
Description:
Sets how the saber trails appear.
Use: /cg_sabertrails 0 , where '0' is no trails, 1 is normal trails, and 2 is long trails like the katas, but these have the force push distortion effect instead of the blade color.
iknowkungfu
Single Player
Description:
Allows you to use melee attacks.
cg_thirdpersonangle
Single Player / Multiplayer
Description:
Sets the angle that you veiw yourself from in third person. If changed to 180, you see yourself from the front. Default is 0. If you go over 360, it starts to wrap around like this: 380 = 20.
cg_thirdpersonvertoffset
Single Player / Multiplayer
Description:
Sets the vertical offset of the camera from your character. Set to 0 it makes it where the camera is level to you character. Default is 16.
cg_thirdpersonhorzoffset
Single Player / Multiplayer
Description:
Sets the horizontal offset of the camera from your character. Larger numbers make the camera go to the right, negative values make it go to the left. Default is 0.
EDIT: Added some more. Also bolded alternating entries for clarity.
cg_chatbox
This CVar sets the amount of time that chat text may be displayed before disappearing. Default is 10000.
cg_chatboxheight
This sets the position of where the chat text is displayed on-screen. Set this to 60 for it to be closer to how chat was in JK2. Default is 350.
r_fastsky
Enabling this option disables certain textures that can speed up the frames per second (FPS). This disables mainly skies but does disable other textures as well. Default is 0.
cg_fov
This sets the position of the third person camera. To view more area, set this to 120 (takes a while to get used to but well worth it IMO). Default is 80.
ACtually, cg_fov sets the field of view that is rendered for the client. It's basically the size of your camera's view area in degrees.
Yeah, the distance from player command is cg_thirdpersonrange.
I get what you are saying but the effect is very similar. The fov has a more "tunnel" effect to it but you can see more area none-the-less. When the sniper rifle scopes in, it's the fov that gets changed, not the thirdpersonrange. Same concept here.