cg_muzzleFlash - draw weapon flash effect when fired - default:0cg_screenBlood - draw 2D blood effect on screen - default:0cg_bleeding - draw bleeding around player models when damaged - default:0cg_bloodTrail - draw blood trails when gib'ed - default:0cg_ambientSound - play ambient sound - default:0cg_headScale - scale the head model just for fun - default:1.0cg_lightningImpact - draw impact flash by lightning gun - default:0cg_playerLean - lean player model based on speed - default:0cg_leastDlight - disable violent dynamic light - default:1cg_hitbeeps - 0:no beeps, 1:mono tone, 2:damage based tone, 3:the opposite tone of 2, 4:armor based tone - default:2cg_projectileScale - scale the radius of projectile trail - default:0.5cg_drawItemTimer - draw MH/RA/YA timer during weapon selection, 0:disabled, 1:basic, 2:detailed - default:2cg_drawSpeed - show player's horizontal movement speed in unit/sec - default:0cg_crosshairHit - colorize crosshair with color2 on bullet/missile hit - default:1cg_simpleKamikazeIndicator - display sprite icon instead of animated skulls around players - default:1cg_baseq3Music - replace gloomy team arena music with random quake3 music - default:1cg_fragFeedbackStyle - 0:none, 1:by sound, 2:by printed message, 3:by both - default:1cg_playerStateFont - specifies number font to use, valid range is from 0 to 3, requires vid_restart to take effect - default:1cg_postGameScreenshot - takes post game screenshot for multiplayer if enabled, 0:disabled, 1:jpeg, 2:tga - default:1ui_postGameScreenshot - takes post game screenshot for single player if enabled, 0:disabled, 1:jpeg, 2:tga - default:1cg_dynamicMusic - enables dynamic music in Clan Arean gametype - default:0 cg_dynamicMusicMatchChance - default: "music/dyn1.wav" cg_dynamicMusicMatchCrisis - default: "music/dyn2.wav" cg_dynamicMusicRoundChance - default: "music/dyn3.wav" cg_dynamicMusicRoundCrisis - default: "music/dyn4.wav" cg_dynamicMusicFirstHalf - default: "music/dyn5.wav" cg_dynamicMusicSecondHalf - default: "music/dyn6.wav"cg_enemyModel - apply this model to enemy players if cg_forceModel is enabled - default:keel NOTE: single player mode ignres this variablecg_teamModel - apply this model to team players if cg_forceModel is enabled - default:crash NOTE: single player mode ignres this variable
....nor is the story of licensing an expensive id tech 3 commercial license is even plausible for two engines that just edit bot ai, add cheat cvars and edit Team Arena's copyrighted menu files from the Team Arena pak0.pk3 (which isn't covered by id tech3).
Quake 3 Arena Addons cheat engine
You may notice some variables may result as cheat-protected or read-only when you try to modify them, or you may not be able to edit them for other reasons. In some of these cases, you may be able to change them only after loading a map in development (cheats enabled) mode (/devmap ), or by using the OS command-line (while launching OpenArena); there are even some that can be changed while playing a demo... and some simply show infos so there is no reason to try to change them. Some variables may be locked by videoflags locks. There may even be a few "hard-coded" locks in the engine that would show a variable as freely editable, while instead the value shown is ignored and a predefined one is used instead (it is the case of cl_yawspeed on official 0.8.5 and 0.8.8 binaries). 2ff7e9595c
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