G_Game Flashcards
g_aimdebug
Enable/disable debug drawing for aiming direction
g_allowSaveLoadInEditor
Allow saving and loading games in the editor (DANGEROUS)
g_autoteambalance
Enables auto team balance.
g_avmine_limit
Max avmines a player can place (recycled above this value)
g_battleDust_debug
0: off, 1: text, 2: text+gfx
g_battleDust_effect
Sets the effect to use for battledust
g_battleDust_enable
Enable/Disable battledust
g_battleDust_reload
Reload the battle dust parameters xml
g_battleRange
sets the battle range in meters
g_blood
Toggle blood effects
g_breakage_debug
Turns on debug rendering for broken objects counted against g_breakage_mem_limit
g_breakage_mem_limit
Sets a budget for procedurally breakable objects (in KBs)
g_breakage_particles_limit
Imposes a limit on particles generated during 2d surfaces breaking
g_breakageFadeDelay
TODO
g_breakageFadeTime
TODO
g_breakagelog
Log break events
g_breakageMinAxisInertia
Set this to 1.0 to force broken trees to have spherical inertia
g_breakageNoDebrisCollisions
Turns off all collisions for debris, apart from coltype_solid
g_breakageTreeDec
Please see comments in ActionGame.cpp
g_breakageTreeInc
Please see comments in ActionGame.cpp
g_breakageTreeIncGlass
Please see comments in ActionGame.cpp
g_breakageTreeMax
Please see comments in ActionGame.cpp
g_breakImpulseScale
How big do explosions need to be to break things?
g_breaktimeoutframes
ToDo