Perhap , any fan of really good fir t-per on hooter played the game ' TALKER: Call of Pripyat'. The magnificent game world, perfectly rendered atmo phere, numerou , exciting que t - all thi Minus the bear acoustics 2 zip.
- Stalker Call Of Pripyat Achievements 3
- Stalker Call Of Pripyat Achievements
- Stalker Call Of Pripyat Misery Achievements
Stalker Call Of Pripyat Patch. Get the 'Battle Systems Master' achievement. Get the 'Courier Of Justice' achievement. Get the 'Detective' achievement. Get the 'Friend Of Stalkers' achievement. Prevents ending #8. Get the 'Friend Of Duty' achievement. Prevents endings #6 and #9. Get the 'Friend Of Freedom' achievement. Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R.: Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as. This STALKER: Call of Pripyat codes and cheats list will help you discover an extra endings to the game, get easy money, gain all of the Achievements and more. Find Sniper Rifle earlier than usual Here is a tip to help you get the Sniper Rifle earlier than you can normally get it. Before you play the S.T.A.L.K.E.R.: Call of Pripyat game, you will definitely want to know these simple but useful tips and tricks. If you have any tips feel free to share with us! Things to Know Before Playing. Unlike the previous two games, Call of Pripyat does not require any mods to run well or fix bugs.
Content:
Stalker Call Of Pripyat Achievements 3
Perhaps, any fan of really good first-person shooters played the game 'STALKER: Call of Pripyat'. The magnificent game world, perfectly rendered atmosphere, numerous, exciting quests - all this is just a small part of the advantages that it can boast of. One of the quests is the search for Morgan's PDA. It is not easy to cope with it, so it will not be superfluous to talk about it in detail.
Who is Morgan
To begin with, Morgan is a member of the Duty group and is responsible for the safety of the secret warehouse equipped at the Jupiter location. However, one day he decided that he was greatly underestimated and left his former associates, finally hitting a good jackpot. First, he traded with bandits and mercenaries operating in the Zaton location, selling weapons and equipment that are usually almost impossible to get in the Zone. Secondly, to prevent the authorities from calculating his machinations during the check, he passed the coordinates of the cache on Jupiter to the Svoboda group, hoping that their raid would cover the traces of theft.
Morgan is not only greedy, but also unprincipled. Upon learning that someone suspected him of 'uncleanliness', he would not hesitate to take measures to eliminate the bystander. Therefore, he is an openly dangerous enemy.
Equipment
If you need to get Morgan's PDA in the Call of Pripyat game, then it will not be superfluous to know about his equipment.
As befits a stalker of the rank of 'Master', he wears a powerful exoskeleton, characteristic of the highest ranks of the 'Duty'. Therefore, it will not be easy to shoot him if such a thought occurs to a gamer.
But with weapons, he was not so lucky. Unlike other master stalkers who carry Shafts, IL-86 or other weapons with better characteristics, Morgan is armed with the usual AKM-74 / 2U. Most likely, the developers did this so that a gamer with low-quality equipment had a chance to defeat the traitor 'Debt' and get the PDA Morgan. However, one should not delude oneself. In the event of an attack, the stalker may well pick up a more suitable weapon from the body of a killed ally, which will make him a much more formidable opponent.
Related quests
The main character (Major Degtyarev) faces Morgan while completing the 'Deal' quest. It can be done in different ways - we will talk about this a little later. In addition, it depends on the method of execution whether it will be possible to face him later, or, immediately taking Morgan's PDA from the dead body, the player will no longer meet with him.
Like many other quests, this one will affect the ending, achievements and reputation of the protagonist.
In addition, Morgan, or rather his PDA, is associated with the 'Debt Warehouse' quest, which can be obtained by completing the 'Deal' quest in a certain way. Let's talk about this in more detail. Indeed, in 'STALKER: Call of Pripyat', Morgan's PDA is a very important quest, although it is not included in the storyline.
We take away the PDA
The 'Deal' quest can be obtained from different characters: Beard, Sultan or Owl.
The first option is suitable if the player decided to help lone stalkers by killing a squad of bandits. Arriving with a squad of stalkers to the Forestry, kill opponents, including Morgan. Remove the PDA from his body - put it off until better times, later we'll tell you how you can use it. The reward is 6000 rubles and the coordinates of the cache.
If help was provided to the bandits on the instructions of the Sultan, then when visiting the Forestry, you will have to fight not only with a group of free stalkers, but also with Morgan, who will come to the place of the deal with serious security. It will also have to be liquidated, so we take the CCP off the body without a doubt. The reward will be a little more modest - the coordinates of the cache and 5 thousand rubles in cash.
Refusing to cooperate with the Sultan and Beard, you can meet with Owl. In this case, you will need to protect Morgan during the transaction. Two mercenaries will come to the Forestry with him. However, their weapons and protective suits are not the best, so they will die in the first minutes of the battle. Degtyarev has no choice but to kill the bandits and single stalkers. For rescuing Degtyarev will receive a reward from Morgan - 6,000 rubles. You can kill him and get a PDA. Or leave him alive - but then the hero will be regularly pursued by detachments of mercenaries sent by Morgan to kill Degtyarev. Eventually, it will also have to be eliminated.
What to do with the PDA?
So, our brave stalker PDA Morgana received - in one way or another. How to be with him? After all, it contains important information - about the transactions carried out, as well as the location of the secret cache 'Debt', where a lot of weapons, ammunition and equipment are kept.
There are three options here.
If you want to take part in the long-standing confrontation between 'Debt' and 'Freedom', you should go to Yanov - this is where the headquarters of two irreconcilable groups are located. Further actions depend on who you sympathize with more - decide for yourself to whom to give Morgan's PDA.
So, you can turn to the chapter 'Debt' - Shulga. In this case, the hero will receive the achievement 'Friend of Duty'. At the same time, you will have to fight off the warehouse captured by 'Svoboda', where you can make good money.
Going to the opposite part of the building and handing over the PDA to Loki - the head of 'Freedom', the player will be able to take part in protecting the seized warehouse from the debtors.When the enemy detachment is destroyed, it will be possible to visit the warehouse and take whatever you like from there. Achievement will be appropriate - 'Friend of' Freedom '.
Stalker Call Of Pripyat Achievements
You can also give it to Sych - an unsociable, rude trader in Skadovsk. This will allow you to get the achievement 'Keeper of Balance', and at the same time a small financial reward - 4000 rubles. But access to the warehouse will be closed - if you come to a familiar place, it turns out that the entrance is littered with a fragment of a slab.
But with weapons, he was not so lucky. Unlike other master stalkers who carry Shafts, IL-86 or other weapons with better characteristics, Morgan is armed with the usual AKM-74 / 2U. Most likely, the developers did this so that a gamer with low-quality equipment had a chance to defeat the traitor 'Debt' and get the PDA Morgan. However, one should not delude oneself. In the event of an attack, the stalker may well pick up a more suitable weapon from the body of a killed ally, which will make him a much more formidable opponent.
Related quests
The main character (Major Degtyarev) faces Morgan while completing the 'Deal' quest. It can be done in different ways - we will talk about this a little later. In addition, it depends on the method of execution whether it will be possible to face him later, or, immediately taking Morgan's PDA from the dead body, the player will no longer meet with him.
Like many other quests, this one will affect the ending, achievements and reputation of the protagonist.
In addition, Morgan, or rather his PDA, is associated with the 'Debt Warehouse' quest, which can be obtained by completing the 'Deal' quest in a certain way. Let's talk about this in more detail. Indeed, in 'STALKER: Call of Pripyat', Morgan's PDA is a very important quest, although it is not included in the storyline.
We take away the PDA
The 'Deal' quest can be obtained from different characters: Beard, Sultan or Owl.
The first option is suitable if the player decided to help lone stalkers by killing a squad of bandits. Arriving with a squad of stalkers to the Forestry, kill opponents, including Morgan. Remove the PDA from his body - put it off until better times, later we'll tell you how you can use it. The reward is 6000 rubles and the coordinates of the cache.
If help was provided to the bandits on the instructions of the Sultan, then when visiting the Forestry, you will have to fight not only with a group of free stalkers, but also with Morgan, who will come to the place of the deal with serious security. It will also have to be liquidated, so we take the CCP off the body without a doubt. The reward will be a little more modest - the coordinates of the cache and 5 thousand rubles in cash.
Refusing to cooperate with the Sultan and Beard, you can meet with Owl. In this case, you will need to protect Morgan during the transaction. Two mercenaries will come to the Forestry with him. However, their weapons and protective suits are not the best, so they will die in the first minutes of the battle. Degtyarev has no choice but to kill the bandits and single stalkers. For rescuing Degtyarev will receive a reward from Morgan - 6,000 rubles. You can kill him and get a PDA. Or leave him alive - but then the hero will be regularly pursued by detachments of mercenaries sent by Morgan to kill Degtyarev. Eventually, it will also have to be eliminated.
What to do with the PDA?
So, our brave stalker PDA Morgana received - in one way or another. How to be with him? After all, it contains important information - about the transactions carried out, as well as the location of the secret cache 'Debt', where a lot of weapons, ammunition and equipment are kept.
There are three options here.
If you want to take part in the long-standing confrontation between 'Debt' and 'Freedom', you should go to Yanov - this is where the headquarters of two irreconcilable groups are located. Further actions depend on who you sympathize with more - decide for yourself to whom to give Morgan's PDA.
So, you can turn to the chapter 'Debt' - Shulga. In this case, the hero will receive the achievement 'Friend of Duty'. At the same time, you will have to fight off the warehouse captured by 'Svoboda', where you can make good money.
Going to the opposite part of the building and handing over the PDA to Loki - the head of 'Freedom', the player will be able to take part in protecting the seized warehouse from the debtors.When the enemy detachment is destroyed, it will be possible to visit the warehouse and take whatever you like from there. Achievement will be appropriate - 'Friend of' Freedom '.
Stalker Call Of Pripyat Achievements
You can also give it to Sych - an unsociable, rude trader in Skadovsk. This will allow you to get the achievement 'Keeper of Balance', and at the same time a small financial reward - 4000 rubles. But access to the warehouse will be closed - if you come to a familiar place, it turns out that the entrance is littered with a fragment of a slab.
Interesting Facts
Now we will tell you some interesting information, which in one way or another concerns the Morgan PDA encountered in the game 'STALKER: Call of Pripyat'.
Stalker Call Of Pripyat Misery Achievements
If the player has chosen the option with the rescue of an illegal arms dealer, taking the task from the Owl, the reward from the latter should not be expected. But Morgan will try to remove his savior already because he has learned too much and may pose a certain danger. You can blackmail him by meeting him at the Yanov station. For silence, Morgan will give the AC-96/2 assault rifle - a very good weapon that, if desired, can always be sold at a profit.
The death of Morgan's defenders can be avoided. To do this, you should use a powerful shotgun, for example, 'Bump stop'. A formidable weapon at close range, you can take out enemies before they finish off the mercenaries.
If you save Morgan in the Forestry, then he will be highlighted as a friend. That will not prevent weaving a web of intrigue against Degtyarev.
Conclusion
Now you know everything you need to know about Morgan's PDA in STALKER: Call of Pripyat. This means that you can make the right decision, knowing exactly what this or that option will lead to. And get even more fun from the game.
From Mod Wiki
Currently in-progress, this will soon be a complete list of console commands with descriptions. In it's current state, it's far more exhaustive than the previous list. If you would like to add/update any commands, please be sure to follow the current structure- an example is given below in the Notes section.
Derjyn 23:27, 17 June 2008 (EEST)
Commands
Command | Explanation |
---|---|
_preset [Minimum, Low, Default, High, Extreme] | Sets quality preset (same as in-game options). |
ai_use_torch_dynamic_lights [0, 1] | Toggles NPC flashlights. |
beclient [TODO] | TODO |
bemsg [TODO] | TODO |
beserver [TODO] | TODO |
bind [action, key] | Binds an action to a particular primary key. |
bind_console [TODO] | TODO |
bind_list [no arguments] | Lists current key bindings. |
bind_sec [action, key] | Binds an action to a secondary key. |
cam_inert [0.000, 1.000] | Controls camera inertia. |
cam_slide_inert [0.000, 1.000] | TODO |
cdkey [TODO] | TODO |
cfg_load [filename.ltx] | Loads a configuration file with the specified name from the same directory as User.ltx. |
cfg_save [filename.ltx] | Saves current configuration to a new .ltx file with the specified name in the same directory as User.ltx. |
chat [TODO] | TODO |
check_for_updates [TODO] | TODO |
cl_cod_pickup_mode [0, 1] | |
cl_dynamiccrosshair [0, 1] | Toggles in-game dynamic crosshair. |
cl_voteno [TODO] | TODO |
cl_votestart [TODO] | TODO |
cl_voteyes [TODO] | TODO |
clear_log [no arguments] | Clears the console log. |
demo_play [demoname] | Plays back a pre-recorded timedemo. |
demo_record [demoname] | Records a timedemo. -- spacebar sets keyframes, if your keyframes are set press ESC, then try demo_play [recorded_demo_name] |
disconnect [no arguments] | Exists current game to main menu. |
dump_open_files [TODO] | TODO |
dump_resources [TODO] | TODO |
flush [no arguments] | Creates log of actions under the Documents and SettingsAll UsersShared DocumentsSTALKER-SHOClogs directory. |
g_always_run [0, 1] | Toggles always run/always walk. |
g_autopickup [0, 1] | TODO |
g_backrun [0, 1] | TODO |
g_corpsenum [0, 100] | TODO |
g_eventdelay [0, 1000] | TODO |
g_game_difficulty (gd_novice, gd_stalker, gd_veteran, gd_master) | Sets difficulty level. |
g_kill [no arguments] | Player kill/suicide. |
g_restart [TODO] | TODO |
g_restart_fast [TODO] | TODO |
g_swapteams [TODO] | Swap team for artefacthunt game. |
get_server_address [no arguments] | Lists server's IP address. |
help [no arguments] | Lists all console commands. |
hud_crosshair [0, 1] | Toggles in-game crosshair. |
hud_crosshair_dist [0, 1] | Toggles in-game crosshair target distance display. |
hud_info [0, 1] | Toggles hud elements. |
hud_weapon [0, 1] | Toggles in-game weapon display. |
list_actions [no arguments] | Lists all bindable character actions. |
load [savename] | Loads the saved game with the name specified. |
load_last_save [no arguments] | Loads last saved game |
main_menu [no arguments] | Takes you straight to the game's main menu screen. |
mm_mm_net_srv_dedicated [0, 1] | TODO |
mm_net_con_publicserver [0, 1] | TODO |
mm_net_con_spectator [1, 32] | |
mm_net_con_spectator_on [0, 1] | |
mm_net_filter_battleye [TODO] | TODO |
mm_net_filter_empty [0, 1] | TODO |
mm_net_filter_full [0, 1] | TODO |
mm_net_filter_listen [0, 1] | TODO |
mm_net_filter_pass [0, 1] | TODO |
mm_net_filter_wo_ff [0, 1] | TODO |
mm_net_filter_wo_pass [0, 1] | TODO |
mm_net_player_name [string] | TODO |
mm_net_srv_gamemode [st_deathmatch, st_team_deathmatch, st_artefacthunt] | |
mm_net_srv_maxplayers [2, 32] | TODO |
mm_net_srv_name [string] | TODO |
mm_net_srv_reinforcement_type [0, 2] | TODO |
mm_net_use_battleye [TODO] | TODO |
mm_net_weather_rateofchange [0.000, 100.000] | TODO |
mouse_invert [0, 1] | Toggles mouse inversion. |
mouse_sens [0.050, 0.6000] | Sets mouse sensitivity. |
name [string] | Sets your player name. |
net_cl_clearstats [TODO] | TODO |
net_cl_icurvesize [0, 2000] | TODO |
net_cl_icurvetype [0, 2] | TODO |
net_cl_interpolation [ | 1.000, 1.000] - TODO |
net_cl_log_data [0, 1] | TODO |
net_cl_resync [TODO] | TODO |
net_compressor_enabled [TODO] | TODO |
net_compressor_gather_stats [TODO] | TODO |
net_compressor_status [TODO] | TODO |
net_dbg_dump_ export_obj [0, 1] | TODO |
net_dbg_dump_import_obj [0, 1] | TODO |
net_dbg_dump_update_read [0, 1] | TODO |
net_dbg_dump_update_write [0, 1] | TODO |
net_cl_update_rate [1, 100] | TODO |
net_dedicated_sleep [0, 64] | TODO |
net_sv_clearstats | |
net_sv_gpmode [0, 2] | TODO |
net_sv_log_data [0, 1] | TODO |
net_sv_pending_lim [0 ,10] | TODO |
net_sv_update_rate [1, 100] | TODO |
ph_frequency | |
ph_iterations [15, 50] | TODO |
quit | Exits game to Desktop. |
r1_dlights [on,off] | Toggles dynamic lights, only impacts on torchlight. |
r1_dlights_clip [10.000, 150.000] | Sets dynamic light clip range. |
r1_glows_per_frame [2, 32] | Controls maximum number of light sources. |
r1_lmodel_lerp [0.000, 0.333] | Controls the Linear Interpolation of lighting. |
r1_pps_u [ | 1.000,1.000] - Controls Per Pixel Shader functionality. |
r1_pps_v [ | 1.000,1.000] - Controls Per Pixel Shader functionality. |
r1_ssa_lod_a [16.000,96.000] | Controls Level of Detail in game world. |
r1_ssa_lod_b [16.000,64.000] | Controls Level of Detail in game world. |
r1_tf_mipbias [ | 0.500,0.500] - Controls mipmap LOD bias which affects texture clarity. |
r2_aa [0, 1] | Toggles fake Antialiasing blur effect. |
r2_aa_break [0.000000, 1.000000][0.000000, 1.000000][0.000000, 1.000000] | Controls extent of fake AA. |
r2_aa_kernel [0.300, 0.700] | Controls overall blurriness of fake AA. |
r2_aa_weight [0.000000, 1.000000][0.000000, 1.000000][0.000000, 1.000000] | More precisely controls bluriness of fake AA. |
r2_allow_r1_light [0, 1] | Allows DX8 lighting under DX9 lighting model. |
r2_gi [0, 1] | Toggles Global Illumination. |
r2_gi_clip [0.000, 0.100] | Controls Global Illumination clip distance. |
r2_gi_depth [1, 5] | Controls Global Illumination shadow depth. |
r2_gi_photons [8, 256] | Controls Global Illumination effect. |
r2_gi_refl [0.001, 0.990] | Controls Global Illumination reflectivity. |
r2_gloss_factor [0.000, 10.000] | Sets level of Specularity/gloss of objects. |
r2_ls_bloom_fast [0, 1] | Toggles enhanced bloom effect. |
r2_ls_bloom_kernel_b [0.010, 1.000] | Determines level of haze from HDR/bloom effect. |
r2_ls_bloom_kernel_g [1.000, 7.000] | TODO |
r2_ls_bloom_kernel_scale [0.500, 2.000] | TODO |
r2_ls_bloom_speed [0.000, 100.000] | TODO |
r2_ls_bloom_threshold [0.000, 1.000] | Controls overall level of the lighting effect used. |
r2_ls_depth_bias [ | 0.500, 0.500] - Controls how far visible light sources shine. |
r2_ls_depth_scale [0.500, 1.500] | Controls the impact of lighting on shadows. |
r2_ls_dsm_kernel [0.100, 3.000] | TODO |
r2_ls_psm_kernel [0.100, 3.000] | TODO |
r2_ls_squality [0.500, 1.000] | Sets Shadow quality. |
r2_ls_ssm_kernel [0.500, 1.000] | TODO |
r2_mblur [0.000, 1.000] | Controls Motion Blur effect. Only works if -mblur switch is also enabled. |
r2_parallax_h [0.000, 0.500] | Controls Parallax Mapping which affects texture surface depth. |
r2_slight_fade [0.020, 2.000] | TODO |
r2_ssa_lod_a [16.000, 96.000] | Controls level of detail in game world. |
r2_ssa_lod_b [32.000,64.000] | Controls level of detail in game world. |
r2_sun [0, 1] | Toggles sun lighting/shadows. |
r2_sun_depth_far_bias [ | 0.500, 0.500] - TODO |
r2_sun_depth_far_scale [0.500, 1.500] | TODO |
r2_sun_depth_near_bias [ | 0.500, 0.500] - TODO |
r2_sun_depth_near_scale [0.500, 1.500] | TODO |
r2_sun_details [0, 1] | Toggles shadows on grass/shrubbery. |
r2_sun_focus [0, 1] | TODO |
r2_sun_lumscale [ | 1.000, 3.000] - Sets sun brightness level. |
r2_sun_lumscale_amb [0.000, 3.000] | Sets ambient light level. |
r2_sun_lumscale_hemi [0.000, 3.000] | Sets hemisphere light level. |
r2_sun_near [1.000, 50.000] | TODO |
r2_sun_near_border [0.500, 1.000] | TODO |
r2_sun_tsm [on, off] | TODO |
r2_sun_tsm_bias [ | 0.500, 0.500] - TODO |
r2_sun_tsm_proj [0.001, 0.800] | TODO |
r2_tf_mipbias [ | 0.500, 0.500] - Controls mipmap LOD bias which affects texture clarity. |
r2_tonemap [0, 1] | Toggles tone mapping effect for HDR lighting. |
r2_tonemap_adaptation [0.010, 10.000] | TODO |
r2_tonemap_amount [0.000, 1.000] | TODO |
r2_tonemap_lowlum [0.000, 1.000] | Controls effect of tone mapping on darker areas. |
r2_tonemap_middlegray [0.000, 2.000] | Controls overall look of HDR effect. |
r2_wait_sleep [0, 1] | TODO |
r2_zfill [0, 1] | TODO |
r2_zfill_depth [0.001 0.500] | TODO |
r2em [0.000, 4.000] | TODO |
r__detail_density [0.200, 0.600] | Sets grass density level. |
r__geometry_lod [0.100, 1.200] | Sets objects detail level. |
r__supersample [1, 4] | Sets antialiasing level. |
r__tf_aniso [1, 16] | Sets anisotropic filtering level. |
ra [no arguments] | TODO |
renderer [renderer_r1, renderer_r2a, renderer_r2] | Sets rendering system. |
rs_c_brightness [0.500, 1.500] | Sets brightness level. |
rs_c_contrast [0.500, 1.500] | Sets contrast level. |
rs_c_gamma [0.500, 1.500] | Sets gamma level. |
rs_fullscreen [0, 1] | Toggles fullscreen/windowed mode. |
rs_refresh_60hz [0, 1] | Toglles 60Hz Frequency option. |
rs_stats [0, 1] | Toggles display of game engine statistics, including FPS. |
rs_v_sync [0, 1] | Toggles vertical sync. |
rs_vis_distance [0.400, 1.500] | Sets vision distance. |
save [savename] | Saves the current game under the name specified (default is quicksave). |
screenshot [1] | Saves a JPG screenshot under the Documents and SettingsAll UsersShared DocumentsSTALKER-SHOCscreenshots directory. |
snd_acceleration [0, 1] | Toggles hardware sound acceleration. |
snd_cache_size [4, 32] | Sets size of sound cache. |
snd_efx [0, 1] | Toggles Sound Effects on or off. |
snd_restart [no arguments] | Restarts the sound engine; should be used after altering any snd_ variables. |
snd_targets [4, 32] | Sets the number of channels for audio. |
snd_volume_eff [0.000, 1.000] | Sets sound FX volume level. |
snd_volume_music [0.000, 1.000] | Sets music volume level. |
start [TODO] | TODO |
stat_memory [no arguments] | Toggles the display of memory-related statistics for the game engine. |
sv_addmap [TODO] | TODO |
sv_anomalies_enabled [0, 1] | TODO |
sv_anomalies_length [0, 180] | TODO |
sv_artefect_respawn_delta [0, 600] | TODO |
sv_artefact_spawn_force [0, 1] | TODO |
sv_artefact_stay_time [0, 180] | TODO |
sv_artefacts_count [1, 100] | TODO |
sv_auto_team_balance [0, 1] | TODO |
sv_auto_team_swap [0, 1] | TODO |
sv_banplayer [TODO] | TODO |
sv_banplayer_id [TODO] | TODO |
sv_banplayer_ip [TODO] | TODO |
sv_bearercantsprint [0, 1] | TODO |
sv_changegametype [TODO] | TODO |
sv_changelevel [TODO] | TODO |
sv_changelevelgametype [TODO] | TODO |
sv_client_reconnect_time [0, 60] | TODO |
sv_console_update_rate [1, 100] | TODO |
sv_dedicated_server_update_rate [1, 1000] | TODO |
sv_dmgblockindicator [0, 1] | TODO |
sv_dmgblocktime [0, 600] | TODO |
sv_dump_online_statistics [no arguments] | TODO |
sv_dump_online_statistics_period [no arguments] | TODO |
sv_forcerespawn [0, 3600] | TODO |
sv_fraglimit [0, 100] | TODO |
sv_friendly_indicators [0, 1] | TODO |
sv_friendly_names [0, 1] | TODO |
sv_friendlyfire [0.000, 2.000] | TODO |
sv_hail_to_winner_time [0, 60] | TODO |
sv_kick [name] | Kick player by name. |
sv_listmaps [id] | Kick player by id. |
sv_listplayers [TODO] | TODO |
sv_listplayers_banned [TODO] | TODO |
sv_max_ping_limit [1, 2000] | TODO |
sv_nextanomalyset [TODO] | TODO |
sv_nextmap [TODO] | TODO |
sv_pda_hunt [0, 1] | TODO |
sv_prevmap [TODO] | TODO |
sv_reinforcement_time [ | 1, 3600] - TODO |
sv_remove_corpse [ | 1, 1] - TODO |
sv_remove_weapon [ | 1,1] |
sv_return_to_base [TODO] | TODO |
sv_returnplayers [0, 1] | TODO |
sv_rpoint_freeze_time [0, 60000] | TODO |
sv_setenvtime [TODO] | TODO |
sv_setweather [TODO] | TODO |
sv_shieldedbases [0, 1] | TODO |
sv_spectr_firsteye [0, 1] | TODO |
sv_spectr_freefly [0, 1] | TODO |
sv_spectr_freelook [0, 1] | TODO |
sv_spectr_lookat [0, 1] | TODO |
sv_spectr_teamcamera [0, 1] | TODO |
sv_startteammoney [TODO] | TODO |
sv_satistic_collect [0, 1] | TODO |
sv_statistic_save [TODO] | TODO |
sv_statistic_save_auto [0, 1] | TODO |
sv_status [TODO] | TODO |
sv_teamkill_limit [0, 100] | TODO |
sv_teamkill_punish [0, 1] | TODO |
sv_timelimit [0, 180] | TODO |
sv_unbanplayer_ip [TODO] | TODO |
sv_vote_enabled [0, 1] | TODO |
sv_vote_participants [0, 1] | TODO |
sv_vote_quota [0.000, 1.000] | TODO |
sv_vote_time [0.500, 10.000] | TODO |
sv_votestop [TODO] | TODO |
sv_warm_up [0, 3600] | TODO |
texture_lod [0,4] | Sets texture level of detail level. |
unbind [action] | Unbinds any primary keys from the specified action. |
unbind_console [TODO] | TODO |
unbind_sec [action] | Unbinds any secondary keys from the specified action. |
unbindall | Unbinds all keys from all actions. |
vid_mode [WxH] | Same as in-game Resolution option. |
vid_restart | Restarts the graphics engine; should be used after changing certain graphics settings such as texture_lod and vid_mode. |