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ezQuake

Input

Input - Keyboard

allow_scripts
Description:
Possibility to prove, that you do NOT use scripts. Of course, values 0 and 1 will block 'rotate' command.
Type:
enum
Remarks:
Your current 'allow_scripts' setting will be reported to 'f_scripts' query and anyone will be able to check it. If anyone said 'f_scripts' since last mapchange, the client will also autoreport any change of allow_scripts. So if you don't use scripts, turn them off to prove you don't use them. And remember - scripts _are allowed_, so don't call ppl who use them 'cheaters'.

This variable will be set to 0 on startup if a command line switches -norjscripts or -noscripts are used
ValueDescription
0Same as 1, but also block fast +lookdown/+lookup, so even simple rjump will be impossible. Blocks KTPro /kfjump and /krjump aliases.
1Allow only simple scripts - it will block left/right turning, so fjump (for example) will be impossible, but normal rjump (+lookdown;+attack;+jump) will be possible. Blocks KTPro alias /kfjump too.
2Allow scripts (default)
cl_anglespeedkey
Description:
This variable sets multiplier by which your "cl_yawspeed" (how fast you turn) is
multiplied when running (+speed).
Type:
float
cl_backspeed
Description:
This allows you to set your backward speed. Obviously this is also limited by
the server, usually to "320".
Type:
float
cl_forwardspeed
Description:
This allows you to set your forward speed. Obviously this is also limited by the
server, usually to "320".
Type:
float
cl_iDrive
Description:
Emulates "strafe script". When turned on you will always move to some direction when holding both keys +moveleft and +moveright (or +forward and +back). If you have this turned on, it will be reported in your f_ruleset reply with as (+i) flag. Cannot be changed during the gameplay.
Type:
boolean
ValueDescription
falsePressing keys for both directions will cause stop in movement
trueAuto-releases one of the keys when both directions are pressed
cl_keypad
Type:
boolean
ValueDescription
falseQW compatibility: all keypad keys treated as though equivalent button pushed, eg KP_8 acts like uparrow would.
trueYou will be able to bind all numpad keys independently of standard keys. Use kp_enter, kp_8 etc to differentiate from standard keys.
cl_movespeedkey
Description:
This variable is the multiplier for how fast you move when running (+speed) in
relation to when walking (-speed).
Type:
float
cl_pitchspeed
Description:
This variable determines how fast you you turn up/down when using "+lookup" and
"+lookdown".
Type:
float
cl_sidespeed
Description:
This allows you to set your strafe speed. Obviously this is also limited by the
server, usually to "320".
Type:
float
cl_smartjump
Type:
boolean
ValueDescription
falseOff.
trueWill convert +jump commands to +moveup commands when in liquid (water, lava, slime) and in spectator mode.
cl_upspeed
Description:
This allows you to set the speed with which you move up and down in liquids or in spectator mode.
Obviously this is also limited by the server, usually to 320*0.7 = 224 when being in liquid and to 500 in spectator mode.
Type:
float
cl_weaponforgetorder
Type:
boolean
ValueDescription
1weapon/impulse command picks best weapon out of those available at the time of the command
falseweapon/impulse command sets best weapon order, will select best weapon as ammo or weapon obtained
cl_weaponhide
Description:
On -attack will cause your weapon to be automatically switched back to the shotgun or axe.
Type:
enum
Remarks:
This is used in majority of teamplay games. If you don't have ammo for shotgun the axe gets selected.
ValueDescription
0Weapon will not be automatically hidden
1After you fire your a weapon, it will get switched to shotgun or axe
2Like option 1, but only for deathmatch mode 1.
cl_weaponhide_axe
Description:
Determines if axe should be used as "dummy" weapon when using automated weapon hiding (cl_weaponhide).
Type:
boolean
Remarks:
See cl_weaponhide and cl_weaponpreselect.
ValueDescription
falseUse shotgun as dummy weapon
trueUse axe as dummy weapon
cl_weaponpreselect
Description:
When using the weapon command, this variable allows weapon preselection instead of standard immediate weapon selection. Preselection means that the preselected weapon will be switch right before +attack command, that is right before you shoot from your weapon.
Type:
enum
Remarks:
Usefull in most teamplay games where you don't want to carry your best weapon in your hands but want to be ready to instantly shoot from it. Note: Doesn't work for impulse command, you have to use new weapon command.
ValueDescription
0Immediate weapon selection
1Weapon preselection
2Weapon preselection when not holding +attack. When holding +attack, select weapon immediately.
3Like option 1, but only for deathmatch mode 1, otherwise like 0.
4Like option 2, but only for deathmatch mode 1, otherwise like 0.
cl_yawspeed
Description:
This variable defines how quickly you turn left (+left) or right (+right).
Type:
float
in_builtinkeymap
Description:
Allows you to use old Quake keyboard mapping
Type:
boolean
ValueDescription
falseUse your operating system keyboard layout
trueUse Quake keyboard layout

Input - Misc

freelook
Type:
boolean
Remarks:
direction up or down.
ValueDescription
falseBoth -mlook and freelook 0 must be specified to disable free look mode.
trueEnables free look mode, that is, moving the mouse forward and back moves your view
lookspring
Description:
This variable toggles the centering of the screen after the -klook command.
Type:
boolean
ValueDescription
falseDisable automatic force_centerview.
trueEnable automatic force_centerview.
lookstrafe
Description:
This variable toggles the automatic strafing when the +klook command is used.
When set to "1" and the player used the +klook command, the keys that are bound
to the +left and +right commands will now act as if they were bound to +moveleft
and +moveright. This command was put it in order to allow keyboard player to
combine the +strafe and +klook commands into one.
This command also has effect on the mouse controls. When set to "1" moving the
mouse left and right will make the player move left and right instead of making
him turn left and right.
Type:
float
sensitivity
Description:
This variable sets the sensitivity of the mouse, it is one of the most important
variables in the whole game.
Type:
float

Input - Mouse

in_grab_windowed_mouse
Description:
If set, will grab mouse input when not fullscreen
Type:
boolean
in_raw
Description:
Whether or not ezQuake will use raw input to sample mouse events
Type:
boolean
Remarks:
It is recommended to leave this set
ValueDescription
falseDisabled, correlates to /in_mouse 1 in ezQuake 2.2
trueEnabled, correlates to /in_mouse 3 in ezQuake 2.2
in_release_mouse_modes
Description:
Controls under which mode(s) the cursor will be released back to the operating system when not fullscreen.
Type:
enum
Remarks:
To specify more then one mode, add the values together.

To always release the cursor, set in_grab_windowed_mouse 0
ValueDescription
0Never release mouse cursor
1Release when playing (demo playback only)
2Release when console is down
4Release when using /messagemode
8Release when menu on-screen
16Release when using hud editor
32Release when using demo controls
m_accel
Description:
Values >0 will amplify mouse movement proportional to velocity. Small values have great effect. A lot of good Quake Live players use around the 0.1-0.2 mark, but this depends on your mouse CPI and polling rate.
Type:
float
m_accel_offset
Description:
Acceleration will not be active until the mouse movement exceeds this speed (counts per millisecond). Negative values are supported, which has the effect of causing higher rates of acceleration to happen at lower velocities.
Type:
float
m_accel_power
Description:
Values 1 or below are dumb. 2 is linear and the default. Above 2 begins to amplify exponentially and you will get more acceleration at higher velocities. Great if you want low accel for slow movements, and high accel for fast movements. Good in combination with a sensitivity cap (m_accel_senscap)
Type:
float
m_accel_senscap
Description:
Sets an upper limit on the amplified mouse movement. Great for tuning acceleration around lower velocities while still remaining in control of fast motion such as flicking.
Type:
float
m_filter
Description:
This variable toggles mouse input filtering. When set to "1", the values which
are received from the mouse's input will first be averaged together and then
that value will be used in the game.
The reason for this command is that some mice had problems with sending sporadic
coordinates which make the input from the mouse jerky, also when using a serial
or PS/2 mouse, the Windows operating system will only sample mouse input every
25ms, that is 40 times a second (for USB mice the sample rate is 125 Hz, that is
every 8 ms). When set to "1" this variable will smooth out the input but it will
cause latency between the movement of the mouse and the actual response in the
game. When using a PS/2 mouse it is thus first recommended to try to increase
the sampling rate either by changing it via your mouse driver or by using the
ps2rate program which can be downloaded at ps2rate homepage .
If you are playing the game at frame rates above 40 FPS and if you can't
increase the sampling rate of your PS/2 rate or if you are playing with a serial
mouse it is recommended that you enable this toggle.
Type:
float
m_forward
Description:
This variable controls how fast the player should move forward and back when the
mouse is moved forward and back. This command has no effect if the +mlook
command is in effect because when the mouse is moved forward and back the
player looks up and down instead of moving forward and back. Some players might
want to set this variable to "0" if they happen not to use +mlook constantly and
they only want to use the mouse to turn the player. Setting this variable to "0"
will prevent the inadvertent movement of the player forward and back while
trying to make precise turns with the mouse.
Type:
float
m_pitch
Description:
This variable sets the level of precision when the mouse is used to make the
player look up and down while the +mlook command is in effect. By default this
variable is set in such a way that moving the mouse forward makes the player
look up and moving the mouse backward makes the player look down. Some people
prefer to have this movement inverted just like it is inverted for airplane
controls. If you wish to use this inverted mouse movement then you should set
this variable to a negative value (for example "-0.022"). It is a matter of
preference which movement method is used by players. Also lowering the value
for this variable will increase the level of precision when the mouse is used
to make the player look up and down. This variable can be used separately from
the sensitivity variable to provide greater control over the mouse sensitivity
for movement along the pitch. It is advisable to keep the value for this
variable constant at 0.022 or -0.022 and instead use the sensitivity variable
to change the overall sensitivity of the mouse. Also, some script writers lower
the value for this variable along with a lowered value for the fov variable in
order to provide more precision when the fov variable is used to zoom.
Type:
float
m_side
Description:
When the +strafe command is active or when "lookspring" is set to "1" this
variable is used to control the sensitivity when the mouse is moved left and
right to make the player move left and right.
Type:
float
m_yaw
Description:
This variable controls how fast the player turns left and right when the mouse
is moved left and right. It is recommended that this variable be left alone and
instead the "sensitivity" variable is used to change the level of precision.
If you set this variable to a negative value you will reverse the mouse
movement. Some script writers use this variable to increase the level of
precision when the "fov" variable is used to zoom the screen.
Type:
float