Monday, December 12, 2011

Big Changes Coming To Battlefield 3.


These are just maybe's at the moment and are subject to change.
  • Slightly increased the AEK971 recoil.
  • Slightly increased the ASVAL recoil.
  • Added Extended Mags to the ASVAL.
  • Slightly increased the recoil on the M249.
  • Reduced the recoil of the SKS rifle.
  • Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
  • Slightly reduced the recoil of the F2000 and restored it to the previous base accuracy.
  • Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
  • Increased the damage of the G3, M60, and M240 at close range.
  • Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.
  • Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
  • The Radio Beacon, Mortar, Mav, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
  • C4 will no longer be detonatable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
  • The player may now have a maximum number of mines which will persist after the player’s death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.
  • Claymores now also persist through death, the player can have 2 claymores planted.
  • 9x39mm rounds no longer benefit from the Sniper headshot bonus.
  • Increased the damage of the 9x39mm rounds.
  • Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.
  • Increased the damage of the .357 and .44 magnum rounds at max range.
  • All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.
  • Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range.
  • Tweaked IRNV to be more consistent across all levels.
  • Fixed a rendering issue with IRNV view when taking damage.
  • Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
  • Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper aiming reticule.
  • The spread for Flechette rounds has been reduced slightly on all shotguns.
  • The spread for buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.
  • Semiautomatic weapons will no longer “jam” if the player presses fire faster than the weapon is capable of shooting. Some semi automatic weapons have had their rates of fire adjusted to fit this change.
  • Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry. Reduced the total number of RPG and SMAW missiles carried from 5 to 4.
  • Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
  • Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets.
  • Significantly increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
  • Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs.
  • Slightly reduced the locking time of all weapons vs Laser Designated targets.
  • Increased the locking distance for Jets when locking on laser designated targets.
  • Slightly reduced the repair speed of the repair tool.
  • Increased the damage the MBT’s primary weapon does to other main battle tanks.
  • AA Missiles should no longer kill the pilot instead of the vehicle.
  • Reduced the damage AA missiles do to jets.
  • Stinger and IGLA missiles now do 50% damage to Jets, Attack Helicopters, and Scout Helicopters.
  • Slightly reduced the damage of Jet cannons.
  • Increased RPG and SMAW damage against aircraft.
  • Guided Rockets will now only track ground targets, as originally intended.
  • Reduced the direct damage done by helicopter gunners vs armor.
  • Helicopter guns should now suppress correctly.
  • Improved the accuracy of the Mi28 gun to match the AH1 gun.
  • Increased the direct hit damage of the APFSDS rounds for the IFVs.
  • Miniguns and Helicopter Gunners now more quickly destroy parked cars.
  • Increased the power of explosions from cars and other explosive static objects.
  • Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
  • Adjusted the F35′s Center of Mass and Lift Engine for more stable, level flight.
  • Updated the F35 weapon systems to be consistent with the other air craft.
  • Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
  • Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
  • Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
  • You can now spot with the EODbot.
  • Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
  • Spawn protection will no longer be canceled by the player looking around.
  • Slightly increased the speed at which a player can shoot again after sprinting.
  • Fixed some situations that would unintentionally make a player unrevivable.
  • Reduced the black screen fade in time on spawn.

Battlefield 3 Assignments.



The Back To Karkand DLC brings something new to Battlefield 3 (in addition to new maps, weapons etc.): Assignments, which is a new way of unlocking the new weapons found in Back To Karkand. Here’s the full list of Battlefield 3 Assignments that you need to complete in order to unlock all ten Back to Karkand weapons:

FAMAS (“Best Friend Forever” assignment)
10 heals
10 revives 

L85A2 (“Professional Russian”)
100 kills with assault rifles
20 kills with grenade launcher
Win 5 rounds of Squad Deathmatch 

MP5 / HK53 (“Fixing it”)
10 repairs
1 kill with repair torch 

QBZ-95B (“It Goes Boom”)
50 anti-tank rocket kills
5 conquest round wins
Destroy 1 enemy vehicle with repair torch 

QBB-95 (“Let It Rain”)
20 kills with light machine guns
2 mortar kills 

QBU-88 (“Specops”)
20 sniper rifle kills
5 laser designator assists 

MG36 (“Keep Your Head Down”)
100 kills with light machine guns
50 suppression kill assists
50 ammo resupplies 

L96 (“Creeping Death”)
50 headshots
50 spot assists
5 knife kills 

PP-19 (“Familiar Territory”)
Capture 10 flags
Arm 10 MCOM stations
Play 2 hours on Strike At Karkand 

Jackhammer / MK3A3 (“Scarred Veteran”)
10 kills with PP-19
10 kills with BTR-90
5 kills with DPV jeep
Play 2 hours on Gulf of Oman
Play 2 hours on Sharqi Peninsula

Friday, December 9, 2011

Battlefield 3 Back to Karkand Gameplay - Drivable Forklift Video






This is it! Back to Karkand is now out on PlayStation 3 in Europe, with North America and Asia to follow shortly. We hope you enjoy our new gameplay trailer entirely based on PlayStation 3 footage.



If you have followed the "Going Back to Karkand" blog series, you know by now that it contains four legendary Battlefield 2 maps reimagined in the Frostbite 2 engine. And you know about the vehicles, and that we have ten classic weapons brought in from Battlefield 2. These are a variety of shotguns, sniper rifles, and machine guns that were particularly popular in Battlefield 2.



What you probably didn't know is that Back to Karkand works seamlessly in conjunction with the base game. This means that you can bring these ten new weapons back to the base game. They essentially get added to your existing arsenal rather than being an either/or choice. Also, servers will have the ability to run map rotations with any mix of base game plus Back to Karkand maps. Further, the new layer of persistence with Assignments does not replace what is in the base game – it works in parallel with it. Since you will be able to join mixed map rotations, we will alert you if you don’t own Back to Karkand and try to join a server where one or more maps require Back to Karkand.



You will be notified in-game via a pop-up window once Back to Karkand is live, and you can buy it in the in-game store and the PlayStation Store. PlayStation 3 players will be able to start playing today, while PC and Xbox 360 formats will follow on December 13th.



To start playing on the Back to Karkand maps, make sure you For a guide on how to buy, download and get started in Back to Karkand, head to this simple step by step guide.



PLEASE NOTE: At the moment, we are experiencing issues with the server browser. Please use the Quick Match filter settings to pick the Back to Karkand map and mode you want to play. Going through the server browser right now will match you up with base game maps only. We are hard at work isolating and fixing this issue and will have an ETA on this later. Stay tuned for more information. In the meantime, using Quick Match will let you select and play on any map, from the base game or Back to Karkand.



Back to Karkand PlayStation 3 release timings

Europe, Australia & New Zealand: Out now!
North America: December 6th, between 2PM and 6PM PST
Japan/Asia: December 7th, around 3PM JST



Did you miss the earlier stories in this blog series?

#6: Gulf of Oman gameplay, combat vehicles revealed
#5: Gameplay from Strike at Karkand, Assignments explained
#4: The design idea behind the themed expansion pack
#3: Introducing Gulf of Oman and Sharqi Peninsula
#2: “Wake Island has a special place in my heart”
#1: Your chance to relive the greatest Battlefield maps ever

Get your Back to Karkand reviews here!



Battlefield 3: Back to Karkand has been out for a few days on PlayStation 3 and reviews and impressions are popping up everywhere. Check out these stories and keep your eyes peeled for more in the days to come, as Back to Karkand is set for a December 13 release on both Xbox 360 and PC.






BACK TO KARKAND PS3 REVIEWS:
IGN: "Back to Karkand Revitalizes Familiar Roads"
Kotaku: "Should You Buy Battlefield 3’s Back to Karkand? Yes."
Now Gamer review: 9/10
Gamingtruth review: 9.75/10

Thursday, December 8, 2011

Crappy Commo Rose System Upgraded To 2.0 But Still Useless.

Commo Rose Crap System

Seriously, who is ever going to use this crap. Professional gamers and hardcore gamers use TeamSpeak, Ventrilo, or some other form of chat system. Instead of wasting effort and resources on some stupid command system you should focus on creating a voice chat in-game that doesn't suck up bandwidth and is easy to use. Scratch the stupid Comrose 2.0 and just make it if you point your crosshair on a friendly it requests whatever you currently need at the time based on your health or ammo values at the time of request. Fuckin simple idea that makes sense and is easy to use. See how easily I did that DICE?
Commo Rose was a much requested feature for Battlefield 3, but the version that managed to ship with the game is awkward and practically useless, as it’s missing key commands — the two most needed commands (“Need ammo”, “need medic”) are not there. Now according to DICE sound producer Tomas Danko, DICE have updated Commo Rose quite a lot, so much in fact, that they’re referring to it as “Commo Rose 2.0″.
Danko recently Tweeted:
“We have patched and updated comrose big time, it will be distributed shortly. It’s so updated we refer to it as comrose 2.0. Soon in a patch near you.”
Danko also confirmed that players will be able to request ammo and medic help with the 2.0 system. Commo Rose a communications interface used by holding down the “Q” button, where after a menu pops up where players can issue commands, request stuff, etc. No word on when the next patch will be released.

Battlefield 3 Banned In Iran!

Iran is mad we virtually kicked their ass.



According to a an article in the Lebanese Daily Star, Electronic Arts’ military-based first-person-shooter,Battlefield 3, has been banned in the country of Iran because of its scenes depicting intense battles in the Iranian city of Tehran.

Interesting, though, is the fact that EA never made any plans to have the game sold in Iran anyway, meaning that all Iranian sales of Battlefield 3 were already illegal before this official ban.

The article notes that the government had received more than 5,000 signatures from “Iranian youths” via an online petition.

“We understand that the story of a videogame is hypothetical … [but] we believe the game is purposely released at a time when the US is pushing the international community into fearing Iran,” read a statement from the government.

Of course, since EA isn’t selling Battlefield 3 in Iran, they’re just fine with the ban, even releasing a statement on the subject reported by Industry Gamers: “In that Battlefield 3 is not available for purchase in Iran, we can only hope the ban will help prevent pirated copies reaching consumers there.”

EA and bans are best friends.

To my understanding, there’s been a long history of popular western items being banned in Iran, as depicted in Marjane Satrapi’s excellent graphic novel, Persepolis. The way Satrapi illustrates it through her own experiences in the 1980s, these bans were measures taken by an oppressive regime.

All of this leads me to wonder just one thing, though: I wonder what the Iranian policy is on using the term “e-peen”?

Wednesday, November 2, 2011

Battlefield 3 Conquest Tips and Tricks.


Long time Battlefield players will remember fondly the days when the only game mode worth playing was Conquest. In Battlefield 3, it can be a frustrating experience for inexperienced players. So to help, we've put together a handy little guide for those of you who might not be super-experienced in BF3 Conquest Mode.


Battlefield 3

Tips for Battlefield Noobs
·                                 First and foremost, odds are if you're new to Battlefield, you probably came over from Call of Duty. The two games play very differently online, the first thing you should make sure to note is that you are much more susceptible to bullets in Battlefield. Whether you see this as a more "realistic" experience or not is your call, but just be aware that you die a lot quicker in Battlefield 3.
·                                 Next you should be prepared to spend the first few BF3 matches getting used to the classes and maps. While the classes don't offer the same degree of customization as Call of Duty, you most certainly can switch out your primary and secondary, but a lot of the weapons play similarly. Just like most other shooters in this genre, weapon attachments are unlocked by using the weapons -- so when you find a gun you like, keep using it to make it even better for you.
·                                 The big attraction with classes are the gadgets that are specific to each class. Assault classes also act as medics, engineers take down and repair vehicles, support provides ammo drops, and the recon class acts as a spotter. Once you've found a class you enjoy playing, Make sure you actually play that role. You're instincts might be to shoot everyone, but take some time to heal your team, repair vehicles, spot troops and drop ammo. It'll make you a more efficient Battlefield 3 teammate, especially early on, if you aren't getting a ton of kills.
·                                 Which brings me to my last point for new Battlefield players: Start playing in Team Deathmatch. While the focus is on kills instead of objectives, it gives you a better opportunity to get familiar with how Battlefield 3 plays, while also letting you get some points to rank up. Once you feel comfortable, switch to the more team play oriented modes.


Battlefield 3

Tips for Battlefield 3 Conquest Noobs
·                                 If you've spent a lot of time in Bad Company's Rush Mode, Conquest might be a little alien to you, and that's fine. It does play a lot different in some regards than Rush, but a lot of the core mechanics work in both modes.
·                                 First, and most important, Communicate with your team! Conquest is all about capturing points, and the easiest way to take a point from the enemy is to coordinate with your team. Even if you only communicate with your squad, that can sometimes be the difference between taking the point and getting wiped out.
·                                 Secondly, know the number of points on the map you're playing. Just like way back in Battlefield 1942, capturing over half of the points will cause your enemy to slowly lose tickets, making your victory much easier. On a map with only three points, expect to fight the most over the middle flag, but the larger maps sometimes have four or five points - coordination is key to capping enough to bleed the opponent dry.
Tips for Battlefield 3 Lone-Wolves
·                                 Conquest for players who prefer to go it alone might prove to be difficult, depending on the map. Some Battlefield 3 maps, like Tehran Highway, give solo snipers a number of good places to provide solid overwatch and cover. Others, like Seine Crossing, are too fluid to really allow for setting up a sniper nest. Playing a different class like the assault or engineer class on Seine gives solo players more options for points, both through kills and through team help. Ultimately though, you'll get more out of Conquest if you join a squad and work together.

Tips for Battlefield 3 Squads
·                                 Unless the situation really calls for it, try to maintain a balanced squad. Most BF3 maps have a way for each class to operate in concert with each other, but there are points where you might need two engineers or medics. That's when you should switch up the make-up of your group.
·                                 Make sure your squad sticks together as much as possible - getting spread out limits the effectiveness of the medic/support classes. The only real exception is the recon - with their sniper rifles and ammo specialization, they can make due on their own for the most part.
·                                 Communication with your squad is paramount in Battlefield 3 - call out targets, especially vehicles. A squad of three or four should be able to take a point with relative ease if they work together. When your squad is defending a point, make sure to keep in contact, and cover each others' backs. A good squad can hold a point from most assaults, save for all out attacks.
·                                 Follow these BF3 tips and you'll earn that Ace Squad Ribbon, no sweat.
Battlefield 3 Vehicle Tips


Battlefield 3 PC Beta Testers Can Jump Into Caspian Border Map Today

·                                 Conquest takes advantage of the feature that really helps separate Battlefield from Call of Duty - player controlled, drivable vehicles. For new players, these can be a deathtrap, or a way to rack up a number of kills.
·                                 Most maps in BF3 Conquest feature at least one or two ground vehicles, ranging from jeeps with .50 Cal. Guns on top, to full M1A1 Abrams Main Battle tanks. For infantry, both are dangerous, but tanks are on a totally different level. The Growlers (jeeps) can be disabled with just one rocket from an engineer class, or the driver can be shot by small arms fire. Tanks require multiple rockets to take out, and can take out whatever cover you're using, and should be your first target.
·                                 Air combat, at least on the consoles, can be a little tricky to get the hang of, so I would recommend leaving it to experienced players until you feel comfortable flying. Air support can really help when you need to take out ground vehicles. Be prepared to fire off your flares though, as engineers can unlock anti-air rockets.
·                                 Ground vehicles can be used to capture points, without even leaving the vehicle, so use that to your advantage. Just be prepared for a lot of rockets if you don't have support. Engineers should be a part of your crew if you're planning on taking the tank out for a spin, just to repair the damage you will take.


Battlefield 3


Battlefield 3 Map Tips
·                                 Caspian Border - The Checkpoint (A) and Gas Station (D) both spawn vehicles when captured, so they should be your initial targets. Once the game hits stride though, expect a lot of fighting near the hilltop point - C. If you're defending C, have engineers mine the roads, then keep your eyes open for infantry climbing the hill sides.
·                                 Damavand Peak - No Base Jump required in Conquest, unfortunately, but the rest of the map plays similarly. Expect a lot of combat as the Tunnel (B) point changes hands frequently. Engineers are important on this map - there's almost constant ground vehicle support.
·                                 Grand Bazaar - Minimal vehicle combat means that engineers aren't a necessity, but can be useful still. There are plenty of long sight lines, but little good nest spots for snipers. The Market point will be the most contested, expect lots of close range fighting there.
·                                 Kharg Island - My personal favorite Battlefield 3 Conquest Map. This map is big, expect lots of vehicles out and about, including air support. Engineers will have a field day, but be wary of snipers as there are plenty of good spots to set up. The Construction building is the best spot for snipers to get an effective view of the most contended points and still have some defensive cover.
·                                 Noshahr Canals - My favorite map as an Engineer. The Trainyard point will spawn lightly armored vehicles, as well as one tank. The primary combat will probably be closer range infantry - expect Assault and Support classes to dominate. The sight lines aren't great for snipers, you're better off switching to a different class.
·                                 Seine Crossing - Limited vehicles, only spawning tanks at one point mean that Engineers aren't necessary, but become more important when the tank rolls in. There are a few buildings you can go up multiple levels in, giving snipers good sight lines and only one entrance to defend. Expect a lot of close quarters combat in the tight corridors of this map.
·                                 Tehran Highway - My favorite Battlefield 3 Recon map. The Truck point (B) sits below the level of the other two points, giving snipers a great view. Just be aware that most places you'll be sniping from are visible to people on the other side of the road, especially with the glare from scopes. Engineers are important, as both sides spawn vehicles at their headquarters. This map should almost always be a fun match, regardless of the class you play.
·                                 Operation Firestorm - Another tight map, perfect for Support and Assault classes. Engineers are good for taking out any vehicles and walls of buildings. There are some decent sight lines, but expect most of the combat to be mid-to-close range, with vehicles in there too.


Read more: http://www.g4tv.com/thefeed/blog/post/717974/battlefield-3-conquest-guide-tips-to-help-you-dominate-the-competition/#ixzz1cZnViGRY



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Friday, October 28, 2011

COD:MW and BF3 - The Real Debate.

Bugs bugs bugs. What alot of people don't understand is that DICE is pushing the boundaries of console and computer gaming. Call of Duty is using the same proven method and sticking with their stability, which is great in a sense, but they need to think outside the box. Battlefield 3 is pushing destruction, huge maps, customization, and vehicles. DICE's Frostbite engine is next generation and everything must start somewhere. Once the bugs get worked out and the game is polished then it will be a different story. I agree that DICE shouldn't have released with so many bugs but EA is pushing the date whether the game is ready or not. Legal contracts must be adhered to when creating games. Go download Unity 3d or CryEngine SDK and attempt to make a basic game with vehicles. It's alot harder than it looks, trust me I've been trying to just get my tank to function right in CryEngine 3 SDK and it's been a nightmare. Battlefield 3 could eventually support 128 players on PC. Not only are they building a FPS, but if you think about it they are building an MMOFPS. One of the first of it's kind. Imagine Battlefield 4 or Battlefield 5 when internet connectivity and server stability has been buffed out. It's gonna be out of this world. Screw COD with it's jumping headshots and predictable firefights. I want to play a team based game where the fight is different almost everytime, at least in Conquest. Nothing gets my heart pounding more than the sight of 3 battle tanks and infantry rushing towards an objective. It's intense. Now think about Call Of Duty with it's annoying killstreaks, predictable maps and spinning jumpshot headshot snipers. No thanks.

What I'm trying to get across to the fanbase is this. Let the team at DICE work the kinks out. Yeah you might be mad because you dropped 60 bucks on a new game and it runs like shit, but give them some credit. This game is next-gen and the devs are thinking outside the box. If you read their Twitter they are working 24/7 to fix every single issue with the game. No matter how much testing goes on behind the scenes, the developers can never account for every single different hardware setup. But at least they are dedicated to buffing it out.

What I'm trying to tell DICE is this. Don't grab ideas from Call Of Duty. Keep the game as it was originally intended with a focus on huge maps and huge firefights with vehicles. Don't get all Call of Duty on us now and loose your fanbase.

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Cons of Battlefield 3 Since Release.

Ok, don't get me wrong I love Battlefield 3 and the Battlefield series. I always have and I always will, but there are some major bugs that need to be patched before this game is considered 'great' like they hyped it up to be. I play on PC. So these cons only apply to PC. Sorry consoles, from reading Battlefield 3's official Twitter account I can see that you guys are having way too many issues with server stability. Hopefully today's patch will fix it. The patch also adds horns to vehicles, YAY.

Cons:
     1. Jets are awesome, but if you don't have a joystick it's like flying a bus in midair.
     2. Mobile Anti-aircraft is too good. I literally sat in our uncap with a AA vehicle and got 10 kills 0 deaths multiple times. They need to be toned down. It got so bad that people were getting mad at me because they couldn't fly for more than 5 seconds. Not my fault, blame DICE. Tone it down.
     3. Some of the maps are one sided. I mean that out of 100 games a possible 90% are going to be won by the same team. Balance it please.
     4. Texture bleeding. This was supposed to be fixed before release. Alot of times I'm running or aiming and I can't even see my weapon or sight. Really annoying.
     5. Green flickering during games. Another thing that was supposed to be fixed before launch. Fix it.
     6. Some spawn points are placed in the middle of an objective. This is bullshit, put the spawn point somewhere behind a wall or something, not directly in the middle right next to the flag.
     7. How hard would it be to have an immunity timer for 10 seconds after the round starts in hardcore mode. I'm tired of getting run over or shot by one of my teammates as soon as the game starts.
     8. The flak specialization is basically useless.
     9. Rush Mode - This is joke on half of the maps you can't even get past the first point because of the way it's designed. Fix it.
     10. Joining the squad you want to join is a hassle. Where's the old system from bfbc2?
     11. Flashlights on weapons. Another joke. Getting blinded from 2 clicks away is a joke. Getting blinded from a flashlight 300meters away during daylight in the desert sucks. Fix it damnit.
     12. Knifing people needs to be buffed out, it's too unpredictable in terms of where you have to be to knife someone.
     13. Dedicated servers running one map all day are sometimes getting bugged and cycling through all the maps including game modes that arent even supposed to be on that server. For example, I join an Operation Firestorm 24/7 server, after the round ends the map changes to rush damavand peak and it definately wasn't the admin because i'm talking to him.
     14. Sound. It's in and out, but I've noticed lately the sound goes out when I'm in the tank. Sometimes it goes out when I'm in a jet also. Alot of people are having issues with sound. I think DICE put so much focus on the graphics and destruction engine they forgot that the sound in the game is badass and could be over the top if the bugs are worked out.


Overall I'm very pleased with this game. I've had loads of fun playing an engineer. During the Alpha test I leveled assault and once you get smoke taking objectives in Rush becomes alot easier. In fact moving anywhere becomes easy with smoke, this is common knowledge in the military. Sniper = pop smoke and flank. During Beta I leveled my Sniper up. Great class to play once you start getting better weapons but I hope it doesn't end up like COD or bfbc2 where snipers are just OP and you have 3/4 of your team snipers.

Thursday, October 27, 2011

A Complete List Of Battlefield 3 Console Commands.

Alot of people have been viewing my console commands post, so I did some digging around for you guys and found the complete console command list which you can also view in-game by hitting the tilde key (~) and following the instructions there. Alot of these commands are untested and I plan on finding out what exactly each command does unless someone beats me too it. Enjoy.

Core.EnableDbErrorPolicy
Core.EnableResolveErrorTracking
Core.EnableDrone
Core.EnableBitstreamTypeVerification
Core.EnableBitstreamExtendedVerification
Core.EnableBitstreamTypeDumping
Core.ForceDataContainerRegistration
Core.LiveEditingEnable
Core.JobProcessorCount
Core.EnableDebugRendererLog
Core.Host
Core.HostUser
Core.HostUserDomain
Core.InitSeed
Core.LogLevel
Core.DisplayAsserts
Core.AssertLimit
Core.IgnoreAlways
Core.ValidateAsWarning
Core.CrashOnFatalErrors
Core.RandomTimeSeed
Core.RandomTickSeed
Core.RandomSessionId
Core.EnableJuice
Core.JuiceServerIP
Core.JuiceUserType
Core.JuiceLogLevel
Core.JuiceValidateAsAssert
Core.BugSubmitTool
Core.B4BugServerIP
Core.GameConfigurationName
Core.UseStorageServer
Core.UseDiskCaching
Core.HardwareProfile
Core.HardwareCpuBias
Core.HardwareGpuBias
Core.ProfileDirectoryName
Core.MemoryStatsEnabled
Core.DetailedMemoryStatsEnabled
Core.Ps3FootSwitchCommands
Core.HttpDvdSimulation
Core.HttpDvdSeekPenalty
ResourceManager.Name
ResourceManager.CasBundleReadBufferSizeKb
ResourceManager.CasBundleDecompressBufferSizeKb
ResourceManager.CasBundleDecompressBufferCount
ResourceManager.BundleProfilingEnable
ResourceManager.SPUDecompressEnable
SyncedBFSettings.Name
SyncedBFSettings.NoMinimap
SyncedBFSettings.NoHud
SyncedBFSettings.NoMinimapSpotting
SyncedBFSettings.No3dSpotting
SyncedBFSettings.NoNameTag
dumpArenaMap
dumpMemPages
profiler.listTimers
profiler.report
profiler.reportMin
profiler.reportMinInterval
profiler.reportTimerMin
profiler.excludeCode
profiler.reset
profiler.enable
profiler.setProfilingLevel
vars.list
vars.set
vars.get
settings.list
settings.set
set
get
print
CustomizeInput.loadUserInputMap
CustomizeInput.saveUserInputMap
CustomizeInput.restoreUserInputMap
CustomizeInput.editInput
CustomizeInput.createInput
CustomizeInput.cancelListenForInput
CustomizeInput.addUndefinedInputAction
CustomizeInput.removeInputAction
CustomizeInput.notifyEntries
demo.pausePlayback
demo.playPlayback
demo.rewindPlayback
demo.setPlaybackFrame
demo.forwardFrames
demo.rewindFrames
demo.stopRecording
demo.startRecording
demo.forceDeltaTicks
demo.showFrameNumber
main.runLua
main.pauseGame
main.GameSpeed
main.playCommands
main.clearCommands
main.isServer
main.isClient
main.isLoading
main.resetPerformanceTrackers
Server.Paused
Game.CreateXenonDumps
Game.CloseDuplicateApps
Game.DumpMessages
Vars.HeartbeatEnabled
Vars.HeartbeatInterval
Memory.markAllocated
Memory.markFreed
Memory.markFreedPattern
Memory.markAllocatedPattern
Memory.BreakOnLargeRunTimeAlloc
Memory.BreakOnLargeRunTimeAllocSize
MemoryDisplay.OnScreenDisplayEnabled
MemoryDisplay.OnScreenDisplayCategory
MemoryDisplay.DisplayCoreByColor
Vars.network-debug-types
Vars.juice-alternative-naming-scheme
Juice.SpawnUpdateThread
Core.DialogLevel
UdpSocket.ReusePort
CpuTiming.Enable
JobTiming.ColorHighPriorityEnable
CrashDump.FullMemoryDump
CrashDump.WarnBeforeDoingMemoryDump
Vars.http-draw-stats
Vars.http-fs-keepalive-secs
Vars.http-fs-max-gap
Vars.debug-core-sleeptime
ResourceManager.AvoidBundledChunks
TurboLoader.Visualize
TurboLoader.VisualizeQueue
TurboLoader.ProfileSpikes
TurboLoader.SpikeTreshold
TurboLoader.NormalQuanta
TurboLoader.LoadingScreenQuanta
TurboLoader.EnableStep
TurboLoader.SingleStep
TurboLoader.AllowUrgent
TurboLoader.EnableHddIo
TurboLoader.SoakHddIo
TurboLoader.NetworkStats
TurboLoader.ScatterOnPpu
TurboLoader.UseOldDbxPath
Vars.database-dump-unresolved
Ant.SkeletonManagerDebug
antDebug.SkeletonBlocks
SharedDataManager.RegisterDebug
antDebug.ShowSceneOpMatrix
antDebug.ShowSceneOpMatrixInstances
antDebug.ShowControllerTree
antDebug.ShowSceneOpMatrixTree
antDebug.ControllerTreeTextScale
antDebug.ControllerTreeTextScroll
antDebug.ShowResourceMemory
antDebug.ShowRuntimeMemory
antDebug.MemoryBudgetSize
antDebug.DebugPackageAssets
antDebug.DebugPackageAssetsScroll
antDebug.DebugPackageAssetsName
Sequencer.pauseTime
Sequencer.triggerEventsOnScrubbing
Sequencer.renderTracks
Sequencer.renderStepSize
Effect.timeScale
Profiler.showDelayGuids
Memory.DisableHavokFreeListAllocator
Vars.physics-debug-character
Vars.physics-debug-character-collision
Vars.physics-character-default-static-friction
Vars.physics-character-default-dynamic-friction
Vars.debug-character-contact
Vars.render-char-contact-points
Vars.physics-character-infinite-sprint
Vars.physics-character-apply-keyframe-distance
Vars.visual-debugger-terrain-triangle-size
PhysicsVisualDebugger.EnableBoundingShapes
PhysicsVisualDebugger.ShapeAlpha
PhysicsVisualDebugger.EnableDestruction
PhysicsVisualDebugger.ViewDistance
PhysicsVisualDebugger.BroadphaseViewer
PhysicsVisualDebugger.MidphaseViewer
PhysicsVisualDebugger.RigidBodyCentreOfMassViewer
PhysicsVisualDebugger.ConstraintViewer
PhysicsVisualDebugger.ConvexRadiusViewer
PhysicsVisualDebugger.ActiveContactPointViewer
PhysicsVisualDebugger.InactiveContactPointViewer
PhysicsVisualDebugger.ToiContactPointViewer
PhysicsVisualDebugger.RigidBodyInertiaViewer
PhysicsVisualDebugger.MousePickingViewer
PhysicsVisualDebugger.PhantomDisplayViewer
PhysicsVisualDebugger.ShapeDisplayViewer
PhysicsVisualDebugger.SimulationIslandViewer
PhysicsVisualDebugger.SweptTransformDisplayViewer
PhysicsVisualDebugger.WorldMemoryViewer
PhysicsVisualDebugger.WorldSnapshotViewer
PhysicsVisualDebugger.WeldingViewer
PhysicsVisualDebugger.BreakableShapeConnectionViewer
PhysicsVisualDebugger.BreakableShapeGraphicsNameViewer
Physics.HavokCounterMaxDepth
Vars.physics-draw-client-physics
Vars.physics-draw-server-physics
Vars.physics-pause-on-collision-overflow
Vars.physics-draw-effectsWorld
Vars.physics-spawn-debug
Vars.physics-character-correction
Vars.physics-draw-collision-tracking
Vars.physics-draw-collision-tracking-ew
Vars.physics-draw-effect-world-wakeup-stats
Vars.physics-assert-on-collision-overflow
Vars.physics-draw-ragdoll-raycast-hit
Vars.physics-draw-ragdoll-raycast-bbox
Vars.physics-aero-wing-forces
Vars.engine-fake-rpm-max-mod
Vars.physics-water-dampening
Vars.physics-water-lift
Vars.physics-water-resistance
Vars.physics-water-friction
Vars.physics-water-height-mod
Vars.physics-draw-water-forces
Vars.physics-water-density
Vars.physics-boat-hull-recalc
Vars.physics-draw-water-test
Vars.physics-draw-neighbour
Vars.engine-fake-rpm-mod
Vars.phy-max-resistance-force
Vars.phy-reg-p
Vars.phy-reg-d
Vars.physics-align-vehicle-limit-angle
Vars.physics-long-clampFactor
Vars.physics-lat-clampFactor
Vars.physics-linear-dampFactor
Vars.physics-angular-dampFactor
Vars.physics-vehicle-step-count-base
Vars.physics-vehicle-step-count-max
Vars.physics-vehicle-step-count-low-vel
Vars.physics-draw-center-of-mass
Vars.physics-static-breakm
Vars.physics-static-breakv
Vars.physics-draw-vehicle-proximity
Vars.physics-draw-spring-slope
Vars.physics-client-sim-free-ticks
Vars.physics-client-sim-interpolation-ticks
Vars.physics-optimized-ai-vehicles
Vars.UseTurnAroundForce
Vars.TurnAroundForceTimeLimit
Vars.TurnAroundForceFrontRearFactor
Vars.TurnAroundForceLeftRightFactor
Vars.chassis-restitution
Vars.chassis-friction
Vars.chassis-friction-at-low-velocity
Vars.vehicle-movement-timer
Vars.vehicle-stand-still-damping-linear-vel-limit
Vars.vehicle-stand-still-damping-angular-vel-limit
Vars.vehicle-anti-twist-inertia-multiplier
Vars.draw-wheel-friction
Vars.camera-collision-ignore-trees
Vars.physics-draw-boat-hull
Vars.physics-box-extra-damping
Vars.physics-water-linear-mod
Vars.physics-water-angular-mod
Vars.physics-boat-out-of-water-friction
Vars.physics-draw-loose-parts
Vars.physics-hinge-max-speed
Vars.physics-spring-max-speed
Vars.physics-lat-ff
Vars.physics-long-ff
Vars.physics-cs
Vars.physics-mf
Vars.physics-spring-force-mod
Vars.physics-spring-force-mod-lim
Vars.vehicle-plot-curves
Vars.tank-forward
Vars.tank-steer
Vars.tank-steer-fix-multiplier
Vars.tank-steer-fix-offset
Vars.wheel-slip-slow-velocity
Vars.wheel-slipratio-slow-b(long)
Vars.wheel-slipangle-slow-b(lat)
Vars.physics-extra-radius-mod
Vars.physics-draw-track
Vars.physics-brake-mod
Vars.physics-prog-exp
Vars.physics-sphere-move
Vars.physics-xz-comp
Vars.physics-override-sphere
Vars.physics-clamp-damp
Vars.physics-draw-spring
Vars.physics-draw-wing-forces
Vars.physics-wing-lift-scale
Vars.physics-flap-lift-scale
Vars.physics-angle-of-attack
Vars.physics-merge-islands
Vars.physics-particle-spawns-per-frame
Vars.physics-draw-added-contact-points
Vars.physics-client-side-dest-momentum-mod
Vars.physics-vehicle-anti-twist-enable
Vars.physics-vehicle-anti-twist-strength
RagdollEntity.ForceCrashOnDummyOverwrite
Vars.ragdoll-overflow-limit
Vars.ragdoll-high-activity-limit
Vars.ragdoll-active-contact-point-limit
Vars.ragdoll-draw-contact-point-per-bone
Vars.ragdoll-draw-bones
Vars.ragdoll-draw-init-pose
Vars.ragdoll-pause-after-init
Vars.ragdoll-render-stats
Vars.ragdoll-settle-angularvelocity
Vars.ragdoll-settle-linearvelocity
Vars.ragdoll-settle-minactivetime
Vars.physics-debug-proximity
Vars.character-uphill-speed-modifier
Vars.character-downhill-speed-modifier
physics.parachute.debug
Vars.physics-character-waterDamping
Heightfield.CacheSize
Heightfield.MaxRaycastTransfersPerFrame
Heightfield.MaxBlockTransfersPerFrame
Heightfield.DrawDebugInfoEnable
Heightfield.DrawPrimingBoxes
Vars.audio-write-aiff-file
Vars.audio-distance-filter-max-distance
Vars.audio-distance-filter-min-distance
Vars.audio-distance-max-cutoff
Vars.audio-distance-min-cutoff
Vars.audio-emitter-max-cutoff
Vars.audio-emitter-min-cutoff
Vars.audio-occlusion-enable
Vars.audio-reverb-distance-falloff
Vars.audio-max-obstruction-queries
Vars.audio-obstruction-stage-threshold
Vars.audio-max-obstruction
Vars.audio-max-obstructiondistance
Vars.audio-obstruction-velocitythreshold
Vars.audio-obstruction-max-inactivetime
Vars.audio-enable-profiler
Vars.audio-max-time-inaudible
Vars.audio-max-time-suspended
Vars.audio-max-time-blocked
Vars.audio-doppler-pitch-smooth-factor
Vars.audio-obstruction-smooth-rate
Vars.audio-priority-grace-period
Vars.audio-priority-perceived-loudness-factor
Vars.audio-listener-maxvelocitydiff
Vars.audio-scope-debug
Vars.audio-log-wave-disk-reads
Mesh.DrawLods
Mesh.DrawBoxes
Mesh.DrawStats
Mesh.DrawNames
Mesh.DrawShaders
DebugRender.TextTimeVisible
DebugRender.DebugTextEnabled
Decal.DebugInfoEnable
Decal.DebugInfoDecalLineCount
Decal.DebugTransformEnable
Enlighten.StaticLightProbesEnable
Enlighten.DynamicLightProbesEnable
Vars.pointcloud-decompress-jobs-enable
Vars.pointcloud-streaming-readahead-time
Vars.pointcloud-vertexbuffer-count
Vars.pointcloud-sample-rate-multiplier
Mesh.DrawEnable
Mesh.DrawRigidEnable
Mesh.DrawSkinnedEnable
Mesh.DrawCompositeEnable
Mesh.DrawMovableCompositeEnable
Mesh.DrawNonMovableCompositeEnable
Mesh.RigidBatchingEnable Mesh.SkinnedBatchingEnable
Mesh.CompositeBatchingEnable
Mesh.BufferInstancingEnable
Mesh.MaxBatchInstanceCount
Mesh.ForceInstancingEnable
Mesh.ForceBatchMovableCompositeMeshesEnable
Mesh.RandomPartsEnable
Mesh.ZOnlyEnable
ShaderSystem.MaxContextDrawBlockCount
Occlusion.OccluderJobs
Occlusion.RasterizeJobs
Occlusion.NormalViewDistance
Occlusion.TerrainViewDistance
Occlusion.HighPriorityViewDistance
Occlusion.DrawStats
Occlusion.DrawAcceptedTriangles
Occlusion.DrawRejectedTriangles
Occlusion.DrawDoubleSidedMeshes
Occlusion.DebugBinaryColor
Occlusion.DebugBinaryColor.x
Occlusion.DebugBinaryColor.y
Occlusion.DebugBinaryColor.z
DestructionVolume.PixelsPerMeter
DestructionVolume.DistanceFieldMultiplier
DestructionVolume.TexturePoolSize
DestructionVolume.DrawDebugVolumes
DestructionVolume.JobsEnable
DestructionVolume.ForceUpdateEnable
CompositeMeshEntity.DrawEnable
RigidMeshEntity.DrawEnable
RigidMeshEntity.ZPassEnable
ColorCorrection.DrawColorGradingCubes
DebugMenu.RaycastDebugClient
DebugMenu.RaycastDebugServer DebugMenu.RaycastUseCollision DebugMenu.RaycastAsyncEnable DebugMenu.RaycastLength DebugCamera.EnableCameraShortcuts DebugMenu.Enable DebugMenu.AlwaysAllowModeToggle DebugMenu.AlwaysBindPause MultiProfiler.ReportViewModes PhysicsRender.RenderLatencyCollisionMeshes PhysicsRender.LatencyCollisionViewDistance Vars.wait-load AILocoComp.debugPathfindingPath AILocoComp.debugSharedMemory AILocoComp.sendServerPositionTime AILocoComp.serverSpeedThreshold AILocoComp.serverPoseDebug Collision.MaterialCollisionStats Vars.network-banger-cull-distance-near Vars.network-banger-cull-distance-far Vars.network-banger-cull-area-factor Vars.network-banger-cull-camera-fov ServerAdministrationLog.DebugOutput ant.DetailedCollision.forceServerPoseUpdate Ai.InfiniteAmmo Weapons.debugCurrentWeapon Weapons.instantReloadDisabledTime Vars.ragdoll-frames-before-copy Soldier.renderShootSpace Soldier.renderPosition Soldier.renderBoundingBox Soldier.renderHeadCollision Soldier.renderServerHealth Soldier.ServerVehicleRagdollEnabled Soldier.minVelocityForDamage Vars.ant-pad-state-debug Vars.physics-dont-despawn-server-ragdoll Vars.debug-auto-driver Vars.render-vehicle-cutscene-transform Player.zeroRespawnTimeOnSuicide Player.zeroGlobalRespawnTime Player.refusedReviveRespawnTimeMultiplier Player.ignoreLevelWarmUpTimers Level.Start Vars.server-drawAreaTriggerGeometry DriverComponent.DrawDebug Vars.show-exit-points UnlockComponent.Debug Explosion.DebugOcclusion Explosion.UseAsyncOcclusionRaycasts Player.AddSpecifiedWeapons Vars.vehicle-interact-cooldown-time Player.logTimeInCurrentState Vars.server-drawClearAreaTrigger Vars.server-drawClearAreaTriggerTime Server.DrawCombatAreaGeometry Server.IsDesertingAllowed Vars.server-drawDamageAreaTrigger Vars.server-drawDamageAreaTriggerTime Vars.server-drawTriggerGeometry Vars.server-drawLookAtTriggerGeometry server.drawUnderFireTriggerRadius Vars.server-drawVehicleStateTriggerInfo Vars.network-prediction Network.GhostCountWarning Network.GhostCountWarningThreshold Network.GhostCountWarningInstanceThreshold Network.GhostCountWarningInfo Network.GhostCountWarningTime Network.GhostCountWarningDrawX Network.GhostCountWarningDrawY Network.DebugServerInput Vars.physics-draw-rotation-bodies Vars.physics-crush-damage-mod Vars.physics-crush-damage-body-mod Vars.enable-weapon-transform-debug Vehicle.MaterialCollisionStatsServer Vehicle.DamageAngleOfImpactServer Vehicle.RenderBoundingBoxServer Vehicle.ShowComponentUpdateStatsServer Vehicle.KeyframeDebugServer Vars.ForceEnableFriendlyFire Vehicle.PartComeLooseScaleServer DynamicAvoidance.vehiclePredictionMaxTimeUntilCollision DynamicAvoidance.vehiclePredictionDebug Vars.debug-draw-locking-server Vars.projectile-dispersion-enabled Weapon.Gunsway.DispersionEnabled Vars.projectile-render-server-trail Vars.projectile-trail-timeout Vars.projectile-render-latency-collision Vars.projectile-render-collision Vars.ragdoll-allow-bullet-impulse VegetationSystem.TreeImpulseBulletMultiplier VegetationSystem.TreeImpulseThreshold Vars.material-impact-stats Vars.projectile-render-position Vars.explosionPackRenderForward Vars.projectile-extra-lmd Vars.projectile-extra-amd Collision.DebugServerCollision VegetationSystem.TreeImpulseMissileMultiplier server.missile.render.wanted.adjustments Vars.missile-locking-debug Vehicle.CheckGroundOnVehicleProjectileInterval Vehicle.CheckGroundOnVehicleProjectileRayLength Vars.server-drawArtilleryStrikeGeometry Vars.server-drawArtilleryStrikeGeometryDrawTime Explosion.NormalOffset VegetationSystem.TreeImpulseExplosionMultiplier Vars.audio-big-world-debug Vars.soundJobEnable Vars.audio-debug-soundareas Vars.audio-soundstates-debug Vars.audio-vo-event-entity-debug Vars.visualInterpolationEnabled Vars.mission-design-stats Vars.pause-on-fire Vars.disable-entities Vars.disable-interpolation Vars.disable-camera Vars.disable-input-postfetch Client.LoadingDebugInfoEnabled Debug.TickGameByPressingT Client.DrawStats Client.DrawFps Client.DrawObjectLimits Client.DrawNetworkStats Vars.movie-component-enable Vars.movie-component-update-enable Vars.movie-component-external-time-enable Vars.movie-component-debug-enable Collision.DebugClientCollision EffectManager.ShowActiveCount EffectManager.WarnOriginSpawning ProfileOptionsManager.Log ProfileOptionsManager.EnableLoad SoldierRender.Enable SoldierRender.ForegroundWeaponZPassEnable SoldierRender.ForegroundSoldierZPassEnable SoldierRender.Debug1pAnims SoldierRender.WeaponFovEnable SoldierRender.FirstPersonTransformEnable SoldierRender.FirstPersonShadowEnable SoldierRender.FirstPersonForegroundEnable SoldierRender.ViewStateEnable Vehicle.DrawEnable Render.StereoConvergence Render.StereoSeparation Vars.disable-client-animations Soldier.occlusionBoxTreshold Soldier.occlusionBoxScale Juice.logClientTestingEvents Vars.fade-debug Vars.disable-client-correction Vars.animatedTransformDebug Vars.CharacterAnimationDebug Vars.CharacterAnimationSpaceDebug HitReaction.EnableDebug HitReaction.BoneType HitReaction.WeaponType HitReaction.FireDist Vars.animated-camera-base-fov ChaseCamera.DrawPositionTrail ChaseCamera.DrawForceVectorTrail ChaseCamera.DrawForceFieldContactPoints ChaseCamera.DrawCapsuleContactPoints ChaseCamera.ContactPointsTimeVisible ChaseCamera.LockThreshold ChaseCamera.LastMoveThreshold Vars.camera-shake-realeasetime ChaseCamera.activateDebugMode ChaseCamera.pillRenderingType ChaseCamera.forceFieldRenderingType ChaseCamera.renderPosition CameraManager.FadeTime CameraManager.FadeWaitTime CameraManager.FadeSwitches CameraManager.RunInSim FreeCamera.Smoothness FreeCamera.ScaleInputTime Vars.freecam-rotatespeed-superslow Vars.freecam-rotatespeed-veryslow Vars.freecam-rotatespeed-slow Vars.freecam-rotatespeed-medium Vars.freecam-rotatespeed-fast Vars.freecam-rotatespeed-superfast Vars.freecam-enableMoveUpDown StaticCamera.DisableLooseParts Vars.muzzle-flash-debug Vars.muzzle-flash-debug-time Client.Weapon.disableControllableFinder Client.Weapon.DisableMuzzleFlashFovCalc Vars.find-controllable-in-aim-use-async-raycasts Vars.find-controllable-in-aim-render-debug Vars.find-controllable-in-aim-render-debug-time Vars.find-controllable-in-aim-syncedray-safety-margin Vars.disable-input Vars.scripted-input Vars.draw-input Vars.disable-input-cache Vars.cache-ui-input Keybindings.InteractiveMode Vars.pad-input-scaling Vars.UseRawMouseInput Vars.show-mouse-cursor Vars.mouse-input-scaling Vars.scroll-wheel-input-scaling Vars.mouse-input-joysim-deadzone Vars.mouse-input-joysim-deadzone-debug Vars.excess-input-strength Vars.excess-input-limit Vars.excess-input-debug-axis Player.CurrentActionMap Input.CurrentSticksSlot Input.CurrentButtonsSlot Player.DebugInputRestriction Player.DrawActiveUnlocks Vars.draw-player-groups Vars.client-material-impact-stats Vars.warn-origin-spawning Vars.projectile-render-impact-normals Vars.projectile-render-hit-detail-mesh Vars.projectile-render-client-trail Vars.bullet-render-effect-transform Vars.bullet-render-close-by-vehile Vars.bullet-render-visual-trail Vars.bullet-render-impulse Vars.projectile-flyby-from-local-player VegetationSystem.ClientTreeImpulseBulletMultiplier VegetationSystem.ClientTreeImpulseCap Vars.projectile-proxy-delay Vars.projectile-proxy-duration Vars.projectile-visual-delay Vars.projectile-visual-duration Vars.missile-client-use-async-raycasts Vars.disable-input-acceleration AimAssist.DebugRender AimAssist.DebugScale AimAssist.DefaultYawSpeedStrength AimAssist.DefaultPitchSpeedStrength Soldier.animate3pWhenIn1p Aiming.lockAimSnapEnabled Aiming.disableAimSway Aiming.debugZoom Soldier.cameraAnimationDebug Soldier.cameraLagEffect Vars.soldier-disable-weapon-sway Soldier.localStats Soldier.localHealth Soldier.renderPhysicsPosition Soldier.renderClientHealth Vars.ragdoll-explosion-impulse Soldier.ClientVehicleRagdollEnabled Soldier.disableImpulseFakePhysics Soldier.meshPriorityScale1p Soldier.meshPriorityScale3p Soldier.meshDisabledPriorityScale Soldier.breathControlTransitionTime Input.doubleTapToSprintTimeLimit Ant.DebugRecordSoldierInput Soldier.DrawDebugAimRaycasts Vars.client-soldier-correctionTime Vars.physics-prediction-debug-renderer Vars.physics-prediction-test-character-entity ClientDynamicModel.RenderStats ClientStaticModel.RenderKeyFrameTrail ClientStaticModel.DrawBoundingBox ClientStaticModel.DrawBoundingBoxPhysics ClientStaticModel.DrawBoundingBoxNonPhysics Character.debug1pAnims Character.RenderSpawnPosition Character.RenderSpawnPositionTime Character.RenderSpawnPositionRadius Character.RenderSpawnPositionAlpha DynamicAvoidance.forceFieldCharacterDebug DynamicAvoidance.forceFieldCharacterHeight DynamicAvoidance.forceFieldCharacterRadius AntDriven.Debug Explosion.UseAsyncImpactRaycasts Explosion.TriggerMaskVolumes Vars.client-only-simulation Vars.client-prediction-step Vars.network-correction-interpolation Entity.ControllableEntityJobsEnabled AILocoComp.debugPath AILocoComp.debugDeterminism AILocoComp.debugTarget AILocoComp.debugId GameSpline.DebugDraw Vars.movie-entity-enable Vars.movie-entity-update-enable Vars.movie-entity-external-time-enable Vars.movie-entity-debug-enable Vehicle.DirtFactorClient Vehicle.RenderBoundingBoxClient Vehicle.CutsceneDebugClient Vehicle.ShowComponentUpdateStatsClient Vars.vehicle-debug-cockpits Vars.physics-draw-water-effects Vars.chassis-component-use-async-raycasts Vars.phy-side-mag Vars.phy-safety-offset Vehicle.SlowMotionEnabled Vehicle.SlowMotionScale Vars.debug-ghosting antDebug.FaceposerDebugIndex antDebug.PhantomComponentDebugEnabled antDebug.DrawPhantomComponentQuerySphere antDebug.DrawPhantomInstantRayQueries antDebug.DrawAntQueryDebug Vars.physics-draw-ragdoll-network-debug Vars.physics-ragdoll-network-lerp-factor Soldier.cameraAnimation Soldier.cameraImpulses Soldier.cameraImpulseThreshold Soldier.cameraImpulseMaxValue Soldier.cameraImpulseDebug Soldier.cameraPreventClippingDistance Soldier.camera.debugCameraBlend Weapons.gunDownRaycastLength Weapons.gunDownSoldierDistance Weapons.gunDownTestEnabled Weapons.debugAimingConstraints UI.ShowDebugInfo Vars.VerboseUIGraphManagerOutput UI.UpdateEnable UI.DrawEnable UI.DisableMovies UI.DisableMoviesOnConsoles UI.ReuseGbufferMemoryForMovies Vars.debug-engine-sound Vars.rotor-component-use-async-raycasts Vars.wheel-debug-async-raycast Vars.debug-draw-locking-client Vars.weapon-socket-to-view Weapon.debugWeaponStreamingInfo SmokeManager.DrawDebug Ai.CoverFireTypeFlanking Ai.MuteBlindFireTime Ai.GrenadeAtHiddenPlayerTime Ai.ChargeSurpriseVelocity Ai.ChargeSurpriseNearDistance Ai.ChargeSurpriseTime Ai.BehaviourFire.RayCastInterval GoalCover.BorrowWaypointAngleTolerance PlayerUtils.AimFromWeapon PathFollower.Debug proximityHook.climbLadderDebug SpecialMoves.Debug SpecialMoves.disableScaling SpecialMoves.debugServerMotion SpecialMoves.debugClientMotion SpecialMoves.collisionSqrDistanceTolerance ProximityHook.vaultAlwaysWhenJumping proximityHook.vaultDebug proximityHook.vaultMeasureDebug proximityHook.vaultUpTolerance proximityHook.vaultUpLengthCondition proximityHook.vaultDetectionCharacterWidth proximityHook.jumpActionMinimumForwardInput specialMovesCheck.lowCheckHeightOffsetFromMiddle specialMovesCheck.middleCheckHeightOffsetFromMiddle specialMovesCheck.highCheckHeightOffsetFromMiddle SupportedShooting.rotationDistance SupportedShooting.objectOffset SupportedShooting.debug Vars.weaponMovementScaling SupportedShooting.supportedMeasureDebug SupportedShooting.angleCheckMultiplier SupportedShooting.supportedUpdateInterval SupportedShooting.supportedYawLimitRayLength SupportedCornerShooting.horizontalCheckWidth SupportedCornerShooting.horizontalOffset SupportedCornerShooting.cornerHeightOffset SupportedCornerShooting.cornerRayLength SupportedCornerShooting.cornerMaxDistanceFromWall SupportedCornerShooting.cornerYawLimitRayLength SupportedCornerShooting.cornerMaxAngle SupportedCornerShooting.enabled Blaze.LogLevel Blaze.Service GameReport.DebugOutput Stats.enableCategoryLookUpErrorTrigger AIProximityReactionsComp.aimTolerance AIProximityReactionsComp.debugAimOverride AIProximityReactionsComp.debugImpulse AIProximityReactionsComp.ProlongFocusAimingTime AIProximityReactionsComp.AimScaleInterpolationTime Vars.suppression-max-value Recoil.decreaseScale Vars.gunsway-recoil-threshold-factor Vars.gunsway-moving-dispersion-speed-threshold Vars.gunsway-jumping-dispersion-time Vars.gunsway-amplitude-inc-per-shot-max-deviation Gunsway.DispersionDebug VehicleDeployWeapon.DrawDebugDeployVehicle VehicleDeployWeapon.SpawnVehicleYOffset Online.ForceOnline AIProximityReactionsComp.aimAtObjectMoveTolerance Melee.debug Melee.DontKill soldier.autoReviveWhenManDown Vars.InteractiveManDownStartCountDownDelay Soldier.InteractiveManDownProneDelay Vars.RefuseReviveKeyTime Vars.VerboseServerHealthModuleOutput Vars.suppression-debug ServerMeleeWeapon.EnableRaycastVerification ServerMeleeWeapon.ShowDebugInfo Vars.show-supply-sphere-stats Commerce.verboseCommerceOutput Client.ActiveLicenses Online.AssertRequestCreator ServerMapSequencer.DebugOutput TransactionLog.OutputLevel TransactionLog.FileVariationCount TransactionTransmitter.Stress Vars.blaze-server-state-change-logging Blaze.DisableGameReports Vars.blaze-force-local-persisted-info LanServerBackend.fakeStatsDownload Vars.query-protocol-no-validation Vars.query-protocol-debug-challenges AwardCounter.Log AwardCounter.ValueMultiplyer Awards.DrawPlayerAwardTrack Awards.AwardTrackPlayer Awards.AwardTrackName Awards.StartAutoTrackOnSquadCreate Server.statisticsFallback Vars.log-score-in-drone-console PointSystem.PointsMultiplier AIProximityReactionsComp.debugObjectOfInterest ClientMeleeEntity.ShowDebugInfo Soldier.HealthCorrectionTimeout Vars.VerboseClientHealthModuleOutput Soldier.RenderDebugFiringStats Vars.capturePointLocationSnapTime Blaze.DisableMatchmakingRules Vars.append-connection-time Vars.player-name Vars.add-debug-entity Voip.DisableCodec ClientMeleeWeapon.ShowDebugInfo Vars.mortar-strike-use-async-raycasts weapon.powerTool.NewTargetSearchTime web.accessKeyURL Persistence.EnableProgressionUpload Persistence.ForceProgressionUpload DogTags.UpdatePolicy PickupEntity.DrawEnable Snowroller.debug Spotting.drawDebugSpotter Spotting.drawDebugSpotterRaycast Vars.blaze-connecting-messages Blaze.ClientAutoAccountCreation Login.UserName Login.Email Login.Password Login.PersonaName Blaze.ForceDirectLogin Game.DisablePreRound Tickets.DisableTicketBleed Tickets.SuperFastBleed Vars.damageHistoryTime Vars.groupDamageLimit Vars.cleanInterval FriendZone.ServerSideDebug Vars.weapon-eject-falltimecheck Spotting.drawDebugPassiveSpotter Spotting.checkForLowAmmoTime Spotting.potentialSpottableTargets spotting.drawDebugInfo Soldier.deathPickupEnabled Jamming.deploySmokeContinuously Jamming.drawDebugSmokeDeploy Jamming.drawDebugAirMissileDeploy SoldierTest.respawnAfterNewRecording SoldierTest.spawnEnabled SoldierTest.scriptsEnabled SoldierTest.automaticSpawnEnabled SoldierTest.recordScripts SoldierTest.replayScripts SoldierTest.replayScriptIndex SoldierTest.maxCountTestSoldier FriendlyFire.debugCommitment Server.LogGameAttributes Player.allowDefaultSpawnPointSelection Player.allowRandomSpawnPointSelection ClientLadderComponent.ShowDebugInfo Vars.SpawnBloodPoolDecalDelay Vars.audio-debug-soldier-sound-component Pickup.Debug Pickup.Blend FriendZone.DebugEnable uiHud.drawBufferSize uiHud.textLife uiHud.renderTextOnce UI.SkipIntroVideoSequence UICoopComp.UnlockAllLevels Soldier.ShowSpottedStatus uiNametagComp.useFlash uiNametagComp.useTestNames UI.Language UIConnectionComp.FakeOnline UIConnectionComp.FakeOnlinePass ui3dLaserTagComp.useFlash UI.MaxMinimapIconsPc UI.MaxMinimapIconsConsole BreakableModel.SpawnObjectsOnDestruction BreakableModel.SpawnEdgeModels BreakableController.AlwaysBreakParts BreakableController.DebugDrawEntityRemoval AntDebug.showEntitySpaceTransform AntDebug.disableAnimationLoding Collision.DebugNetworkCollision Vars.warnOriginSpawning GameWorld.drawStats Level.FullNameChecksumLog Level.OutputChecksumDebugLog SubLevel.allowBundlePreloading Collision.TimeToViewDebug AILocoComp.debugCover AILocoComp.debugFire AILocoComp.debugAimOverride AILocoComp.angleTolerance AILocoComp.positionTolerance AILocoComp.aimTolerance AILocoComp.vaultAlignDotTolerance AILocoComp.standStillVelocityTolerance AILocoComp.longCoverDefaultDistance AILocoComp.closeCoverDefaultDistance AILocoComp.overrideWorldAngle AILocoComp.distToWaypointThreshold AILocoComp.slowdownRadius AILocoComp.slowdownDotLimit AILocoComp.almostFinishedRadius ANTRagdoll.BoneImpulseEnabled ANTRagdoll.DeathSpasmsEnabled RagdollComponent.RagdollDebugInfo ANTRagdoll.enabled ANTRagdoll.FullBodyImpulseEnabled ANTRagdoll.ImpactDebug ANTRagdoll.DisableVelocityCopy ANTRagdoll.DisableRagdollBlend ANTRagdoll.EnableExperimentalBlend ANTRagdoll.OnCollisionUpVelocity Input.StrafeSpeedWhileSprintingMultiplier Input.ChangePoseToProneTimeToHoldDown Input.DisableProneWaterLevel Input.DisableCrouchWaterLevel antDebug.DrawIKDebug proximityHook.DetectionRayMaxScale proximityHook.DetectionRayMinScale proximityHook.testDebug proximityHook.checkUpdateInterval proximityHook.hitWarningSpeed proximityHook.checkExtentsStand proximityHook.checkExtentsStand.x proximityHook.checkExtentsStand.y proximityHook.checkExtentsStand.z proximityHook.checkExtentsCrouch proximityHook.checkExtentsCrouch.x proximityHook.checkExtentsCrouch.y proximityHook.checkExtentsCrouch.z proximityHook.checkExtentsProne proximityHook.checkExtentsProne.x proximityHook.checkExtentsProne.y proximityHook.checkExtentsProne.z proximityHook.checkOffsetStand proximityHook.checkOffsetStand.x proximityHook.checkOffsetStand.y proximityHook.checkOffsetStand.z proximityHook.checkOffsetCrouch proximityHook.checkOffsetCrouch.x proximityHook.checkOffsetCrouch.y proximityHook.checkOffsetCrouch.z proximityHook.checkOffsetProne proximityHook.checkOffsetProne.x proximityHook.checkOffsetProne.y proximityHook.checkOffsetProne.z proximityHook.interactHeight proximityHook.interactDistance SoldierBoundsChecker.updateSpeedLimit SoldierBoundsChecker.constDeltaPos SoldierBoundsChecker.constDeltaForward SoldierBoundsChecker.constDeltaTime SoldierBoundsChecker.constUpdateDelay SoldierBoundsChecker.constMinUpdateDelayTime SoldierBoundsChecker.debug Vehicle.ShowLockOnPositionDebugInfo Vehicle.TicksToWaitUntilChildComponentLockPositionRayCast Vehicle.MaxLockOnPositionDistance Weapon.renderShootSpace Vars.autoaim-debug-output Vars.dispersion-debug-output Vars.dispersion-debug-output-offset-x Vars.dispersion-debug-output-offset-y WeaponFiring.ClientDebug WeaponFiring.ServerDebug WeaponFiring.CorrectionDebug WeaponFiring.QuickSwitchDeployTime WeaponFiring.QuickSwitchFireDelay WeaponFiring.QuickSwitchBackDelay Vars.explosion-override-damage DynamicAvoidance.forceFieldCushionLength DynamicAvoidance.forceFieldInitialForceFactor DynamicAvoidance.forceFieldMaxForce Player.EnableAllUnlocks Player.DisableAllUnlocks Player.EnableSpecifiedUnlocks Vars.bullet-override-damage Soldier.RenderLookAtPosition DynamicAvoidance.antPredictionMaxTimeUntilCollision DynamicAvoidance.antPredictionDebug AntDebug.DrawDisabledBones AntDebug.DrawYaw antDebug.DrawDebugYawText ant.Minimal3pServer Vars.rotation-speed-limit WarpAnimationEntity.debugWarpPoint ant.DetailedCollision.debugLatency ant.DetailedCollision.renderBones ant.DetailedCollision.renderBonesOnRayTest ant.DetailedCollision.renderLatencyCollision ant.DetailedCollision.renderCollisionBoneTransforms ant.DetailedCollision.renderLatencyCollisionPoseTimes Vars.cycle-weapon-loops Vars.weapon-switching-mouse-wheel-repeat-delay ITK.DrawITKDebugInfoClient ITK.DrawITKDebugInfoServer Vars.dynamic-object-cull-distance-near Vars.dynamic-object-cull-distance-far Vars.dynamic-object-cull-distance-far-sp Vars.dynamic-object-cull-area-factor DebugMovie.Display Vars.movie-texture-debug-enable ant.EnableChooserAssert Vars.CorridorTimesToShrink Vars.ShrinkFactor Pathfinding.CorridorTests Network.DumpMessageCreators StreamManagerMessage.Debug Vars.game-replaydebug Vars.output-bandwidth-stats Demo.ValidateGhostDependencies Vars.max-chat-message-chars UI.ShowDebugStringTag UI.AmpWaitForServerConnection UI.AmpPort UI.VerboseOutputEnabled UI.RenderCommandBufferSize UI.RenderVertexBufferSize UI.RenderIndexBufferSize UI.RenderPcBufferScale UI.OnScreenTraces UI.AmpServerEnabled UI.OutputEnabled UI.FontCacheTextureWidth UI.FontCacheTextureHeight Raycasts.drawAsyncStats EntityGridQuery.useOldCulling Vars.debug-query-collectors SpatialQueryManager.GridSize Vars.asyncRayQueriesEnabled Raycasts.drawSyncStats EntityGrid.UpdateJobEnable EntityGrid.UpdateSpuJobEnable EntityFrustumCull.Enable EntityFrustumCull.DrawStats EntityGridRenderQuery.JobCount EntityGridRenderQuery.SpuJobEnable EntityGridRenderQuery.ShadowOffset EntityGridRenderQuery.DrawLineBoxes EntityGridRenderQuery.DrawLineBoxesMask EntityGrid.UseOldCulling EntityGridRenderQuery.UseTracingTerrainShadowCulling Vars.FactorDebrisSpawnRatePerTick Vars.MinDebrisSpawnRatePerTick Vars.MaxDebrisSpawnRatePerTick Vars.MaxDebrisEffectsPerTick VegetationSystem.TreeImpulsePushForceCap VegetationSystem.TreeImpulseCollisionForceMultipier VegetationSystem.CollisionImpulseCap Core.EnableDbErrorPolicy Core.EnableResolveErrorTracking Core.EnableDrone Core.EnableBitstreamTypeVerification Core.EnableBitstreamExtendedVerification Core.EnableBitstreamTypeDumping Core.ForceDataContainerRegistration Core.LiveEditingEnable Core.JobProcessorCount Core.EnableDebugRendererLog Core.Host Core.HostUser Core.HostUserDomain Core.InitSeed Core.LogLevel Core.DisplayAsserts Core.AssertLimit Core.IgnoreAlways Core.ValidateAsWarning Core.CrashOnFatalErrors Core.RandomTimeSeed Core.RandomTickSeed Core.RandomSessionId Core.EnableJuice Core.JuiceServerIP Core.JuiceUserType Core.JuiceLogLevel Core.JuiceValidateAsAssert Core.BugSubmitTool Core.B4BugServerIP Core.GameConfigurationName Core.UseStorageServer Core.UseDiskCaching Core.HardwareProfile Core.HardwareCpuBias Core.HardwareGpuBias Core.ProfileDirectoryName Core.MemoryStatsEnabled Core.DetailedMemoryStatsEnabled Core.Ps3FootSwitchCommands Core.HttpDvdSimulation Core.HttpDvdSeekPenalty ResourceManager.Name ResourceManager.CasBundleReadBufferSizeKb ResourceManager.CasBundleDecompressBufferSizeKb ResourceManager.CasBundleDecompressBufferCount ResourceManager.BundleProfilingEnable ResourceManager.SPUDecompressEnable SyncedBFSettings.Name SyncedBFSettings.NoMinimap SyncedBFSettings.NoHud SyncedBFSettings.NoMinimapSpotting SyncedBFSettings.No3dSpotting SyncedBFSettings.NoNameTag SyncedBFSettings.OnlySquadLeaderSpawn SyncedBFSettings.GameModeCounterModifier PerformanceTracker.Name PerformanceTracker.Enabled PerformanceTracker.Interval PerformanceTracker.SupressPerformanceStatsOnIdle PerformanceTracker.SupressPerformanceStatsUntilSpawned PerformanceTracker.JuiceLogPerformance Server.Name Server.InstancePath Server.RemoteControlPort Server.QueryPortOffset Server.MaxQueriesPerSecond Server.DebrisClusterEnabled Server.VegetationEnabled Server.WaterPhysicsEnabled Server.IsDesertingAllowed Server.IsRenderDamageEvents Server.RespawnOnDeathPosition Server.IsStatsEnabled Server.IsNetworkStatsEnabled Server.IsAiEnabled Server.IsDestructionEnabled Server.IsTreeDestructionEnabled Server.IsSoldierAnimationEnabled Server.IsSoldierDetailedCollisionEnabled Server.LoadSavePoint Server.SavePoint Server.DisableCutscenes Server.HavokVisualDebugger Server.HavokCaptureToFile Server.ShowTriggerDebugText Server.TimeoutGame Server.TimeoutTime Server.PlayerCountNeededForMultiplayer Server.AILooksIntoCamera Server.DebugMenuClick Server.IsInternetSimulationEnabled Server.MinLatency Server.MaxLatency Server.PacketDrops Server.DropSpikeChance Server.MinDropDuration Server.MaxDropDuration Server.ReorderingChance Server.DuplicationChance Server.CorruptionChance Server.ThreadedLoadingEnable Server.JobEnable Server.ThreadingEnable Server.DrawActivePhysicsObjects Server.IsRanked Server.UnlockResolver Server.ScoringLogEnabled Server.LoadingTimeout Server.IngameTimeout Server.OutgoingFrequency Server.IncomingRate Server.OutgoingRate Server.IsReconfigurable Server.Playlist Server.ForcePlaylist Server.DedicatedServerCpu Server.AutoUnspawnBangers Server.RegulatedAIThrottle Server.EnableAnimationCulling Server.FallBackToSquadSpawn Server.IsPresenceEnabled Server.SaveGameVersion Server.ServerName Server.ServerPassword Server.VehicleSpawnAllowed Server.VehicleSpawnDelayModifier Server.HumanHealthMultiplier Server.RespawnTimeModifier Server.AdministrationEnabled Server.AdministrationLogEnabled Server.AdministrationTimeStampLogNames Server.AdministrationEventsEnabled Server.AdministrationServerNameRestricted Server.AdministrationPassword Server.RemoteAdministrationPort GameMode.Name GameMode.Information VeniceOnline.Name VeniceOnline.UseFallback VeniceOnline.Platforms VeniceOnline.EntitlementQueries VeniceOnline.EnableSnowroller VeniceOnline.SnowrollerOrphanTimeout VeniceOnline.QueueCapacityOverride VeniceOnline.PunkBusterActivateClient VeniceOnline.PunkBusterActivateServer Game.Name Game.MaxPlayerCount Game.MaxSpectatorCount Game.LogFileEnable Game.LogFileCollisionMode Game.LogFileRotationHistoryLength Game.Level Game.ResourceRefreshAlwaysAllowed Game.InputConfiguration Game.DefaultTeamId Game.UseSpeedBasedDetailedCollision Game.UseSingleWeaponSelector Game.Platform Game.AutoAimEnabled Game.PS3ContentRatingAge Game.HasUnlimitedAmmo Game.HasUnlimitedMags Game.RotateLogs Game.LogHistory Game.AdjustVehicleCenterOfMass Game.Version Game.LayerInclusionTable Game.DefaultLayerInclusion Game.TimeBeforeSpawnIsAllowed Game.LevelWarmUpTime Game.EnableLoadingProfile Game.TimeToWaitForQuitTaskCompletion Game.Player Game.SoldierWeaponSwitching Game.DifficultySettings Game.DifficultyIndex Game.MetadataContainers Game.AimAssistEnabled Game.AimAssistUsePolynomials Game.ForceFreeStreaming Game.ForceDisableFreeStreaming Game.IsGodMode Game.IsJesusMode Game.IsJesusModeAi Game.CurrentSKU Game.GameAdministrationEnabled Game.AllowDestructionOutsideCombatArea Game.DisableDestructionAndDamage Client.Name Client.IsSpectator Client.VsyncEnable Client.VisualFrameInterpolation Client.OccludersEnabled Client.DebrisClusterEnabled Client.VegetationEnabled Client.WorldRenderEnabled Client.TerrainEnabled Client.WaterPhysicsEnabled Client.OvergrowthEnabled Client.EffectsEnabled Client.EmittersEnabled Client.PadRumbleEnabled Client.LipSyncEnabled Client.OnDamageSpottingEnabled Client.IgnoreClientFireRateMultiplier Client.PauseGameOnStartUp Client.SkipFastLevelLoad Client.InputEnable Client.ScreenshotToFile Client.ScreenshotFilename Client.ScreenshotSuffix Client.LoadMenu Client.IsPresenceEnabled Client.DebugMenuOnLThumb Client.InvertFreeCamera Client.RenderTags Client.Team Client.SpawnPointIndex Client.ServerIp Client.SecondaryServerIp Client.InvertPitch Client.InvertPadPcRightStick Client.Scheme0FlipY Client.Scheme1FlipY Client.Scheme2FlipY Client.InvertYaw Client.AimScale Client.PcPadDeadZone Client.IsInternetSimulationEnabled Client.MinLatency Client.MaxLatency Client.MinIncomingLatency Client.MaxIncomingLatency Client.PacketDrops Client.DropSpikeChance Client.MinDropDuration Client.MaxDropDuration Client.ReorderingChance Client.DuplicationChance Client.CorruptionChance Client.HavokVisualDebugger Client.HavokVDBShowsEffectsWorld Client.HavokCaptureToFile Client.UseMouseAndKeyboardSystem Client.UseGlobalGamePadInput Client.ThreadedLoadingEnable Client.ShowBuildId Client.ExtractPersistenceInformation Client.EnableRestTool Client.LocalVehicleSimulationEnabled Client.AsyncClientBulletEntity Client.AutoUnspawnDynamicObjects Client.IncomingFrequency Client.IncomingRate Client.OutgoingRate Client.LoadingTimeout Client.LoadedTimeout Client.IngameTimeout Client.QuitGameOnServerDisconnect UI.Name UI.System UI.Bundles UI.ProfileOptions UI.Language UI.EnabledLanguages UI.OneBundlePerGraph VeniceUI.Name VeniceUI.MetaDataAssetPath Persistence.Name Persistence.StatCategoryTreeCollection Persistence.MPProfile Persistence.SPProfile Persistence.CoopProfile Persistence.PointSystemParams Persistence.AllUnlocksAlwaysUnlocked Persistence.LicenseConfig BFServer.Name BFServer.AutoBalance BFServer.OverrideAutoBalance BFServer.ForceTeamForPlayerTag BFServer.ForceTeamForPlayerTagTeam BFServer.NoInteractivityTimeoutTime BFServer.NoInteractivityThresholdLimit BFServer.NoInteractivityRoundBan BFServer.TeamKillCountForKick BFServer.TeamKillValueForKick BFServer.TeamKillValueIncrease BFServer.TeamKillValueDecreasePerSecond BFServer.TeamKillKickForBan BFServer.RoundStartPlayerCount BFServer.RoundRestartPlayerCount BFServer.RoundStartCountdown BFServer.RoundRestartCountdown BFServer.BannerUrl BFServer.ServerDescription BFServer.ServerMessage BFServer.ServerAdministrationSettings BFServer.ServerAdministrationMapRotation BFServer.ServerAdministrationRoundsPerMap BFServer.IsManDownRotationEnabled BFServer.IsKillerCameraEnabled BFServer.MapSequencerEnabled BFServer.GameSize BFServer.PingSite BFServer.DefaultVoiceChannel Decal.Name Decal.Enable Decal.DrawEnable Decal.SystemEnable Decal.StaticBufferMaxVertexCount Decal.RingBufferMaxVertexCount Decal.DebugMemUsageEnable Decal.DebugWarningsEnable Decal.NvidiaStreamOutputWorkaroundEnable GameTime.Name GameTime.JoinJobsTimeLimit GameTime.YieldTimeLimit GameTime.YieldTime GameTime.UseWaitableTimers GameTime.MaxSimFps GameTime.MaxVariableFps GameTime.MaxInactiveVariableFps GameTime.ForceDeltaTime GameTime.ForceDeltaTickCount GameTime.ClampTicks GameTime.VariableSimTickTimeEnable GameTime.ForceUseSleepTimer GameTime.ForceSinglePlayerFixedTick GameTime.TimeScale EffectManager.Name EffectManager.MaxNewEffectsPerFrameCount EffectManager.SizeToGrowNewEffectsContainer EffectManager.EffectQuality Online.Name Online.Backend Online.PeerBackend Online.Environment Online.IsSecure Online.Provider Online.RichPresence Online.ChatSettings Online.MatchmakingToken Online.MatchmakeImmediately Online.MatchmakingOptions Online.MatchmakingMode Online.Region Online.SupportHostMigration Online.NegativeUserCacheRefreshPeriod RenderDevice.Name RenderDevice.NullDriverEnable RenderDevice.RefDriverEnable RenderDevice.WarpDriverEnable RenderDevice.Dx10Dot0Enable RenderDevice.Dx10Dot1Enable RenderDevice.Dx10PlusEnable RenderDevice.Dx11Enable RenderDevice.CreateMinimalWindow RenderDevice.DriverInternalThreadingEnable RenderDevice.DebugInfoEnable RenderDevice.DebugBreakOnErrorEnable RenderDevice.DebugBreakOnWarningEnable RenderDevice.DebugBreakOnInfoEnable RenderDevice.DebugBreakIgnoredIDs RenderDevice.FullscreenModeEnable RenderDevice.Fullscreen RenderDevice.FullscreenHeight RenderDevice.FullscreenWidth RenderDevice.FullscreenRefreshRate RenderDevice.FullscreenOutputIndex RenderDevice.PresentInterval RenderDevice.TripleBufferingEnable RenderDevice.RenderAheadLimit RenderDevice.NvApiEnable RenderDevice.NvPerfHudEnable RenderDevice.NvStereoEnable RenderDevice.MinDriverRequired RenderDevice.NvidiaMinDriverVersion RenderDevice.AmdMinDriverVersion RenderDevice.MultiGpuValidationEnable Window.Name Window.PosX Window.PosY Window.Width Window.Height Window.BordersEnable Window.AutoSize Window.FullscreenAutoSize Window.FullscreenWhenJoiningServer Window.EnableEscape Window.EnableInputOnActivate Window.HibernateOnClose Window.Hidden Window.Minimized Enlighten.Name Enlighten.Enable Enlighten.ForceDynamic Enlighten.SaveRadiosityTexturesEnable Enlighten.TemporalCoherenceThreshold Enlighten.SkyBoxScale Enlighten.MinSystemUpdateCount Enlighten.JobCount Enlighten.ShadowsEnable Enlighten.CompensateSunShadowHeightScale Enlighten.LightMapsEnable Enlighten.LightProbeEnable Enlighten.LightProbeForceUpdate Enlighten.LightProbeJobsEnable Enlighten.LightProbeMaxUpdateSolveCount Enlighten.LocalLightsEnable Enlighten.LocalLightCullingEnable Enlighten.LocalLightCustumFalloff Enlighten.LocalLightForceRadius Enlighten.DrawDebugEntities Enlighten.DrawDebugSystemsEnable Enlighten.DrawDebugSystemDependenciesEnable Enlighten.DrawDebugSystemBoundingBoxEnable Enlighten.DrawDebugLightProbes Enlighten.DrawDebugLightProbeOcclusion Enlighten.DrawDebugLightProbeStats Enlighten.DrawDebugLightProbeBoundingBoxes Enlighten.DrawDebugLightProbeSize Enlighten.DrawSolveTaskPerformance Enlighten.DrawDebugColoringEnable Enlighten.DrawDebugTextures Enlighten.DrawDebugBackFaces Enlighten.DrawDebugTargetMeshes Enlighten.DrawWarningsEnable Enlighten.AlbedoForceUpdateEnable Enlighten.AlbedoForceColorEnable Enlighten.AlbedoDefaultColor Enlighten.AlbedoDefaultColor.x Enlighten.AlbedoDefaultColor.y Enlighten.AlbedoDefaultColor.z Enlighten.TerrainMapEnable Enlighten.EmissiveEnable SyncedGame.Name SyncedGame.DisableToggleEntryCamera SyncedGame.DisableRegenerateHealth SyncedGame.EnableFriendlyFire SyncedGame.AllowClientSideDamageArbitration SyncedGame.DifficultyIndex SyncedGame.ManDownTimeModifier SyncedGame.BulletDamageModifier Sound.Name Sound.Enable Sound.AudioSystemUri Sound.VOCommon Sound.VOEnglish Sound.VOSpanish Sound.VOFrench Sound.VOGerman Sound.VOItalian GameAnimation.Name GameAnimation.UseAnimationDrivenCharacter GameAnimation.AntOnClientOnlyGamemodes GameAnimation.ServerEnable GameAnimation.ClientEnable GameAnimation.UseRawGamepadInput GameAnimation.TemporalLoddingFirstDeltaTime GameAnimation.TemporalLoddingSecondDeltaTime GameAnimation.TemporalLoddingThirdDeltaTime GameAnimation.TemporalLoddingFourthDeltaTime GameAnimation.TemporalLoddingFifthDeltaTime GameAnimation.TemporalLoddingSixthDeltaTime GameAnimation.TemporalLoddingFirstDistance GameAnimation.TemporalLoddingSecondDistance GameAnimation.TemporalLoddingThirdDistance GameAnimation.TemporalLoddingFourthDistance GameAnimation.TemporalLoddingFifthDistance GameAnimation.TemporalLoddingSixthDistance GameAnimation.TemporalLoddingFarDistance Network.ProtocolVersion Network.TitleId Network.ClientPort Network.ServerPort Network.MaxGhostCount Network.MaxClientCount Network.MaxClientFrameSize Network.MaxServerFrameSize Network.XlspAddress Network.ServerAddress Network.ClientConnectionDebugFilePrefix Network.ServerConnectionDebugFilePrefix Network.TimeNudgeGhostFrequencyFactor Network.TimeNudgeBias Network.IncrementServerPortOnFail Network.UseFrameManager Network.TimeSyncEnabled Network.ConnectTimeout Demo.RecordDemoFileName Demo.PlaybackDemoFileName Demo.TimeDemo Demo.LockToPlayerName Demo.ForcedDeltaTickCount Demo.StartProfilingOnFrame Demo.StopProfilingOnFrame Demo.PauseOnStartup Demo.AllowOverwrite Demo.LogPerformance Demo.SuppressDebugLog Demo.ShutdownOnDemoComplete Demo.LoopingDemo Demo.TakeScreenshotOnFrame Physics.Enable Physics.ClientEffectWorldThreadCount Physics.ClientWorldThreadCount Physics.ServerWorldThreadCount Physics.IntegrateJobCount Physics.CollideJobCount Physics.EnableAIRigidBody Physics.ForestEnable Physics.EnableJobs Physics.HeightfieldRSXStreaming Physics.RemoveRagdollWhenWoken Physics.RemoveFromWorldOnCollisionOverflow Physics.SingleStepCharacter Physics.ForceSingleStepCharacterInSP Physics.EnableFollowWheelRaycasts Physics.EnableClientWheelRaycasts Physics.EnableASyncWheelRaycasts Physics.UseDelayedWakeUpClient Physics.UseDelayedWakeUpServer Physics.SuppressDebrisSpawnUntilReady PhysicsDebug.DebugHingeConstraints PhysicsDebug.UsePhysicsCpuTimers PhysicsDebug.TimingRecursionDepth PhysicsRender.RenderServer PhysicsRender.RenderClient PhysicsRender.RenderEffectWorld PhysicsRender.RenderStatic PhysicsRender.RenderDetail PhysicsRender.RenderGroup PhysicsRender.RenderUngrouped PhysicsRender.RenderRagdoll PhysicsRender.RenderWater PhysicsRender.RenderPhantoms PhysicsRender.ViewDistance PhysicsRender.RenderConstraints PhysicsRender.RenderSimulationIslands PhysicsRender.RenderBroadphaseHandles PhysicsRender.RenderSolidGeometry PhysicsRender.CollisionSpawnDebug PhysicsRender.UseShapeCache PhysicsRender.RenderWorldStats PhysicsRender.ShowContactsInWorldStats PhysicsRender.ShowInactiveContactsInWorldStats PhysicsRender.ShowPhantomsInWorldStats PhysicsRender.ShowFixedObjectsInWorldStats PhysicsRender.RenderSpecificPart PhysicsRender.RenderDestructionConnections PhysicsRender.RenderEntityStats PhysicsRender.RenderPartBoundingBoxes PhysicsRender.RenderOnlyBoundingBoxes Pathfinding.TypesToDrawMask Pathfinding.DrawPolygonOutline Pathfinding.DrawFilledPolygons Pathfinding.DrawConnections Pathfinding.DrawObstacles Pathfinding.DrawStats Pathfinding.DrawMemory Pathfinding.DrawTimings Pathfinding.TextStartX Pathfinding.TextStartY Pathfinding.TextOffsetY Pathfinding.ReplayMode Pathfinding.OriginalPaths Pathfinding.RandomPositions Pathfinding.PotentialObstacles Ant.UsePA Ant.UseHIK Ant.BlockOnJobs Ant.InterpolatePoses Ant.AllowVariableTickLength Ant.UseWeaponFov Ant.ForcePoseUpdate Ant.ForceLodDistance Ant.UseCameraFov Ant.EnablePA Ant.ClientEmulatesServer Ant.UpdateEnable Ant.EnablePackageCache Ant.EnableDebugLogFile Ant.EnablePoseJobs Ant.DisableAnimManagerSceneOps Ant.DisableAILodFeature Ant.DisableModelAnimationCulling Ant.EnableJobs Ant.MaxAnimatablesPerPoseJob Ant.RunAsHighPriority Ant.ReducedInterpolationDistance Ant.TrajectoryInterpolationDistance Ant.MaxInterpolationSlots Ant.MaxSingleBoneInterpolationSlots Ant.UpdateLoddingEnable Ant.CheckGiantSoldiers Ant.LeanSignalScale Ant.LeanSignalClamp Ant.DetailedCollisionSpeedLimit AntMemory.MemoryPoolSize AntMemory.SlotMemorySize AntMemory.NoOnDemandMemorySize AntMemory.EnableOnDemandLoad AntMemory.NumberOfGearSlots AntMemory.StaticResourcePoolSize AntMemory.StaticResourcePoolAssets AntMemory.BundleResourcePoolAssets AntMemory.StaticBundleImportCount Render.Enable Render.InactiveSkipFrameCount Render.JobEnable Render.BuildJobSyncEnable Render.DrawInfo Render.DrawFps Render.DrawFpsMethod Render.Fullscreen Render.ForceVSyncEnable Render.XenonRingBufferSize Render.XenonBufferTwoFramesEnable Render.XenonPresentImmediateThreshold Render.XenonGammaCompensationEnable Render.Ps3FrameMainBufferSize Render.Ps3FrameLocalBufferSize Render.Ps3LinearFrameCmdBufEnable Render.Ps3CellMemoryTexturesEnable Render.GcmHudEnable Render.Ps3Res1280x704Enable Render.PerfOverlayEnable Render.PerfOverlayVisible Render.PerfOverlayLatestFrameTimeEnable Render.CameraCutMaxFrameTranslation Render.EmittersEnable Render.EntityRenderEnable Render.MeshMergingEnable Render.DebugRendererEnable Render.DebugRenderServiceEnable Render.InitialClearEnable Render.GpuProfilerEnable Render.NearPlane Render.ViewDistance Render.ForceFov Render.FovMultiplier Render.ForceOrthoViewEnable Render.ForceOrthoViewSize Render.ForceSquareOrthoView Render.DestructionVolumeDrawEnable Render.EdgeModelsEnable Render.EdgeModelCastShadowsEnable Render.EdgeModelDepthBiasEnable Render.EdgeModelShadowDepthBiasEnable Render.EdgeModelScreenAreaScale Render.EdgeModelSpuInstancingEnable Render.EdgeModelUseMainLodEnable Render.EdgeModelForceLod Render.EdgeModelUseLodBox Render.EdgeModelLodScale Render.EdgeModelMaxVisibleInstanceCount Render.EdgeModelCullEnable Render.EdgeModelFrustumCullEnable Render.EdgeModelOcclusionCullEnable Render.EdgeModelAdditionalCullEnable Render.EdgeModelDrawBoxes Render.EdgeModelDrawStats Render.StaticModelEnable Render.StaticModelMeshesEnable Render.StaticModelZPassEnable Render.StaticModelPartCullEnable Render.StaticModelPartFrustumCullEnable Render.StaticModelPartOcclusionCullEnable Render.StaticModelPartShadowCullEnable Render.StaticModelDrawBoxes Render.StaticModelDrawStats Render.StaticModelPartOcclusionMaxScreenArea Render.StaticModelCullJobCount Render.StaticModelCullSpuJobEnable Render.LockView Render.ResetLockedView Render.SplitScreenTestViewCount Render.FadeEnable Render.FadeWaitingEnable Render.ForceBlurAmount Render.ForceWorldFadeAmount Render.BlurEnable Entity.Name Entity.EditorGameViewEnable Entity.SpawnSubLevelsFromLogic Entity.ExecutionMode subLevel.streamInServer BugManager.submitBug BugManager.getOSInfo BugManager.getReportedBy BugManager.getChangelist BugManager.getPlatform BugManager.getFrostbiteChangelist BugManager.getJuiceSessionId presenceTest.setMode presenceTest.setController presenceTest.getNewsTicker presenceTest.downloadUpdate presenceTest.startMatchmaking presenceTest.joinGame presenceTest.claimReservation presenceTest.getFriends presenceTest.joinFriend presenceTest.setPeerMode presenceTest.completeMission presenceTest.createPlaygroup presenceTest.setPlaygroupAttribute presenceTest.joinPlaygroupByInviteToken presenceTest.leavePlaygroup presenceTest.kickFromPlaygroup presenceTest.getBucketUnlocks presenceTest.getRankUnlocks presenceTest.getWeaponUnlocks presenceTest.requestEorStats presenceTest.setLocalStat presenceTest.getClientMPStat presenceTest.getLeaderboard presenceTest.setUserInfoAttribute presenceTest.setUserSetting presenceTest.getUserSetting presenceTest.uploadBlob presenceTest.downloadBlob presenceTest.fakeFinalize presenceTest.reportServerBanner presenceTest.getBestWeaponAndVehicle serverDestruction.destroyLevel ServerMetrics.Enabled ServerMetrics.ReportName ServerMetrics.TickTelemetryEnabled ServerMetrics.DevelopmentTelemetryEnabled ServerMetrics.PerformanceTelemetryEnabled ServerMetrics.JuiceTelemetryEnabled ServerMetrics.PerformanceProfileStateEnabled ServerMetrics.TransactionTelemetryEnabled ServerMetrics.CompressTransactions ClientMetrics.Enabled server.finishGame server.autoRestartLevel server.startNextLevel server.autoStartNextLevel server.endRound server.spawnSoldier server.spawnVehicle server.spawnSoldierInVehicle server.setPlayerTeam server.setPlayerSquad server.setPlayerTeamAndSquad server.setPlayerGroupId server.deletePlayer server.playerEnterClosestVehicle server.playerEnterClosestSoldier server.damageSelf server.damageSelfFromPlayer server.damageSoldier server.damageVehicle server.setGodMode server.setJesusModeAi server.setTickets server.forceMaxKillCount server.resetTicketCounters jobhandler.Reload MultiProfiler.report MultiProfiler.reportMin TimingView.Enable TimingView.FrameCount TimingView.FrameDelayCount TimingView.TimeRange TimingView.TimeOffset TimingView.AutolockThreshold TimingView.LegendScreenOffset TimingView.LegendColumnWidth TimingView.LegendDisplayMode TimingView.AverageFrameCount TimingView.DrawEnable TimingView.DrawOnlySummaryEnable TimingView.DrawBarsEnable TimingView.DrawLegendEnable TimingView.DrawCpuLegendEnable TimingView.DrawGpuLegendEnable TimingView.DrawSpuLegendEnable TimingView.SnoopEnable TimingView.SnoopOnly TimingView.SnoopEventName TimingView.FilterEnable TimingView.FilterEventName TimingView.BarMinTime TimingView.BarHeight TimingView.BarPad TimingView.BarSyncProcessor TimingView.GpuBarFrameOffset TimingView.MaxCpuLegendColumnCount TimingView.MaxGpuLegendColumnCount TimingView.MaxSpuLegendColumnCount TimingView.MaxFrameEventCount TimingView.reset TimingView.lock TimingView.report server.executeLuaCommand server.executeLuaScriptFile server.banPlayer server.unbanPlayer server.setServerName server.kickPlayer server.listBans server.loadNextLevel server.addLevel server.removeLevel server.listLevels server.say server.getServerPort server.getServerAddress server.getCurrentConnections server.getStartPoints server.getDebugMenuItems server.triggerDebugMenuItem ServerPerformanceTracker.reset ServerPerformanceTracker.send ServerPerformanceTracker.sendAfter ServerBackend.getGameId voiceRouter.setPlayerVoiceChannel ServerAdmin.command ServerAwardSystem.trackAward ServerAwardSystem.giveAward ServerAwardSystem.fakeKills PointSystem.givePoints PointSystem.setRanks storage.finalize DebugMenu.toggleDebugMode DebugMenu.showMenu DebugMenuCameraUtil.moveCameraToLocalPlayer DebugMenuCameraUtil.moveLocalPlayerToCamera DebugMenuCameraUtil.cameraLookFromRight DebugMenuCameraUtil.cameraLookFromLeft DebugMenuCameraUtil.cameraLookFromFront DebugMenuCameraUtil.cameraLookFromBack DebugMenuCameraUtil.selectCamera DebugMenuCameraUtil.setFreeFly DebugMenuCameraUtil.moveToNextPlayer DebugMenuCameraUtil.moveToPrevPlayer TerrainStreaming.DataLoadJobCount TerrainStreaming.ActiveFreeStreamingDataLoadJobCount TerrainStreaming.LoadOccluderDataEnable TerrainStreaming.AdditionalBlurriness TerrainStreaming.InvisibleDetailReductionFactor TerrainStreaming.OccludedDetailReductionFactor TerrainStreaming.KeepPoolFullEnable TerrainStreaming.HeightfieldAtlasSampleCountXFactor TerrainStreaming.HeightfieldAtlasSampleCountYFactor TerrainStreaming.MaskAtlasSampleCountXFactor TerrainStreaming.MaskAtlasSampleCountYFactor TerrainStreaming.MaskAdditionalBlurriness TerrainStreaming.ColorAtlasSampleCountXFactor TerrainStreaming.ColorAtlasSampleCountYFactor TerrainStreaming.ColorAdditionalBlurriness Terrain.HeightQueryCacheSize Terrain.ModifiersEnable Terrain.ModifiersCapacity Terrain.IntersectingModifiersMax server.loadLevel server.restartLevel server.quit server.saveGame server.loadGame server.destroyLevel server.spawnExplosion server.healLevel server.spawnDestructionSphere server.spawnGameEntity server.getPlayerCount server.moveSelf server.reviveSelf server.movePlayer server.dumpStaticHavokGeometry server.setActiveHealthState server.writeServerPhysicsWorldInformation server.dumpServerPhysicsWorldSnapshot server.startMayaAnimRecording server.stopMayaAnimRecording demo.restartPlaybackAtFrame physics.HavokManagerConsole::dumpHavokProfile physics.HavokManagerConsole::activateWorld physics.HavokManagerConsole::dumpHavokMemory DebrisSystem.Enable DebrisSystem.TimeScale DebrisSystem.EnableJobs DebrisSystem.DrawStats DebrisSystem.MeshRenderingEnable DebrisSystem.MeshHavokRenderingEnable DebrisSystem.MeshDrawTransforms DebrisSystem.MeshDrawBoundingBoxes DebrisSystem.MeshShadowEnable DebrisSystem.MeshViewCullingEnable DebrisSystem.MeshCullingDistance DebrisSystem.MeshDrawCountLimit DebrisSystem.MeshStreamingPriorityMultiplier DebrisSystem.MeshDrawCullStats VegetationSystem.WindVariation VegetationSystem.WindVariationRate VegetationSystem.WindStrength VegetationSystem.SimulateServerSide VegetationSystem.DestructionEnabled VegetationSystem.LocalInfluencesEnabled VegetationSystem.MaxActiveDistance VegetationSystem.SimulationMemKbServer VegetationSystem.SimulationMemKbClient VegetationSystem.MaxPreSimsPerJob VegetationSystem.UseShadowLodOffset VegetationSystem.ShadowMeshEnable VegetationSystem.ForceShadowLod VegetationSystem.DissolveEnable VegetationSystem.Enable VegetationSystem.TimeScale VegetationSystem.EnableJobs VegetationSystem.JobCount VegetationSystem.DrawNodes VegetationSystem.DrawEnable VegetationSystem.BatchDrawEnable VegetationSystem.JointTensionLimitIndex VegetationSystem.JointTensionLimit ant.listSceneOpMatrices ant.reportPoseCacheHighWatermark ant.animatableCount ant.clientSceneOpMatrix TestPoints.Initialize TestPoints.Cleanup TestPoints.SelectNextChain TestPoints.SelectNextPoint