# Cvars

### From Q4MAX

## Q4Max-specific CVARs

The following CVARs have been added/changed in Q4Max.

### Client variables

- cg_logXMLStats - Enables / disables client-side logging of game statistics to a .xml file.
- cg_noChatBeep - Enables / disables the beep on chatting.
- cg_enemyModel - Specifies the model to be used for opposition players.
- cg_teamModel - Specifies the model to be used for teammates.
- cg_enemyColor - Specifies the color to skin opposition players.
- cg_teamColor - Specifies the color to skin teammates.
- cg_weaponFovEffect - Enables/disables automatic adjustment of the weapon model depending upon the g_fov setting.
- cg_blood - When enabled, shows bloodstains, spurts, etc on players.
- cg_gibs - explode corpses into itty bitty pieces, when enabled.
- cg_deadbody - dead body filter
- cg_smoke_RL - show rocket trail smoke.
- cg_smoke_GL - show grenade trail smoke.
- cg_smoke_NAP - show napalm trail smoke.
- cg_projectilelights - Show dynamic lights on rockets.
- cg_poweruplights - Show dynamic lights on powerups.
- cg_muzzleflashlights - Show dynamic lights on gun muzzle flashes.
- cg_damageDraw - Red blob that appears when you take damage.
- cg_zoomGraphics - Controls the zoomed mg/rg graphics.
- cg_railstyle - Alternate rail trail styles.
- cg_ambientEffects - enable a number of world particle effects
- cg_usehitscantint - Specifies rail color usage
- cg_teamhitscantint - Team rail color
- cg_enemyhitscantint - Enemy team rail color
- cg_thinshaft - Alternate lightning gun beam styles.
- cg_drawcrosshairnames - Enables displaying player names under the crosshair.
- cg_teamchatsonly - When set to 1, only show team chat messages in team games.
- cg_notvchat - Allow spectator chat on Q4TV.
- cg_unsmoothclients - controls how the position of other players is predicted.
- g_crosshaircustom - Selects the first crosshair
- g_crosshairsize - Selects the first crosshair's size
- g_crosshaircustom2 - Selects the second crosshair
- g_crosshairsize2 - Selects the second crosshair's size
- g_crosshaircolor2 - Selects the second crosshair's color
- g_crosshairblink - Toggles crosshair blinking
- hud_FPS - A better implementation of com_showFPS.
- hud_style - Specifies which client HUD to use.
- hud_lagometerPosition - position of the net_clientLagOMeter on the HUD.
- hud_timer - timer style.
- hud_showspeed - Show the speed meter.
- hud_showSpecTimers - Show the spectator item timers.
- hud_selfOnTeamOverlay - Toggle your own information showing in the team overlay.
- hud_multipovstyle - Multipov window layout style.
- hud_multipovMinHud - Toggles the display of a full hud in the main pov.
- hud_textQuality - Superhud text quality.
- hud_useTeamColors - Apply team/enemy colors to guis and huds.
- r_vertexlight - Enables Vertex Lighting mode.
- r_ambientscale - Changes the world brightness when r_vertexlight is on.
- r_archivedLightDetailLevel - Archived light detail level.
- r_viewsizepercent - Percentage of the screen that the 3D view takes up.
- s_ambient - Enables / disables world sound effects.
- ui_nick - Short nick for teamplay.
- ui_handicap - Lowers the health of the player to this value, and adjusts damage done by the player.
- ui_autoAction - Allows demos and screenshots to be automatically created.
- ui_showgun - Toggle inview gun model display mode.
- ui_autoswitch - Set weapon switching behavior.
- fs_xslTemplate - The XSL template with which to associate the XML statistics logs.
- demo_aviscreenshotJPEG - Sets whether to use tga or jpeg when doing avinetdemo screenshots.
- demo_aviDemoName - Name of the demo being screenshotted.
- demo_aviscreenshots - Toggles capturing screenshots during netdemo playback.
- demo_captureStats - Log XML stats on demo playback.

### Server variables

- ref_password - Specifies the password that referees must use to log in.
- si_autoAction - Forces ui_action for all clients.
- si_mode - Sets the game mode - eg, FFA, TDM, CA etc.
- vote_allow_* - Allows the server operator to specify what options are voteable - see the page about votes.
- sv_logXMLStats - Enables / disables server-side logging of game statistics to a .xml
- sv_timeoutMaxLength - The maximum duration of a timeout.
- sv_maxTimeouts - The maximum number of timeouts per player / team.
- fs_xslTemplate - The XSL template with which to associate the XML statistics logs.
- g_feedscorebot - Enables the scorebot feed.
- g_allowMultipov - Enables/disables the 'multipov' command for clients.
- g_allowLockteam - Enables/disables the 'lockteam' command for clients.
- g_teamAutoJoin - When set to 0, players are set to spectate when they first join the server in team games.
- g_motd - Message of the day showed on the clients when they first connect to a server.
- g_notvchat - Allow spectator chat on Q4TV.
- g_allowSpecTimers - Allow spectators to see timers for item pickups.

## Client CVAR details

### cg_logXMLStats

Summary
  Enables / disables client side logging of game statistics to a .xml file.
Type
  bool
Default value
  `1`
Q4Max versions
  0.72 and upwards
Description
  When set to 1, at the end of every game a dump of the game statistics is created in XML format. This can be viewed in your web-browser, however it is intended for processing by external tools. The files are created grouped by year, month, day, and then named by the game time.
  This is a client cvar - see sv_logXMLStats for its server-side equivalent.

### cg_noChatBeep

Summary
  Enables / disables the beep on chatting.
Type
  bool
Default value
  `0`
Q4Max versions
  0.7 and upwards
Description
  When set to 1 this turns off the sound played whenever someone uses the "say" command to chat.

### cg_enemyModel

Summary
  Specifies the model to be used for opposition players.
Type
  String
Default value
  `None`
Q4Max versions
  0.7 and upwards
Description
  If set to the name of a model, this will be used to display all opposition players. The model name is exactly the same as would be used in the standard "model" cvar - eg "model_player_marine_cortez" for the Cortez model.

### cg_teamModel

Summary
  Specifies the model to be used for teammates.
Type
  String
Default value
  `None`
Q4Max versions
  0.7 and upwards
Description
  If set to the name of a model, this will be used to display all players on the same team as you. As with cg_enemymodel, the value is exactly the same as the standard "model" cvar - eg "model_player_marine_cortez" for the Cortez model.

### cg_enemyColor

Summary
  Specifies the color to skin opposition players.
Type
  3 integer values
Default value
  `None`
Q4Max versions
  0.7 and upwards
Description
  This sets the color that enemy player skins will be set to. The color is specified as 3 numbers in the range 0 to 255, representing the Red Green and Blue components of the color. eg, "255 0 0" is bright red, and "0 0 255" is bright blue, and "255 255 0" is bright yellow. If set to blank, this will disable enemy skin colors.

### cg_teamColor

Summary
  Specifies the color to skin teammates.
Type
  3 integer values
Default value
  `None`
Q4Max versions
  0.7 and upwards
Description
  This sets the color that teammates skins will be set to. The color is specified as 3 numbers in the range 0 to 255, representing the Red Green and Blue components of the color. eg, "255 0 0" is bright red, and "0 0 255" is bright blue, and "255 255 0" is bright yellow. If set to blank, this will disable team skin colors.

### cg_weaponFovEffect

Summary
  Enables/disables automatic adjustment of the weapon model depending upon the g_fov setting.
Type
  bool
Default value
  `1`
Q4Max versions
  0.7 and upwards
Description
  When setting FOV to a value higher than 90 the gun model is distorted. To counteract this, the model can be pulled back to make it less obtrusive - this is what happens if this cvar is set to 1. Setting this to 0 returns this to default Quake 4 behavior.

### cg_blood

Summary
  When enabled, shows bloodstains, spurts, etc on players.
Type
  bool
Default value
  `1`
Q4Max versions
  0.71 and upwards
Description
  This cvar controls whether blood effects should be drawn or not. Setting this variable, combined with cg_gibs turns off all significant gore effects.

### cg_gibs

Summary
  Explodes corpses into itty bitty pieces, when enabled.
Type
  bool
Default value
  `1`
Q4Max versions
  0.71 and upwards
Description
  This cvar controls whether gibs should be displayed or not. Setting this variable, combined with cg_blood turns off all significant gore effects.

### cg_deadbody

Summary
  Filters out dead bodies.
Type
  bool
Default value
  `1`
Q4Max versions
  0.73 and upwards
Description
  When this cvar is set to 1, dead bodies will be shown - if it is set to 0, they will not be drawn.
  A setting of 2 will show the dead bodies - darkened.

### cg_smoke_RL

Summary
  Show rocket trail smoke.
Type
  bool
Default value
  `1`
Q4Max versions
  0.71 and upwards
Description
  When this cvar is set to 1, rocket trail smoke will be shown - if it is set to 0, it will not be drawn.

### cg_smoke_GL

Summary
  Show grenade trail smoke.
Type
  bool
Default value
  `1`
Q4Max versions
  0.71 and upwards
Description
  When this cvar is set to 1, trail smoke on the grenade launcher will be shown - if it is set to 0, it will not be drawn.

### cg_smoke_NAP

Summary
  Show napalm trail smoke.
Type
  bool
Default value
  `1`
Q4Max versions
  0.76 and upwards
Description
  When this cvar is set to 1, trail smoke on the napalm gun will be shown - if it is set to 0, it will not be drawn.

### cg_projectilelights

Summary
  Show dynamic lights on rockets.
Type
  bool
Default value
  `0`
Q4Max versions
  0.77 and upwards
Description
  When this cvar is set to 1, rockets will have dynamic lights attached to them.
  These lights do not show up if you use r_forceambient.

### cg_poweruplights

Summary
  Show dynamic lights on powerups.
Type
  bool
Default value
  `0`
Q4Max versions
  0.78 and upwards
Description
  When this cvar is set to 1, powerups will have dynamic lights attached to them.
  These lights do not show up if you use r_forceambient.

### cg_muzzleflashlights

Summary
  Show dynamic lights on gun muzzle flashes.
Type
  bool
Default value
  `0`
Q4Max versions
  0.78 and upwards
Description
  When this cvar is set to 1, gun muzzle flashes will have dynamic lights attached to them.
  These lights do not show up if you use r_forceambient.

### cg_damageDraw

Summary
  Red blob that appears when you take damage.
Type
  bool
Default value
  `1`
Q4Max versions
  0.80 and upwards
Description

### cg_zoomGraphics

Summary
  Controls the zoomed mg/rg graphics.
Type
  bool
Default value
  `1`
Q4Max versions
  0.80 and upwards
Description

### cg_railstyle

Summary
  Alternate rail trail styles.
Type
  integer
Default value
  `1`
Q4Max versions
  0.75 and upwards
Description
  Allows different rail trail styles.
  0 - No spiral, slightly thinner core
  1 - Standard rail trail
  2 - Spiral trail only
  3 - SP Gladiator rail trail. Has a slight extra tint.

### cg_ambientEffects

Summary
  Enable a number of world particle effects
Type
  bitmask
Default value
  `3`
Q4Max versions
  0.73 and upwards
Description
  This cvar controls whether most world particle effects should be drawn or not (teleporters, jump pads...) and/or item effects (glow shells...).
  0 - don't show any ambient particle effects
  1 - show world effects
  2 - show item effects
Changes take effect after a reconnect.

### cg_usehitscantint

Summary
  Specifies rail color usage
Type
integer
Default value
  `3`
Q4Max versions
  0.74 and upwards
Description
  This replaces si_usehitscantint and allows clients to choose how rail colors should be handled.
  0 - no tinting allowed
  1 - player hitscan tinting allowed in DM, NO hitscan tinting in team games
  2 - player hitscan tinting allowed in DM, use strogg-marine colors in team games
  3 - player hitscan tinting allowed in DM, use teamcolor-enemycolor in team games
  4 - enemies use cg_enemyhitscantint and teammates use cg_teamHitscanTint
  5 - same as 4, except the local player uses ui_hitscantint

### cg_teamhitscantint

Summary
  Team rail color
Type
  3 floats
Q4Max versions
  0.74 and upwards
Description
  When using cg_usehitscantint 4/5, rails shot by your team will match this color. The color is coded the same way as ui_hitscantint (hue 0-360 saturation 0-1 value 0.75-1).

### cg_enemyhitscantint

Summary
  Enemy team rail color
Type
  3 floats
Q4Max versions
  0.74 and upwards
Description
  When using cg_usehitscantint 4/5, rails shot by the enmy team will match this color. The color is coded the same way as ui_hitscantint (hue 0-360 saturation 0-1 value 0.75-1).

### cg_thinshaft

Summary
  Alternate lightning gun beam styles.
Type
  integer
Q4Max versions
  0.76 and upwards
Description
  0 - Standard LG beam.
  1 - Thin LG beam.
  2 - Thinner LG beam.

### cg_drawcrosshairnames

Summary
  Enables displaying player names under the crosshair.
Type
  integer
Q4Max versions
  0.76 and upwards
Description
  0 - no crosshair names
  1 - draw crosshair names
  2 - draw crosshair names, teammates use ui_nick.

### cg_teamchatsonly

Summary
  Toggle showing team chat messages in team games.
Type
  bool
Q4Max versions
  0.77 and upwards
Description
  This bool allows you to select whether you want to only see your team's chat messages or not. All chat is visible by default. If used in non-team gamemodes, you will not see any chat.

### cg_notvchat

Summary;
  Allow spectator chat on Q4TV.
Type
  bool
Q4Max versions
  0.78 and upwards
Description
  Allows Q4TV viewers to disable TV chat. (needs to be allowed server-side with g_notvchat).

### cg_unsmoothclients

Summary
  This cvar controls how the position of other players is predicted.
Type
  int
Default value
  `2`
Q4Max versions
  0.82 and upwards
Description
  Value 0 is equivalent to pre 0.82 behaviour, and gives the least accurate representation of the players position, but they move smoothly. Value 2 (default) gives the most accurate position, but can be a bit "warpy" when players dodge if you have a high ping. However, using a value of 2, players may find they are able to play at much higher pings than they previously thought acceptable - the extra warping does not become a big issue until over 100ms ping.

### g_crosshaircustom

Summary
  Selects the first crosshair
Type
  integer
Q4Max versions
  0.74 and upwards
Description
  We have slightly changed the behaviour of this variable.
  0 - no custom crosshair, use default per-weapon settings
  1 to 22 - access to individual crosshairs.
  Before, you would switch crosshairs by having g_crosshaircustom 1 and specifying the path to a crosshair image in g_crosshaircustomfile. Now, the latter is irrelevant : you can simply select a crosshair by using a different value of g_crosshaircustom.

Using a value of 0 will stick to Quake 4's default per-weapon crosshair assignments and disable the second crosshair layer.

  1 gfx/guis/crosshairs/crosshair_gauntlet.tga
  2 gfx/guis/crosshairs/crosshair_machinegun.tga
  3 gfx/guis/crosshairs/crosshair_shotgun.tga
  4 gfx/guis/crosshairs/crosshair_blaster.tga
  5 gfx/guis/crosshairs/crosshair_grenadelauncher.tga
  6 gfx/guis/crosshairs/crosshair_nailgun.tga
  7 gfx/guis/crosshairs/crosshair_rocketlauncher.tga
  8 gfx/guis/crosshairs/crosshair_railgun.tga
  9 gfx/guis/crosshairs/crosshair_lightninggun.tga
  10 gfx/guis/crosshairs/crosshair_grenadelauncher.tga (That's what the dmg uses)
  11 gfx/guis/crosshairs/crosshair_napalm.tga

  12 gfx/guis/crosshairs/crosshair_q3_1.tga
  13 gfx/guis/crosshairs/crosshair_q3_2.tga
  14 gfx/guis/crosshairs/crosshair_q3_3.tga
  15 gfx/guis/crosshairs/crosshair_q3_4.tga
  16 gfx/guis/crosshairs/crosshair_q3_5.tga
  17 gfx/guis/crosshairs/crosshair_q3_6.tga
  18 gfx/guis/crosshairs/crosshair_q3_7.tga
  19 gfx/guis/crosshairs/crosshair_q3_8.tga
  20 gfx/guis/crosshairs/crosshair_q3_9.tga
  21 gfx/guis/crosshairs/crosshair_q3_10.tga

  22 gfx/guis/crosshairs/crosshair_cross.tga

### g_crosshairsize

Summary
  Selects the first crosshair's size
Type
  integer
Q4Max versions
  0.74 and upwards
Description
  The range of crosshair sizes is free between 4 and 100 now.

### g_crosshaircustom2

Summary
  Selects the second crosshair
Type
  integer
Q4Max versions
  0.74 and upwards
Description
  This allows you to have a second crosshair on top of the original. It is independant of the first crosshair, its attributes (number, size, color) are set in other variables which behave like those you already know.
  0 - no second crosshair layer.
  1 to 22 - access to individual crosshairs.

### g_crosshairsize2

Summary
  Selects the second crosshair's size
Type
  integer
Q4Max versions
  0.74 and upwards
Description
  Second crosshair layer control. Has similar functionality than g_crosshairsize.

### g_crosshaircolor2

Summary
  Selects the second crosshair's color
Type
  floats
Q4Max versions
  0.74 and upwards
Description
  Pick the second crosshair layer's color in the same fashion as g_crosshaircolor.

### g_crosshairblink

Summary
  Toggles crosshair blinking
Type
  boolean
Q4Max versions
  0.74 and upwards
Description
  Enables or disable the crosshairs blinking red when the enemy is hit.

### hud_FPS

Summary
  A better implementation of com_showFPS.
Type
  boolean
Default value
  `0`
Q4Max versions
  0.72 and upwards
Description
  com_showFPS calculates the FPS count 60 times a second. This isnt a very good way to measure how many frames you get per second since its assuming all frames are the same, which they are not. When using this variable it will display the number of frames actually rendered in a second - ie, a true representation of your FPS.

Note that at the default tickrate, Q4 appears to lock the framerate to 62.5fps, not the 60fps that is often quoted. Therefore, when you have a rock solid framerate it will alternate between 62 and 63 each second. Likewise, when the tickrate is 90, it'll alternate between 91 and 90 in a regular fashion, because that will be 90.9090 fps. (see also this quip on Framerates)

### hud_style

Summary
  Specifies which client HUD to use
Type
  String
Default value
  `cpmhud1`
Q4Max versions
  0.5 and upwards
Description
  Chooses which file to use as the main player HUD. The file hud/`hud_style`.cfg will be used.
  It is possible to make your own HUD, see hud/cpmhud1.cfg for an example, and the documentation on the SuperHud for the syntax.

### hud_lagometerPosition

Summary
  Position of the net_clientLagOMeter on the HUD.
Type
  2 integer values (X Y)
Default value
  `10 380`
Q4Max versions
  0.71 and upwards
Description
  This cvar controls the position of the graph displayed when setting the cvar net_clientLagOMeter. The value is the coordinates of the top left of the graph, relative to the top-left of the screen. The bottom right of the screen is considered 640 480.

### hud_timer

Summary
  Timer style.
Type
  integer
Default value
  `1`
Q4Max versions
  0.75 and upwards
Description
  Changing this will make the timer count up (-1), or down (1, standard Q4 behaviour). Alternatively you can turn it off altogether by setting this to 0.

### hud_showspeed

Summary
  Show the speed meter.
Type
  bool
Default value
  `1`
Q4Max versions
  0.78 and upwards
Description
  Draws a speed meter on your hud, allowing you to fine tune your movement skills.

### hud_showSpecTimers

Summary
  Show the spectator item timers.
Type
  bool
Default value
  `0`
Q4Max versions
  0.78d and upwards
Description
  When set to 1, shows respawn timers for key items (needs to be allowed server-side with g_allowSpecTimers).

### hud_selfOnTeamOverlay

Summary
  Toggle your own information showing in the team overlay.
Type
  boolean
Default value
  `1`
Q4Max versions
  0.77 and upwards
Description
  By default, your own information will show up in the team overlay. Setting this to zero removes yourself from your teamoverlay.

### hud_multipovstyle

Summary
  Multipov window layout style.
Type
  integer
Default value
  `1`
Q4Max versions
  0.78 and upwards
Description
  Selects the layout style used when viewing with the multipov command.
  Values from 0 to 4.

### hud_multipovMinHud

Summary
  Toggles the display of a full hud in the main pov.
Type
  bool
Default value
  `1`
Q4Max versions
  0.80 and upwards
Description
  When enabled, the primary view in multipov mode will have a scaled hud instead of name/health/armor.

### hud_textQuality

Summary
  Superhud text quality.
Type
  float
Default value
  `1`
Q4Max versions
  0.81 and upwards
Description
  Like Quake 4, the superhud swaps between three font sizes depending on the text scale. At some resolutions, some textscales might be rendered with a font size that's not detailed enough.
  This variable allows you to control the point at which the superhud will switch between font sizes to correct this effect if needed.

### hud_useTeamColors

Summary
  Apply team/enemy colors to guis and huds.
Type
  bool
Default value
  `0`
Q4Max versions
  0.81 and upwards
Description
  When enabled, your cg_team/enemycolors will be applied to hud elements using the color T/E property, as well as the scoreboard. Otherwise, these elements will use the fixed marine/strogg colors.

### r_vertexlight

Summary
  Enables Vertex Lighting mode.
Type
  bool
Default value
  `0`
Q4Max versions
  0.7 and upwards
Description
  When set to 1 this enables the vertex lighting mode, and when set to 0 behaves the same as normal Quake 4. Vertex Lighting mode disables all dynamic lighting, and ensures that the entire level is lit. This gives a significant speed boost over the standard lighting. Note that this works with all maps.

### r_ambientscale

Summary
  Changes the world brightness when r_vertexlight is on.
Type
  float
Default value
  `0.25`
Q4Max versions
  0.77 and upwards
Description
  Sets vertexlight brightness - equivalent to r_forceambient brightness, but can go higher than 1. This does not affect dynamic lights, i.e powerup carrier lights and rockets.

### r_archivedLightDetailLevel

Summary
  Archived light detail level.
Type
  integer
Default value
  `0`
Q4Max versions
  0.78 and upwards
Description
  Archived light detail level. allows you to save a light LOD, which is applied when you join a game. This is a replacement for r_lightdetaillevel, which can't be archived properly.

### r_viewSizePercent

Summary
  Percentage of the screen that the 3D view takes up.
Type
  integer
Default value
  `100`
Q4Max versions
  0.78 and upwards
Description
  Percentage of the screen that the 3D view takes up. See also the 'viewSizeUp/viewSizeDown'commands.

### s_ambient

Summary
  Enables / disables world sound effects.
Type
  bool
Default value
  `0`
Q4Max versions
  0.7 and upwards
Description
  When set to 1 this turns off world sound effects - ie ambient background noise.
  Changes take effect after a reconnect.

### ui_nick

Summary
  Short nick for teamplay.
Type
  string, length of 5 characters
Q4Max versions
  0.77 and upwards
Description
  Set a short name to use for team chat/overlay. Limited to 5 visible characters, but allows colours and icons.

### ui_handicap

Summary
  Lowers the health of the player to this value, and adjusts damage done by the player.
Type
  integer
Default value
  `100`
Q4Max versions
  0.76 and upwards
Description
  When you lower this, your health will tickdown to that value. The damage you give is scaled accordingly.

### ui_autoAction

Summary
  Allows demos and screenshots to be automatically created.
Type
  String
Default value
  `None`
Q4Max versions
  0.7 and upwards
Description
  Setting this variable allows you to automatically record demos, take screenshots, or both. When this string contains "demo" it will automatically record a demo, which will be created with the names of the players and a timestamp. If the string contains "ss" it will take a screenshot at the end of the match. The string may be "demo ss" to both record a demo and take a screenshot.

### ui_showgun

Summary
  Toggle inview gun model display mode.
Type
  integer
Q4Max versions
  0.74 and upwards
Description
  We have added the option 2 to this stock variable. It displays the inview gun model, but removes the bobbing and swaying - the gun stays still then.

### ui_autoswitch

Summary
  Set weapon switching behaviour.
Type
  bitmask
Q4Max versions
  0.75 and upwards
Description
  ui_autoswitch used to enable automatic weapon switches - it now also allows switching to weapons that have no ammo. This variable now being a bitmask, you can combine the two possibilities if needed.
  0 - manual switches
  1 - autoswitch on pickup
  2 - switch to empty weapons

### demo_aviscreenshotJPEG

Summary
  Sets whether to use tga or jpeg when doing avinetdemo screenshots.
Type
  bool
Q4Max versions
  0.77 and upwards

See the Videomaking page for more usage info.

### demo_aviDemoName

Summary
  Name of the demo being screenshotted.
Type
  string
Default
  Unknown
Q4Max versions
  0.77 and upwards
Description
  This is automatically set by the avinetdemo command. When manually dumping screenshots with demo_aviscreenshots, you may want to override the default of "Unknown" to save screenshots in q4max/screenshots/avidemo/<whatever>

See also the Videomaking page for more usage info.

### demo_aviscreenshots

Summary
  Toggles capturing screenshots during netdemo playback.
Type
  bool
Q4Max versions
  0.77 and upwards
Description
  This is automatically set by the avinetdemo command.

You can also use it to manually screenshot parts of a netdemo, or to interrupt an aviNetdemo in progress.

See also the Videomaking page for more usage info.

### demo_captureStats

Summary
  Log XML stats on demo playback.
Type
  bool
Q4Max versions
  0.78b and upwards
Description
  When set to 1, will create XML logs of any demos that are played. Note however that the demo needs to capture the end of the game - so any game where the players callvote'd a map change before the end of the game wont generate any stats.
  The timestamp used as the filename will be the time you played the demo, not when the match was actually played.

## Server CVAR details

### ref_password

Summary
  Specifies the password that referees must use to log in.
Type
  bool
Default value
  None
Q4Max versions
  0.7 and upwards
Description
  This specifies the password that clients must supply when using the "referee" command to become a referee.

### si_autoAction

Summary
  Forces ui_action for all clients.
Type
  string
Default value
  None
Q4Max versions
  0.7 and upwards
Description
  This variable is similar to ui_autoAction, but is a server variable, which if set will trigger all clients to perform the auto action. The value may be any combination of "demo", "servermvd" and "ss".

### si_mode

Summary
  Sets the game mode - eg, FFA, TDM, CA etc.
Type
  String
Default value
  `FFA`
Q4Max versions
  0.7 and upwards
Description
  This variable specifies the game mode that is currently being played. A game mode sets a number of settings to "standard" values with a single setting. There are a number of standard modes provided: DM, TDM, FFA, CTF, ACTF, CA, CTFS and Duel, as well as custom modes such as ATDM. Each of these will set a number of other cvars (eg fraglimit, timelimit, si_gametype etc). Both the current mode, and the settings controlled within the mode can be voted via the callvote command.
  For more information, see the page on Modes.

### sv_logXMLStats

Summary
  Enables / disables server-side logging of game statistics to a .xml file.
Type
  bool
Default value
  `1`
Q4Max versions
  0.72 and upwards
Description
  When set to 1, at the end of every game a dump of the game statistics is created in XML format. This can be viewed in your web-browser, however it is intended for processing by external tools. The files are created grouped by year, month, day, and then named by the game time. This is a server cvar - see cg_logXMLStats for a client-side version of this cvar.

### fs_xslTemplate

Summary
  The XSL template with which to associate the XML statistics logs.
Type
  string
Default value
  `"../../../basic/styl.xsl"`
Q4Max versions
  0.73 and upwards
Description
  The XML statistics logs (both server and clientside) can be displayed in a web-browser using XSL templates. This cvar controls the path and name of the file that will be written to all XSL files. This cvar is intended to allow server operators to use a different stylesheet / directory structure if they chose. Note that the MAXStats stylesheet and PHP scripts assume the default structure, so it is strongly recommended that this is not changed unnecessarily.

### sv_timeoutMaxLength

Summary
  The maximum duration of a timeout.
Type
  int
Default value
  `60`
Q4Max versions
  0.73 and upwards
Description
  When a player uses the timeout command it has a maximum period of time to prevent abuse. This cvar controls how long a period is allowed.

### sv_maxTimeouts

Summary
  The maximum number of timeouts per player / team.
Type
  int
Default value
  `5`
Q4Max versions
  0.73 and upwards
Description
  When a player uses the timeout command it has a maximum number of timeouts per match to prevent abuse. This cvar controls how long a period is allowed. Setting this cvar to 0 effectively disables player timeouts.

### g_feedscorebot

Summary
  Enables the scorebot feed.
Type
  bool
Default value
  `1`
Q4Max versions
  0.70 and upwards
Description
  Setting this cvar to 1 enables the scorebot feed. When this is active, a number of serverinfo variables are set on the server which can be read by scorebots and serverbrowsers to display the scores of the currently running game.

### g_allowMultipov

Summary
  Enables/disables the 'multipov' command for clients.
Type
  bool
Default value
  `1`
Q4Max versions
  0.77 and upwards
Description
  By default, clients are allowed to use multipov, however this may be a bit too heavy for some servers. This setting allows server admins to change this if they have stability issues with multipov.

### g_allowLockteam

Summary
  Enables/disables the 'lockteam' command for clients.
Type
  bool
Default value
  `1`
Q4Max versions
  0.77 and upwards
Description
  By default, clients are allowed to use lockteam. Switch this off if desired.

### g_teamAutoJoin

Summary
  Force clients to spec on first joining if 0, or allow automatic join if 1.
Type
  bool
Default value
  `0`
Q4Max versions
  0.77 and upwards
Description
  When set to 0, players are set to spectate when they first join the server in team games. Ingame players remain ingame on map changes.

### g_motd

Summary
  Message of the day showed on the clients when they first connect to a server.
Type
  string
Default value
  `empty`
Q4Max versions
  0.77 and upwards
Description
  When filled, this string will go to all clients on their first connection to the server. The info will be displayed on the center of the screen for a few seconds.

### g_notvchat

Summary
  Allow spectator chat on Q4TV.
Type
  bool
Q4Max versions
  0.78 and upwards
Description
  Allows Q4TV repeater admins to disable TV chat. Set to 1 if you need to moderate chat on your TV repeater.

### g_allowSpecTimers

Summary
  Allow spectators to see timers for item pickups.
Type
  bool
Q4Max versions
  0.78d and upwards
Description
  Allows server admins to enable item timers for spectators.

Retrieved from "http://www.q4max.com/wiki/index.php/Cvars"

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