settings ids
The 548 setting ids of the settings module, by area, with the kind, the range and the menu row each one belongs to.
This is the complete list of ids that settings.get, settings.info, settings.base and settings.override know. There are 548 of them: 526 can be read and changed, 22 can only be read. How the functions behave is on the settings page. You can also ask the build itself: settings.list(prefix) returns the ids that start with a prefix, and settings.info(id) returns the kind and the range.
How to read the tables
Every id is lower case and dotted. The kind says what settings.get returns and what settings.override takes.
| kind | get returns | override takes |
|---|---|---|
| bool | true or false | true or false |
| int | a whole number | a number, rounded and clamped to the range |
| float | a number | a number, clamped to the range |
| combo | the index of the chosen entry, from 0 | a number, rounded and clamped to the range |
| mask | a whole number, bit i is entry i of a multi select | a whole number, or an array of booleans |
| color | r, g, b, a | r, g, b [, a] or a color object |
The menu row column names the row of the menu that holds the setting, so you can find it by eye. A row marked read-only can be read but answers false to settings.override.
Movement
Bunny hop, the air strafe, the edge helpers, the ladder and the quick peek colours. 19 ids.
| id | kind | range | menu row |
|---|---|---|---|
movement.autostrafe.mode | mask | bits 0 to 3 | movement: air strafe |
movement.autostrafe.smoothing | float | 1 to 100 | movement: air strafe smoothing |
movement.autostrafe.subtick_boost | float | 1 to 100 | movement: air strafe subtick gain |
movement.bhop | bool | true / false | movement: bhop |
movement.duck_peek | bool | true / false | peek assistance: duck peek |
movement.edge_bug | bool | true / false | movement: edgebug |
movement.edge_bug.jump_steps | bool | true / false | movement: edgebug jump steps |
movement.edge_bug.mode | combo | 0 to 4 | movement: edgebug mode |
movement.edge_bug.passes | int | 1 to 5 | movement: edgebug passes |
movement.edge_jump | bool | true / false | movement: edgejump |
movement.fast_ladder | bool | true / false | movement: fastladder |
movement.jump_bug | bool | true / false | movement: jumpbug |
movement.jump_bug_debug | bool | true / false | movement: debug jumpbug |
movement.no_fall_damage | bool | true / false | movement: no fall damage |
movement.quick_peek | bool | true / false | peek assistance: quick peek |
movement.velocity_debug | bool | true / false | movement: velocity debug |
movement.velocity_debug.reset_on_land | bool | true / false | movement, velocity debug: reset peak on land |
visuals.quick_peek.color | color | r, g, b, a (0 to 255) | peek assistance: quick peek color |
visuals.quick_peek.retract_color | color | r, g, b, a (0 to 255) | peek assistance: retracting color |
ESP
Players, items, projectiles and the HUD overlays of the ESP. 210 ids.
| id | kind | range | menu row |
|---|---|---|---|
visuals.esp.enemy.ammo.color_background | color | r, g, b, a (0 to 255) | esp enemy ammo: background |
visuals.esp.enemy.ammo.color_full | color | r, g, b, a (0 to 255) | esp enemy ammo: full color |
visuals.esp.enemy.ammo.color_glow | color | r, g, b, a (0 to 255) | esp enemy ammo: glow color |
visuals.esp.enemy.ammo.color_low | color | r, g, b, a (0 to 255) | esp enemy ammo: low color |
visuals.esp.enemy.ammo.color_outline | color | r, g, b, a (0 to 255) | esp enemy ammo: outline color |
visuals.esp.enemy.ammo.color_text | color | r, g, b, a (0 to 255) | esp enemy ammo: text color |
visuals.esp.enemy.ammo.glow | bool | true / false | esp enemy ammo: glow |
visuals.esp.enemy.ammo.glow_strength | float | 0.1 to 1 | esp enemy ammo: glow strength |
visuals.esp.enemy.ammo.gradient | bool | true / false | esp enemy ammo: gradient |
visuals.esp.enemy.ammo.outline | bool | true / false | esp enemy ammo: outline |
visuals.esp.enemy.ammo.position | combo | 0 to 2 | esp enemy ammo: position |
visuals.esp.enemy.ammo.show_value | bool | true / false | esp enemy ammo: show value |
visuals.esp.enemy.ammo_bar | bool | true / false | esp enemy ammo: ammo bar |
visuals.esp.enemy.box | bool | true / false | esp enemy box: bounding box |
visuals.esp.enemy.box.color_occluded | color | r, g, b, a (0 to 255) | esp enemy box: occluded color |
visuals.esp.enemy.box.color_visible | color | r, g, b, a (0 to 255) | esp enemy box: visible color |
visuals.esp.enemy.box.corner_length | float | 2 to 20 | esp enemy box: corner length |
visuals.esp.enemy.box.fill | bool | true / false | esp enemy box: fill |
visuals.esp.enemy.box.outline | bool | true / false | esp enemy box: outline |
visuals.esp.enemy.box.style | combo | 0 to 1 | esp enemy box: style |
visuals.esp.enemy.flags | bool | true / false | esp enemy flags: info flags |
visuals.esp.enemy.flags.color_armor | color | r, g, b, a (0 to 255) | esp enemy flags: armor color |
visuals.esp.enemy.flags.color_defusing | color | r, g, b, a (0 to 255) | esp enemy flags: defusing color |
visuals.esp.enemy.flags.color_distance | color | r, g, b, a (0 to 255) | esp enemy flags: distance color |
visuals.esp.enemy.flags.color_flashed | color | r, g, b, a (0 to 255) | esp enemy flags: flashed color |
visuals.esp.enemy.flags.color_kit | color | r, g, b, a (0 to 255) | esp enemy flags: kit color |
visuals.esp.enemy.flags.color_money | color | r, g, b, a (0 to 255) | esp enemy flags: money color |
visuals.esp.enemy.flags.color_scoped | color | r, g, b, a (0 to 255) | esp enemy flags: scoped color |
visuals.esp.enemy.flags.items | mask | bits 0 to 7 | esp enemy flags: flags |
visuals.esp.enemy.health.color_background | color | r, g, b, a (0 to 255) | esp enemy health: background |
visuals.esp.enemy.health.color_full | color | r, g, b, a (0 to 255) | esp enemy health: full color |
visuals.esp.enemy.health.color_glow | color | r, g, b, a (0 to 255) | esp enemy health: glow color |
visuals.esp.enemy.health.color_low | color | r, g, b, a (0 to 255) | esp enemy health: low color |
visuals.esp.enemy.health.color_outline | color | r, g, b, a (0 to 255) | esp enemy health: outline color |
visuals.esp.enemy.health.color_text | color | r, g, b, a (0 to 255) | esp enemy health: text color |
visuals.esp.enemy.health.glow | bool | true / false | esp enemy health: glow |
visuals.esp.enemy.health.glow_strength | float | 0.1 to 1 | esp enemy health: glow strength |
visuals.esp.enemy.health.gradient | bool | true / false | esp enemy health: gradient |
visuals.esp.enemy.health.outline | bool | true / false | esp enemy health: outline |
visuals.esp.enemy.health.position | combo | 0 to 2 | esp enemy health: position |
visuals.esp.enemy.health.show_value | bool | true / false | esp enemy health: show value |
visuals.esp.enemy.health_bar | bool | true / false | esp enemy health: health bar |
visuals.esp.enemy.name | bool | true / false | esp enemy name: name |
visuals.esp.enemy.name.color | color | r, g, b, a (0 to 255) | esp enemy name: color |
visuals.esp.enemy.oof | bool | true / false | esp enemy oof: oof arrow |
visuals.esp.enemy.oof.color_occluded | color | r, g, b, a (0 to 255) | esp enemy oof: occluded color |
visuals.esp.enemy.oof.color_visible | color | r, g, b, a (0 to 255) | esp enemy oof: visible color |
visuals.esp.enemy.oof.glow | bool | true / false | esp enemy oof: glow |
visuals.esp.enemy.oof.glow_strength | float | 0.1 to 1 | esp enemy oof: glow strength |
visuals.esp.enemy.oof.height | float | 4 to 40 | esp enemy oof: height |
visuals.esp.enemy.oof.radius_x | float | 50 to 600 | esp enemy oof: radius x |
visuals.esp.enemy.oof.radius_y | float | 50 to 600 | esp enemy oof: radius y |
visuals.esp.enemy.oof.width | float | 4 to 40 | esp enemy oof: width |
visuals.esp.enemy.overlay | bool | true / false | esp enemy: esp overlay |
visuals.esp.enemy.skeleton | bool | true / false | esp enemy skeleton: skeleton |
visuals.esp.enemy.skeleton.color_occluded | color | r, g, b, a (0 to 255) | esp enemy skeleton: occluded color |
visuals.esp.enemy.skeleton.color_visible | color | r, g, b, a (0 to 255) | esp enemy skeleton: visible color |
visuals.esp.enemy.skeleton.mode | combo | 0 to 1 | esp enemy skeleton: mode |
visuals.esp.enemy.skeleton.thickness | float | 0.5 to 4 | esp enemy skeleton: thickness |
visuals.esp.enemy.weapon | bool | true / false | esp enemy weapon: weapon |
visuals.esp.enemy.weapon.color_icon | color | r, g, b, a (0 to 255) | esp enemy weapon: icon color |
visuals.esp.enemy.weapon.color_text | color | r, g, b, a (0 to 255) | esp enemy weapon: text color |
visuals.esp.enemy.weapon.display | combo | 0 to 2 | esp enemy weapon: display |
visuals.esp.team.ammo.color_background | color | r, g, b, a (0 to 255) | esp team ammo: background |
visuals.esp.team.ammo.color_full | color | r, g, b, a (0 to 255) | esp team ammo: full color |
visuals.esp.team.ammo.color_glow | color | r, g, b, a (0 to 255) | esp team ammo: glow color |
visuals.esp.team.ammo.color_low | color | r, g, b, a (0 to 255) | esp team ammo: low color |
visuals.esp.team.ammo.color_outline | color | r, g, b, a (0 to 255) | esp team ammo: outline color |
visuals.esp.team.ammo.color_text | color | r, g, b, a (0 to 255) | esp team ammo: text color |
visuals.esp.team.ammo.glow | bool | true / false | esp team ammo: glow |
visuals.esp.team.ammo.glow_strength | float | 0.1 to 1 | esp team ammo: glow strength |
visuals.esp.team.ammo.gradient | bool | true / false | esp team ammo: gradient |
visuals.esp.team.ammo.outline | bool | true / false | esp team ammo: outline |
visuals.esp.team.ammo.position | combo | 0 to 2 | esp team ammo: position |
visuals.esp.team.ammo.show_value | bool | true / false | esp team ammo: show value |
visuals.esp.team.ammo_bar | bool | true / false | esp team ammo: ammo bar |
visuals.esp.team.box | bool | true / false | esp team box: bounding box |
visuals.esp.team.box.color_occluded | color | r, g, b, a (0 to 255) | esp team box: occluded color |
visuals.esp.team.box.color_visible | color | r, g, b, a (0 to 255) | esp team box: visible color |
visuals.esp.team.box.corner_length | float | 2 to 20 | esp team box: corner length |
visuals.esp.team.box.fill | bool | true / false | esp team box: fill |
visuals.esp.team.box.outline | bool | true / false | esp team box: outline |
visuals.esp.team.box.style | combo | 0 to 1 | esp team box: style |
visuals.esp.team.flags | bool | true / false | esp team flags: info flags |
visuals.esp.team.flags.color_armor | color | r, g, b, a (0 to 255) | esp team flags: armor color |
visuals.esp.team.flags.color_defusing | color | r, g, b, a (0 to 255) | esp team flags: defusing color |
visuals.esp.team.flags.color_distance | color | r, g, b, a (0 to 255) | esp team flags: distance color |
visuals.esp.team.flags.color_flashed | color | r, g, b, a (0 to 255) | esp team flags: flashed color |
visuals.esp.team.flags.color_kit | color | r, g, b, a (0 to 255) | esp team flags: kit color |
visuals.esp.team.flags.color_money | color | r, g, b, a (0 to 255) | esp team flags: money color |
visuals.esp.team.flags.color_scoped | color | r, g, b, a (0 to 255) | esp team flags: scoped color |
visuals.esp.team.flags.items | mask | bits 0 to 7 | esp team flags: flags |
visuals.esp.team.health.color_background | color | r, g, b, a (0 to 255) | esp team health: background |
visuals.esp.team.health.color_full | color | r, g, b, a (0 to 255) | esp team health: full color |
visuals.esp.team.health.color_glow | color | r, g, b, a (0 to 255) | esp team health: glow color |
visuals.esp.team.health.color_low | color | r, g, b, a (0 to 255) | esp team health: low color |
visuals.esp.team.health.color_outline | color | r, g, b, a (0 to 255) | esp team health: outline color |
visuals.esp.team.health.color_text | color | r, g, b, a (0 to 255) | esp team health: text color |
visuals.esp.team.health.glow | bool | true / false | esp team health: glow |
visuals.esp.team.health.glow_strength | float | 0.1 to 1 | esp team health: glow strength |
visuals.esp.team.health.gradient | bool | true / false | esp team health: gradient |
visuals.esp.team.health.outline | bool | true / false | esp team health: outline |
visuals.esp.team.health.position | combo | 0 to 2 | esp team health: position |
visuals.esp.team.health.show_value | bool | true / false | esp team health: show value |
visuals.esp.team.health_bar | bool | true / false | esp team health: health bar |
visuals.esp.team.name | bool | true / false | esp team name: name |
visuals.esp.team.name.color | color | r, g, b, a (0 to 255) | esp team name: color |
visuals.esp.team.oof | bool | true / false | esp team oof: oof arrow |
visuals.esp.team.oof.color_occluded | color | r, g, b, a (0 to 255) | esp team oof: occluded color |
visuals.esp.team.oof.color_visible | color | r, g, b, a (0 to 255) | esp team oof: visible color |
visuals.esp.team.oof.glow | bool | true / false | esp team oof: glow |
visuals.esp.team.oof.glow_strength | float | 0.1 to 1 | esp team oof: glow strength |
visuals.esp.team.oof.height | float | 4 to 40 | esp team oof: height |
visuals.esp.team.oof.radius_x | float | 50 to 600 | esp team oof: radius x |
visuals.esp.team.oof.radius_y | float | 50 to 600 | esp team oof: radius y |
visuals.esp.team.oof.width | float | 4 to 40 | esp team oof: width |
visuals.esp.team.overlay | bool | true / false | esp team: esp overlay |
visuals.esp.team.skeleton | bool | true / false | esp team skeleton: skeleton |
visuals.esp.team.skeleton.color_occluded | color | r, g, b, a (0 to 255) | esp team skeleton: occluded color |
visuals.esp.team.skeleton.color_visible | color | r, g, b, a (0 to 255) | esp team skeleton: visible color |
visuals.esp.team.skeleton.mode | combo | 0 to 1 | esp team skeleton: mode |
visuals.esp.team.skeleton.thickness | float | 0.5 to 4 | esp team skeleton: thickness |
visuals.esp.team.weapon | bool | true / false | esp team weapon: weapon |
visuals.esp.team.weapon.color_icon | color | r, g, b, a (0 to 255) | esp team weapon: icon color |
visuals.esp.team.weapon.color_text | color | r, g, b, a (0 to 255) | esp team weapon: text color |
visuals.esp.team.weapon.display | combo | 0 to 2 | esp team weapon: display |
visuals.hud.bomb_timer | bool | true / false | other esp: bomb timer |
visuals.hud.keybind_list | bool | true / false | other esp: keybind list |
visuals.hud.spectator_list | bool | true / false | other esp: spectator list |
visuals.items.esp | bool | true / false | esp items: item esp |
visuals.items.pistol.color_icon | color | r, g, b, a (0 to 255) | esp items, pistol: icon color |
visuals.items.pistol.color_text | color | r, g, b, a (0 to 255) | esp items, pistol: text color |
visuals.items.pistol.display | combo | 0 to 2 | esp items, pistol: display |
visuals.items.pistol.esp | bool | true / false | esp items: pistol |
visuals.items.pistol.max_distance | float | 1 to 200 | esp items, pistol: max distance |
visuals.items.rifle.color_icon | color | r, g, b, a (0 to 255) | esp items, rifle: icon color |
visuals.items.rifle.color_text | color | r, g, b, a (0 to 255) | esp items, rifle: text color |
visuals.items.rifle.display | combo | 0 to 2 | esp items, rifle: display |
visuals.items.rifle.esp | bool | true / false | esp items: rifle |
visuals.items.rifle.max_distance | float | 1 to 200 | esp items, rifle: max distance |
visuals.items.shotgun.color_icon | color | r, g, b, a (0 to 255) | esp items, shotgun: icon color |
visuals.items.shotgun.color_text | color | r, g, b, a (0 to 255) | esp items, shotgun: text color |
visuals.items.shotgun.display | combo | 0 to 2 | esp items, shotgun: display |
visuals.items.shotgun.esp | bool | true / false | esp items: shotgun |
visuals.items.shotgun.max_distance | float | 1 to 200 | esp items, shotgun: max distance |
visuals.items.smg.color_icon | color | r, g, b, a (0 to 255) | esp items, smg: icon color |
visuals.items.smg.color_text | color | r, g, b, a (0 to 255) | esp items, smg: text color |
visuals.items.smg.display | combo | 0 to 2 | esp items, smg: display |
visuals.items.smg.esp | bool | true / false | esp items: smg |
visuals.items.smg.max_distance | float | 1 to 200 | esp items, smg: max distance |
visuals.items.sniper.color_icon | color | r, g, b, a (0 to 255) | esp items, sniper: icon color |
visuals.items.sniper.color_text | color | r, g, b, a (0 to 255) | esp items, sniper: text color |
visuals.items.sniper.display | combo | 0 to 2 | esp items, sniper: display |
visuals.items.sniper.esp | bool | true / false | esp items: sniper |
visuals.items.sniper.max_distance | float | 1 to 200 | esp items, sniper: max distance |
visuals.items.utility.color_icon | color | r, g, b, a (0 to 255) | esp items, utility: icon color |
visuals.items.utility.color_text | color | r, g, b, a (0 to 255) | esp items, utility: text color |
visuals.items.utility.display | combo | 0 to 2 | esp items, utility: display |
visuals.items.utility.esp | bool | true / false | esp items: utility |
visuals.items.utility.max_distance | float | 1 to 200 | esp items, utility: max distance |
visuals.projectiles.decoy.color_icon | color | r, g, b, a (0 to 255) | esp projectiles, decoy: icon color |
visuals.projectiles.decoy.color_text | color | r, g, b, a (0 to 255) | esp projectiles, decoy: text color |
visuals.projectiles.decoy.display | combo | 0 to 2 | esp projectiles, decoy: display |
visuals.projectiles.decoy.esp | bool | true / false | esp projectiles: decoy |
visuals.projectiles.decoy.max_distance | float | 1 to 200 | esp projectiles, decoy: max distance |
visuals.projectiles.esp | bool | true / false | esp projectiles: projectile esp |
visuals.projectiles.flashbang.color_icon | color | r, g, b, a (0 to 255) | esp projectiles, flashbang: icon color |
visuals.projectiles.flashbang.color_text | color | r, g, b, a (0 to 255) | esp projectiles, flashbang: text color |
visuals.projectiles.flashbang.display | combo | 0 to 2 | esp projectiles, flashbang: display |
visuals.projectiles.flashbang.esp | bool | true / false | esp projectiles: flashbang |
visuals.projectiles.flashbang.max_distance | float | 1 to 200 | esp projectiles, flashbang: max distance |
visuals.projectiles.he_grenade.color_icon | color | r, g, b, a (0 to 255) | esp projectiles, he grenade: icon color |
visuals.projectiles.he_grenade.color_text | color | r, g, b, a (0 to 255) | esp projectiles, he grenade: text color |
visuals.projectiles.he_grenade.display | combo | 0 to 2 | esp projectiles, he grenade: display |
visuals.projectiles.he_grenade.esp | bool | true / false | esp projectiles: he grenade |
visuals.projectiles.he_grenade.indicator | bool | true / false | esp indicator: esp indicator, he grenade |
visuals.projectiles.he_grenade.indicator_color_arc | color | r, g, b, a (0 to 255) | esp indicator, he grenade: arc color |
visuals.projectiles.he_grenade.indicator_color_background | color | r, g, b, a (0 to 255) | esp indicator, he grenade: background color |
visuals.projectiles.he_grenade.indicator_color_icon | color | r, g, b, a (0 to 255) | esp indicator, he grenade: icon color |
visuals.projectiles.he_grenade.indicator_glow | bool | true / false | esp indicator, he grenade: glow |
visuals.projectiles.he_grenade.indicator_glow_strength | float | 0.1 to 1 | esp indicator, he grenade: glow strength |
visuals.projectiles.he_grenade.max_distance | float | 1 to 200 | esp projectiles, he grenade: max distance |
visuals.projectiles.inferno.color_fill | color | r, g, b, a (0 to 255) | esp inferno: fill color |
visuals.projectiles.inferno.color_outline | color | r, g, b, a (0 to 255) | esp inferno: outline color |
visuals.projectiles.inferno.esp | bool | true / false | esp projectiles: inferno |
visuals.projectiles.inferno.glow | bool | true / false | esp inferno: glow |
visuals.projectiles.inferno.glow_strength | float | 0.1 to 1 | esp inferno: glow strength |
visuals.projectiles.inferno.indicator | bool | true / false | esp indicator: esp indicator, inferno |
visuals.projectiles.inferno.indicator_color_arc | color | r, g, b, a (0 to 255) | esp indicator, inferno: arc color |
visuals.projectiles.inferno.indicator_color_background | color | r, g, b, a (0 to 255) | esp indicator, inferno: background color |
visuals.projectiles.inferno.indicator_color_icon | color | r, g, b, a (0 to 255) | esp indicator, inferno: icon color |
visuals.projectiles.inferno.indicator_glow | bool | true / false | esp indicator, inferno: glow |
visuals.projectiles.inferno.indicator_glow_strength | float | 0.1 to 1 | esp indicator, inferno: glow strength |
visuals.projectiles.inferno.outline_thickness | float | 0.5 to 5 | esp inferno: outline thickness |
visuals.projectiles.molotov.color_icon | color | r, g, b, a (0 to 255) | esp projectiles, molotov: icon color |
visuals.projectiles.molotov.color_text | color | r, g, b, a (0 to 255) | esp projectiles, molotov: text color |
visuals.projectiles.molotov.display | combo | 0 to 2 | esp projectiles, molotov: display |
visuals.projectiles.molotov.esp | bool | true / false | esp projectiles: molotov |
visuals.projectiles.molotov.indicator | bool | true / false | esp indicator: esp indicator, molotov |
visuals.projectiles.molotov.indicator_color_arc | color | r, g, b, a (0 to 255) | esp indicator, molotov: arc color |
visuals.projectiles.molotov.indicator_color_background | color | r, g, b, a (0 to 255) | esp indicator, molotov: background color |
visuals.projectiles.molotov.indicator_color_icon | color | r, g, b, a (0 to 255) | esp indicator, molotov: icon color |
visuals.projectiles.molotov.indicator_glow | bool | true / false | esp indicator, molotov: glow |
visuals.projectiles.molotov.indicator_glow_strength | float | 0.1 to 1 | esp indicator, molotov: glow strength |
visuals.projectiles.molotov.max_distance | float | 1 to 200 | esp projectiles, molotov: max distance |
visuals.projectiles.smoke.color_icon | color | r, g, b, a (0 to 255) | esp projectiles, smoke: icon color |
visuals.projectiles.smoke.color_text | color | r, g, b, a (0 to 255) | esp projectiles, smoke: text color |
visuals.projectiles.smoke.display | combo | 0 to 2 | esp projectiles, smoke: display |
visuals.projectiles.smoke.esp | bool | true / false | esp projectiles: smoke |
visuals.projectiles.smoke.max_distance | float | 1 to 200 | esp projectiles, smoke: max distance |
Chams
The chams layers of players, ragdolls, weapons and arms. 134 ids.
| id | kind | range | menu row |
|---|---|---|---|
visuals.chams.enemy.hidden.color | color | r, g, b, a (0 to 255) | chams enemy: secondary color |
visuals.chams.enemy.hidden.enabled | bool | true / false | chams enemy: secondary layer |
visuals.chams.enemy.overlay.color | color | r, g, b, a (0 to 255) | chams enemy: overlay color |
visuals.chams.enemy.overlay.enabled | bool | true / false | chams enemy: overlay layer |
visuals.chams.enemy.overlay.style | combo | 0 to 26 | chams enemy: overlay material |
visuals.chams.enemy.style | combo | 0 to 26 | chams enemy: secondary material |
visuals.chams.enemy.visible.color | color | r, g, b, a (0 to 255) | chams enemy: primary color |
visuals.chams.enemy.visible.enabled | bool | true / false | chams enemy: primary layer |
visuals.chams.enemy_ragdoll.hidden.color | color | r, g, b, a (0 to 255) | chams enemy ragdoll: secondary color |
visuals.chams.enemy_ragdoll.hidden.enabled | bool | true / false | chams enemy ragdoll: secondary layer |
visuals.chams.enemy_ragdoll.overlay.color | color | r, g, b, a (0 to 255) | chams enemy ragdoll: overlay color |
visuals.chams.enemy_ragdoll.overlay.enabled | bool | true / false | chams enemy ragdoll: overlay layer |
visuals.chams.enemy_ragdoll.overlay.style | combo | 0 to 26 | chams enemy ragdoll: overlay material |
visuals.chams.enemy_ragdoll.style | combo | 0 to 26 | chams enemy ragdoll: secondary material |
visuals.chams.enemy_ragdoll.visible.color | color | r, g, b, a (0 to 255) | chams enemy ragdoll: primary color |
visuals.chams.enemy_ragdoll.visible.enabled | bool | true / false | chams enemy ragdoll: primary layer |
visuals.chams.items.enabled | bool | true / false | chams items: item chams |
visuals.chams.items.pistol.enabled | bool | true / false | chams items: pistol |
visuals.chams.items.pistol.hidden.color | color | r, g, b, a (0 to 255) | chams items, pistol: show hidden color |
visuals.chams.items.pistol.hidden.enabled | bool | true / false | chams items, pistol: show hidden |
visuals.chams.items.pistol.overlay.color | color | r, g, b, a (0 to 255) | chams items, pistol: overlay color |
visuals.chams.items.pistol.overlay.enabled | bool | true / false | chams items, pistol: overlay layer |
visuals.chams.items.pistol.overlay.style | combo | 0 to 26 | chams items, pistol: overlay material |
visuals.chams.items.pistol.style | combo | 0 to 26 | chams items, pistol: show hidden material |
visuals.chams.items.pistol.visible.color | color | r, g, b, a (0 to 255) | chams items, pistol: enable color |
visuals.chams.items.pistol.visible.enabled | bool | true / false | chams items, pistol: enable |
visuals.chams.items.rifle.enabled | bool | true / false | chams items: rifle |
visuals.chams.items.rifle.hidden.color | color | r, g, b, a (0 to 255) | chams items, rifle: show hidden color |
visuals.chams.items.rifle.hidden.enabled | bool | true / false | chams items, rifle: show hidden |
visuals.chams.items.rifle.overlay.color | color | r, g, b, a (0 to 255) | chams items, rifle: overlay color |
visuals.chams.items.rifle.overlay.enabled | bool | true / false | chams items, rifle: overlay layer |
visuals.chams.items.rifle.overlay.style | combo | 0 to 26 | chams items, rifle: overlay material |
visuals.chams.items.rifle.style | combo | 0 to 26 | chams items, rifle: show hidden material |
visuals.chams.items.rifle.visible.color | color | r, g, b, a (0 to 255) | chams items, rifle: enable color |
visuals.chams.items.rifle.visible.enabled | bool | true / false | chams items, rifle: enable |
visuals.chams.items.shotgun.enabled | bool | true / false | chams items: shotgun |
visuals.chams.items.shotgun.hidden.color | color | r, g, b, a (0 to 255) | chams items, shotgun: show hidden color |
visuals.chams.items.shotgun.hidden.enabled | bool | true / false | chams items, shotgun: show hidden |
visuals.chams.items.shotgun.overlay.color | color | r, g, b, a (0 to 255) | chams items, shotgun: overlay color |
visuals.chams.items.shotgun.overlay.enabled | bool | true / false | chams items, shotgun: overlay layer |
visuals.chams.items.shotgun.overlay.style | combo | 0 to 26 | chams items, shotgun: overlay material |
visuals.chams.items.shotgun.style | combo | 0 to 26 | chams items, shotgun: show hidden material |
visuals.chams.items.shotgun.visible.color | color | r, g, b, a (0 to 255) | chams items, shotgun: enable color |
visuals.chams.items.shotgun.visible.enabled | bool | true / false | chams items, shotgun: enable |
visuals.chams.items.smg.enabled | bool | true / false | chams items: smg |
visuals.chams.items.smg.hidden.color | color | r, g, b, a (0 to 255) | chams items, smg: show hidden color |
visuals.chams.items.smg.hidden.enabled | bool | true / false | chams items, smg: show hidden |
visuals.chams.items.smg.overlay.color | color | r, g, b, a (0 to 255) | chams items, smg: overlay color |
visuals.chams.items.smg.overlay.enabled | bool | true / false | chams items, smg: overlay layer |
visuals.chams.items.smg.overlay.style | combo | 0 to 26 | chams items, smg: overlay material |
visuals.chams.items.smg.style | combo | 0 to 26 | chams items, smg: show hidden material |
visuals.chams.items.smg.visible.color | color | r, g, b, a (0 to 255) | chams items, smg: enable color |
visuals.chams.items.smg.visible.enabled | bool | true / false | chams items, smg: enable |
visuals.chams.items.sniper.enabled | bool | true / false | chams items: sniper |
visuals.chams.items.sniper.hidden.color | color | r, g, b, a (0 to 255) | chams items, sniper: show hidden color |
visuals.chams.items.sniper.hidden.enabled | bool | true / false | chams items, sniper: show hidden |
visuals.chams.items.sniper.overlay.color | color | r, g, b, a (0 to 255) | chams items, sniper: overlay color |
visuals.chams.items.sniper.overlay.enabled | bool | true / false | chams items, sniper: overlay layer |
visuals.chams.items.sniper.overlay.style | combo | 0 to 26 | chams items, sniper: overlay material |
visuals.chams.items.sniper.style | combo | 0 to 26 | chams items, sniper: show hidden material |
visuals.chams.items.sniper.visible.color | color | r, g, b, a (0 to 255) | chams items, sniper: enable color |
visuals.chams.items.sniper.visible.enabled | bool | true / false | chams items, sniper: enable |
visuals.chams.items.utility.enabled | bool | true / false | chams items: utility |
visuals.chams.items.utility.hidden.color | color | r, g, b, a (0 to 255) | chams items, utility: show hidden color |
visuals.chams.items.utility.hidden.enabled | bool | true / false | chams items, utility: show hidden |
visuals.chams.items.utility.overlay.color | color | r, g, b, a (0 to 255) | chams items, utility: overlay color |
visuals.chams.items.utility.overlay.enabled | bool | true / false | chams items, utility: overlay layer |
visuals.chams.items.utility.overlay.style | combo | 0 to 26 | chams items, utility: overlay material |
visuals.chams.items.utility.style | combo | 0 to 26 | chams items, utility: show hidden material |
visuals.chams.items.utility.visible.color | color | r, g, b, a (0 to 255) | chams items, utility: enable color |
visuals.chams.items.utility.visible.enabled | bool | true / false | chams items, utility: enable |
visuals.chams.local.hidden.color | color | r, g, b, a (0 to 255) | chams local: secondary color |
visuals.chams.local.hidden.enabled | bool | true / false | chams local: secondary layer |
visuals.chams.local.opacity | float | 0 to 1 | chams local: opacity |
visuals.chams.local.opacity_enabled | bool | true / false | chams local: lower opacity |
visuals.chams.local.opacity_only_scoped | bool | true / false | chams local: only when scoped |
visuals.chams.local.overlay.color | color | r, g, b, a (0 to 255) | chams local: overlay color |
visuals.chams.local.overlay.enabled | bool | true / false | chams local: overlay layer |
visuals.chams.local.overlay.style | combo | 0 to 26 | chams local: overlay material |
visuals.chams.local.style | combo | 0 to 26 | chams local: secondary material |
visuals.chams.local.visible.color | color | r, g, b, a (0 to 255) | chams local: primary color |
visuals.chams.local.visible.enabled | bool | true / false | chams local: enable |
visuals.chams.local_ragdoll.hidden.color | color | r, g, b, a (0 to 255) | chams local ragdoll: secondary color |
visuals.chams.local_ragdoll.hidden.enabled | bool | true / false | chams local ragdoll: secondary layer |
visuals.chams.local_ragdoll.overlay.color | color | r, g, b, a (0 to 255) | chams local ragdoll: overlay color |
visuals.chams.local_ragdoll.overlay.enabled | bool | true / false | chams local ragdoll: overlay layer |
visuals.chams.local_ragdoll.overlay.style | combo | 0 to 26 | chams local ragdoll: overlay material |
visuals.chams.local_ragdoll.style | combo | 0 to 26 | chams local ragdoll: secondary material |
visuals.chams.local_ragdoll.visible.color | color | r, g, b, a (0 to 255) | chams local ragdoll: primary color |
visuals.chams.local_ragdoll.visible.enabled | bool | true / false | chams local ragdoll: primary layer |
visuals.chams.onshot.enabled | bool | true / false | chams onshot: onshot chams |
visuals.chams.onshot.fade_time | float | 0.1 to 3 | chams onshot: fade time |
visuals.chams.onshot.hidden.color | color | r, g, b, a (0 to 255) | chams onshot: secondary color |
visuals.chams.onshot.hidden.enabled | bool | true / false | chams onshot: secondary layer |
visuals.chams.onshot.overlay.color | color | r, g, b, a (0 to 255) | chams onshot: overlay color |
visuals.chams.onshot.overlay.enabled | bool | true / false | chams onshot: overlay layer |
visuals.chams.onshot.overlay.style | combo | 0 to 26 | chams onshot: overlay material |
visuals.chams.onshot.style | combo | 0 to 26 | chams onshot: secondary material |
visuals.chams.onshot.visible.color | color | r, g, b, a (0 to 255) | chams onshot: primary color |
visuals.chams.onshot.visible.enabled | bool | true / false | chams onshot: primary layer |
visuals.chams.team.hidden.color | color | r, g, b, a (0 to 255) | chams team: secondary color |
visuals.chams.team.hidden.enabled | bool | true / false | chams team: secondary layer |
visuals.chams.team.overlay.color | color | r, g, b, a (0 to 255) | chams team: overlay color |
visuals.chams.team.overlay.enabled | bool | true / false | chams team: overlay layer |
visuals.chams.team.overlay.style | combo | 0 to 26 | chams team: overlay material |
visuals.chams.team.style | combo | 0 to 26 | chams team: secondary material |
visuals.chams.team.visible.color | color | r, g, b, a (0 to 255) | chams team: primary color |
visuals.chams.team.visible.enabled | bool | true / false | chams team: primary layer |
visuals.chams.team_ragdoll.hidden.color | color | r, g, b, a (0 to 255) | chams team ragdoll: secondary color |
visuals.chams.team_ragdoll.hidden.enabled | bool | true / false | chams team ragdoll: secondary layer |
visuals.chams.team_ragdoll.overlay.color | color | r, g, b, a (0 to 255) | chams team ragdoll: overlay color |
visuals.chams.team_ragdoll.overlay.enabled | bool | true / false | chams team ragdoll: overlay layer |
visuals.chams.team_ragdoll.overlay.style | combo | 0 to 26 | chams team ragdoll: overlay material |
visuals.chams.team_ragdoll.style | combo | 0 to 26 | chams team ragdoll: secondary material |
visuals.chams.team_ragdoll.visible.color | color | r, g, b, a (0 to 255) | chams team ragdoll: primary color |
visuals.chams.team_ragdoll.visible.enabled | bool | true / false | chams team ragdoll: primary layer |
visuals.chams.viewmodel_arms.hidden.color | color | r, g, b, a (0 to 255) | viewmodel arms: secondary color |
visuals.chams.viewmodel_arms.hidden.enabled | bool | true / false | viewmodel arms: secondary layer |
visuals.chams.viewmodel_arms.overlay.color | color | r, g, b, a (0 to 255) | viewmodel arms: overlay color |
visuals.chams.viewmodel_arms.overlay.enabled | bool | true / false | viewmodel arms: overlay layer |
visuals.chams.viewmodel_arms.overlay.style | combo | 0 to 26 | viewmodel arms: overlay material |
visuals.chams.viewmodel_arms.style | combo | 0 to 26 | viewmodel arms: secondary material |
visuals.chams.viewmodel_arms.visible.color | color | r, g, b, a (0 to 255) | viewmodel arms: primary color |
visuals.chams.viewmodel_arms.visible.enabled | bool | true / false | viewmodel arms: enable |
visuals.chams.viewmodel_weapon.hidden.color | color | r, g, b, a (0 to 255) | viewmodel weapon: secondary color |
visuals.chams.viewmodel_weapon.hidden.enabled | bool | true / false | viewmodel weapon: secondary layer |
visuals.chams.viewmodel_weapon.overlay.color | color | r, g, b, a (0 to 255) | viewmodel weapon: overlay color |
visuals.chams.viewmodel_weapon.overlay.enabled | bool | true / false | viewmodel weapon: overlay layer |
visuals.chams.viewmodel_weapon.overlay.style | combo | 0 to 26 | viewmodel weapon: overlay material |
visuals.chams.viewmodel_weapon.style | combo | 0 to 26 | viewmodel weapon: secondary material |
visuals.chams.viewmodel_weapon.visible.color | color | r, g, b, a (0 to 255) | viewmodel weapon: primary color |
visuals.chams.viewmodel_weapon.visible.enabled | bool | true / false | viewmodel weapon: enable |
visuals.shadow | bool | true / false | esp shadow: shadow |
visuals.shadow.color | color | r, g, b, a (0 to 255) | esp shadow: color |
Glow
The glow of players, ragdolls and items. 25 ids.
| id | kind | range | menu row |
|---|---|---|---|
visuals.glow.enemy.color | color | r, g, b, a (0 to 255) | glow enemy: color |
visuals.glow.enemy.enabled | bool | true / false | glow enemy: glow |
visuals.glow.enemy_ragdoll.color | color | r, g, b, a (0 to 255) | glow enemy: ragdoll color |
visuals.glow.enemy_ragdoll.enabled | bool | true / false | glow enemy: ragdoll glow |
visuals.glow.items.enabled | bool | true / false | glow items: item glow |
visuals.glow.items.pistol.color | color | r, g, b, a (0 to 255) | glow items, pistol: color |
visuals.glow.items.pistol.enabled | bool | true / false | glow items, pistol: glow |
visuals.glow.items.rifle.color | color | r, g, b, a (0 to 255) | glow items, rifle: color |
visuals.glow.items.rifle.enabled | bool | true / false | glow items, rifle: glow |
visuals.glow.items.shotgun.color | color | r, g, b, a (0 to 255) | glow items, shotgun: color |
visuals.glow.items.shotgun.enabled | bool | true / false | glow items, shotgun: glow |
visuals.glow.items.smg.color | color | r, g, b, a (0 to 255) | glow items, smg: color |
visuals.glow.items.smg.enabled | bool | true / false | glow items, smg: glow |
visuals.glow.items.sniper.color | color | r, g, b, a (0 to 255) | glow items, sniper: color |
visuals.glow.items.sniper.enabled | bool | true / false | glow items, sniper: glow |
visuals.glow.items.utility.color | color | r, g, b, a (0 to 255) | glow items, utility: color |
visuals.glow.items.utility.enabled | bool | true / false | glow items, utility: glow |
visuals.glow.local.color | color | r, g, b, a (0 to 255) | glow local: color |
visuals.glow.local.enabled | bool | true / false | glow local: glow |
visuals.glow.local_ragdoll.color | color | r, g, b, a (0 to 255) | glow local: ragdoll color |
visuals.glow.local_ragdoll.enabled | bool | true / false | glow local: ragdoll glow |
visuals.glow.team.color | color | r, g, b, a (0 to 255) | glow team: color |
visuals.glow.team.enabled | bool | true / false | glow team: glow |
visuals.glow.team_ragdoll.color | color | r, g, b, a (0 to 255) | glow team: ragdoll color |
visuals.glow.team_ragdoll.enabled | bool | true / false | glow team: ragdoll glow |
World
Sky, fog, light and the post effects. 50 ids.
| id | kind | range | menu row |
|---|---|---|---|
world.bloom | float | 0 to 2 | scene: bloom value |
world.bloom.enabled | bool | true / false | scene: bloom |
world.color | color | r, g, b, a (0 to 255) | scene: world color value |
world.color.enabled | bool | true / false | scene: world color |
world.dof.enabled | bool | true / false | scene: depth of field |
world.dof.far_blurry | float | 200 to 5000 | scene: dof far blurry |
world.dof.far_crisp | float | 100 to 2000 | scene: dof far crisp |
world.dof.near_blurry | float | 0 to 50 | scene: dof near blurry |
world.dof.near_crisp | float | 0 to 100 | scene: dof near crisp |
world.dynamic_light.color | color, read-only | r, g, b, a (0 to 255) | dlight: color |
world.dynamic_light.enabled | bool, read-only | true / false | misc: dynamic light |
world.dynamic_light.radius | float, read-only | 50 to 15000 | dlight: radius |
world.dynamic_light.z_offset | float, read-only | 0 to 100 | dlight: z offset |
world.fog.anisotropy | float | 0 to 1 | weather: fog anisotropy |
world.fog.color | color | r, g, b, a (0 to 255) | weather: fog color |
world.fog.density | float | 0 to 1 | weather: fog density |
world.fog.distance | float | 500 to 20000 | weather: fog draw distance |
world.fog.enabled | bool | true / false | weather: fog |
world.gamma | float | 0.5 to 5 | scene: gamma value |
world.gamma.enabled | bool | true / false | scene: gamma |
world.lighting.color | color | r, g, b, a (0 to 255) | scene: lighting color |
world.lighting.enabled | bool | true / false | scene: lighting |
world.lighting.intensity | float | 0 to 2 | scene: lighting intensity |
world.sky.brightness | float | 0.05 to 3 | scene: skybox brightness |
world.sky.cloud_color | color | r, g, b, a (0 to 255) | scene: cloud color |
world.sky.color | color | r, g, b, a (0 to 255) | scene: skybox color value |
world.sky.color_enabled | bool | true / false | scene: skybox color |
world.sky.lightning_color | color | r, g, b, a (0 to 255) | scene: lightning sky color |
world.sky.moving | bool | true / false | scene: moving sky |
world.sky.picture_brightness | float | 0.05 to 3 | scene: picture sky brightness |
world.sky.picture_color | color | r, g, b, a (0 to 255) | scene: picture sky color |
world.sky.picture_speed | float | -90 to 90 | scene: picture sky speed |
world.sky.preset | combo | 0 to 7 | scene: skybox preset |
world.sky.spin_speed | float | -90 to 90 | scene: sky spin speed |
world.sky.sun_color | color | r, g, b, a (0 to 255) | scene: sun color |
world.sky.texture | combo, read-only | 0 to 255 | scene: selected skybox |
world.sky.texture_enabled | bool | true / false | scene: skybox material |
world.sky.wormhole_brightness | float | 0.05 to 3 | scene: wormhole sky brightness |
world.sky.wormhole_color | color | r, g, b, a (0 to 255) | scene: wormhole sky color |
world.sky.wormhole_speed | float | -90 to 90 | scene: wormhole sky speed |
world.weather.color | color | r, g, b, a (0 to 255) | weather: color |
world.weather.enabled | bool, read-only | true / false | weather: weather |
world.weather.type | combo, read-only | 0 to 2 | weather: type |
world.wetness.density | float | 0 to 5 | weather: wetness density |
world.wetness.enabled | bool | true / false | weather: wetness |
world.wetness.speed | float | 0 to 3 | weather: wetness speed |
world.wind.direction | float | 0 to 360 | weather: wind direction |
world.wind.enabled | bool | true / false | weather: wind |
world.wind.strength | float | 0 to 5 | weather: wind strength |
world.wind.turbulence | float | 0 to 5 | weather: wind turbulence |
Misc
Camera, viewmodel, crosshair, effects, sounds, logs and the watermark. 110 ids.
| id | kind | range | menu row |
|---|---|---|---|
misc.autobuy.armor | bool, read-only | true / false | autobuy: armor |
misc.autobuy.defuser | bool, read-only | true / false | autobuy: defuser |
misc.autobuy.enabled | bool, read-only | true / false | autobuy: auto buy |
misc.autobuy.grenades | mask, read-only | bits 0 to 4 | autobuy: grenades |
misc.autobuy.primary | combo, read-only | 0 to 5 | autobuy: primary weapon |
misc.autobuy.secondary | combo, read-only | 0 to 4 | autobuy: secondary weapon |
misc.autobuy.taser | bool, read-only | true / false | autobuy: taser |
misc.disable_game_logs | bool, read-only | true / false | misc: disable game logs |
misc.logs.chat | bool | true / false | impacts: chat logs |
misc.logs.console | bool | true / false | impacts: console logs |
misc.logs.hit | bool | true / false | impacts: hit logs |
misc.logs.hit_duration | float | 0.5 to 10 | impacts: hit log duration |
misc.logs.miss | bool | true / false | impacts: miss logs |
misc.logs.miss_duration | float | 0.5 to 10 | impacts: miss log duration |
misc.sounds.death | bool | true / false | impacts: death sound |
misc.sounds.death_type | combo | 0 to 8 | impacts: death sound type |
misc.sounds.death_volume | float | 1 to 100 | impacts: death sound volume |
misc.sounds.hit | bool | true / false | impacts: hit sound |
misc.sounds.hit_type | combo | 0 to 8 | impacts: hit sound type |
misc.sounds.hit_volume | float | 1 to 100 | impacts: hit sound volume |
visuals.bullet_impacts | bool | true / false | impacts: bullet impacts |
visuals.bullet_impacts.color_edge | color | r, g, b, a (0 to 255) | impacts: bullet impact edge color |
visuals.bullet_impacts.color_fill | color | r, g, b, a (0 to 255) | impacts: bullet impact fill color |
visuals.bullet_impacts.color_spark | color | r, g, b, a (0 to 255) | impacts: bullet impact spark color |
visuals.bullet_impacts.duration | float | 0.1 to 5 | impacts: bullet impact duration |
visuals.bullet_impacts.glow | bool | true / false | bullet impacts: glow |
visuals.bullet_impacts.glow_strength | float | 0.1 to 1 | bullet impacts: glow strength |
visuals.bullet_impacts.type | combo | 0 to 2 | impacts: bullet impact type |
visuals.bullet_tracers | bool | true / false | impacts: bullet tracers |
visuals.bullet_tracers.color | color | r, g, b, a (0 to 255) | impacts: bullet tracer color |
visuals.bullet_tracers.duration | float | 0.1 to 5 | impacts: bullet tracer duration |
visuals.camera.aspect | float | 1 to 1.78 | camera: aspect ratio |
visuals.camera.aspect_enabled | bool | true / false | camera: custom aspect ratio |
visuals.camera.fov | float | 60 to 150 | camera: fov |
visuals.camera.fov_enabled | bool | true / false | camera: custom fov |
visuals.camera.scoped_fov | float | 10 to 90 | camera: scoped fov |
visuals.camera.scoped_fov_enabled | bool | true / false | camera: scoped fov override |
visuals.camera.thirdperson | bool | true / false | camera: thirdperson |
visuals.camera.thirdperson_distance | float | 35 to 200 | camera: thirdperson distance |
visuals.camera.thirdperson_hull | float | 0 to 20 | camera: thirdperson hull size |
visuals.crosshair | bool | true / false | crosshair: crosshair overlay |
visuals.crosshair.color | color | r, g, b, a (0 to 255) | crosshair: color |
visuals.crosshair.outline | float | 0 to 4 | crosshair: outline |
visuals.crosshair.outline_color | color | r, g, b, a (0 to 255) | crosshair: outline color |
visuals.crosshair.size | float | 0.5 to 10 | crosshair: size |
visuals.death_effect | bool | true / false | impacts: death effect |
visuals.death_effect.color | color | r, g, b, a (0 to 255) | impacts: death effect color |
visuals.grenade_prediction | bool | true / false | trajectory: projectile trajectory |
visuals.grenade_prediction.color_damage_held | color | r, g, b, a (0 to 255) | trajectory: will damage held color |
visuals.grenade_prediction.color_damage_thrown | color | r, g, b, a (0 to 255) | trajectory: will damage thrown color |
visuals.grenade_prediction.color_held | color | r, g, b, a (0 to 255) | trajectory: held color |
visuals.grenade_prediction.color_thrown | color | r, g, b, a (0 to 255) | trajectory: thrown color |
visuals.grenade_prediction.glow | bool | true / false | trajectory: glow |
visuals.grenade_prediction.glow_strength | float | 0.1 to 1 | trajectory: glow strength |
visuals.hat | bool | true / false | hat: hat |
visuals.hat.color | color | r, g, b, a (0 to 255) | hat: color |
visuals.hat.color2 | color | r, g, b, a (0 to 255) | hat: secondary color |
visuals.hat.glow | bool | true / false | hat: glow |
visuals.hat.glow_strength | float | 0.1 to 1 | hat: glow strength |
visuals.hat.type | combo | 0 to 1 | hat: type |
visuals.hit_effect | bool | true / false | impacts: hit effect |
visuals.hit_effect.color | color | r, g, b, a (0 to 255) | impacts: hit effect color |
visuals.hit_effect.duration | float | 0.1 to 5 | impacts: hit effect duration |
visuals.hit_effect.strength | float | 1 to 100 | impacts: hit effect strength |
visuals.hit_marker | bool | true / false | impacts: hit marker |
visuals.hit_marker.color | color | r, g, b, a (0 to 255) | impacts: hit marker color |
visuals.hit_marker.duration | float | 0.1 to 5 | impacts: hit marker duration |
visuals.hit_marker.glow | bool | true / false | hit marker: glow |
visuals.hit_marker.glow_strength | float | 0.1 to 1 | hit marker: glow strength |
visuals.hit_marker.type | combo | 0 to 2 | impacts: hit marker type |
visuals.kill_effects.close | float, read-only | 0 to 128 | kill effects: close spawn |
visuals.kill_effects.count | int, read-only | 1 to 16 | kill effects: spawn count |
visuals.kill_effects.duration | float, read-only | 0.1 to 15 | kill effects: duration |
visuals.kill_effects.enabled | bool, read-only | true / false | kill effects: kill effects |
visuals.kill_effects.far | float, read-only | 0 to 256 | kill effects: far spawn |
visuals.kill_effects.type | combo, read-only | 0 to 5 | kill effects: effect |
visuals.killfeed_preserve | bool | true / false | misc: preserve killfeed |
visuals.radar_reveal | bool | true / false | misc: reveal radar |
visuals.removals.crosshair | bool | true / false | removals: remove crosshair |
visuals.removals.decals | bool | true / false | removals: remove decals |
visuals.removals.flash_alpha | float | 0 to 100 | removals: flash alpha |
visuals.removals.legs | bool | true / false | removals: remove legs |
visuals.removals.overhead | bool | true / false | removals: remove overhead |
visuals.removals.recoil | bool | true / false | removals: remove recoil |
visuals.removals.scope | bool | true / false | removals: remove scope |
visuals.removals.skybox_3d | bool, read-only | true / false | removals: remove 3d skybox |
visuals.removals.skybox_fog | bool | true / false | removals: remove skybox fog |
visuals.removals.smoke | bool | true / false | removals: remove smoke |
visuals.scope_lines | bool | true / false | scope lines: scope lines |
visuals.scope_lines.color | color | r, g, b, a (0 to 255) | scope lines: color |
visuals.scoreboard_weapons | bool | true / false | misc: scoreboard weapons |
visuals.scoreboard_weapons.color | color | r, g, b, a (0 to 255) | misc: scoreboard weapons color |
visuals.velocity | bool | true / false | velocity hud: show velocity |
visuals.velocity.color | color | r, g, b, a (0 to 255) | velocity hud: color |
visuals.velocity.offset | float | 20 to 200 | velocity hud: bottom offset |
visuals.viewmodel.enabled | bool | true / false | viewmodel: viewmodel adjust |
visuals.viewmodel.fov | float | 40 to 140 | viewmodel: viewmodel fov |
visuals.viewmodel.offset_x | float | -10 to 10 | viewmodel: offset x |
visuals.viewmodel.offset_y | float | -10 to 10 | viewmodel: offset y |
visuals.viewmodel.offset_z | float | -10 to 10 | viewmodel: offset z |
visuals.watermark.enabled | bool | true / false | watermark: watermark |
visuals.watermark.fps | bool | true / false | watermark: show fps |
visuals.watermark.loss | bool | true / false | watermark: show loss |
visuals.watermark.map | bool | true / false | watermark: show map |
visuals.watermark.ping | bool | true / false | watermark: show ping |
visuals.watermark.region | bool | true / false | watermark: show server region |
visuals.watermark.tick | bool | true / false | watermark: show tick |
visuals.watermark.time | bool | true / false | watermark: show time |
visuals.watermark.variance | bool | true / false | watermark: show server variance |
visuals.watermark.velocity | bool | true / false | watermark: show velocity |