starlit

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.

kindget returnsoverride takes
booltrue or falsetrue or false
inta whole numbera number, rounded and clamped to the range
floata numbera number, clamped to the range
combothe index of the chosen entry, from 0a number, rounded and clamped to the range
maska whole number, bit i is entry i of a multi selecta whole number, or an array of booleans
colorr, g, b, ar, 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.

areaidsread-only
Movement190
ESP2100
Chams1340
Glow250
World507
Misc11015

Movement

Bunny hop, the air strafe, the edge helpers, the ladder and the quick peek colours. 19 ids.

idkindrangemenu row
movement.autostrafe.modemaskbits 0 to 3movement: air strafe
movement.autostrafe.smoothingfloat1 to 100movement: air strafe smoothing
movement.autostrafe.subtick_boostfloat1 to 100movement: air strafe subtick gain
movement.bhopbooltrue / falsemovement: bhop
movement.duck_peekbooltrue / falsepeek assistance: duck peek
movement.edge_bugbooltrue / falsemovement: edgebug
movement.edge_bug.jump_stepsbooltrue / falsemovement: edgebug jump steps
movement.edge_bug.modecombo0 to 4movement: edgebug mode
movement.edge_bug.passesint1 to 5movement: edgebug passes
movement.edge_jumpbooltrue / falsemovement: edgejump
movement.fast_ladderbooltrue / falsemovement: fastladder
movement.jump_bugbooltrue / falsemovement: jumpbug
movement.jump_bug_debugbooltrue / falsemovement: debug jumpbug
movement.no_fall_damagebooltrue / falsemovement: no fall damage
movement.quick_peekbooltrue / falsepeek assistance: quick peek
movement.velocity_debugbooltrue / falsemovement: velocity debug
movement.velocity_debug.reset_on_landbooltrue / falsemovement, velocity debug: reset peak on land
visuals.quick_peek.colorcolorr, g, b, a (0 to 255)peek assistance: quick peek color
visuals.quick_peek.retract_colorcolorr, g, b, a (0 to 255)peek assistance: retracting color

ESP

Players, items, projectiles and the HUD overlays of the ESP. 210 ids.

idkindrangemenu row
visuals.esp.enemy.ammo.color_backgroundcolorr, g, b, a (0 to 255)esp enemy ammo: background
visuals.esp.enemy.ammo.color_fullcolorr, g, b, a (0 to 255)esp enemy ammo: full color
visuals.esp.enemy.ammo.color_glowcolorr, g, b, a (0 to 255)esp enemy ammo: glow color
visuals.esp.enemy.ammo.color_lowcolorr, g, b, a (0 to 255)esp enemy ammo: low color
visuals.esp.enemy.ammo.color_outlinecolorr, g, b, a (0 to 255)esp enemy ammo: outline color
visuals.esp.enemy.ammo.color_textcolorr, g, b, a (0 to 255)esp enemy ammo: text color
visuals.esp.enemy.ammo.glowbooltrue / falseesp enemy ammo: glow
visuals.esp.enemy.ammo.glow_strengthfloat0.1 to 1esp enemy ammo: glow strength
visuals.esp.enemy.ammo.gradientbooltrue / falseesp enemy ammo: gradient
visuals.esp.enemy.ammo.outlinebooltrue / falseesp enemy ammo: outline
visuals.esp.enemy.ammo.positioncombo0 to 2esp enemy ammo: position
visuals.esp.enemy.ammo.show_valuebooltrue / falseesp enemy ammo: show value
visuals.esp.enemy.ammo_barbooltrue / falseesp enemy ammo: ammo bar
visuals.esp.enemy.boxbooltrue / falseesp enemy box: bounding box
visuals.esp.enemy.box.color_occludedcolorr, g, b, a (0 to 255)esp enemy box: occluded color
visuals.esp.enemy.box.color_visiblecolorr, g, b, a (0 to 255)esp enemy box: visible color
visuals.esp.enemy.box.corner_lengthfloat2 to 20esp enemy box: corner length
visuals.esp.enemy.box.fillbooltrue / falseesp enemy box: fill
visuals.esp.enemy.box.outlinebooltrue / falseesp enemy box: outline
visuals.esp.enemy.box.stylecombo0 to 1esp enemy box: style
visuals.esp.enemy.flagsbooltrue / falseesp enemy flags: info flags
visuals.esp.enemy.flags.color_armorcolorr, g, b, a (0 to 255)esp enemy flags: armor color
visuals.esp.enemy.flags.color_defusingcolorr, g, b, a (0 to 255)esp enemy flags: defusing color
visuals.esp.enemy.flags.color_distancecolorr, g, b, a (0 to 255)esp enemy flags: distance color
visuals.esp.enemy.flags.color_flashedcolorr, g, b, a (0 to 255)esp enemy flags: flashed color
visuals.esp.enemy.flags.color_kitcolorr, g, b, a (0 to 255)esp enemy flags: kit color
visuals.esp.enemy.flags.color_moneycolorr, g, b, a (0 to 255)esp enemy flags: money color
visuals.esp.enemy.flags.color_scopedcolorr, g, b, a (0 to 255)esp enemy flags: scoped color
visuals.esp.enemy.flags.itemsmaskbits 0 to 7esp enemy flags: flags
visuals.esp.enemy.health.color_backgroundcolorr, g, b, a (0 to 255)esp enemy health: background
visuals.esp.enemy.health.color_fullcolorr, g, b, a (0 to 255)esp enemy health: full color
visuals.esp.enemy.health.color_glowcolorr, g, b, a (0 to 255)esp enemy health: glow color
visuals.esp.enemy.health.color_lowcolorr, g, b, a (0 to 255)esp enemy health: low color
visuals.esp.enemy.health.color_outlinecolorr, g, b, a (0 to 255)esp enemy health: outline color
visuals.esp.enemy.health.color_textcolorr, g, b, a (0 to 255)esp enemy health: text color
visuals.esp.enemy.health.glowbooltrue / falseesp enemy health: glow
visuals.esp.enemy.health.glow_strengthfloat0.1 to 1esp enemy health: glow strength
visuals.esp.enemy.health.gradientbooltrue / falseesp enemy health: gradient
visuals.esp.enemy.health.outlinebooltrue / falseesp enemy health: outline
visuals.esp.enemy.health.positioncombo0 to 2esp enemy health: position
visuals.esp.enemy.health.show_valuebooltrue / falseesp enemy health: show value
visuals.esp.enemy.health_barbooltrue / falseesp enemy health: health bar
visuals.esp.enemy.namebooltrue / falseesp enemy name: name
visuals.esp.enemy.name.colorcolorr, g, b, a (0 to 255)esp enemy name: color
visuals.esp.enemy.oofbooltrue / falseesp enemy oof: oof arrow
visuals.esp.enemy.oof.color_occludedcolorr, g, b, a (0 to 255)esp enemy oof: occluded color
visuals.esp.enemy.oof.color_visiblecolorr, g, b, a (0 to 255)esp enemy oof: visible color
visuals.esp.enemy.oof.glowbooltrue / falseesp enemy oof: glow
visuals.esp.enemy.oof.glow_strengthfloat0.1 to 1esp enemy oof: glow strength
visuals.esp.enemy.oof.heightfloat4 to 40esp enemy oof: height
visuals.esp.enemy.oof.radius_xfloat50 to 600esp enemy oof: radius x
visuals.esp.enemy.oof.radius_yfloat50 to 600esp enemy oof: radius y
visuals.esp.enemy.oof.widthfloat4 to 40esp enemy oof: width
visuals.esp.enemy.overlaybooltrue / falseesp enemy: esp overlay
visuals.esp.enemy.skeletonbooltrue / falseesp enemy skeleton: skeleton
visuals.esp.enemy.skeleton.color_occludedcolorr, g, b, a (0 to 255)esp enemy skeleton: occluded color
visuals.esp.enemy.skeleton.color_visiblecolorr, g, b, a (0 to 255)esp enemy skeleton: visible color
visuals.esp.enemy.skeleton.modecombo0 to 1esp enemy skeleton: mode
visuals.esp.enemy.skeleton.thicknessfloat0.5 to 4esp enemy skeleton: thickness
visuals.esp.enemy.weaponbooltrue / falseesp enemy weapon: weapon
visuals.esp.enemy.weapon.color_iconcolorr, g, b, a (0 to 255)esp enemy weapon: icon color
visuals.esp.enemy.weapon.color_textcolorr, g, b, a (0 to 255)esp enemy weapon: text color
visuals.esp.enemy.weapon.displaycombo0 to 2esp enemy weapon: display
visuals.esp.team.ammo.color_backgroundcolorr, g, b, a (0 to 255)esp team ammo: background
visuals.esp.team.ammo.color_fullcolorr, g, b, a (0 to 255)esp team ammo: full color
visuals.esp.team.ammo.color_glowcolorr, g, b, a (0 to 255)esp team ammo: glow color
visuals.esp.team.ammo.color_lowcolorr, g, b, a (0 to 255)esp team ammo: low color
visuals.esp.team.ammo.color_outlinecolorr, g, b, a (0 to 255)esp team ammo: outline color
visuals.esp.team.ammo.color_textcolorr, g, b, a (0 to 255)esp team ammo: text color
visuals.esp.team.ammo.glowbooltrue / falseesp team ammo: glow
visuals.esp.team.ammo.glow_strengthfloat0.1 to 1esp team ammo: glow strength
visuals.esp.team.ammo.gradientbooltrue / falseesp team ammo: gradient
visuals.esp.team.ammo.outlinebooltrue / falseesp team ammo: outline
visuals.esp.team.ammo.positioncombo0 to 2esp team ammo: position
visuals.esp.team.ammo.show_valuebooltrue / falseesp team ammo: show value
visuals.esp.team.ammo_barbooltrue / falseesp team ammo: ammo bar
visuals.esp.team.boxbooltrue / falseesp team box: bounding box
visuals.esp.team.box.color_occludedcolorr, g, b, a (0 to 255)esp team box: occluded color
visuals.esp.team.box.color_visiblecolorr, g, b, a (0 to 255)esp team box: visible color
visuals.esp.team.box.corner_lengthfloat2 to 20esp team box: corner length
visuals.esp.team.box.fillbooltrue / falseesp team box: fill
visuals.esp.team.box.outlinebooltrue / falseesp team box: outline
visuals.esp.team.box.stylecombo0 to 1esp team box: style
visuals.esp.team.flagsbooltrue / falseesp team flags: info flags
visuals.esp.team.flags.color_armorcolorr, g, b, a (0 to 255)esp team flags: armor color
visuals.esp.team.flags.color_defusingcolorr, g, b, a (0 to 255)esp team flags: defusing color
visuals.esp.team.flags.color_distancecolorr, g, b, a (0 to 255)esp team flags: distance color
visuals.esp.team.flags.color_flashedcolorr, g, b, a (0 to 255)esp team flags: flashed color
visuals.esp.team.flags.color_kitcolorr, g, b, a (0 to 255)esp team flags: kit color
visuals.esp.team.flags.color_moneycolorr, g, b, a (0 to 255)esp team flags: money color
visuals.esp.team.flags.color_scopedcolorr, g, b, a (0 to 255)esp team flags: scoped color
visuals.esp.team.flags.itemsmaskbits 0 to 7esp team flags: flags
visuals.esp.team.health.color_backgroundcolorr, g, b, a (0 to 255)esp team health: background
visuals.esp.team.health.color_fullcolorr, g, b, a (0 to 255)esp team health: full color
visuals.esp.team.health.color_glowcolorr, g, b, a (0 to 255)esp team health: glow color
visuals.esp.team.health.color_lowcolorr, g, b, a (0 to 255)esp team health: low color
visuals.esp.team.health.color_outlinecolorr, g, b, a (0 to 255)esp team health: outline color
visuals.esp.team.health.color_textcolorr, g, b, a (0 to 255)esp team health: text color
visuals.esp.team.health.glowbooltrue / falseesp team health: glow
visuals.esp.team.health.glow_strengthfloat0.1 to 1esp team health: glow strength
visuals.esp.team.health.gradientbooltrue / falseesp team health: gradient
visuals.esp.team.health.outlinebooltrue / falseesp team health: outline
visuals.esp.team.health.positioncombo0 to 2esp team health: position
visuals.esp.team.health.show_valuebooltrue / falseesp team health: show value
visuals.esp.team.health_barbooltrue / falseesp team health: health bar
visuals.esp.team.namebooltrue / falseesp team name: name
visuals.esp.team.name.colorcolorr, g, b, a (0 to 255)esp team name: color
visuals.esp.team.oofbooltrue / falseesp team oof: oof arrow
visuals.esp.team.oof.color_occludedcolorr, g, b, a (0 to 255)esp team oof: occluded color
visuals.esp.team.oof.color_visiblecolorr, g, b, a (0 to 255)esp team oof: visible color
visuals.esp.team.oof.glowbooltrue / falseesp team oof: glow
visuals.esp.team.oof.glow_strengthfloat0.1 to 1esp team oof: glow strength
visuals.esp.team.oof.heightfloat4 to 40esp team oof: height
visuals.esp.team.oof.radius_xfloat50 to 600esp team oof: radius x
visuals.esp.team.oof.radius_yfloat50 to 600esp team oof: radius y
visuals.esp.team.oof.widthfloat4 to 40esp team oof: width
visuals.esp.team.overlaybooltrue / falseesp team: esp overlay
visuals.esp.team.skeletonbooltrue / falseesp team skeleton: skeleton
visuals.esp.team.skeleton.color_occludedcolorr, g, b, a (0 to 255)esp team skeleton: occluded color
visuals.esp.team.skeleton.color_visiblecolorr, g, b, a (0 to 255)esp team skeleton: visible color
visuals.esp.team.skeleton.modecombo0 to 1esp team skeleton: mode
visuals.esp.team.skeleton.thicknessfloat0.5 to 4esp team skeleton: thickness
visuals.esp.team.weaponbooltrue / falseesp team weapon: weapon
visuals.esp.team.weapon.color_iconcolorr, g, b, a (0 to 255)esp team weapon: icon color
visuals.esp.team.weapon.color_textcolorr, g, b, a (0 to 255)esp team weapon: text color
visuals.esp.team.weapon.displaycombo0 to 2esp team weapon: display
visuals.hud.bomb_timerbooltrue / falseother esp: bomb timer
visuals.hud.keybind_listbooltrue / falseother esp: keybind list
visuals.hud.spectator_listbooltrue / falseother esp: spectator list
visuals.items.espbooltrue / falseesp items: item esp
visuals.items.pistol.color_iconcolorr, g, b, a (0 to 255)esp items, pistol: icon color
visuals.items.pistol.color_textcolorr, g, b, a (0 to 255)esp items, pistol: text color
visuals.items.pistol.displaycombo0 to 2esp items, pistol: display
visuals.items.pistol.espbooltrue / falseesp items: pistol
visuals.items.pistol.max_distancefloat1 to 200esp items, pistol: max distance
visuals.items.rifle.color_iconcolorr, g, b, a (0 to 255)esp items, rifle: icon color
visuals.items.rifle.color_textcolorr, g, b, a (0 to 255)esp items, rifle: text color
visuals.items.rifle.displaycombo0 to 2esp items, rifle: display
visuals.items.rifle.espbooltrue / falseesp items: rifle
visuals.items.rifle.max_distancefloat1 to 200esp items, rifle: max distance
visuals.items.shotgun.color_iconcolorr, g, b, a (0 to 255)esp items, shotgun: icon color
visuals.items.shotgun.color_textcolorr, g, b, a (0 to 255)esp items, shotgun: text color
visuals.items.shotgun.displaycombo0 to 2esp items, shotgun: display
visuals.items.shotgun.espbooltrue / falseesp items: shotgun
visuals.items.shotgun.max_distancefloat1 to 200esp items, shotgun: max distance
visuals.items.smg.color_iconcolorr, g, b, a (0 to 255)esp items, smg: icon color
visuals.items.smg.color_textcolorr, g, b, a (0 to 255)esp items, smg: text color
visuals.items.smg.displaycombo0 to 2esp items, smg: display
visuals.items.smg.espbooltrue / falseesp items: smg
visuals.items.smg.max_distancefloat1 to 200esp items, smg: max distance
visuals.items.sniper.color_iconcolorr, g, b, a (0 to 255)esp items, sniper: icon color
visuals.items.sniper.color_textcolorr, g, b, a (0 to 255)esp items, sniper: text color
visuals.items.sniper.displaycombo0 to 2esp items, sniper: display
visuals.items.sniper.espbooltrue / falseesp items: sniper
visuals.items.sniper.max_distancefloat1 to 200esp items, sniper: max distance
visuals.items.utility.color_iconcolorr, g, b, a (0 to 255)esp items, utility: icon color
visuals.items.utility.color_textcolorr, g, b, a (0 to 255)esp items, utility: text color
visuals.items.utility.displaycombo0 to 2esp items, utility: display
visuals.items.utility.espbooltrue / falseesp items: utility
visuals.items.utility.max_distancefloat1 to 200esp items, utility: max distance
visuals.projectiles.decoy.color_iconcolorr, g, b, a (0 to 255)esp projectiles, decoy: icon color
visuals.projectiles.decoy.color_textcolorr, g, b, a (0 to 255)esp projectiles, decoy: text color
visuals.projectiles.decoy.displaycombo0 to 2esp projectiles, decoy: display
visuals.projectiles.decoy.espbooltrue / falseesp projectiles: decoy
visuals.projectiles.decoy.max_distancefloat1 to 200esp projectiles, decoy: max distance
visuals.projectiles.espbooltrue / falseesp projectiles: projectile esp
visuals.projectiles.flashbang.color_iconcolorr, g, b, a (0 to 255)esp projectiles, flashbang: icon color
visuals.projectiles.flashbang.color_textcolorr, g, b, a (0 to 255)esp projectiles, flashbang: text color
visuals.projectiles.flashbang.displaycombo0 to 2esp projectiles, flashbang: display
visuals.projectiles.flashbang.espbooltrue / falseesp projectiles: flashbang
visuals.projectiles.flashbang.max_distancefloat1 to 200esp projectiles, flashbang: max distance
visuals.projectiles.he_grenade.color_iconcolorr, g, b, a (0 to 255)esp projectiles, he grenade: icon color
visuals.projectiles.he_grenade.color_textcolorr, g, b, a (0 to 255)esp projectiles, he grenade: text color
visuals.projectiles.he_grenade.displaycombo0 to 2esp projectiles, he grenade: display
visuals.projectiles.he_grenade.espbooltrue / falseesp projectiles: he grenade
visuals.projectiles.he_grenade.indicatorbooltrue / falseesp indicator: esp indicator, he grenade
visuals.projectiles.he_grenade.indicator_color_arccolorr, g, b, a (0 to 255)esp indicator, he grenade: arc color
visuals.projectiles.he_grenade.indicator_color_backgroundcolorr, g, b, a (0 to 255)esp indicator, he grenade: background color
visuals.projectiles.he_grenade.indicator_color_iconcolorr, g, b, a (0 to 255)esp indicator, he grenade: icon color
visuals.projectiles.he_grenade.indicator_glowbooltrue / falseesp indicator, he grenade: glow
visuals.projectiles.he_grenade.indicator_glow_strengthfloat0.1 to 1esp indicator, he grenade: glow strength
visuals.projectiles.he_grenade.max_distancefloat1 to 200esp projectiles, he grenade: max distance
visuals.projectiles.inferno.color_fillcolorr, g, b, a (0 to 255)esp inferno: fill color
visuals.projectiles.inferno.color_outlinecolorr, g, b, a (0 to 255)esp inferno: outline color
visuals.projectiles.inferno.espbooltrue / falseesp projectiles: inferno
visuals.projectiles.inferno.glowbooltrue / falseesp inferno: glow
visuals.projectiles.inferno.glow_strengthfloat0.1 to 1esp inferno: glow strength
visuals.projectiles.inferno.indicatorbooltrue / falseesp indicator: esp indicator, inferno
visuals.projectiles.inferno.indicator_color_arccolorr, g, b, a (0 to 255)esp indicator, inferno: arc color
visuals.projectiles.inferno.indicator_color_backgroundcolorr, g, b, a (0 to 255)esp indicator, inferno: background color
visuals.projectiles.inferno.indicator_color_iconcolorr, g, b, a (0 to 255)esp indicator, inferno: icon color
visuals.projectiles.inferno.indicator_glowbooltrue / falseesp indicator, inferno: glow
visuals.projectiles.inferno.indicator_glow_strengthfloat0.1 to 1esp indicator, inferno: glow strength
visuals.projectiles.inferno.outline_thicknessfloat0.5 to 5esp inferno: outline thickness
visuals.projectiles.molotov.color_iconcolorr, g, b, a (0 to 255)esp projectiles, molotov: icon color
visuals.projectiles.molotov.color_textcolorr, g, b, a (0 to 255)esp projectiles, molotov: text color
visuals.projectiles.molotov.displaycombo0 to 2esp projectiles, molotov: display
visuals.projectiles.molotov.espbooltrue / falseesp projectiles: molotov
visuals.projectiles.molotov.indicatorbooltrue / falseesp indicator: esp indicator, molotov
visuals.projectiles.molotov.indicator_color_arccolorr, g, b, a (0 to 255)esp indicator, molotov: arc color
visuals.projectiles.molotov.indicator_color_backgroundcolorr, g, b, a (0 to 255)esp indicator, molotov: background color
visuals.projectiles.molotov.indicator_color_iconcolorr, g, b, a (0 to 255)esp indicator, molotov: icon color
visuals.projectiles.molotov.indicator_glowbooltrue / falseesp indicator, molotov: glow
visuals.projectiles.molotov.indicator_glow_strengthfloat0.1 to 1esp indicator, molotov: glow strength
visuals.projectiles.molotov.max_distancefloat1 to 200esp projectiles, molotov: max distance
visuals.projectiles.smoke.color_iconcolorr, g, b, a (0 to 255)esp projectiles, smoke: icon color
visuals.projectiles.smoke.color_textcolorr, g, b, a (0 to 255)esp projectiles, smoke: text color
visuals.projectiles.smoke.displaycombo0 to 2esp projectiles, smoke: display
visuals.projectiles.smoke.espbooltrue / falseesp projectiles: smoke
visuals.projectiles.smoke.max_distancefloat1 to 200esp projectiles, smoke: max distance

Chams

The chams layers of players, ragdolls, weapons and arms. 134 ids.

idkindrangemenu row
visuals.chams.enemy.hidden.colorcolorr, g, b, a (0 to 255)chams enemy: secondary color
visuals.chams.enemy.hidden.enabledbooltrue / falsechams enemy: secondary layer
visuals.chams.enemy.overlay.colorcolorr, g, b, a (0 to 255)chams enemy: overlay color
visuals.chams.enemy.overlay.enabledbooltrue / falsechams enemy: overlay layer
visuals.chams.enemy.overlay.stylecombo0 to 26chams enemy: overlay material
visuals.chams.enemy.stylecombo0 to 26chams enemy: secondary material
visuals.chams.enemy.visible.colorcolorr, g, b, a (0 to 255)chams enemy: primary color
visuals.chams.enemy.visible.enabledbooltrue / falsechams enemy: primary layer
visuals.chams.enemy_ragdoll.hidden.colorcolorr, g, b, a (0 to 255)chams enemy ragdoll: secondary color
visuals.chams.enemy_ragdoll.hidden.enabledbooltrue / falsechams enemy ragdoll: secondary layer
visuals.chams.enemy_ragdoll.overlay.colorcolorr, g, b, a (0 to 255)chams enemy ragdoll: overlay color
visuals.chams.enemy_ragdoll.overlay.enabledbooltrue / falsechams enemy ragdoll: overlay layer
visuals.chams.enemy_ragdoll.overlay.stylecombo0 to 26chams enemy ragdoll: overlay material
visuals.chams.enemy_ragdoll.stylecombo0 to 26chams enemy ragdoll: secondary material
visuals.chams.enemy_ragdoll.visible.colorcolorr, g, b, a (0 to 255)chams enemy ragdoll: primary color
visuals.chams.enemy_ragdoll.visible.enabledbooltrue / falsechams enemy ragdoll: primary layer
visuals.chams.items.enabledbooltrue / falsechams items: item chams
visuals.chams.items.pistol.enabledbooltrue / falsechams items: pistol
visuals.chams.items.pistol.hidden.colorcolorr, g, b, a (0 to 255)chams items, pistol: show hidden color
visuals.chams.items.pistol.hidden.enabledbooltrue / falsechams items, pistol: show hidden
visuals.chams.items.pistol.overlay.colorcolorr, g, b, a (0 to 255)chams items, pistol: overlay color
visuals.chams.items.pistol.overlay.enabledbooltrue / falsechams items, pistol: overlay layer
visuals.chams.items.pistol.overlay.stylecombo0 to 26chams items, pistol: overlay material
visuals.chams.items.pistol.stylecombo0 to 26chams items, pistol: show hidden material
visuals.chams.items.pistol.visible.colorcolorr, g, b, a (0 to 255)chams items, pistol: enable color
visuals.chams.items.pistol.visible.enabledbooltrue / falsechams items, pistol: enable
visuals.chams.items.rifle.enabledbooltrue / falsechams items: rifle
visuals.chams.items.rifle.hidden.colorcolorr, g, b, a (0 to 255)chams items, rifle: show hidden color
visuals.chams.items.rifle.hidden.enabledbooltrue / falsechams items, rifle: show hidden
visuals.chams.items.rifle.overlay.colorcolorr, g, b, a (0 to 255)chams items, rifle: overlay color
visuals.chams.items.rifle.overlay.enabledbooltrue / falsechams items, rifle: overlay layer
visuals.chams.items.rifle.overlay.stylecombo0 to 26chams items, rifle: overlay material
visuals.chams.items.rifle.stylecombo0 to 26chams items, rifle: show hidden material
visuals.chams.items.rifle.visible.colorcolorr, g, b, a (0 to 255)chams items, rifle: enable color
visuals.chams.items.rifle.visible.enabledbooltrue / falsechams items, rifle: enable
visuals.chams.items.shotgun.enabledbooltrue / falsechams items: shotgun
visuals.chams.items.shotgun.hidden.colorcolorr, g, b, a (0 to 255)chams items, shotgun: show hidden color
visuals.chams.items.shotgun.hidden.enabledbooltrue / falsechams items, shotgun: show hidden
visuals.chams.items.shotgun.overlay.colorcolorr, g, b, a (0 to 255)chams items, shotgun: overlay color
visuals.chams.items.shotgun.overlay.enabledbooltrue / falsechams items, shotgun: overlay layer
visuals.chams.items.shotgun.overlay.stylecombo0 to 26chams items, shotgun: overlay material
visuals.chams.items.shotgun.stylecombo0 to 26chams items, shotgun: show hidden material
visuals.chams.items.shotgun.visible.colorcolorr, g, b, a (0 to 255)chams items, shotgun: enable color
visuals.chams.items.shotgun.visible.enabledbooltrue / falsechams items, shotgun: enable
visuals.chams.items.smg.enabledbooltrue / falsechams items: smg
visuals.chams.items.smg.hidden.colorcolorr, g, b, a (0 to 255)chams items, smg: show hidden color
visuals.chams.items.smg.hidden.enabledbooltrue / falsechams items, smg: show hidden
visuals.chams.items.smg.overlay.colorcolorr, g, b, a (0 to 255)chams items, smg: overlay color
visuals.chams.items.smg.overlay.enabledbooltrue / falsechams items, smg: overlay layer
visuals.chams.items.smg.overlay.stylecombo0 to 26chams items, smg: overlay material
visuals.chams.items.smg.stylecombo0 to 26chams items, smg: show hidden material
visuals.chams.items.smg.visible.colorcolorr, g, b, a (0 to 255)chams items, smg: enable color
visuals.chams.items.smg.visible.enabledbooltrue / falsechams items, smg: enable
visuals.chams.items.sniper.enabledbooltrue / falsechams items: sniper
visuals.chams.items.sniper.hidden.colorcolorr, g, b, a (0 to 255)chams items, sniper: show hidden color
visuals.chams.items.sniper.hidden.enabledbooltrue / falsechams items, sniper: show hidden
visuals.chams.items.sniper.overlay.colorcolorr, g, b, a (0 to 255)chams items, sniper: overlay color
visuals.chams.items.sniper.overlay.enabledbooltrue / falsechams items, sniper: overlay layer
visuals.chams.items.sniper.overlay.stylecombo0 to 26chams items, sniper: overlay material
visuals.chams.items.sniper.stylecombo0 to 26chams items, sniper: show hidden material
visuals.chams.items.sniper.visible.colorcolorr, g, b, a (0 to 255)chams items, sniper: enable color
visuals.chams.items.sniper.visible.enabledbooltrue / falsechams items, sniper: enable
visuals.chams.items.utility.enabledbooltrue / falsechams items: utility
visuals.chams.items.utility.hidden.colorcolorr, g, b, a (0 to 255)chams items, utility: show hidden color
visuals.chams.items.utility.hidden.enabledbooltrue / falsechams items, utility: show hidden
visuals.chams.items.utility.overlay.colorcolorr, g, b, a (0 to 255)chams items, utility: overlay color
visuals.chams.items.utility.overlay.enabledbooltrue / falsechams items, utility: overlay layer
visuals.chams.items.utility.overlay.stylecombo0 to 26chams items, utility: overlay material
visuals.chams.items.utility.stylecombo0 to 26chams items, utility: show hidden material
visuals.chams.items.utility.visible.colorcolorr, g, b, a (0 to 255)chams items, utility: enable color
visuals.chams.items.utility.visible.enabledbooltrue / falsechams items, utility: enable
visuals.chams.local.hidden.colorcolorr, g, b, a (0 to 255)chams local: secondary color
visuals.chams.local.hidden.enabledbooltrue / falsechams local: secondary layer
visuals.chams.local.opacityfloat0 to 1chams local: opacity
visuals.chams.local.opacity_enabledbooltrue / falsechams local: lower opacity
visuals.chams.local.opacity_only_scopedbooltrue / falsechams local: only when scoped
visuals.chams.local.overlay.colorcolorr, g, b, a (0 to 255)chams local: overlay color
visuals.chams.local.overlay.enabledbooltrue / falsechams local: overlay layer
visuals.chams.local.overlay.stylecombo0 to 26chams local: overlay material
visuals.chams.local.stylecombo0 to 26chams local: secondary material
visuals.chams.local.visible.colorcolorr, g, b, a (0 to 255)chams local: primary color
visuals.chams.local.visible.enabledbooltrue / falsechams local: enable
visuals.chams.local_ragdoll.hidden.colorcolorr, g, b, a (0 to 255)chams local ragdoll: secondary color
visuals.chams.local_ragdoll.hidden.enabledbooltrue / falsechams local ragdoll: secondary layer
visuals.chams.local_ragdoll.overlay.colorcolorr, g, b, a (0 to 255)chams local ragdoll: overlay color
visuals.chams.local_ragdoll.overlay.enabledbooltrue / falsechams local ragdoll: overlay layer
visuals.chams.local_ragdoll.overlay.stylecombo0 to 26chams local ragdoll: overlay material
visuals.chams.local_ragdoll.stylecombo0 to 26chams local ragdoll: secondary material
visuals.chams.local_ragdoll.visible.colorcolorr, g, b, a (0 to 255)chams local ragdoll: primary color
visuals.chams.local_ragdoll.visible.enabledbooltrue / falsechams local ragdoll: primary layer
visuals.chams.onshot.enabledbooltrue / falsechams onshot: onshot chams
visuals.chams.onshot.fade_timefloat0.1 to 3chams onshot: fade time
visuals.chams.onshot.hidden.colorcolorr, g, b, a (0 to 255)chams onshot: secondary color
visuals.chams.onshot.hidden.enabledbooltrue / falsechams onshot: secondary layer
visuals.chams.onshot.overlay.colorcolorr, g, b, a (0 to 255)chams onshot: overlay color
visuals.chams.onshot.overlay.enabledbooltrue / falsechams onshot: overlay layer
visuals.chams.onshot.overlay.stylecombo0 to 26chams onshot: overlay material
visuals.chams.onshot.stylecombo0 to 26chams onshot: secondary material
visuals.chams.onshot.visible.colorcolorr, g, b, a (0 to 255)chams onshot: primary color
visuals.chams.onshot.visible.enabledbooltrue / falsechams onshot: primary layer
visuals.chams.team.hidden.colorcolorr, g, b, a (0 to 255)chams team: secondary color
visuals.chams.team.hidden.enabledbooltrue / falsechams team: secondary layer
visuals.chams.team.overlay.colorcolorr, g, b, a (0 to 255)chams team: overlay color
visuals.chams.team.overlay.enabledbooltrue / falsechams team: overlay layer
visuals.chams.team.overlay.stylecombo0 to 26chams team: overlay material
visuals.chams.team.stylecombo0 to 26chams team: secondary material
visuals.chams.team.visible.colorcolorr, g, b, a (0 to 255)chams team: primary color
visuals.chams.team.visible.enabledbooltrue / falsechams team: primary layer
visuals.chams.team_ragdoll.hidden.colorcolorr, g, b, a (0 to 255)chams team ragdoll: secondary color
visuals.chams.team_ragdoll.hidden.enabledbooltrue / falsechams team ragdoll: secondary layer
visuals.chams.team_ragdoll.overlay.colorcolorr, g, b, a (0 to 255)chams team ragdoll: overlay color
visuals.chams.team_ragdoll.overlay.enabledbooltrue / falsechams team ragdoll: overlay layer
visuals.chams.team_ragdoll.overlay.stylecombo0 to 26chams team ragdoll: overlay material
visuals.chams.team_ragdoll.stylecombo0 to 26chams team ragdoll: secondary material
visuals.chams.team_ragdoll.visible.colorcolorr, g, b, a (0 to 255)chams team ragdoll: primary color
visuals.chams.team_ragdoll.visible.enabledbooltrue / falsechams team ragdoll: primary layer
visuals.chams.viewmodel_arms.hidden.colorcolorr, g, b, a (0 to 255)viewmodel arms: secondary color
visuals.chams.viewmodel_arms.hidden.enabledbooltrue / falseviewmodel arms: secondary layer
visuals.chams.viewmodel_arms.overlay.colorcolorr, g, b, a (0 to 255)viewmodel arms: overlay color
visuals.chams.viewmodel_arms.overlay.enabledbooltrue / falseviewmodel arms: overlay layer
visuals.chams.viewmodel_arms.overlay.stylecombo0 to 26viewmodel arms: overlay material
visuals.chams.viewmodel_arms.stylecombo0 to 26viewmodel arms: secondary material
visuals.chams.viewmodel_arms.visible.colorcolorr, g, b, a (0 to 255)viewmodel arms: primary color
visuals.chams.viewmodel_arms.visible.enabledbooltrue / falseviewmodel arms: enable
visuals.chams.viewmodel_weapon.hidden.colorcolorr, g, b, a (0 to 255)viewmodel weapon: secondary color
visuals.chams.viewmodel_weapon.hidden.enabledbooltrue / falseviewmodel weapon: secondary layer
visuals.chams.viewmodel_weapon.overlay.colorcolorr, g, b, a (0 to 255)viewmodel weapon: overlay color
visuals.chams.viewmodel_weapon.overlay.enabledbooltrue / falseviewmodel weapon: overlay layer
visuals.chams.viewmodel_weapon.overlay.stylecombo0 to 26viewmodel weapon: overlay material
visuals.chams.viewmodel_weapon.stylecombo0 to 26viewmodel weapon: secondary material
visuals.chams.viewmodel_weapon.visible.colorcolorr, g, b, a (0 to 255)viewmodel weapon: primary color
visuals.chams.viewmodel_weapon.visible.enabledbooltrue / falseviewmodel weapon: enable
visuals.shadowbooltrue / falseesp shadow: shadow
visuals.shadow.colorcolorr, g, b, a (0 to 255)esp shadow: color

Glow

The glow of players, ragdolls and items. 25 ids.

idkindrangemenu row
visuals.glow.enemy.colorcolorr, g, b, a (0 to 255)glow enemy: color
visuals.glow.enemy.enabledbooltrue / falseglow enemy: glow
visuals.glow.enemy_ragdoll.colorcolorr, g, b, a (0 to 255)glow enemy: ragdoll color
visuals.glow.enemy_ragdoll.enabledbooltrue / falseglow enemy: ragdoll glow
visuals.glow.items.enabledbooltrue / falseglow items: item glow
visuals.glow.items.pistol.colorcolorr, g, b, a (0 to 255)glow items, pistol: color
visuals.glow.items.pistol.enabledbooltrue / falseglow items, pistol: glow
visuals.glow.items.rifle.colorcolorr, g, b, a (0 to 255)glow items, rifle: color
visuals.glow.items.rifle.enabledbooltrue / falseglow items, rifle: glow
visuals.glow.items.shotgun.colorcolorr, g, b, a (0 to 255)glow items, shotgun: color
visuals.glow.items.shotgun.enabledbooltrue / falseglow items, shotgun: glow
visuals.glow.items.smg.colorcolorr, g, b, a (0 to 255)glow items, smg: color
visuals.glow.items.smg.enabledbooltrue / falseglow items, smg: glow
visuals.glow.items.sniper.colorcolorr, g, b, a (0 to 255)glow items, sniper: color
visuals.glow.items.sniper.enabledbooltrue / falseglow items, sniper: glow
visuals.glow.items.utility.colorcolorr, g, b, a (0 to 255)glow items, utility: color
visuals.glow.items.utility.enabledbooltrue / falseglow items, utility: glow
visuals.glow.local.colorcolorr, g, b, a (0 to 255)glow local: color
visuals.glow.local.enabledbooltrue / falseglow local: glow
visuals.glow.local_ragdoll.colorcolorr, g, b, a (0 to 255)glow local: ragdoll color
visuals.glow.local_ragdoll.enabledbooltrue / falseglow local: ragdoll glow
visuals.glow.team.colorcolorr, g, b, a (0 to 255)glow team: color
visuals.glow.team.enabledbooltrue / falseglow team: glow
visuals.glow.team_ragdoll.colorcolorr, g, b, a (0 to 255)glow team: ragdoll color
visuals.glow.team_ragdoll.enabledbooltrue / falseglow team: ragdoll glow

World

Sky, fog, light and the post effects. 50 ids.

idkindrangemenu row
world.bloomfloat0 to 2scene: bloom value
world.bloom.enabledbooltrue / falsescene: bloom
world.colorcolorr, g, b, a (0 to 255)scene: world color value
world.color.enabledbooltrue / falsescene: world color
world.dof.enabledbooltrue / falsescene: depth of field
world.dof.far_blurryfloat200 to 5000scene: dof far blurry
world.dof.far_crispfloat100 to 2000scene: dof far crisp
world.dof.near_blurryfloat0 to 50scene: dof near blurry
world.dof.near_crispfloat0 to 100scene: dof near crisp
world.dynamic_light.colorcolor, read-onlyr, g, b, a (0 to 255)dlight: color
world.dynamic_light.enabledbool, read-onlytrue / falsemisc: dynamic light
world.dynamic_light.radiusfloat, read-only50 to 15000dlight: radius
world.dynamic_light.z_offsetfloat, read-only0 to 100dlight: z offset
world.fog.anisotropyfloat0 to 1weather: fog anisotropy
world.fog.colorcolorr, g, b, a (0 to 255)weather: fog color
world.fog.densityfloat0 to 1weather: fog density
world.fog.distancefloat500 to 20000weather: fog draw distance
world.fog.enabledbooltrue / falseweather: fog
world.gammafloat0.5 to 5scene: gamma value
world.gamma.enabledbooltrue / falsescene: gamma
world.lighting.colorcolorr, g, b, a (0 to 255)scene: lighting color
world.lighting.enabledbooltrue / falsescene: lighting
world.lighting.intensityfloat0 to 2scene: lighting intensity
world.sky.brightnessfloat0.05 to 3scene: skybox brightness
world.sky.cloud_colorcolorr, g, b, a (0 to 255)scene: cloud color
world.sky.colorcolorr, g, b, a (0 to 255)scene: skybox color value
world.sky.color_enabledbooltrue / falsescene: skybox color
world.sky.lightning_colorcolorr, g, b, a (0 to 255)scene: lightning sky color
world.sky.movingbooltrue / falsescene: moving sky
world.sky.picture_brightnessfloat0.05 to 3scene: picture sky brightness
world.sky.picture_colorcolorr, g, b, a (0 to 255)scene: picture sky color
world.sky.picture_speedfloat-90 to 90scene: picture sky speed
world.sky.presetcombo0 to 7scene: skybox preset
world.sky.spin_speedfloat-90 to 90scene: sky spin speed
world.sky.sun_colorcolorr, g, b, a (0 to 255)scene: sun color
world.sky.texturecombo, read-only0 to 255scene: selected skybox
world.sky.texture_enabledbooltrue / falsescene: skybox material
world.sky.wormhole_brightnessfloat0.05 to 3scene: wormhole sky brightness
world.sky.wormhole_colorcolorr, g, b, a (0 to 255)scene: wormhole sky color
world.sky.wormhole_speedfloat-90 to 90scene: wormhole sky speed
world.weather.colorcolorr, g, b, a (0 to 255)weather: color
world.weather.enabledbool, read-onlytrue / falseweather: weather
world.weather.typecombo, read-only0 to 2weather: type
world.wetness.densityfloat0 to 5weather: wetness density
world.wetness.enabledbooltrue / falseweather: wetness
world.wetness.speedfloat0 to 3weather: wetness speed
world.wind.directionfloat0 to 360weather: wind direction
world.wind.enabledbooltrue / falseweather: wind
world.wind.strengthfloat0 to 5weather: wind strength
world.wind.turbulencefloat0 to 5weather: wind turbulence

Misc

Camera, viewmodel, crosshair, effects, sounds, logs and the watermark. 110 ids.

idkindrangemenu row
misc.autobuy.armorbool, read-onlytrue / falseautobuy: armor
misc.autobuy.defuserbool, read-onlytrue / falseautobuy: defuser
misc.autobuy.enabledbool, read-onlytrue / falseautobuy: auto buy
misc.autobuy.grenadesmask, read-onlybits 0 to 4autobuy: grenades
misc.autobuy.primarycombo, read-only0 to 5autobuy: primary weapon
misc.autobuy.secondarycombo, read-only0 to 4autobuy: secondary weapon
misc.autobuy.taserbool, read-onlytrue / falseautobuy: taser
misc.disable_game_logsbool, read-onlytrue / falsemisc: disable game logs
misc.logs.chatbooltrue / falseimpacts: chat logs
misc.logs.consolebooltrue / falseimpacts: console logs
misc.logs.hitbooltrue / falseimpacts: hit logs
misc.logs.hit_durationfloat0.5 to 10impacts: hit log duration
misc.logs.missbooltrue / falseimpacts: miss logs
misc.logs.miss_durationfloat0.5 to 10impacts: miss log duration
misc.sounds.deathbooltrue / falseimpacts: death sound
misc.sounds.death_typecombo0 to 8impacts: death sound type
misc.sounds.death_volumefloat1 to 100impacts: death sound volume
misc.sounds.hitbooltrue / falseimpacts: hit sound
misc.sounds.hit_typecombo0 to 8impacts: hit sound type
misc.sounds.hit_volumefloat1 to 100impacts: hit sound volume
visuals.bullet_impactsbooltrue / falseimpacts: bullet impacts
visuals.bullet_impacts.color_edgecolorr, g, b, a (0 to 255)impacts: bullet impact edge color
visuals.bullet_impacts.color_fillcolorr, g, b, a (0 to 255)impacts: bullet impact fill color
visuals.bullet_impacts.color_sparkcolorr, g, b, a (0 to 255)impacts: bullet impact spark color
visuals.bullet_impacts.durationfloat0.1 to 5impacts: bullet impact duration
visuals.bullet_impacts.glowbooltrue / falsebullet impacts: glow
visuals.bullet_impacts.glow_strengthfloat0.1 to 1bullet impacts: glow strength
visuals.bullet_impacts.typecombo0 to 2impacts: bullet impact type
visuals.bullet_tracersbooltrue / falseimpacts: bullet tracers
visuals.bullet_tracers.colorcolorr, g, b, a (0 to 255)impacts: bullet tracer color
visuals.bullet_tracers.durationfloat0.1 to 5impacts: bullet tracer duration
visuals.camera.aspectfloat1 to 1.78camera: aspect ratio
visuals.camera.aspect_enabledbooltrue / falsecamera: custom aspect ratio
visuals.camera.fovfloat60 to 150camera: fov
visuals.camera.fov_enabledbooltrue / falsecamera: custom fov
visuals.camera.scoped_fovfloat10 to 90camera: scoped fov
visuals.camera.scoped_fov_enabledbooltrue / falsecamera: scoped fov override
visuals.camera.thirdpersonbooltrue / falsecamera: thirdperson
visuals.camera.thirdperson_distancefloat35 to 200camera: thirdperson distance
visuals.camera.thirdperson_hullfloat0 to 20camera: thirdperson hull size
visuals.crosshairbooltrue / falsecrosshair: crosshair overlay
visuals.crosshair.colorcolorr, g, b, a (0 to 255)crosshair: color
visuals.crosshair.outlinefloat0 to 4crosshair: outline
visuals.crosshair.outline_colorcolorr, g, b, a (0 to 255)crosshair: outline color
visuals.crosshair.sizefloat0.5 to 10crosshair: size
visuals.death_effectbooltrue / falseimpacts: death effect
visuals.death_effect.colorcolorr, g, b, a (0 to 255)impacts: death effect color
visuals.grenade_predictionbooltrue / falsetrajectory: projectile trajectory
visuals.grenade_prediction.color_damage_heldcolorr, g, b, a (0 to 255)trajectory: will damage held color
visuals.grenade_prediction.color_damage_throwncolorr, g, b, a (0 to 255)trajectory: will damage thrown color
visuals.grenade_prediction.color_heldcolorr, g, b, a (0 to 255)trajectory: held color
visuals.grenade_prediction.color_throwncolorr, g, b, a (0 to 255)trajectory: thrown color
visuals.grenade_prediction.glowbooltrue / falsetrajectory: glow
visuals.grenade_prediction.glow_strengthfloat0.1 to 1trajectory: glow strength
visuals.hatbooltrue / falsehat: hat
visuals.hat.colorcolorr, g, b, a (0 to 255)hat: color
visuals.hat.color2colorr, g, b, a (0 to 255)hat: secondary color
visuals.hat.glowbooltrue / falsehat: glow
visuals.hat.glow_strengthfloat0.1 to 1hat: glow strength
visuals.hat.typecombo0 to 1hat: type
visuals.hit_effectbooltrue / falseimpacts: hit effect
visuals.hit_effect.colorcolorr, g, b, a (0 to 255)impacts: hit effect color
visuals.hit_effect.durationfloat0.1 to 5impacts: hit effect duration
visuals.hit_effect.strengthfloat1 to 100impacts: hit effect strength
visuals.hit_markerbooltrue / falseimpacts: hit marker
visuals.hit_marker.colorcolorr, g, b, a (0 to 255)impacts: hit marker color
visuals.hit_marker.durationfloat0.1 to 5impacts: hit marker duration
visuals.hit_marker.glowbooltrue / falsehit marker: glow
visuals.hit_marker.glow_strengthfloat0.1 to 1hit marker: glow strength
visuals.hit_marker.typecombo0 to 2impacts: hit marker type
visuals.kill_effects.closefloat, read-only0 to 128kill effects: close spawn
visuals.kill_effects.countint, read-only1 to 16kill effects: spawn count
visuals.kill_effects.durationfloat, read-only0.1 to 15kill effects: duration
visuals.kill_effects.enabledbool, read-onlytrue / falsekill effects: kill effects
visuals.kill_effects.farfloat, read-only0 to 256kill effects: far spawn
visuals.kill_effects.typecombo, read-only0 to 5kill effects: effect
visuals.killfeed_preservebooltrue / falsemisc: preserve killfeed
visuals.radar_revealbooltrue / falsemisc: reveal radar
visuals.removals.crosshairbooltrue / falseremovals: remove crosshair
visuals.removals.decalsbooltrue / falseremovals: remove decals
visuals.removals.flash_alphafloat0 to 100removals: flash alpha
visuals.removals.legsbooltrue / falseremovals: remove legs
visuals.removals.overheadbooltrue / falseremovals: remove overhead
visuals.removals.recoilbooltrue / falseremovals: remove recoil
visuals.removals.scopebooltrue / falseremovals: remove scope
visuals.removals.skybox_3dbool, read-onlytrue / falseremovals: remove 3d skybox
visuals.removals.skybox_fogbooltrue / falseremovals: remove skybox fog
visuals.removals.smokebooltrue / falseremovals: remove smoke
visuals.scope_linesbooltrue / falsescope lines: scope lines
visuals.scope_lines.colorcolorr, g, b, a (0 to 255)scope lines: color
visuals.scoreboard_weaponsbooltrue / falsemisc: scoreboard weapons
visuals.scoreboard_weapons.colorcolorr, g, b, a (0 to 255)misc: scoreboard weapons color
visuals.velocitybooltrue / falsevelocity hud: show velocity
visuals.velocity.colorcolorr, g, b, a (0 to 255)velocity hud: color
visuals.velocity.offsetfloat20 to 200velocity hud: bottom offset
visuals.viewmodel.enabledbooltrue / falseviewmodel: viewmodel adjust
visuals.viewmodel.fovfloat40 to 140viewmodel: viewmodel fov
visuals.viewmodel.offset_xfloat-10 to 10viewmodel: offset x
visuals.viewmodel.offset_yfloat-10 to 10viewmodel: offset y
visuals.viewmodel.offset_zfloat-10 to 10viewmodel: offset z
visuals.watermark.enabledbooltrue / falsewatermark: watermark
visuals.watermark.fpsbooltrue / falsewatermark: show fps
visuals.watermark.lossbooltrue / falsewatermark: show loss
visuals.watermark.mapbooltrue / falsewatermark: show map
visuals.watermark.pingbooltrue / falsewatermark: show ping
visuals.watermark.regionbooltrue / falsewatermark: show server region
visuals.watermark.tickbooltrue / falsewatermark: show tick
visuals.watermark.timebooltrue / falsewatermark: show time
visuals.watermark.variancebooltrue / falsewatermark: show server variance
visuals.watermark.velocitybooltrue / falsewatermark: show velocity

previous: settings · next: movement