Cvar Default Description ==== ======= =========== tf_caplinear 1 teams must capture points linearly tf_stalematechangeclasstime 20 time players can change class in stalemate mp_capdeteriorate_time 90 time a full capture point takes to deteriorate mp_decals 200 amount of decals mp_idledealmethod 1 how to deal with idlers - 1=spec then kick, 2=kick mp_idlemaxtime 3 Time in minutes allowed to be idle mp_stalemate_timelimit 240 time during a stalemate round mp_waitingforplayers_time 30 time during waiting for players round =========== PYRO CVARS =========== tf_flamethrower_velocity "2300" Initial velocity of flame damage entities. tf_flamethrower_drag "0.89" Air drag of flame damage entities. tf_flamethrower_float "50" Upward float velocity of flame damage entities. tf_flamethrower_flametime "0.5" Time to live of flame damage entities. Note: This doesn't seem to make the visible flames last longer tf_flamethrower_vecrand "0.05" Random vector added to initial velocity of flame damage entities. tf_flamethrower_boxsize "8.0" Size of flame damage entities. Note: Increasing this DRAMATICALLY raises flamethrower damage. tf_flamethrower_maxdamagedist "350.0" Maximum damage distance for flamethrower. Note: Doesn't seem to affect the range at all. tf_flamethrower_shortrangedamagemultiplier Damage multiplier for close- in flamethrower damage. Note: Unknown default setting, untested. ============== ENGINEER CVARS ============== tf_obj_build_rotation_speed "250" Degrees per second to rotate building when player alt- fires during placement. Note: Untested tf_solidobjects "1" 0 = Engineer can walk through thier own sentries tf_fastbuild "0" Makes engineer buildings auto-complete in about two full seconds. obj_dispenser_heal_rate "10" The rate at which dispensers heal, HP per second? tf_sentrygun_damage "16" Note: Doesn't appear to work. tf_sentrygun_upgrade_per_hit "25" How much metal is applied towards the sentry gun upgrade per hit Note: Setting this to 200 instantly upgrades a gun with one hit, if you have 200 metal. tf_sentrygun_newtarget_dist "200" How far away the SG will acquire a new target Note: Doesn't appear to work. tf_sentrygun_metal_per_shell "1" tf_sentrygun_metal_per_rocket "2" How much metal each type of ammo costs per unit, assumedly for reloading it by hitting it. tf_teleporter_fov_start "120" Starting FOV for teleporter zoom. tf_teleporter_fov_time "0.5" How quickly to restore FOV after teleport. =========== MEDIC CVARS =========== tf_boost_drain_time "15" Time for medic overheal to drain, in seconds. tf_max_health_boost "1.5" Modifier of how much health can be overhealed [1.5 = 150%, 50% overheal] tf_invuln_time "1.0" Time it takes for invulnerability to wear off. Note: The uber effect sound will fizzle out and end but the glow and actual invuln function persist. The scale is 1.0 = 10 seconds (e.g. 1.5 = 15 seconds) weapon_medigun_damage_modifier "1.5" Scales the damage a player does while being healed with the medigun. weapon_medigun_construction_rate "10" Constructing object health healed per second by the medigun. Note: Unknown effect, doesn't seem to actually work. weapon_medigun_charge_rate "40" Amount of time healing it takes to fully charge the medigun. Note: Scale is likely seconds of constant healing. ========= SPY CVARS ========= tf_spy_cloak_consume_rate "10" cloak to use per second while cloaked, from 100 max tf_spy_cloak_regen_rate "3.3" cloak to regen per second, same scale as above. tf_spy_cloak_no_attack_time "2.0" time after uncloaking that the spy is prohibited from attacking tf_spy_invis_time "1.0" Transition time in and out of spy invisibility Note: Time the actual cloak effect takes to fully cloak/uncloak tf_spy_invis_unstealth_time "2.0" Transition time in and out of spy invisibility Note: Similar to above, but seems to be an extra buffer period Removing this will prevent the cloak effect out-lasting the first person animation ============= CP MODE CVARS ============= mp_capstyle "0" Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times. Note: 0 causes scouts to cap at insane speeds, including 10x! mp_blockstyle "1" Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures. Note: If you set this to 0 and have both teams on a CP at once it flickers. mp_capdeteriorate_time "90" Time it takes for a full capture point to deteriorate, in seconds. tf_caplinear "1" If set to 1, teams must capture control points linearly. Note: Does not change CP icon right away, but it will update. If you set this to 0, capping the final CP for either team instantly wins! ============== GENERAL CVARS ============== tf_avoidteammates "1" My guess is the "bump" effect when you run through a friendly player. tf_stalematechangeclasstime "20" Amount of time that players are allowed to change class in stalemates. tf_max_voice_speak_delay "1.5" Max time after a voice command until player can do another one tf_stupid_stalemate No idea, sounds amusing though.