Console Additions

February 5, 2026 ยท View on GitHub

Movement Restrictions

Variables:

  • cg_drawMovementRestriction (0 or 1)

    Draw the currently active movement restriction. -- represents no restrictions. Default: 1.

  • g_vrgi (0 or 1)

    Enable or disable the "velocity reduction on ground impact" (VRGI). This is the usual slowdown when landing on ground that Jedi Academy introduced. The "No VRGI" category runs with this being set to 0. Default: 1.

  • g_spinGlitch (0 or 1)

    Allows to disable "spin glitch". When set to 0, VRGI can not be bypassed by spinning anymore. Default: 1.

  • g_crouchBoosts (0 or 1)

    Allows to disable "crouch boosting". When set to 0, VRGI can not be bypassed by crouching anymore. Default: 1.

  • g_reverseBoosts (0 or 1)

    Flip elevation logic for VRGI.

  • g_randomBoosts (0 or 1)

    Allows to disable "random" boosts. Cheat protected. Default: 1.

HUD Information

Variables:

  • cg_drawSecrets (0 or 1)

    Show a tracker for found versus total number of secrets on the current level. Default 0.

Landing Info

Variables:

  • cg_drawLandingInfo (0 or 1)

    Draw info about what kind of boost happened on landing.

  • cg_landingInfoDuration (#)

    Duration for showing landing info in milliseconds. Default: 500 (half a second).

  • cg_landingInfoScale (#)

    Scale of the text for landing info display. Default: 0.9.

  • cg_landingInfoX (#)

    Horizontal offset for drawing landing info text, relative to the center of the screen. Default: 0.0 (center of the screen).

  • cg_landingInfoY (#)

    Vertical offset for drawing landing info text, relative to the center of the screen. Default: 90.0 (Slightly below center of the screen).

  • cg_landingInfoText[...] (text)

    Set the text to display for each type of landing. Types of landings are CB, EB, OB, RB, SG, VB, VRGI. Defaults are those abbreviations.

Commands:

  • landingInfoColor[...] <r> <g> <b> (components in range 0.0 to 1.0)

    Sets the color for the landing info text of either landing type to the given red, green, blue and alpha values. Types of landings are CB, EB, OB, RB, SG, VB, VRGI.

Speed Display

Variables:

  • cg_drawSpeed (0 or 1)

    Draw the current player speed. Default: 0.

  • cg_speedScale (#)

    Scale of the text for speed display. Default: 0.9.

  • cg_speedX (#)

    Horizontal offset for drawing speed text, relative to the center of the screen. Default: 0.0 (center of the screen).

  • cg_speedY (#)

    Vertical offset for drawing speed text, relative to the center of the screen. Default: 75.0 (Slightly below center of the screen).

Commands:

  • speedColor <r> <g> <b> <a> (components in range 0.0 to 1.0)

    Sets the color for the speed display to the given red, green, blue and alpha values.

Player Information Display

Variables:

  • cg_drawPlayerInfo (0 to 7)

    Draw information about the player in the current 3D environment. The types of information are the player's position, velocity, and jumping state. Depending on the value of this variable, different information is shown:

    • 0 : Nothing
    • 1 : Position
    • 2 : Velocity
    • 3 : Position + Velocity
    • 4 : Jumping
    • 5 : Position + Jumping
    • 6 : Velocity + Jumping
    • 7 : Position + Velocity + Jumping

    Default: 0.

  • cg_drawPlayerInfoPrecision (0 to 5)

    Changes the quantity of numbers drawn after the point for each variables. Default: 2.

Strafe Helper

Variables:

  • cg_drawStrafeHelper (0 or 1)

    Draw a strafe helper. Default: 0.

  • cg_strafeHelperCenter (0 or 1)

    Put the strafe helper in the center of the screen. Default: 1.

  • cg_strafeHelperCenterMarker (0 or 1)

    Draw a marker in the center of the strafe helper. Default: 1.

  • cg_strafeHelperHeight (#)

    Height of strafe helper bar. Default: 20.0.

  • cg_strafeHelperScale (#)

    Horizontal scale of the strafe helper. Angles correspond directly to the field of view if this scale is set to 360/cg_fov. Default: 4.0.

  • cg_strafeHelperSpeedScale (#)

    Scale of the text for speed display tied to strafe helper. Note that this shows the speed after friction but prior to acceleration, as this is what is relevant for optimal strafing. It is not the intuitive current player speed. For that, see cg_drawSpeed. Default: 0.9.

  • cg_strafeHelperSpeedX (#)

    Horizontal offset of the text for speed display, relative to the center of the screen. Default: 0.0 (center of the screen).

  • cg_strafeHelperSpeedY (#)

    Vertical offset of the text for speed display, relative to the strafe helper. Default: 0.0 (directly under the strafe helper).

  • cg_strafeHelperY (#)

    Vertical position of the strafe helper. Default: 50.0.

  • cg_strafeHelperColor[...] (0.0 - 1.0)

    Color components (red, green, blue, alpha) for different strafe helper elements. These are Accelerating, Optimal, CenterMarker and Speed. Colors can be set more conveniently with the corresponding commands.

Commands:

  • strafeHelperColor[...] <r> <g> <b> <a> (components in range 0.0 to 1.0)

    Sets the color for one of the strafe helper elements Accelerating, Optimal, CenterMarker or Speed to the given red, green, blue and alpha values.

Jump Helper

Variables:

  • cg_drawJumpHelper (0 or 1)

    Draw a helper for correctly timing jump release and crouch jumping.

  • cg_jumpHelperX (#)

    Horizontal position of the jump helper. Default: 0.0 (center of the screen).

  • cg_jumpHelperY (#)

    Vertical position of the jump helper. Default: 0.0 (center of the screen).

  • cg_jumpHelperWidth (#)

    Width of the jump helper. Note that this becomes height when using the vertical jump helper (cg_jumpHelperHorizontal 0). Default: 300.

  • cg_jumpHelperHeight (#)

    Height of the jump helper. Note that this becomes width when using the vertical jump helper (cg_jumpHelperHorizontal 0). Default: 20.

  • cg_jumpHelperHorizontal (-1, 0 or 1)

    Whether to draw the jump helper horizontally left-to-right (1), horizontally right-to-left (-1) or vertically bottom-to-top (0). Default: 1.

  • cg_jumpHelperMirror (0 or 1)

    Whether to mirror the jump helper. Mirrors horizontally when drawing horizontally, vertically otherwise. Default: 1.

  • cg_jumpHelperAutoScale (0 or 1)

    Whether to rescale the jump helper to the same size for each force level. Default: 0.

  • cg_jumpHelperCrouch (0 or 1)

    Show an additional height section for crouch jumping, appended to normal jump height. Default: 1.

  • cg_jumpHelperCurrentScale (#)

    Scale of the indicator for the current height within the jump helper. Negative values draw from top to bottom, positive values from bottom to top. Default: 0.5.

Commands:

  • jumpHelperColor[...] <r> <g> <b> <a> (components in range 0.0 to 1.0)

    Sets the color for one of the jump helper elements Background, Crouch, CrouchExtend, Extend, Optimal, Current or Cancel to the given red, green, blue and alpha values.

Elevation Boost Visualization

Variables:

  • r_showElevationBoosts (0 or 1)

    Enable or disable coloring heights that give an elevation boost if jumping from the current height.

  • r_showElevationBoostsColor[R,G or B] (0 - 255)

    Color components (red, green, blue) used to mark heights that will give an elevation boost. Color can be set more conveniently with the command showElevationBoostsColor. Applies after reloading the map.

Commands:

  • showElevationBoostsColor <r> <g> <b> (components in range 0 to 255)

    Sets the color for showing elevation boosts. Applies after reloading the map.

Ingame Trigger Rendering

Variables:

  • cg_drawBoxTriggers : 0 or 1

    Draw in different colors (ex : pink or orange for secrets) triggers around the map. By default, triggers will be drawn white when there is no color defined.

  • cg_drawBoxPlayer : 0 or 1

    Draw in RED, the box around the player

  • cg_drawBoxPlayerFP : 0 or 1

    Allows rendering if the box even in first person if set to 1 or more. Needs cg_drawBoxPlayer to also be set to 1

  • cg_drawBoxNPC : 0 or 1

    Draw in GREEN, the boxes around NPCs (include spawned NPCs)

  • cg_drawBoxItems : 0 or 1

    Draw in BLUE, the boxes around items (include dropped weapons)

Maximum Jump Height Visualization

Variables:

  • r_showMaxJumpHeight (0 or 1)

    Enable or disable coloring heights that can be jumped unto, without crouching, from the current jumping position in the vertical axis.

  • r_showMaxJumpHeight[R,G or B] (0 - 255)

    Color components (red, green, blue) used to mark how high the player can jump. Color can be set more conveniently with the command showMaxJumpHeightColor. Applies after reloading the map.

Commands:

  • showMaxJumpHeightColor <r> <g> <b> (components in range 0 to 255)

    Sets the color for showing maximum jump height. Applies after reloading the map.

Speedrun Modes

Variables:

  • cg_drawSpeedrunTotalTimer (0-3)

    Draw a total run timer. Higher values show more decimals. Default: 0.

  • cg_drawSpeedrunLevelTimer (0-3)

    Draw a current level timer. Higher values show more decimals. Default: 0.

  • sv_speedrunModeIL (0 or 1)

    Individual-level run mode. When set to 1, ingame timer will reset every time an autosave is loaded and level time will be printed to the top left notification area. When set to 0, ingame timer will reset only when yavin1b is loaded and level time will only be printed in the console. Default: 0.

  • sv_speedrunModeCheckpoint (0 or 1)

    Mode for running from quicksave to a specified checkpoint on a map. Coordinates can be set with the command settimedcheckpoint. Default: 0.

  • sv_speedrunModeCheckpointSave (0 or 1)

    Create an automatic save when a checkpoint is reached in checkpoint mode. Default: 0.

Commands:

  • settimedcheckpoint <x1> <y1> <z1> <x2> <y2> <z2>

    Sets a box-shaped checkpoint for sv_speedrunModeCheckpoint. When the player enters the box spanned by the two points (x1 y1 z1) and (x2 y2 z2) the run is finished. If x2, y2 and z2 are omitted, a checkpoint of reasonable size will be created at (x1 y1 z1).

Mouse Input

Variables:

  • cg_sensitivityFactorThirdPerson (#)

    Allows changing how much the sensitivity is scaled by when playing in third person. The normal sensitivity is multiplied with this factor when playing in third person, so a value of 1.0 means the usual sensitivity is used. Default: 1.0.

  • cg_sensitivityFactorTurret (#)

    Allows changing how much the sensitivity is scaled by when steering a turret. The normal sensitivity is multiplied with this factor when in a turret, so a value of 1.0 means the usual sensitivity is used. Default: 0.25.

  • cg_pitchATST (#)

    Sets the vertical sensitivity factor when controlling an AT-ST. A value of 0 means that the normal pitch override of the game for AT-ST is applied (0.01). Default: 0.

  • cg_pitchVehicle (#)

    Sets the vertical sensitivity factor when controlling any vehicle. The settings specific to certain vehicle types (like cg_pitchATST) take precedence over this. A value of 0 means that m_pitch or the normal pitch override of the game is used. Default: 0.

  • cg_yawATST (#)

    Sets the horizontal sensitivity factor when controlling an AT-ST. A value of 0 means that the normal yaw override of the game for AT-ST is applied (0.003). Default: 0.

  • cg_yawRancor (#)

    Sets the horizontal sensitivity factor when controlling a Rancor. A value of 0 means that the normal yaw override of the game for Rancor is applied (0.006). Default: 0.

  • cg_yawSpeeder (#)

    Sets the horizontal sensitivity factor when controlling a speeder bike. A value of 0 means that the normal yaw override of the game for Speeder is applied (0.0038). Default: 0.

  • cg_yawTauntaun (#)

    Sets the horizontal sensitivity factor when controlling a Tauntaun. A value of 0 means that the normal yaw override of the game for Tauntaun is applied (0.006). Default: 0.

  • cg_yawVehicle (#)

    Sets the horizontal sensitivity factor when controlling any vehicle. The settings specific to certain vehicle types (like cg_yawSpeeder, cg_yawTauntaun, ...) take precedence over this. A value of 0 means that m_yaw or the normal yaw override of the game is used. Default: 0.

  • in_mouse_raw (0 or 1)

    Use raw mouse input. Only applies after an in_restart (or after restarting the game). Default: 1.

  • ui_sensitivity (#)

    Sets mouse sensitivity in menus. Default: 1.0.

Cosmetics

Variables:

  • cg_fovThirdPerson (#)

    Sets the field of view for third person view in degrees. If set to 0, uses third person FOV equal to the normal first person FOV given by cg_fov. Default: 0

Commands:

  • forceselect [non-core level] [core level]

    Opens a menu to choose force power levels for any power without limitations. The optional first argument allows setting all non-core force powers to a common level before showing the menu. The optional second argument allows the same for core force powers. Levels must be between 0 and 3.

  • missionselect [t1,t2,t3,hoth2,hoth3,vjun1,vjun2,vjun3,taspir1,taspir2,kor1,kor2]

    Opens mission selection menu to start a mission. If no argument is given, shows an initial menu that allows choosing a mission category. If argument is a tier, shows mission selection for that tier. If argument is a story mission, shows the weapon selection for that story mission.

  • saberselect

    Opens saber creation menu to choose any saber, including styles.

Overbounces

Variables:

  • cg_drawOverbounceInfo (0 or 1)

    Draw overbounce probabilities, G is for Go, J is for Jump. Default: 0.

  • g_overbounceWithoutInputs (0 or 1)

    In JKO and JKA, overbounces only happen when holding a directional key (WASD) on landing. This allows enabling overbounces without any of those inputs, like in original Quake 3. That also allows vertical overbounces. Cheat protected. Default: 0.

  • r_overbouncePrediction (0 or 1)

    Enable or disable coloring heights that have overbounce potential.

  • r_overbouncePredictionColor[R,G or B] (0 - 255)

    Color components (red, green, blue) used to mark heights that have overbounce potential. Color can be set more conveniently with the command overbouncePredictionColor. Applies after reloading the map.

Commands:

  • overbouncePredictionColor <r> <g> <b> (components in range 0 to 255)

    Sets the color for showing overbounce potential heights. Applies after reloading the map.

Damage Boosting

Variables:

  • g_selfKnockback (0 or 1)

    Allow players to damage boost themselves with explosive weapons. Cheat protected. Default: 0.