bind "x" +acc
//With this you can see the accuracy of each weapon.
bind "x" dropflag
//Drop the flag in ctf gametype
bind "x" dropweapon
//Drop the weapon in tdm gametype
cg_weaponBarStyle "0 - 1"
//Standard OpenArena 0.8.5 command. AfterShock mod comes with 3 additional weapon bars.
The benefit of AfterShock's weaponbars is that they show only the weapons you can pick on specified map.
Example: on oasago2 map weaponbar won't show BFG weapon.
0 - standard weaponbar
1, 2 - OA 0.8.5 setting
3 - weapon bar on the left side
4 - weapon bar on in the middle
5 - weapon bar on right side
cg_hitbeep "0 - 1 - 2 - 3" (1)
//Sets style of hitting sound.
0 - no hitsound
1 - standard OA hitsound
2 - multitone hitsounds
3 - reversed multitone hitsounds
s_ambient "0 - 1" (1)
//Enables or disables ambiental sounds (like wind, burning torches etc.)
0 - ambient sounds disabled
1 - ambient sounds enabled
cg_nokick "0 - 1"
//Toggles the screen bobbing (shaking) while being hit or fell down.
0 - shaking screen
1 - stable screen
cg_weaponbobbing "0 - 1" (1)
//Toggles the weapon bobbing (shaking) while walking.
0 - stable weapon
1 - shaking weapon
cg_plasmaBallAlpha "min 0, max 255"
//Specifies the visibility of flying plasma sphere
cg_brightItems "0 - 1"
//Sets the bright weapon models. Every weapon model has specified color. For example Lightning Gun is all white.
cg_autosnaps "0 - 1" (1)
//Automatically sets snaps value to the one specified by server. It's useful since servers use different settings and having the same value as server is crucial to reduce connection lags.
cg_autoaction "0 - 1 - 4"
//Game will automatically do the thing(s) specified by set value.
1 - recording demo
2 - screenshot after game
4 - statsfile after game
cg_lightningStyle "0 - 1 - 2 - 3"
//Sets the style of Lightning Gun ray.
0 - new aftershock ray
1 - new aftershock ray (thin)
2 - standard OpenArena ray
3 - very thin and simple ray
cg_ammoWarning "1 - 2" (1)
//Informs you when your ammo level is really low.
1 - show onscreen message ("Low ammo warning")
2 - play sound (click)
cg_particles "0 - 1" (1)
//Enable/disable Aftershocks particle system
cg_drawRespawnTimer "0 - 1" (1)
//cg_drawRespawnTimer 1 will enable the display of the item respawn timers, if the server setting g_allowRespawnTimer is set to 1
cg_smoke_SG "0 - 1" (1)
//Enables/disables shotgun smoke after a shot.
ENEMY & TEAM MODELS/COLORS
cg_forceteammodel "0 - 1" (1)
cg_forcemodel "0 - 1" (1)
cg_enemymodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (sarge/pm)
cg_teammodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (major/pm)
cg_enemyHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (green)
cg_enemyTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (green)
cg_enemyLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (green)
cg_teamHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (white)
cg_teamTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (white)
cg_teamLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (white)
[While spectating a game]
cg_blueteammodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (sarge/pm)
cg_redteammodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (sarge/pm)
cg_blueHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (blue)
cg_blueTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (blue)
cg_blueLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (blue)
cg_redHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (red)
cg_redTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (red)
cg_redLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (red)
ENEMY & TEAM WEAPON'S COLOR
cg_forceWeaponColor "x"
//It's a bitmask to force the color of weapon trails / beams / projectiles;
Example: x = grenades + lightning gun >>> 9 = 1 + 8
1 - grenades
2 - grenade trail
4 - rocket trail
8 - lightning gun / shaft
16 - railgun trail
32 - plasma balls
cg_teamWeaponColor <HEX>
//Example: <HEX> = 0xFF0000 >>> cg_teamWeaponColor 0xFF0000
red - 0xFF0000
yellow - 0xFFFF00
green - 0x00FF00
cyan - 0x00FFFF
blue - 0x0000FF
magenta - 0xFF00FF
white - 0xFFFFFF
light grey - 0xBFBFBF
medium grey -0x808080
dark grey - 0x404040
cg_enemyWeaponColor <HEX>
//Example: <HEX> = 0xFF0000 >>> cg_enemyWeaponColor 0xFF0000
red - 0xFF0000
yellow - 0xFFFF00
green - 0x00FF00
cyan - 0x00FFFF
blue - 0x0000FF
magenta - 0xFF00FF
white - 0xFFFFFF
light grey - 0xBFBFBF
medium grey -0x808080
dark grey - 0x404040
*the numbers in white are the recommended values
//With this you can see the accuracy of each weapon.
bind "x" dropflag
//Drop the flag in ctf gametype
bind "x" dropweapon
//Drop the weapon in tdm gametype
cg_weaponBarStyle "0 - 1"
//Standard OpenArena 0.8.5 command. AfterShock mod comes with 3 additional weapon bars.
The benefit of AfterShock's weaponbars is that they show only the weapons you can pick on specified map.
Example: on oasago2 map weaponbar won't show BFG weapon.
0 - standard weaponbar
1, 2 - OA 0.8.5 setting
3 - weapon bar on the left side
4 - weapon bar on in the middle
5 - weapon bar on right side
cg_hitbeep "0 - 1 - 2 - 3" (1)
//Sets style of hitting sound.
0 - no hitsound
1 - standard OA hitsound
2 - multitone hitsounds
3 - reversed multitone hitsounds
s_ambient "0 - 1" (1)
//Enables or disables ambiental sounds (like wind, burning torches etc.)
0 - ambient sounds disabled
1 - ambient sounds enabled
cg_nokick "0 - 1"
//Toggles the screen bobbing (shaking) while being hit or fell down.
0 - shaking screen
1 - stable screen
cg_weaponbobbing "0 - 1" (1)
//Toggles the weapon bobbing (shaking) while walking.
0 - stable weapon
1 - shaking weapon
cg_plasmaBallAlpha "min 0, max 255"
//Specifies the visibility of flying plasma sphere
cg_brightItems "0 - 1"
//Sets the bright weapon models. Every weapon model has specified color. For example Lightning Gun is all white.
cg_autosnaps "0 - 1" (1)
//Automatically sets snaps value to the one specified by server. It's useful since servers use different settings and having the same value as server is crucial to reduce connection lags.
cg_autoaction "0 - 1 - 4"
//Game will automatically do the thing(s) specified by set value.
1 - recording demo
2 - screenshot after game
4 - statsfile after game
cg_lightningStyle "0 - 1 - 2 - 3"
//Sets the style of Lightning Gun ray.
0 - new aftershock ray
1 - new aftershock ray (thin)
2 - standard OpenArena ray
3 - very thin and simple ray
cg_ammoWarning "1 - 2" (1)
//Informs you when your ammo level is really low.
1 - show onscreen message ("Low ammo warning")
2 - play sound (click)
cg_particles "0 - 1" (1)
//Enable/disable Aftershocks particle system
cg_drawRespawnTimer "0 - 1" (1)
//cg_drawRespawnTimer 1 will enable the display of the item respawn timers, if the server setting g_allowRespawnTimer is set to 1
cg_smoke_SG "0 - 1" (1)
//Enables/disables shotgun smoke after a shot.
ENEMY & TEAM MODELS/COLORS
cg_forceteammodel "0 - 1" (1)
cg_forcemodel "0 - 1" (1)
cg_enemymodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (sarge/pm)
cg_teammodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (major/pm)
cg_enemyHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (green)
cg_enemyTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (green)
cg_enemyLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (green)
cg_teamHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (white)
cg_teamTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (white)
cg_teamLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (white)
[While spectating a game]
cg_blueteammodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (sarge/pm)
cg_redteammodel "smarine/pm - skelebot/pm - major/pm - sarge/pm" (sarge/pm)
cg_blueHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (blue)
cg_blueTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (blue)
cg_blueLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (blue)
cg_redHeadColor "red, green, yellow, dark blue, cyan, pink, white, black" (red)
cg_redTorsoColor "red, green, yellow, dark blue, cyan, pink, white, black" (red)
cg_redLegsColor "red, green, yellow, dark blue, cyan, pink, white, black" (red)
ENEMY & TEAM WEAPON'S COLOR
cg_forceWeaponColor "x"
//It's a bitmask to force the color of weapon trails / beams / projectiles;
Example: x = grenades + lightning gun >>> 9 = 1 + 8
1 - grenades
2 - grenade trail
4 - rocket trail
8 - lightning gun / shaft
16 - railgun trail
32 - plasma balls
cg_teamWeaponColor <HEX>
//Example: <HEX> = 0xFF0000 >>> cg_teamWeaponColor 0xFF0000
red - 0xFF0000
yellow - 0xFFFF00
green - 0x00FF00
cyan - 0x00FFFF
blue - 0x0000FF
magenta - 0xFF00FF
white - 0xFFFFFF
light grey - 0xBFBFBF
medium grey -0x808080
dark grey - 0x404040
cg_enemyWeaponColor <HEX>
//Example: <HEX> = 0xFF0000 >>> cg_enemyWeaponColor 0xFF0000
red - 0xFF0000
yellow - 0xFFFF00
green - 0x00FF00
cyan - 0x00FFFF
blue - 0x0000FF
magenta - 0xFF00FF
white - 0xFFFFFF
light grey - 0xBFBFBF
medium grey -0x808080
dark grey - 0x404040
*the numbers in white are the recommended values