auto_select_gun_smith_table_filterAuto Filter Gun Smith Table By Held Item | When opening a gun smith table with a gun, attachment, or ammo in your main hand, automatically select the held item filter. |
auto_reloadAuto Reload | Try to reload automatically when the gun is empty |
bullet_hole_particle_fade_thresholdBullet Hole Particle Fade Threshold | The threshold for fading out when rendering bullet hole particles |
bullet_hole_particle_lifeBullet Hole Particle Life | The existence time of bullet hole particles, in tick |
crosshair_typeCrosshair Type | The crosshair when holding a gun |
default_sound_concurrency_limitDefault Sound Concurrency Limit | Max active normal gun sounds for the same entity and sound id. 0 disables this limit. |
disable_interact_hud_textDisable Interact Hud Text | Disable the interact hud text in center of the screen |
disable_movement_fovDisable Speed Fov Effect | Disable all fov effect from the movement speed attribute while holding a gun. |
enable_tooltip_idDisplay TACZ ID | Display the gun/ammo/attachment id in item tooltip when advanced tooltip(F3+H) is on. |
enable_translucentEnable Block Entity Translucent | Should enable translucent while rendering block entity like gunsmith table or statue. Enable this option will result in ADDITIONAL PERFORMANCE OVERHEAD. |
first_person_bullet_tracer_enableFirst Person Bullet Tracer Enable | Whether or not to render first person bullet trail |
first_person_animation_sound_trackingFirst-person Animation Sound Tracking | Use a non-relative entity-tracking world sound source for first-person animation keyframe sounds. This can improve compatibility with physical sound mods, but may introduce slight stereo drift while moving. |
gun_hud_enableGun HUD Enable | Whether or not to display the gun's HUD |
gun_lod_render_distanceGun Lod Render Distance | How far to display the lod model, 0 means always display |
head_shot_debug_hitboxHead Shot Debug Hitbox | Whether or not to display the head shot's hitbox |
high_frequency_sound_concurrency_limitHigh Frequency Sound Concurrency Limit | Max active high-frequency gun sounds, such as shooting and animation keyframe sounds, for the same entity and sound id. 0 disables this limit. |
hit_market_start_positionHit Market Start Position | The starting position of the hit marker when kill |
hit_sound_concurrency_limitHit Sound Concurrency Limit | Max active hit feedback sounds for the same entity and sound id. 0 disables this limit. |
hold_to_aimHold To Aim | True if you want to hold the right mouse button to aim |
hold_to_crawlHold To Crawl | True if you want to hold the crawl button to crawl |
kill_amount_duration_secondKill Amount Duration Second | The duration of the kill amount, in second |
kill_amount_enableKill Amount Enable | Whether or not to display the kill amount |
laser_fadeoutLaser Fadeout Effect | Whether or not apply fadeout effect on the laser beam. Close this may improve laser performance under some shaders. |
enable_lazy_client_asset_loadLazy Client Asset Load | Build heavy client assets such as models and animation state machines on demand. Inventory items are pre-warmed in the background when possible. |
screen_distance_coefficientScreen Distance Coefficient | Screen distance coefficient for zoom, using MDV standard, default is MDV133 |
damage_counter_reset_timeTarget Minecart Damage Reset Time | Damage counter reset time of target minecart, in millisecond |
target_render_distanceTarget Render Distance | The farthest render distance of the target, including minecarts type |
zoom_sensitivity_base_multiplierZoom Sensitivity Base Multiplier | Zoom sensitivity is multiplied by this factor |