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Table of Contents
Prop, Magneto, and Fall Damage Settings
These settings are for server hosts who want to tune prop interaction, magneto behavior, prop damage, and fall damage.
Changing these values can affect balance and may cause unexpected physics behavior. Avoid changing many at once, and restart or reset your server if props or movement begin behaving strangely.
Defaults below are the current game defaults and are subject to change.
Magneto Carry Settings
These settings control what the magneto can pick up or manipulate, and how easily held props are dropped.
| ConVar | Default | What it does |
|---|---|---|
t.prop.pickup_limit | 3 | Highest pickup scale that can be fully held by the magneto. Lower values make fewer props directly carriable. Higher values allow larger props to be picked up. |
t.prop.push_pull_limit | 4 | Highest pickup scale that can still be manipulated by magneto push/pull. Props above this scale cannot be meaningfully moved by the magneto. |
t.magneto_hold_break_distance | 190 | Drops the held prop if it gets this far away from the holder's view origin for long enough. Lower values make the hold easier to break. |
t.magneto_hold_break_grace | 0.15 | Grace period before breaking magneto hold because of distance. Higher values make brief distance spikes more forgiving. |
t.magneto_corpse_hang_limit | 3 | Maximum number of corpses the magneto hang/rope behavior allows. |
Thrown Prop Damage
These settings control how dangerous intentionally launched props are.
| ConVar | Default | What it does |
|---|---|---|
t.prop.lethality_level | 4 | Global intentional-launch lethality scale. Higher values make thrown props more dangerous. |
t.prop.launch_impact_window | 1.2 | Time after an intentional launch where prop impact can count for propkill damage. Lower values make thrown-prop damage timing stricter. |
t.prop.launch_owner_grace | 0.2 | Self-protection window after launch so the thrower does not instantly hit themselves. Higher values make accidental self-hits less likely immediately after throwing. |
t.prop.impact_player_max_damage | 140 | Hard cap for prop impact damage against players after per-prop scaling. |
t.prop.impact_player_cooldown | 0.2 | Per-player cooldown so the same contact cannot deal damage every physics tick. |
t.prop.impact_player_spawn_grace | 0.75 | Spawn grace where prop impact damage against a player is blocked. |
t.prop.impact_player_standing_speed | 900 | Extra speed threshold when the target is standing on the prop, to avoid damage from ordinary standing/stomping contact. |
Player Bumping Loose Props
These settings control how ordinary player body movement nudges loose props.
| ConVar | Default | What it does |
|---|---|---|
t.prop.player_push_min_speed | 35 | Minimum player movement speed before body contact nudges a loose prop. Higher values make light walking less likely to move props. |
t.prop.player_push_speed_scale | 0.16 | Converts player movement speed into loose-prop shove speed. Higher values make players push props more strongly. |
t.prop.player_push_max_speed | 120 | Global cap for player-body shove speed. Higher values allow stronger prop nudges from player movement. |
t.prop.player_push_vertical_cap | 35 | Caps vertical velocity added to props by walking/body shoves. Lower values reduce upward popping. |
t.prop.player_push_angular_damping | 0.75 | Damps spin from player-body shoves. Lower values damp spin harder; higher values preserve more spin. |
t.prop.player_push_trace_distance | 20 | Distance ahead of the player used to find a loose prop to nudge. Higher values can make prop nudging feel more eager or farther-reaching. |
Explosive Barrels
| ConVar | Default | What it does |
|---|---|---|
t.barrel.reset_damage_grace | 0.5 | Grace period after reset before barrel damage is accepted. This helps avoid immediate damage during map/reset transitions. |
Fall Damage
These settings control fall damage timing, grace periods, and damage caps.
| ConVar | Default | What it does |
|---|---|---|
t.fall.min_airborne_time | 0.08 | Minimum airborne time before fall damage can apply. |
t.fall.respawn_grace | 0.6 | Grace after respawn before fall damage applies. |
t.fall.min_drop_distance | 16 | Minimum drop distance before fall damage applies. |
t.fall.teleport_grace | 1.0 | Grace after teleport before fall damage applies. |
t.fall.ladder_grace | 0.45 | Grace around ladder transitions before fall damage applies. |
t.fall.unstuck_grace | 0.1 | Grace after an unstuck nudge before fall damage applies. |
t.fall.max_self_damage | 100 | Maximum fall damage applied to the falling player. |
t.fall.max_stomp_damage | 100 | Maximum stomp/fall impact damage applied to another player. |
Void / Out-of-Bounds
| ConVar | Default | What it does |
|---|---|---|
t.void_kill_z | -16384 | Z position below which void kill behavior applies. Adjust only if a custom map has unusually low playable space. |