Q2PRO-X

Q2PRO-X 1.6 Beta 5 by ly — AVFX Player Contact Effects

The complete guide in HTML. The original DOCX is available from its documentation card.

Q2PRO-X 1.6 Beta 5 by ly

AVFX Player Contact Effects

Q2PRO-X document image

Project author: ly

AVFX Player Contact Effects

English edition • Q2PRO-X 1.6 Beta 5 by ly • 2026-10-10


Contents

The entries are links: click one to jump to that section.

Contact presets and underwater impacts

Purpose and limits

Biological and mechanical targets

Where effects appear

Opening settings

Contact presets

Factory: Basic

Factory: Extra

Global user presets

Reset and information

Detailed settings

General and blood

Marks and vaporisation

Surface debris

Blood reflections

Budgets

Weapons: light, automatic and explosive

Practical setup

A restrained starting scene

Frame-rate drops near blood

Effects are too strong

Complete menu reference

Preset hub and factory profiles

General settings, blood, marks and vaporisation

Debris, reflections and budgets

All weapon controls

Saved settings and unaffected systems


Contact presets and underwater impacts

Contact presets are available under the common Presets menu, both from the main menu and during play. Their settings remain separate from ordinary AVFX.

Weapon craters and decals attach to the solid bottom beneath water, rather than being moved to the liquid surface according to blood rules. They are drawn before transparent water. A projectile's subsequent impact on the bottom does not generate a second water-surface effect; the initial water entry and solid impact remain.

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An impact mark on a solid surface beneath transparent water.

If the server sends no underwater-impact event, the client invents no mark. This is particularly relevant to opaque water. Leaving a map releases blood and contact data with its AVFX state. Ordinary AVFX presets, including Metallic Sheen, do not replace the separate Contact settings.


Purpose and limits

AVFX Player Contact Effects are a separate local visual layer that strengthens the response of the world and opponents to weapon hits. It displays blood on living biological targets, model wounds, flying drops and spray, surface stains, bleeding and pools beside confirmed corpses. World impacts create weapon-specific marks, craters, cracks and physical surface fragments. Vaporisation adds charred remains, smoke and heat.

The system works in single-player and multiplayer. It uses information already available to the client and reconciles prediction, confirmation, Ping Adaptation, Network God and LagHax. It changes visuals only: network protocol, server authority, damage, hit registration, demo format, entity visibility and gameplay remain unchanged. No server mod is required.

The layer shows your hits on other players, monsters and the world. It does
not draw your own player's blood from incoming damage or turn unconfirmed
prediction into a second permanent pool or mark.

Q2PRO-X document image

The contact-preset entry in an earlier Russian menu. In the current version, use the common Presets menu.

Biological and mechanical targets

Biological players and monsters may produce blood, wounds and corpse pools. Mechanical targets cannot produce blood; configured sparks and fragments may replace it. Mixed targets use an explicitly defined combination. Unknown models are handled conservatively: no persistent corpse blood reservoir is created without a confirmed biological policy. A mechanical flying drone must not bleed merely because the server sent a generic impact effect.

Where effects appear

On a living target's model: a local wound and accumulated marks from repeated hits.
Between target and world: physically directed drops and spray, accounting for impact strength and direction.
On BSP textures or surface materials: blood stains, weapon marks, craters, cracks and fragments.
On water and puddles: contact marks consistent with the liquid and its surface.
Beside a confirmed corpse: blood leaves wounds and forms a bounded growing pool according to the weapon and available budget.

Reflections are allowed only where the geometry also permits a reflecting water puddle. Horizontal and supported sloping surfaces use the shared liquid-reflection system; vertical blood streaks never reflect the scene.


Opening settings

There are two independent entry points:

1. Main Menu → Presets → AVFX Player Contact Presets for ready-made profiles.

2. **Main Menu → Advanced Visual Effects → Detailed AVFX Settings → Local Effects

and Sound → Player Contact Effects** for all parameters.

The first provides a starting profile, user saving and full reset. The second offers detailed blood, mark, vaporisation, debris, reflection, budget and weapon controls. Reference screenshots below use the Russian interface; generated control tables provide the English labels and help.

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The Contact Presets hub: factory profiles, global slots, settings, reset and information.


Contact presets

Contact presets have their own scope, independent of ordinary AVFX in both directions:

Loading an ordinary AVFX preset does not change Contact Effects.
Loading a Contact preset does not change weather, materials, meteors or other ordinary AVFX systems.
The ordinary AVFX generator neither reads nor generates Contact parameters.
Contact presets do not use mod-specific or music slots.

Factory: Basic

Balanced restores supplied Contact behaviour and High quality. It is the recommended starting point.

Factory: Extra

Cinematic Extra preserves weapon logic while increasing blood quantity, effect lifetime and quality. Bloody World is the project owner's preset: abundant long-lived blood, large pools, scene reflections and Extra quality.

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Factory Extra profiles: Cinematic Extra and Bloody World.

Global user presets

Twelve slots are shared across mods. Each supports a custom name, loading, saving the current Contact settings and renaming. Saving captures the entire Contact domain, including weapons, reflections and budgets, but excludes ordinary AVFX and global Standard RGB.

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Global Contact slots with Load, Save and Rename actions.

Reset and information

Reset Contact Settings restores factory values and clears current contact state without affecting ordinary AVFX. Information explains three main rules: the effects are visual only, vaporisation does not disable blood, and Contact presets are separate from ordinary AVFX presets.


Detailed settings

The Player Contact Effects hub contains eight pages. Changes apply immediately.

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The detailed Contact Effects hub and its eight pages.

General and blood

The master switch, quality level and overall biological-effect intensity are here. Separate controls cover drop count and size, model wounds, world stains, lifetime, corpse bleeding, pool growth and size, blood RGB and liquid response. Reduce quantity and lifetime before disabling the entire system to retain impact feedback at a lower cost.

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General and Blood: quality, intensity, lifetime and blood RGB.

Marks and vaporisation

Surface-impact marks are independent of blood. Controls cover size, intensity, lifetime and geometric offset, plus vaporisation scale, smoke, heat and lifetime. Vaporisation is an additional channel: when both it and blood are enabled for a weapon, both operate. BFG uses vaporisation by default; other weapons can enable it separately on their weapon page.

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Marks and Vaporisation: impact marks and smoking remains.

Surface debris

Fragments provide a physical-looking material response to impacts. General controls set quantity, size, speed, spread, gravity, bounce and lifetime. Weapon-specific multipliers further scale the result: light weapons can produce few small fragments, while explosives and BFG can produce more and larger ones.

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Surface Debris: quantity, size, movement and lifetime.

Blood reflections

These use the reflecting-puddle engine shared with rain puddles and water. The page provides its full quality controls for blood: master, mode, SSR quality, model quality, resolution/scale and capture budgets.

Reflections appear only where a reflecting puddle can exist. Vertical blood remains an ordinary streak without mirror capture, preserving physical meaning and avoiding vertical blood mirrors in online play.

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Blood Reflections: SSR and model settings.

Budgets

Budgets bound active work: contact records, wounds, persistent marks, pools, particles and update intervals. When limits are reached, effects scale back within bounds instead of creating unlimited entities or stopping a gameplay frame for one puddle. Use budgets together with quality. On a slower GPU, reduce reflections and their update frequency first, then blood/debris count and lifetime.

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Budgets for records, wounds, marks, pools and updates.

Weapons: light, automatic and explosive

Every weapon has the same seven controls:

1. Contacts: master for that weapon's Contact Effects; ordinary Quake II effects remain.

2. Blood on Living Target: multiplier for spray, wounds and world stains; zero disables only that weapon's living-target blood.

3. Corpse Pool: blood retained for bleeding and pool growth after a confirmed death.

4. Surface Mark: size and weight of a mark/crater on a wall, floor or other surface.

5. Vaporisation: charred remains, smoke and heat in addition to blood.

6. Surface Debris: physical-fragment quantity; zero disables fragments, not the impact mark.

7. Debris Size: fragment-size multiplier for that weapon.

The pages divide weapons as follows:

Light: generic/unknown, blaster, shotgun and super shotgun.
Automatic: machinegun, chaingun, hyperblaster and railgun.
Explosive: hand grenade, grenade launcher, rocket launcher and BFG10K.

For example, keep strong chaingun blood, reduce rocket blood on living targets, increase an explosion's corpse pool and give BFG a large vaporising crater without requiring blood.

Q2PRO-X document image

A complete weapon page: seven controls per weapon.


Practical setup

A restrained starting scene

1. Load Factory → Balanced.

2. Adjust general blood RGB for the mod or opponents.

3. Set living-target blood and corpse pools on the weapon pages first.

4. Adjust marks and fragments in keeping with weapon strength.

5. Enable vaporisation only where it suits the weapon.

6. Tune lifetimes and budgets for your system.

7. Save the result to one of the twelve global Contact slots.

Frame-rate drops near blood

Reduce blood-reflection quality and update frequency.
Lower pool, persistent-mark and wound limits.
Shorten stain and particle lifetimes.
Reduce debris from powerful weapons.
Do not alter network or prediction settings: they are not Contact performance controls.

Effects are too strong

Start with the individual weapon's multiplier. Change overall blood intensity only after balancing weapons; changing every source together makes results harder to diagnose.


Complete menu reference

The following English labels, variables, ranges and hints are generated from the current client menus. Ordinary users can begin with the sections above.

Preset hub and factory profiles

AVFX Player Contact Presets

TypeSectionRowVariable or targetWhat it does
SectionFactoryFactory
NavigationFactoryBasicq2prox_avfx_contact_factory_basicBalanced Factory profile: the shipped defaults for every contact setting.
NavigationFactoryExtraq2prox_avfx_contact_factory_extraExtra Factory profiles: Cinematic Extra (heavier amount, longer lifetimes, Extra quality) and Bloody World (the project owner's own tuning).
SectionCustom (global)Custom (global)
NavigationCustom (global)Custom (global)q2prox_avfx_contact_custom_globalOpen 12 global Player Contact preset slots shared by every mod.
SectionSettingsSettings
NavigationSettingsPlayer Contact Effect settings...q2prox_avfx_contact_settingsOpen every Player Contact Effect setting: blood, marks, vaporization, budgets and per-weapon behaviour.
NavigationSettingsReset contact settingscl_avfx_contact_defaults; q2prox_cfg_save_localReset every Player Contact setting to its Factory default and clear the contact state. Ordinary AVFX settings are not touched.
SectionInfoInfo
NavigationInfoInfoq2prox_avfx_contact_infoWhat this layer does, what it never does, and how its presets stay separate from the ordinary AVFX presets.

Factory: Basic

TypeSectionRowVariable or targetWhat it does
NavigationBalancedcl_avfx_contact_preset_load_factory balanced; q2prox_cfg_save_localLoad the Balanced Factory profile: every contact setting at its shipped default, quality High.

Factory: Extra

TypeSectionRowVariable or targetWhat it does
NavigationCinematic Extracl_avfx_contact_preset_load_factory cinematic_extra; q2prox_cfg_save_localLoad the Cinematic Extra Factory profile: the same weapon behaviour with more blood, longer lifetimes and the Extra quality tier.
NavigationBloody Worldcl_avfx_contact_preset_load_factory bloody_world; q2prox_cfg_save_localLoad the Bloody World Extra profile: the project owner's own tuning - heavy, long-lived blood, large pools, scene reflections on, Extra quality.

Player Contact Presets (Global)

TypeSectionRowVariable or targetWhat it does
Preset nameSlot 1 name
NavigationLoadui_avfx_contact_load_global_custom 1Load global Player Contact preset slot 1.
NavigationSaveui_avfx_contact_save_global_custom 1Save the current Player Contact settings to global slot 1.
NavigationRenameui_avfx_contact_rename_global_custom 1Rename global Player Contact preset slot 1.
Preset nameSlot 2 name
NavigationLoadui_avfx_contact_load_global_custom 2Load global Player Contact preset slot 2.
NavigationSaveui_avfx_contact_save_global_custom 2Save the current Player Contact settings to global slot 2.
NavigationRenameui_avfx_contact_rename_global_custom 2Rename global Player Contact preset slot 2.
Preset nameSlot 3 name
NavigationLoadui_avfx_contact_load_global_custom 3Load global Player Contact preset slot 3.
NavigationSaveui_avfx_contact_save_global_custom 3Save the current Player Contact settings to global slot 3.
NavigationRenameui_avfx_contact_rename_global_custom 3Rename global Player Contact preset slot 3.
Preset nameSlot 4 name
NavigationLoadui_avfx_contact_load_global_custom 4Load global Player Contact preset slot 4.
NavigationSaveui_avfx_contact_save_global_custom 4Save the current Player Contact settings to global slot 4.
NavigationRenameui_avfx_contact_rename_global_custom 4Rename global Player Contact preset slot 4.
Preset nameSlot 5 name
NavigationLoadui_avfx_contact_load_global_custom 5Load global Player Contact preset slot 5.
NavigationSaveui_avfx_contact_save_global_custom 5Save the current Player Contact settings to global slot 5.
NavigationRenameui_avfx_contact_rename_global_custom 5Rename global Player Contact preset slot 5.
Preset nameSlot 6 name
NavigationLoadui_avfx_contact_load_global_custom 6Load global Player Contact preset slot 6.
NavigationSaveui_avfx_contact_save_global_custom 6Save the current Player Contact settings to global slot 6.
NavigationRenameui_avfx_contact_rename_global_custom 6Rename global Player Contact preset slot 6.
Preset nameSlot 7 name
NavigationLoadui_avfx_contact_load_global_custom 7Load global Player Contact preset slot 7.
NavigationSaveui_avfx_contact_save_global_custom 7Save the current Player Contact settings to global slot 7.
NavigationRenameui_avfx_contact_rename_global_custom 7Rename global Player Contact preset slot 7.
Preset nameSlot 8 name
NavigationLoadui_avfx_contact_load_global_custom 8Load global Player Contact preset slot 8.
NavigationSaveui_avfx_contact_save_global_custom 8Save the current Player Contact settings to global slot 8.
NavigationRenameui_avfx_contact_rename_global_custom 8Rename global Player Contact preset slot 8.
Preset nameSlot 9 name
NavigationLoadui_avfx_contact_load_global_custom 9Load global Player Contact preset slot 9.
NavigationSaveui_avfx_contact_save_global_custom 9Save the current Player Contact settings to global slot 9.
NavigationRenameui_avfx_contact_rename_global_custom 9Rename global Player Contact preset slot 9.
Preset nameSlot 10 name
NavigationLoadui_avfx_contact_load_global_custom 10Load global Player Contact preset slot 10.
NavigationSaveui_avfx_contact_save_global_custom 10Save the current Player Contact settings to global slot 10.
NavigationRenameui_avfx_contact_rename_global_custom 10Rename global Player Contact preset slot 10.
Preset nameSlot 11 name
NavigationLoadui_avfx_contact_load_global_custom 11Load global Player Contact preset slot 11.
NavigationSaveui_avfx_contact_save_global_custom 11Save the current Player Contact settings to global slot 11.
NavigationRenameui_avfx_contact_rename_global_custom 11Rename global Player Contact preset slot 11.
Preset nameSlot 12 name
NavigationLoadui_avfx_contact_load_global_custom 12Load global Player Contact preset slot 12.
NavigationSaveui_avfx_contact_save_global_custom 12Save the current Player Contact settings to global slot 12.
NavigationRenameui_avfx_contact_rename_global_custom 12Rename global Player Contact preset slot 12.

Player Contact Effects: info

TypeSectionRowVariable or targetWhat it does
SectionWhat this isWhat this is
NavigationWhat this isEffects from your own hitsecho Player Contact Effects: effects from your own weapon hits.Blood effects and weapon impact marks are configured independently. Weapon vaporization adds scorched residue, smoke and heat alongside blood; it never disables it.
SectionWhat it never doesWhat it never does
NavigationWhat it never doesPresentation onlyecho Player Contact Effects: presentation only.It changes nothing about the game itself: no server authority, no damage, no hit registration, no prediction, no demo format, no entity visibility and no networking. It works on ordinary Quake II and Q2PRO servers with no server mod, and it never shows your own blood from damage you took.
SectionPresetsPresets
NavigationPresetsSeparate from ordinary AVFX presetsecho Player Contact presets are independent of ordinary AVFX presets.Player Contact presets and ordinary AVFX presets are separate in both directions: loading one never changes the other. The 12 custom slots are global files shared by every mod.

General settings, blood, marks and vaporisation

Player Contact Effects

TypeSectionRowVariable or targetWhat it does
NavigationGeneral and blood...q2prox_avfx_contact_generalLayer master, quality, distance and every blood control.
NavigationMarks and vaporization...q2prox_avfx_contact_decals_vaporWeapon surface marks and BFG vaporization.
NavigationSurface debris...q2prox_avfx_contact_debrisPhysical surface fragments and their global simulation controls.
NavigationBlood reflections...q2prox_avfx_contact_reflectionsIndependent SSR and model reflections in blood sheets.
NavigationBudgets...q2prox_avfx_contact_budgetsHard caps on everything the layer keeps alive at once.
NavigationWeapons: light...q2prox_avfx_contact_weapons_aPer-weapon blood, corpse pool and mark behaviour: light.
NavigationWeapons: automatic...q2prox_avfx_contact_weapons_bPer-weapon blood, corpse pool and mark behaviour: automatic.
NavigationWeapons: explosive...q2prox_avfx_contact_weapons_cPer-weapon blood, corpse pool and mark behaviour: explosive.

General and blood

TypeSectionRowVariable or targetWhat it does
TogglePlayer Contact Effectscl_avfx_contactMaster switch for the whole Player Contact layer. It is a child of the AVFX master, and off means exactly zero work. Applies immediately.
ListQualitycl_avfx_contact_qualityDetail and per-frame budget of the contact layer. Each tier carries its own immutable ceilings on droplets, collision probes, model marks, world blood, impact marks and vapor; your own caps below can only lower them, never raise them. Applies immediately. [Low / Basic / High / Extra]
SliderMaximum distancecl_avfx_contact_distanceContacts farther than this from the camera are not submitted for drawing. Lower values keep a busy fight cheap without changing what actually happened. Applies immediately.
SliderDetail scalecl_avfx_contact_lodScales the AMOUNT of everything the layer emits, inside the hard caps. Below 1.00 it thins satellites, smoke lobes and collision probes first, and the immediate hit feedback last. Applies immediately.
ToggleBloodcl_avfx_contact_bloodFamily switch for every blood visual: model wounds, airborne spray, world stains, water response and corpse pools. Off keeps the stock Quake II blood; it does not hide flesh hits. Applies immediately.
ToggleWounds on modelscl_avfx_contact_blood_modelIrregular wounds projected onto the opponent's model at the real hit point. They follow the animation instead of sliding, and expire on their own lifetime or when the model changes. Applies immediately.
ToggleSprays and fountainscl_avfx_contact_blood_sprayBallistic blood in the air: droplets, filaments and mist thrown from the wound. Sustained fire builds a repeated fountain and it decays naturally after you release the trigger. Applies immediately.
ToggleStains on the worldcl_avfx_contact_blood_surfaceSplashes, stains and running drips on real floors and walls, clipped to the actual surface so nothing hangs over an edge or runs through a wall. Applies immediately.
ToggleCorpse poolscl_avfx_contact_blood_corpseWound-fed leakage and a growing pool under a body, released only when death is actually proven. A disappearance on its own is never treated as a death, so no phantom pool appears. Applies immediately.
ToggleBlood in water and puddlescl_avfx_contact_blood_waterBlood reaching real BSP water spreads as a short-lived dye film on the animated liquid surface; blood reaching an existing AVFX puddle stays inside its real boundary and ripples it. Applies immediately.
SliderBlood colour: redcl_avfx_contact_blood_rRed channel of the blood colour. The same colour is used for model wounds, airborne blood and world stains; lighting may darken it but never replaces it. Applies immediately.
SliderBlood colour: greencl_avfx_contact_blood_gGreen channel of the blood colour. The same colour is used for model wounds, airborne blood and world stains; lighting may darken it but never replaces it. Applies immediately.
SliderBlood colour: bluecl_avfx_contact_blood_bBlue channel of the blood colour. The same colour is used for model wounds, airborne blood and world stains; lighting may darken it but never replaces it. Applies immediately.
SliderBlood opacitycl_avfx_contact_blood_alphaBase opacity of every blood visual before age and lighting are applied. Applies immediately.
SliderBlood amountcl_avfx_contact_blood_amountGlobal multiplier on how much blood a contact produces. It scales the emission, not the size of a single droplet. Applies immediately.
SliderBlood sizecl_avfx_contact_blood_sizeScales droplets, wounds and stains together. Applies immediately.
SliderSpray velocitycl_avfx_contact_blood_velocityInitial speed of the blood leaving the wound. Higher values throw it farther before gravity and drag take over. Applies immediately.
SliderGravitycl_avfx_contact_blood_gravityHow strongly airborne blood falls. 0.00 leaves it floating along its initial direction. Applies immediately.
SliderAir dragcl_avfx_contact_blood_dragHow quickly airborne blood loses speed. Higher values make short, heavy spatter; lower values make long filaments. Applies immediately.
SliderSpreadcl_avfx_contact_blood_spreadAngular width of the spray around the impact direction. Applies immediately.
SliderViscositycl_avfx_contact_blood_viscosityHow thickly blood spreads and runs on a surface. Higher values keep it tight and slow; lower values let it spread wide and thin. Applies immediately.
SliderSustained fire gaincl_avfx_contact_blood_sustainedHow much continuous fire on the same target builds the fountain. 0.00 makes every hit independent. Applies immediately.
SliderCorpse flow ratecl_avfx_contact_blood_corpse_flowHow fast the stored blood leaves a proven corpse and feeds its pool. Applies immediately.
SliderWound lifetimecl_avfx_contact_blood_model_lifetimeHow long a wound stays on a living model. 0 disables model wounds entirely and purges the ones already there. Applies immediately.
SliderStain lifetimecl_avfx_contact_blood_surface_lifetimeHow long a blood stain stays on the world. 0 disables persistent stains and purges the ones already there. Applies immediately.
SliderCorpse pool lifetimecl_avfx_contact_blood_corpse_lifetimeHow long a corpse pool and its leak stay. 0 disables corpse pools entirely. Applies immediately.

Marks and vaporization

TypeSectionRowVariable or targetWhat it does
ToggleWeapon surface markscl_avfx_contact_decalsWeapon- and material-specific impact marks on world surfaces: punctures, pellet clusters, plasma char, rail grooves and blast soot. Each mark is clipped to the real surface and never crosses an edge or a wall. Applies immediately.
SliderMark opacitycl_avfx_contact_decal_alphaBase opacity of every weapon impact mark. Applies immediately.
SliderMark sizecl_avfx_contact_decal_sizeGlobal multiplier on the size of every weapon impact mark. Applies immediately.
SliderMaterial responsecl_avfx_contact_decal_roughnessHow strongly a mark takes on the surface it landed on. Higher values deepen the difference between a dry wall, wet stone and metal. Applies immediately.
SliderMark lifetimecl_avfx_contact_decal_lifetimeHow long a weapon impact mark stays. 0 disables persistent marks and purges the ones already there; the transient stock impact feedback is kept either way. Applies immediately.
ToggleWeapon vaporizationcl_avfx_contact_vaporizeEnable configured weapon vapor effects. Vaporization adds residue, smoke and heat; it never disables independently configured blood. Applies immediately.
SliderResidue amountcl_avfx_contact_vapor_residueHow much scorched residue a vaporizing hit leaves on the target and the nearest valid surface. Applies immediately.
SliderResidue lifetimecl_avfx_contact_vapor_residue_lifetimeHow long vaporization residue stays. 0 disables it. Applies immediately.
SliderSmoke amountcl_avfx_contact_vapor_smokeHow many smoke lobes rise from a vaporized target. Applies immediately.
SliderSmoke lifetimecl_avfx_contact_vapor_smoke_lifetimeHow long each smoke lobe lives. 0 disables the smoke. Applies immediately.
SliderSmoke rise heightcl_avfx_contact_vapor_smoke_heightHow high the smoke climbs above the body volume. Applies immediately.
ToggleHeat shimmercl_avfx_contact_vapor_heat_hazeShort-lived air distortion over a vaporized body. It is optional by backend capability: where the renderer cannot provide it, the rest of the vaporization is unchanged and nothing is substituted. Applies immediately.

Debris, reflections and budgets

Surface debris

TypeSectionRowVariable or targetWhat it does
ToggleSurface debriscl_avfx_contact_debrisPhysical chips and fragments thrown from the real impact surface. The amount and size remain weapon-specific below. Applies immediately.
SliderGlobal debris amountcl_avfx_contact_debris_amountGlobal multiplier for every weapon's debris count. Applies immediately.
SliderGlobal debris sizecl_avfx_contact_debris_sizeGlobal multiplier for fragment size, independent from count. Applies immediately.
SliderDebris lifetimecl_avfx_contact_debris_lifetimeHow long airborne surface fragments remain visible. Applies immediately.
SliderDebris gravitycl_avfx_contact_debris_gravityGravity multiplier for surface fragments. Applies immediately.

Blood reflections

TypeSectionRowVariable or targetWhat it does
ToggleBlood-pool scene reflection (SSR)cl_avfx_contact_blood_scene_reflectionReal screen-space reflection in horizontal blood sheets. Blood owns one SSR layer on BSP and Surface Materials; on AVFX puddles or water it inherits the existing liquid reflection to prevent a duplicate pass. Applies immediately.
SliderScene reflection strengthcl_avfx_contact_blood_scene_reflection_strengthStrength of the world/static SSR contribution in blood. Applies immediately.
ListScene reflection qualitycl_avfx_contact_blood_scene_reflection_qualitySSR march precision. Higher values are crisper and cost more GPU time. Applies immediately. [Low / Medium / High / Ultra]
ToggleBlood-pool model reflectioncl_avfx_contact_blood_model_reflectionColoured local model reflections clipped to actual horizontal blood footprints. At least one category below must be enabled. Applies immediately.
SliderModel reflection strengthcl_avfx_contact_blood_model_reflection_strengthOpacity of coloured model reflections in blood. Applies immediately.
ListModel reflection qualitycl_avfx_contact_blood_model_reflection_qualityControls receiver population and distance before model replay work. Applies immediately. [Performance / Medium / Quality / Ultra / Extra]
ToggleCategory: Pickup weaponscl_avfx_contact_blood_model_reflection_weaponsAllow pickup weapons to reflect in blood pools. Applies immediately.
ToggleCategory: Armorcl_avfx_contact_blood_model_reflection_armorAllow armor to reflect in blood pools. Applies immediately.
ToggleCategory: Itemscl_avfx_contact_blood_model_reflection_itemsAllow items to reflect in blood pools. Applies immediately.
ToggleCategory: Players and monsterscl_avfx_contact_blood_model_reflection_actorsAllow players and monsters to reflect in blood pools. Applies immediately.
ToggleCategory: Projectiles and rail beamcl_avfx_contact_blood_model_reflection_projectilesAllow projectiles and rail beam to reflect in blood pools. Applies immediately.
SliderReflection distortioncl_avfx_contact_blood_reflection_distortOptional moving-liquid distortion shared by blood SSR and model reflection. Applies immediately.
SliderDistortion speedcl_avfx_contact_blood_reflection_distort_speedTravel speed of reflection ripples; 0 freezes their animation. Applies immediately.

Budgets

TypeSectionRowVariable or targetWhat it does
SliderTracked targetscl_avfx_contact_max_targetsHow many opponents keep their own wound, burst and reservoir state at once. The least recently hit target is dropped first. Applies immediately.
SliderAirborne dropletscl_avfx_contact_max_dropletsHard cap on visible blood droplets. The active quality tier may lower it further; it can never raise it. Applies immediately.
SliderCollision traces per framecl_avfx_contact_max_collision_probesHow many representative droplet trajectories may be traced against the world each frame. Untraced droplets render as satellites of a traced one. Applies immediately.
SliderWounds on modelscl_avfx_contact_max_model_marksHard cap on animated wounds across every target at once. Applies immediately.
SliderWorld blood markscl_avfx_contact_max_surface_bloodHard cap on blood stains, drips and pools present in the world. Applies immediately.
SliderWeapon markscl_avfx_contact_max_decalsHard cap on weapon impact marks present in the world. Applies immediately.
SliderVapor recordscl_avfx_contact_max_vaporHard cap on vaporization residue, smoke and shimmer records. Applies immediately.
SliderSurface debriscl_avfx_contact_max_debrisHard cap on airborne surface fragments across all weapon impacts. Applies immediately.

All weapon controls

Weapons: light

TypeSectionRowVariable or targetWhat it does
SectionGeneric / fallbackGeneric / fallback
ToggleGeneric / fallbackGeneric / fallback contactscl_avfx_contact_weapon_generic_enableMaster switch for every Player Contact effect caused by the Generic / fallback. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderGeneric / fallbackGeneric / fallback blood on a living targetcl_avfx_contact_weapon_generic_live_bloodHow much blood a Generic / fallback hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderGeneric / fallbackGeneric / fallback corpse poolcl_avfx_contact_weapon_generic_corpse_bloodHow much blood a Generic / fallback kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderGeneric / fallbackGeneric / fallback surface markcl_avfx_contact_weapon_generic_decalSize and weight of the mark a Generic / fallback impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleGeneric / fallbackGeneric / fallback vaporizationcl_avfx_contact_weapon_generic_vaporizeAdd vaporization for the Generic / fallback: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderGeneric / fallbackGeneric / fallback surface debriscl_avfx_contact_weapon_generic_debrisAmount of physical surface fragments thrown by a Generic / fallback impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderGeneric / fallbackGeneric / fallback debris sizecl_avfx_contact_weapon_generic_debris_sizeSize multiplier for surface fragments thrown by a Generic / fallback impact. Applies immediately.
SectionBlasterBlaster
ToggleBlasterBlaster contactscl_avfx_contact_weapon_blaster_enableMaster switch for every Player Contact effect caused by the Blaster. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderBlasterBlaster blood on a living targetcl_avfx_contact_weapon_blaster_live_bloodHow much blood a Blaster hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderBlasterBlaster corpse poolcl_avfx_contact_weapon_blaster_corpse_bloodHow much blood a Blaster kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderBlasterBlaster surface markcl_avfx_contact_weapon_blaster_decalSize and weight of the mark a Blaster impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleBlasterBlaster vaporizationcl_avfx_contact_weapon_blaster_vaporizeAdd vaporization for the Blaster: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderBlasterBlaster surface debriscl_avfx_contact_weapon_blaster_debrisAmount of physical surface fragments thrown by a Blaster impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderBlasterBlaster debris sizecl_avfx_contact_weapon_blaster_debris_sizeSize multiplier for surface fragments thrown by a Blaster impact. Applies immediately.
SectionShotgunShotgun
ToggleShotgunShotgun contactscl_avfx_contact_weapon_shotgun_enableMaster switch for every Player Contact effect caused by the Shotgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderShotgunShotgun blood on a living targetcl_avfx_contact_weapon_shotgun_live_bloodHow much blood a Shotgun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderShotgunShotgun corpse poolcl_avfx_contact_weapon_shotgun_corpse_bloodHow much blood a Shotgun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderShotgunShotgun surface markcl_avfx_contact_weapon_shotgun_decalSize and weight of the mark a Shotgun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleShotgunShotgun vaporizationcl_avfx_contact_weapon_shotgun_vaporizeAdd vaporization for the Shotgun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderShotgunShotgun surface debriscl_avfx_contact_weapon_shotgun_debrisAmount of physical surface fragments thrown by a Shotgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderShotgunShotgun debris sizecl_avfx_contact_weapon_shotgun_debris_sizeSize multiplier for surface fragments thrown by a Shotgun impact. Applies immediately.
SectionSuper ShotgunSuper Shotgun
ToggleSuper ShotgunSuper Shotgun contactscl_avfx_contact_weapon_supershotgun_enableMaster switch for every Player Contact effect caused by the Super Shotgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderSuper ShotgunSuper Shotgun blood on a living targetcl_avfx_contact_weapon_supershotgun_live_bloodHow much blood a Super Shotgun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderSuper ShotgunSuper Shotgun corpse poolcl_avfx_contact_weapon_supershotgun_corpse_bloodHow much blood a Super Shotgun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderSuper ShotgunSuper Shotgun surface markcl_avfx_contact_weapon_supershotgun_decalSize and weight of the mark a Super Shotgun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleSuper ShotgunSuper Shotgun vaporizationcl_avfx_contact_weapon_supershotgun_vaporizeAdd vaporization for the Super Shotgun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderSuper ShotgunSuper Shotgun surface debriscl_avfx_contact_weapon_supershotgun_debrisAmount of physical surface fragments thrown by a Super Shotgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderSuper ShotgunSuper Shotgun debris sizecl_avfx_contact_weapon_supershotgun_debris_sizeSize multiplier for surface fragments thrown by a Super Shotgun impact. Applies immediately.

Weapons: automatic

TypeSectionRowVariable or targetWhat it does
SectionMachinegunMachinegun
ToggleMachinegunMachinegun contactscl_avfx_contact_weapon_machinegun_enableMaster switch for every Player Contact effect caused by the Machinegun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderMachinegunMachinegun blood on a living targetcl_avfx_contact_weapon_machinegun_live_bloodHow much blood a Machinegun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderMachinegunMachinegun corpse poolcl_avfx_contact_weapon_machinegun_corpse_bloodHow much blood a Machinegun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderMachinegunMachinegun surface markcl_avfx_contact_weapon_machinegun_decalSize and weight of the mark a Machinegun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleMachinegunMachinegun vaporizationcl_avfx_contact_weapon_machinegun_vaporizeAdd vaporization for the Machinegun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderMachinegunMachinegun surface debriscl_avfx_contact_weapon_machinegun_debrisAmount of physical surface fragments thrown by a Machinegun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderMachinegunMachinegun debris sizecl_avfx_contact_weapon_machinegun_debris_sizeSize multiplier for surface fragments thrown by a Machinegun impact. Applies immediately.
SectionChaingunChaingun
ToggleChaingunChaingun contactscl_avfx_contact_weapon_chaingun_enableMaster switch for every Player Contact effect caused by the Chaingun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderChaingunChaingun blood on a living targetcl_avfx_contact_weapon_chaingun_live_bloodHow much blood a Chaingun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderChaingunChaingun corpse poolcl_avfx_contact_weapon_chaingun_corpse_bloodHow much blood a Chaingun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderChaingunChaingun surface markcl_avfx_contact_weapon_chaingun_decalSize and weight of the mark a Chaingun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleChaingunChaingun vaporizationcl_avfx_contact_weapon_chaingun_vaporizeAdd vaporization for the Chaingun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderChaingunChaingun surface debriscl_avfx_contact_weapon_chaingun_debrisAmount of physical surface fragments thrown by a Chaingun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderChaingunChaingun debris sizecl_avfx_contact_weapon_chaingun_debris_sizeSize multiplier for surface fragments thrown by a Chaingun impact. Applies immediately.
SectionHyperblasterHyperblaster
ToggleHyperblasterHyperblaster contactscl_avfx_contact_weapon_hyperblaster_enableMaster switch for every Player Contact effect caused by the Hyperblaster. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderHyperblasterHyperblaster blood on a living targetcl_avfx_contact_weapon_hyperblaster_live_bloodHow much blood a Hyperblaster hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderHyperblasterHyperblaster corpse poolcl_avfx_contact_weapon_hyperblaster_corpse_bloodHow much blood a Hyperblaster kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderHyperblasterHyperblaster surface markcl_avfx_contact_weapon_hyperblaster_decalSize and weight of the mark a Hyperblaster impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleHyperblasterHyperblaster vaporizationcl_avfx_contact_weapon_hyperblaster_vaporizeAdd vaporization for the Hyperblaster: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderHyperblasterHyperblaster surface debriscl_avfx_contact_weapon_hyperblaster_debrisAmount of physical surface fragments thrown by a Hyperblaster impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderHyperblasterHyperblaster debris sizecl_avfx_contact_weapon_hyperblaster_debris_sizeSize multiplier for surface fragments thrown by a Hyperblaster impact. Applies immediately.
SectionRailgunRailgun
ToggleRailgunRailgun contactscl_avfx_contact_weapon_railgun_enableMaster switch for every Player Contact effect caused by the Railgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderRailgunRailgun blood on a living targetcl_avfx_contact_weapon_railgun_live_bloodHow much blood a Railgun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderRailgunRailgun corpse poolcl_avfx_contact_weapon_railgun_corpse_bloodHow much blood a Railgun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderRailgunRailgun surface markcl_avfx_contact_weapon_railgun_decalSize and weight of the mark a Railgun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleRailgunRailgun vaporizationcl_avfx_contact_weapon_railgun_vaporizeAdd vaporization for the Railgun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderRailgunRailgun surface debriscl_avfx_contact_weapon_railgun_debrisAmount of physical surface fragments thrown by a Railgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderRailgunRailgun debris sizecl_avfx_contact_weapon_railgun_debris_sizeSize multiplier for surface fragments thrown by a Railgun impact. Applies immediately.

Weapons: explosive

TypeSectionRowVariable or targetWhat it does
SectionHand GrenadeHand Grenade
ToggleHand GrenadeHand Grenade contactscl_avfx_contact_weapon_handgrenade_enableMaster switch for every Player Contact effect caused by the Hand Grenade. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderHand GrenadeHand Grenade blood on a living targetcl_avfx_contact_weapon_handgrenade_live_bloodHow much blood a Hand Grenade hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderHand GrenadeHand Grenade corpse poolcl_avfx_contact_weapon_handgrenade_corpse_bloodHow much blood a Hand Grenade kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderHand GrenadeHand Grenade surface markcl_avfx_contact_weapon_handgrenade_decalSize and weight of the mark a Hand Grenade impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleHand GrenadeHand Grenade vaporizationcl_avfx_contact_weapon_handgrenade_vaporizeAdd vaporization for the Hand Grenade: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderHand GrenadeHand Grenade surface debriscl_avfx_contact_weapon_handgrenade_debrisAmount of physical surface fragments thrown by a Hand Grenade impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderHand GrenadeHand Grenade debris sizecl_avfx_contact_weapon_handgrenade_debris_sizeSize multiplier for surface fragments thrown by a Hand Grenade impact. Applies immediately.
SectionGrenade LauncherGrenade Launcher
ToggleGrenade LauncherGrenade Launcher contactscl_avfx_contact_weapon_grenadelauncher_enableMaster switch for every Player Contact effect caused by the Grenade Launcher. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderGrenade LauncherGrenade Launcher blood on a living targetcl_avfx_contact_weapon_grenadelauncher_live_bloodHow much blood a Grenade Launcher hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderGrenade LauncherGrenade Launcher corpse poolcl_avfx_contact_weapon_grenadelauncher_corpse_bloodHow much blood a Grenade Launcher kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderGrenade LauncherGrenade Launcher surface markcl_avfx_contact_weapon_grenadelauncher_decalSize and weight of the mark a Grenade Launcher impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleGrenade LauncherGrenade Launcher vaporizationcl_avfx_contact_weapon_grenadelauncher_vaporizeAdd vaporization for the Grenade Launcher: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderGrenade LauncherGrenade Launcher surface debriscl_avfx_contact_weapon_grenadelauncher_debrisAmount of physical surface fragments thrown by a Grenade Launcher impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderGrenade LauncherGrenade Launcher debris sizecl_avfx_contact_weapon_grenadelauncher_debris_sizeSize multiplier for surface fragments thrown by a Grenade Launcher impact. Applies immediately.
SectionRocket LauncherRocket Launcher
ToggleRocket LauncherRocket Launcher contactscl_avfx_contact_weapon_rocketlauncher_enableMaster switch for every Player Contact effect caused by the Rocket Launcher. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderRocket LauncherRocket Launcher blood on a living targetcl_avfx_contact_weapon_rocketlauncher_live_bloodHow much blood a Rocket Launcher hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderRocket LauncherRocket Launcher corpse poolcl_avfx_contact_weapon_rocketlauncher_corpse_bloodHow much blood a Rocket Launcher kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderRocket LauncherRocket Launcher surface markcl_avfx_contact_weapon_rocketlauncher_decalSize and weight of the mark a Rocket Launcher impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleRocket LauncherRocket Launcher vaporizationcl_avfx_contact_weapon_rocketlauncher_vaporizeAdd vaporization for the Rocket Launcher: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderRocket LauncherRocket Launcher surface debriscl_avfx_contact_weapon_rocketlauncher_debrisAmount of physical surface fragments thrown by a Rocket Launcher impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderRocket LauncherRocket Launcher debris sizecl_avfx_contact_weapon_rocketlauncher_debris_sizeSize multiplier for surface fragments thrown by a Rocket Launcher impact. Applies immediately.
SectionBFG10KBFG10K
ToggleBFG10KBFG10K contactscl_avfx_contact_weapon_bfg_enableMaster switch for every Player Contact effect caused by the BFG10K. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderBFG10KBFG10K blood on a living targetcl_avfx_contact_weapon_bfg_live_bloodHow much blood a BFG10K hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately.
SliderBFG10KBFG10K corpse poolcl_avfx_contact_weapon_bfg_corpse_bloodHow much blood a BFG10K kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately.
SliderBFG10KBFG10K surface markcl_avfx_contact_weapon_bfg_decalSize and weight of the mark a BFG10K impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleBFG10KBFG10K vaporizationcl_avfx_contact_weapon_bfg_vaporizeAdd vaporization for the BFG10K: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately.
SliderBFG10KBFG10K surface debriscl_avfx_contact_weapon_bfg_debrisAmount of physical surface fragments thrown by a BFG10K impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderBFG10KBFG10K debris sizecl_avfx_contact_weapon_bfg_debris_sizeSize multiplier for surface fragments thrown by a BFG10K impact. Applies immediately.


Saved settings and unaffected systems

Factory and twelve global Contact slots save only the Contact domain.
Ordinary AVFX presets and their generator do not use Contact variables.
Global Standard Particle Enable/RGB settings are excluded from Contact presets.
Contact settings do not change the server, protocol, damage, hit registration,

prediction, Ping Adaptation, Network God or LagHax.

Settings are available in the Russian and English CVAR browser; menus and

presets are the more convenient starting point.

The guide describes supported behaviour and actual menu controls. Visual results still depend on personal choices, the map and the graphics hardware.