Download the latest T6SP-Mod-Launcher.exe and t6sp-mod.dll and place them in the Black Ops II root folder. Run the launcher executable
config_sp.cfg
on game startuppersistent_sp.cfg
on each level changenoclip
god
cg_thirdperson
r_fog
fx_enable
dvardump
listassetpool
version
bind
/unbind
player_sustainAmmo
logfile
cg_LaserForceOn
cg_drawVersion
dvardump_v
- A verbose dvardumpdumpLua
- Dump all loaded LUA filesdumpRawfile
- Dump all loaded RawfilesdumpStringTables
- Dump all loaded String Tablessavepos
- Save current player positionloadpos
- Load saved player positionunlink
- Unlink the player for any active linksaveassetpool
Like listassetpool, but saves results to assetpool.txtwidget add <dvar name>
Create an on-screen widget for the specified DVARwidget remove <dvar name>
Remove the on-screen widget for the specified DVARwidget clear
Remove all on-screen widgetswidget hideall
Hide all on-screen widgetswidget showall
Show all on-screen widgetsg_dumpscripts
\<1 or 0> - Dump scripts on next map loadg_dumpmapents
\<1 or 0> - Dump mapents on next map loadg_friction
\<Float> - Adjust frictionr_drawskybox
\<1 or 0> - Toggle skybox renderingr_drawtransparent
\<1 or 0> - Toggle transparent renderingcon_maxSearchResults
\<2 to 32> - How many commands will show in search boxsv_enableBounces
\<0 or 1> Re-enables the bounce bug from COD4sv_bouncescale
\<Float> The scale of the bouncenoclipSprintScale
\<Float> The scale of sprint speed in noclipr_drawPathnodes
\<0 - 2> Draw pathnodes onto screenr_drawStaticModelInfo
\<0 - 1> Draw nearby static model infor_drawReflectionProbes
\<0 - 2> Draw reflection probes onto screenr_drawPrimaryLights
\<0 - 1> Draw primary lights onto screenlui_developer
\<0 - 1> Prints LUI developer info to consoler_drawStaticModels
\<0 - 1> Toggles the rendering of static modelsphys_enable
\<0 - 1> Toggle the rigidbody physics systemphys_debug
\<0 - 1> Toggle the rigidbody physics system debugging info(Only gsc/csc, mapens, and non-internal rawfiles at the moment)
(Only gsc/csc at the moment)