![]() ![]() Message the moderators to get your post approved. Posts from brand new accounts will be blocked automatically to prevent spam. If you want to be safe, message the mods for approval before posting your link. Become a part of the community by commenting in other threads. Content creators and self promotion: 10% or less of your posting and conversation should link to your own content. If you're encouraging feeding or game ruining, you'll be receiving a (minimum) 1 week ban.ħ. No promoting or condoning game ruining of any kind. Click here for more info regarding coaching.ĥ. Posts offering coaching are allowed only if the coaching is provided free of any sort of charge. The better the post, the better the response you'll get.Ĥ. Add some context/info along your Dotabuff or Opendota links. belong in the General Discussion threads, unless OP is giving advice/insight in the thread. Extremely low effort posts will be removed Rank-ups, screenshots, etc. Constructive criticism, advice, and other people's opinions.ģ. Toxic attitudes or flaming aren't welcome here. Welcome to r/LearnDota2, the newbie friendly Dota2 subreddit! View the wiki - Tons of material! New Discussions Every Thursday Joining from LoL? Read This! Guide To Mental Improvement Subreddit Rulesġ. If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).Useful Links & Common Questions Hero Discussion List LearnDota2 Toggles showing which blocks are pending/loaded async. In multiplayer games, don't repeat captions more often than this many seconds.Ĭlose caption delay before showing caption. Searches for soundname which emits specified text.Ĭurrent close caption language (empty = use game UI language) Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) There is currently no known way to exit this mode without restarting the engine. When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.Ĭontrols the speed when matching offset to ideal angles in thirdperson viewĪmount of lag used when matching offset to ideal angles in thirdperson view Write buffered voice attachment data to file. +attack, +jump etc are used for spectator control instead of being passed on to spectated botĭraw a bbox Arguments: minx miny miny maxx maxy maxz īug : Activate the bug reporter.Īutomatically swaps the current weapon for the bug bait and back again. Takes a snapshot of a particular frame in a time demo.īind a key for a particular splitscreen player.īlink specified convar value between two values at the specified duration. Simulate a delay of up to a set msec per file operationĮnable all registered asynchronous tracking convars at onceĪuto_bug : create non-interactive bug report. Set the async filesystem mode (0 = async, 1 = synchronous)įorce async reads to serialize for profiling List all the currently registered anim events. ![]() Show the idle, walk, run, and/or sprint activities. 1 = show them for attacks, 2 = show them for tests. Maximum frametime to still play background expressions.ĭisable npc background expressions when you can't see them. If 2, it'll show non-solid entities that would do it if they were solid. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as CommandĮrases current game stats and writes out a blank stats file Help wheel input mode: RS | mouse movement in pixels before a move is treated as a drag mouse movement in pixels before a move is treated as a drag scroll in velocity for a drag scroll velocity for a drag scroll flick in velocity that the mouse must be moving as mouse up time to qualify as a drag scroll velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick in time that the mouse button must be down before a move is treated as a drag time that the mouse button must be down before a move is treated as a drag scroll in for flick velocity off of actual measured for flick velocity off of actual measured internal panorama refcounts for every float representing a scale factor for transitions.
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