trigger_momentum_promptinput
Trigger that prompts the player to press up to three keys inside it’s volume.
Trigger that prompts the player to press up to three keys inside it’s volume.
Enables fast Quake 2-like rampslides in conc. 1 = ON, 0 = OFF
The type of acceleration to use when crouchsliding in conc. 0 = Ground, 1 = Air.
Minimum speed to initiate a crouchslide in conc. 0 = OFF.
The amount of friction to apply in conc while crouchsliding.
The amount of ground acceleration to apply while crouchsliding in conc.
If bhop capping is enabled, this caps jump speed on ramps as well. 1 = ON, 0 = OFF.
Minimum horizontal speed before friction starts applying while jumping in conc. 0 = no friction applied.
The amount of friction to apply when jumping in conc, if over the minimum speed set inmom_mv_conc_bhop_friction_speed
The max horizontal speed the player can keep after a jump in conc. 0 is no speed cap.
Keeps air acceleration cap the same at all times while in the air. When 0, the cap is only 25% of normal air acceleration when moving upwards slowly, (≤ 140 ...
Use the old movement code from before the code refactor.
The amount of units used in the offset for retraces.
Makes the player jump to the exact same height every jump. The height if affected by mom_mv_jump_z_offset.
Enables automatically attaching to ladders when walking off a floor above them.
Ignores view roll angle when determining the direction for applying force imposed by movement keys (e.g. +moveleft). This fixes accidental counter-strafing w...
The amount of units on the Z axis to offset each time the player jumps when jump height normalization is enabled.
Removes RNG in which the player would hit a slope in an uphill direction and either land or cause a slide. 1 is to land and 2 is to slide.
Fixes being able to unduck in midair and land without activating triggers. (Also known as jumpbugs or duckbugs).
Fixes the player being able to jump off the ground if grounded with a trigger under the player.
Fixes some movement trace errors that incorrectly stop the player.
Fixes receiving free vertical velocity when hitting slopes without jumping.
Prevents undesired edgebugs, as well as removing RNG from intended edgebugs. 0 is off, 1 is on (don’t allow any trigger edgebugging), and 2 is on (allow tel...
Fixes the Quantum Crouch glitch when reducking during stand animation.
Handle desync between the duck key being pressed and the real duck state better. (e.g. when the duck state is changed by a saveloc)
Fixes headbugs by updating the player’s bounding box after the duck code instead of at the end of each tick.
Fixes RNG in which the player would hit slopes in a downhill direction and not gain any horizontal speed.
Disables view roll upon hitting objects at high speeds.
Amount of units off the ground the player needs to be before being considered on the ground.
Allows zero gravity scale instead of falling back on normal gravity.
Defrag CPM airstrafe acceleration for A/D movement.
Defrag CPM airstrafe acceleration for A/D movement.
Defrag CPM aircontrol multiplier.
Defrag physics mode (0 = VQ3, 1 = CPM).
Like sv_airaccelerate, but for air slowdown only (+back).
Changes the max wallrun duration, in milliseconds.
Changes the min angle away from the wall normal for the player to wallrun.
Changes the wallrun speed.
Changes the max height the player can climb to.
Changes the roll of the wallrun view angle.
Changes the scaling factor for how much to steer outward around obstacles when wallrunning.
Changes the limit on downward velocity for wallrunning.
Changes the limit on upward velocity for wallrunning.
Changes the scaling factor for adjusting the player’s view to look where they’re going when wallrunning.
Changes the amount of time (in seconds) to lookahead for bumps or corners when wallrunning.
Changes how long to wait before aligning the player’s view with their move direction when wallrunning, in seconds.
Changes the fraction of player speed when they push off a wall.
Changes the fraction of wallrun speed to add to jump speed.
Changes the scaling factor for how much to steer inward toward the wall when wallrunning.
Changes the player’s min Z (up/down) position for starting a wallrun with the player’s feet below the bottom edge of the wall.
Changes the max angle of the wall normal to end a wallrun. Higher values allow the player to wallrun across sharper turns.
Changes the wallrun speed boost.
Changes the anticipation logic for wallrunning, 0 = None; 1 = Eye roll only, 2 - Full (bumps).
Changes the wallrun acceleration.
Changes the max powerslide time, in milliseconds.
Changes the powerslide’s speed boost.
Changes whether to lock your move direction when sliding.
Changes the time after leaving a surface that jumps are still allowed, in seconds.
Changes the velocity scaling amount for changing direction during an airjump. Higher values allow the player to retain more speed when airjumping at angles f...
Toggles walk input for gamemodes with the ability to +walk. Toggle resets when the player cannot walk (e.g. crouching), when hitting a fail teleport (see tri...
Toggles sprint input for gamemodes with the ability to +speed. Toggle resets when the player cannot sprint (e.g. crouching), when hitting a fail teleport (se...
Toggles jump input for gamemodes with autohop. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_...
Toggles duck input. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_momentum_multihop, and trig...
Trigger that fires on user KeyPress if inside trigger.
Trigger that allows for multiple hops inside of it, and teleports the player if they stay inside for longer than the hold time.
Toggles the sound made when enabling sprint.
The length of the player’s trail (in seconds).
Toggles the player’s trail (in seconds).
The player’s trail color. Accepts color value in format RGBA.
The color & alpha of the player’s ghost. Accepts color value in format RGBA. If RGB is supplied, the alpha is set to 255.
Changes the appearance bodygroup (shape).
Enables fast Quake 2-like rampslides in conc. 1 = ON, 0 = OFF
The type of acceleration to use when crouchsliding in conc. 0 = Ground, 1 = Air.
Minimum speed to initiate a crouchslide in conc. 0 = OFF.
The amount of friction to apply in conc while crouchsliding.
The amount of ground acceleration to apply while crouchsliding in conc.
If bhop capping is enabled, this caps jump speed on ramps as well. 1 = ON, 0 = OFF.
Minimum horizontal speed before friction starts applying while jumping in conc. 0 = no friction applied.
The amount of friction to apply when jumping in conc, if over the minimum speed set inmom_mv_conc_bhop_friction_speed
The max horizontal speed the player can keep after a jump in conc. 0 is no speed cap.
Keeps air acceleration cap the same at all times while in the air. When 0, the cap is only 25% of normal air acceleration when moving upwards slowly, (≤ 140 ...
Use the old movement code from before the code refactor.
The amount of units used in the offset for retraces.
Makes the player jump to the exact same height every jump. The height if affected by mom_mv_jump_z_offset.
Enables automatically attaching to ladders when walking off a floor above them.
Ignores view roll angle when determining the direction for applying force imposed by movement keys (e.g. +moveleft). This fixes accidental counter-strafing w...
The amount of units on the Z axis to offset each time the player jumps when jump height normalization is enabled.
Removes RNG in which the player would hit a slope in an uphill direction and either land or cause a slide. 1 is to land and 2 is to slide.
Fixes being able to unduck in midair and land without activating triggers. (Also known as jumpbugs or duckbugs).
Fixes the player being able to jump off the ground if grounded with a trigger under the player.
Fixes some movement trace errors that incorrectly stop the player.
Fixes receiving free vertical velocity when hitting slopes without jumping.
Prevents undesired edgebugs, as well as removing RNG from intended edgebugs. 0 is off, 1 is on (don’t allow any trigger edgebugging), and 2 is on (allow tel...
Fixes the Quantum Crouch glitch when reducking during stand animation.
Handle desync between the duck key being pressed and the real duck state better. (e.g. when the duck state is changed by a saveloc)
Fixes headbugs by updating the player’s bounding box after the duck code instead of at the end of each tick.
Fixes RNG in which the player would hit slopes in a downhill direction and not gain any horizontal speed.
Disables view roll upon hitting objects at high speeds.
Amount of units off the ground the player needs to be before being considered on the ground.
Allows zero gravity scale instead of falling back on normal gravity.
Defrag CPM airstrafe acceleration for A/D movement.
Defrag CPM airstrafe acceleration for A/D movement.
Defrag CPM aircontrol multiplier.
Defrag physics mode (0 = VQ3, 1 = CPM).
Like sv_airaccelerate, but for air slowdown only (+back).
Changes the max wallrun duration, in milliseconds.
Changes the min angle away from the wall normal for the player to wallrun.
Changes the wallrun speed.
Changes the max height the player can climb to.
Changes the roll of the wallrun view angle.
Changes the scaling factor for how much to steer outward around obstacles when wallrunning.
Changes the limit on downward velocity for wallrunning.
Changes the limit on upward velocity for wallrunning.
Changes the scaling factor for adjusting the player’s view to look where they’re going when wallrunning.
Changes the amount of time (in seconds) to lookahead for bumps or corners when wallrunning.
Changes how long to wait before aligning the player’s view with their move direction when wallrunning, in seconds.
Changes the fraction of player speed when they push off a wall.
Changes the fraction of wallrun speed to add to jump speed.
Changes the scaling factor for how much to steer inward toward the wall when wallrunning.
Changes the player’s min Z (up/down) position for starting a wallrun with the player’s feet below the bottom edge of the wall.
Changes the max angle of the wall normal to end a wallrun. Higher values allow the player to wallrun across sharper turns.
Changes the wallrun speed boost.
Changes the anticipation logic for wallrunning, 0 = None; 1 = Eye roll only, 2 - Full (bumps).
Changes the wallrun acceleration.
Changes the max powerslide time, in milliseconds.
Changes the powerslide’s speed boost.
Changes whether to lock your move direction when sliding.
Changes the time after leaving a surface that jumps are still allowed, in seconds.
Changes the velocity scaling amount for changing direction during an airjump. Higher values allow the player to retain more speed when airjumping at angles f...
Toggles walk input for gamemodes with the ability to +walk. Toggle resets when the player cannot walk (e.g. crouching), when hitting a fail teleport (see tri...
Toggles sprint input for gamemodes with the ability to +speed. Toggle resets when the player cannot sprint (e.g. crouching), when hitting a fail teleport (se...
Toggles jump input for gamemodes with autohop. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_...
Toggles duck input. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_momentum_multihop, and trig...
When enabled, the game will auto release the forward key after jumping. Can be used on all surf/bhop styles except HSW.
Toggles being able to move after completing a run.
If enabled, the game will allow you to press 2+ keys at once which will null out movement gain.
Toggles playing the weapon switch sound.
Default time precision for UI displaying (g:time custom dialog variable handler).
Toggles showing hud status, which displays information about which zone you are in, which saveloc was last loaded, whether you are in practice mode, etc.
Toggles showing zone type (staged or linear) in map info on the HUD.
Toggles showing tier in map info on the HUD.
Toggles showing number of zones in the map info on the HUD.
Toggles showing map name in map info on the HUD.
Toggles showing the map info on the HUD.
Toggles showing author(s) in the map info on the HUD.
Setting this value to 0 removes the limit (uncapped)
Toggles the entire speedometer panel on or off.
Toggles the conc timer.
Toggles whether the countdown for the conc timer is shown.
Toggles whether the cont entity panels display the panel with the remaining fuse timer.
Toggles whether the conc entity panels display a label with the remaining fuse timer in seconds.
The distance (in units) at which conc entity panels start to fade. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether the conc entity panels fade after a certain distance. This distance is set using mom_hud_conc_entpanels_fade_start and mom_hud_conc_entpanels...
The amount of units to linearly fade the conc ent panel over. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether concs have their fuse timer displayed above them as an entity panel.
Opens a hud menu. Accepts the hud menu itself.
Reloads the hud menu names for parameter completion for chaos_hud_menu_show.
Hides the currently open hud menu, if there is one.
Opens the in-game chat window.
This guide covers all gamemode-specific settings available to players, at least at the time of writing.
Loads the speedometer setup for the current gamemode from momentum/cfg/speedometer.vdf. For steam users, this will be
Reloads the control resource files for hud elements.
When the game boots, it scans the momentum/custom/ folder for VPK files and subfolders. For steam users, this will be
Shows the zoning menu.
Toggles showing keypresses and strafe/jump counter.
Toggles showing the current momentum version.
Toggles displaying the timer.
Toggles the strafe sync type. Sync1 (perfect strafe ticks / total strafe ticks) = 1, Sync2 (accel ticks / total strafe ticks) = 0.
Toggles displaying the visual strafe sync bar.
Toggles displaying strafesync data. Off = 0, Only timer = 1, Always (apart from practice mode) = 2.
Toggles strafesync data colorization type. Off = 0, On (Based on acceleration) = 1, On (Based on percentage) = 2.
Toggles showing the names of who is spectating you.
Toggles showing the spectator panel. Off = 0, On when there are spectators = 1, Always on = 2.
The max number of names to print of who is spectating you. Unlimited = 0.
Toggles the stickybomb counter.
Toggles showing the chargemeter units. Off = 0, UPS (900-2400) = 1, Percentage (0% = 900UPS, 100% = 2400UPS) = 2.
Toggles showing the chargemeter when the sticky launcher is actively equipped.
How far away the damage indicators are from the crosshair.
Width of the damage indicator at minimum damage.
How long the damage indicator stays on screen at minimum damage.
Height of the damage indicator at minimum damage.
Width of the damage indicator at maximum damage.
How long the damage indicator stays on screen at maximum damage.
Height of the damage indicator at maximum damage.
Toggles showing the damage indicator.
RGB color of the damage indicator. Alpha is ignored.
Shows the run comparison panel. 0 = OFF, 1 = ON
Toggles timestamps on chat messages.
A trigger that controls the maximum number of stickybombs the player is allowed to shoot.
Trigger that prompts the player to press up to three keys inside it’s volume.
A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination.
Changes the draw mode of the start zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays ...
Color of the start zone(s) in RGBA format.
Changes the draw mode of the stage zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays ...
Color of the stage zone(s) in RGBA format.
Changes the draw mode of the end zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays (s...
Color of the end zone(s) in RGBA format.
Alpha override for drawing zone faces. To enable, see mom_zone_draw_alpha_override_toggle.
Toggles the alpha override for drawing zone faces (see mom_zone_draw_faces_alpha_override).
Changes the draw mode of the checkpoint zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as over...
Color of the checkpoint zone(s) in RGBA format.
Trigger that fires on user KeyPress if inside trigger.
Trigger that allows for multiple hops inside of it, and teleports the player if they stay inside for longer than the hold time.
Trigger that teleports the player to their last touched trigger_momentum_progress.
Used for storing a discrete progress number in the player.
Sets the angle the player is looking towards when teleporting to the start zone. Takes in yaw in degrees or uses your current looking angle.
Edits an existing zone. Only accepts an entity index.
Deletes zone types. Accepts start/stop/stage/checkpoint or an entity index.
Sets the zone number. Use 0 to automatically determine one, otherwise start from 2.
Toggles using new point-based zoning method by Mehis.
Changes the type of zone to be created when using mom_zone_mark / mom_zone_create.
What track to create the zone for. Main track = 0, above 0 is a bonus track.
Max leave speed for the start trigger. 0 to disable.
Changes the limit speed method used in the start zone. Take into account player z-velocity = 0, Ignore z-velocity = 1.
Toggles letting you create zones despite map already having both start and end zone.
The grid size used to create zones.
Toggles zone editing
Toggles debugging mode for zoning.
Whether the “auto” setting for mom_zone_type should create a stage zone or an end zone (after initial start zone).
A trigger volume that modifies the velocity of players that touch it. This allows mappers to change how and when the velocity is applied, providing more c...
A trigger entity in Momentum Mod that ends the map or bonus upon entering it. Looking for more general info on Zones? Check the Zone Types page.
A trigger entity in Momentum Mod that starts the map or bonus upon leaving it. Looking for more general info on Zones? Check the Zone Types page.
A trigger entity in Momentum Mod that marks the start of a stage. It is used on Staged maps and can be reset to via mom_restart_stage.
A trigger entity in Momentum Mod that splits the timer. It is used on Linear maps and can not be reset to, unlike Stages.
Changes the draw mode of the start zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays ...
Color of the start zone(s) in RGBA format.
Changes the draw mode of the stage zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays ...
Color of the stage zone(s) in RGBA format.
Changes the draw mode of the end zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays (s...
Color of the end zone(s) in RGBA format.
Alpha override for drawing zone faces. To enable, see mom_zone_draw_alpha_override_toggle.
Toggles the alpha override for drawing zone faces (see mom_zone_draw_faces_alpha_override).
Changes the draw mode of the checkpoint zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as over...
Color of the checkpoint zone(s) in RGBA format.
Increases the maximum distance of the zoning reticle. The amount increased is equivalent to the grid size (see mom_zone_grid).
Decreases the maximum distance of the zoning reticle. The amount decreased is equivalent to the grid size (see mom_zone_grid).
Sets the angle the player is looking towards when teleporting to the start zone. Takes in yaw in degrees or uses your current looking angle.
Shows the zoning menu.
Starts building a zone.
Generates the .zon file for map zones.
Edits an existing zone. Only accepts an entity index.
Deletes zone types. Accepts start/stop/stage/checkpoint or an entity index.
Creates the zone that you are done building.
Cancels the building of the current zone.
Goes back a step when zone building.
Sets the zone number. Use 0 to automatically determine one, otherwise start from 2.
Toggles using new point-based zoning method by Mehis.
Changes the type of zone to be created when using mom_zone_mark / mom_zone_create.
What track to create the zone for. Main track = 0, above 0 is a bonus track.
Max leave speed for the start trigger. 0 to disable.
Changes the limit speed method used in the start zone. Take into account player z-velocity = 0, Ignore z-velocity = 1.
Toggles letting you create zones despite map already having both start and end zone.
The grid size used to create zones.
Toggles zone editing
Toggles debugging mode for zoning.
Toggles the draw of the zoning crosshair/reticle.
Whether the “auto” setting for mom_zone_type should create a stage zone or an end zone (after initial start zone).
Toggles playing the weapon switch sound.
Note that these sounds originate from the local player
Unlike snd_volume_weapon_player, this cvar is for any weapon sounds
Set the volume for sounds located in the momentum/sound/ui/ directory.
Set the volume for sounds located in the momentum/sound/physics/ directory.
Set the volume for sounds located in the momentum/sound/music/ directory.
Set the volume for sounds with the mainmenu substring.
Set the volume for sounds located in the momentum/sound/footsteps/ directory.
Set the volume for sounds located in the momentum/sound/ambient/ directory.
Control the minimum speed a conc must be traveling to trigger a bounce sound.
Control the minimum distance in units that a conc must be from its previous bounce location to trigger a bounce sound.
Control the minimum time in seconds between a conc grenade’s bounce sounds.
Toggles the conc timer sound. 0 = OFF, 1 = ON.
Toggles whether the conc makes a sound when it fizzles. 0 = OFF, 1 = ON.
Toggles the conc explosion sound. 0 = OFF, 1 = ON.
Toggle whether the conc makes a sound when it bounces. 0 = OFF, 1 = ON.
Toggles the stickybomb launcher firing sound.
Controls the amount of time (in seconds) a stickybomb needs to be charged before playing a more powerful version of the sticky shot sound.
Toggles playing a sound on sending or recieving a chat message.
Toggles the sound made when enabling sprint.
Toggles sound on timer stop.
Toggles sound on timer start.
Toggles sound on timer finish.
Toggles sound on timer fail.
Toggles the stickybomb explosion sound.
Toggles the sticky launcher detonate success sound.
Toggles the sticky launcher detonate fail sound.
Toggles the sticky launcher charging sound.
Toggles the rocket trail sound.
Toggles the rocket shooting sound.
Toggles the rocket explosion sound.
Toggles the paint apply sound.
Toggle other player’s flashlight sounds.
Toggles the door bhop block sound.
Enables fast Quake 2-like rampslides in conc. 1 = ON, 0 = OFF
The type of acceleration to use when crouchsliding in conc. 0 = Ground, 1 = Air.
Minimum speed to initiate a crouchslide in conc. 0 = OFF.
The amount of friction to apply in conc while crouchsliding.
The amount of ground acceleration to apply while crouchsliding in conc.
If bhop capping is enabled, this caps jump speed on ramps as well. 1 = ON, 0 = OFF.
Minimum horizontal speed before friction starts applying while jumping in conc. 0 = no friction applied.
The amount of friction to apply when jumping in conc, if over the minimum speed set inmom_mv_conc_bhop_friction_speed
The max horizontal speed the player can keep after a jump in conc. 0 is no speed cap.
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manua...
What is Conc?
Like sv_airaccelerate, but for air slowdown only (+back).
Control the minimum speed a conc must be traveling to trigger a bounce sound.
Control the minimum distance in units that a conc must be from its previous bounce location to trigger a bounce sound.
Control the minimum time in seconds between a conc grenade’s bounce sounds.
Toggles showing the conc grenade’s explosion radius after detonation.
Sets the ghost conc grenade alpha value. 10 = more transparent, 255 = opaque.
Toggles the conc timer sound. 0 = OFF, 1 = ON.
Toggles whether the conc makes a sound when it fizzles. 0 = OFF, 1 = ON.
Toggles the conc explosion sound. 0 = OFF, 1 = ON.
Toggle whether the conc makes a sound when it bounces. 0 = OFF, 1 = ON.
Toggles whether the conc grenade has a trail particle or not. 0 = OFF, 1 = ON.
Toggles the particles for conc explosions. 0 = OFF, 1 = ON.
Toggles the conc timer.
Toggles whether the countdown for the conc timer is shown.
Toggles whether the cont entity panels display the panel with the remaining fuse timer.
Toggles whether the conc entity panels display a label with the remaining fuse timer in seconds.
The distance (in units) at which conc entity panels start to fade. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether the conc entity panels fade after a certain distance. This distance is set using mom_hud_conc_entpanels_fade_start and mom_hud_conc_entpanels...
The amount of units to linearly fade the conc ent panel over. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether concs have their fuse timer displayed above them as an entity panel.
What is Parkour?
Changes the max wallrun duration, in milliseconds.
Changes the min angle away from the wall normal for the player to wallrun.
Changes the wallrun speed.
Changes the max height the player can climb to.
Changes the roll of the wallrun view angle.
Changes the scaling factor for how much to steer outward around obstacles when wallrunning.
Changes the limit on downward velocity for wallrunning.
Changes the limit on upward velocity for wallrunning.
Changes the scaling factor for adjusting the player’s view to look where they’re going when wallrunning.
Changes the amount of time (in seconds) to lookahead for bumps or corners when wallrunning.
Changes how long to wait before aligning the player’s view with their move direction when wallrunning, in seconds.
Changes the fraction of player speed when they push off a wall.
Changes the fraction of wallrun speed to add to jump speed.
Changes the scaling factor for how much to steer inward toward the wall when wallrunning.
Changes the player’s min Z (up/down) position for starting a wallrun with the player’s feet below the bottom edge of the wall.
Changes the max angle of the wall normal to end a wallrun. Higher values allow the player to wallrun across sharper turns.
Changes the wallrun speed boost.
Changes the anticipation logic for wallrunning, 0 = None; 1 = Eye roll only, 2 - Full (bumps).
Changes the wallrun acceleration.
Changes the max powerslide time, in milliseconds.
Changes the powerslide’s speed boost.
Changes whether to lock your move direction when sliding.
Changes the time after leaving a surface that jumps are still allowed, in seconds.
Changes the velocity scaling amount for changing direction during an airjump. Higher values allow the player to retain more speed when airjumping at angles f...
Toggles sprint input for gamemodes with the ability to +speed. Toggle resets when the player cannot sprint (e.g. crouching), when hitting a fail teleport (se...
Toggles jump input for gamemodes with autohop. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_...
Trigger that prompts the player to press up to three keys inside it’s volume.
Toggles showing zone type (staged or linear) in map info on the HUD.
Toggles showing tier in map info on the HUD.
Toggles showing number of zones in the map info on the HUD.
Toggles showing map name in map info on the HUD.
Toggles showing the map info on the HUD.
Toggles showing author(s) in the map info on the HUD.
A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination.
Toggles the safeguard for changing map during a run.
Trigger that fires on user KeyPress if inside trigger.
Trigger that allows for multiple hops inside of it, and teleports the player if they stay inside for longer than the hold time.
Trigger that teleports the player to their last touched trigger_momentum_progress.
Used for storing a discrete progress number in the player.
Prints out the commands/variables stored in the mapcfg for the current map.
Clears the commands/variables in the mapcfg for the current map.
Adds a command or convar to be executed on start of the map currently being played.
The number of parallel map downloads if mom_map_download_queue is enabled.
If enabled, maps will be queued to download, allowing parallel downloads. The number of parallel downloads is set using mom_map_download_queue_parallel.
If enabled, a confirmation box will pop up when cancelling downloads.
If enabled, maps will automatically download when updated/added to the library.
If enabled, maps will be queued to be deleted upon game close. Otherwise, maps are deleted the moment they are confirmed to have been removed from the maps l...
Helps with fixing some surf/ramp bugs.
Decides where rockets are fired from, 0 is The Original (center), 1 is Stock (side), and 2 is the Cow Mangler (hybrid).
Note that these sounds originate from the local player
Unlike snd_volume_weapon_player, this cvar is for any weapon sounds
This convar has no effect on weapon-focused gamemodes such as Rocket Jump, Sticky Jump, Conc, and Defrag, and cannot be changed while the timer is running.
Toggles the conc timer.
Toggles whether the countdown for the conc timer is shown.
Toggles whether the cont entity panels display the panel with the remaining fuse timer.
Toggles whether the conc entity panels display a label with the remaining fuse timer in seconds.
The distance (in units) at which conc entity panels start to fade. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether the conc entity panels fade after a certain distance. This distance is set using mom_hud_conc_entpanels_fade_start and mom_hud_conc_entpanels...
The amount of units to linearly fade the conc ent panel over. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether concs have their fuse timer displayed above them as an entity panel.
Reloads all weapon scripts.
Reloads the weapon script for the current weapon.
When the game boots, it scans the momentum/custom/ folder for VPK files and subfolders. For steam users, this will be
If enabled, changing weapons will lower the previous weapon at a speed set in mom_weapon_speed_lower. When disabled, the weapon will be immediately lowered.
Controls the weapon lowering speed if mom_weapon_speed_lower_enable is enabled.
Toggles the sticky launcher detonate success sound.
Toggles the sticky launcher detonate fail sound.
Toggles the sticky launcher charging sound.
Toggles the rocket shooting sound.
Sets the ghost conc grenade alpha value. 10 = more transparent, 255 = opaque.
Stops playing the current replay.
Restarts the current spectated replay, if there is one.
Begins playback of a loaded replay in first person, if there is one.
Begins playback of a replay as a ghost.
Begins playback of a specified replay in first-person mode.
Toggles pausing and playing of the currently spectated replay.
Goes to the end of the currently spectated replay.
Goes to the specified tick in the currently spectated replay.
Toggles drawing other ghost’s trails.
Sets the ghost stickybomb alpha value.
Toggle other player’s flashlight sounds.
Toggles wonky rotations of ghosts.
The amount of time to render in the past (in seconds).
Toggles drawing other ghosts’ flashlights.
Toggle overriding other player’s ghost alpha values to the one defined in mom_ghost_online_alpha_override.
Overrides ghost alphas to be this value if mom_ghost_online_alpha_override_enable is enabled.
Interpolation ticks to add to rendering online ghosts.
The color & alpha of the player’s ghost. Accepts color value in format RGBA. If RGB is supplied, the alpha is set to 255.
Changes the appearance bodygroup (shape).
Sets the ghost conc grenade alpha value. 10 = more transparent, 255 = opaque.
Stops spectating.
Starts spectating. Starts in free roam spectate mode if there are no active ghosts (players) on your map.
Teleport to a given lobby member given their Steam ID or name. The target must be on the same map.
Leaves the current lobby.
Opens the steam overlay with a list of friends to invite to the current lobby.
Starts hosting a lobby.
The number of parallel map downloads if mom_map_download_queue is enabled.
If enabled, maps will be queued to download, allowing parallel downloads. The number of parallel downloads is set using mom_map_download_queue_parallel.
If enabled, a confirmation box will pop up when cancelling downloads.
If enabled, maps will automatically download when updated/added to the library.
Toggles drawing other ghost’s trails.
Sets the ghost stickybomb alpha value.
Toggle other player’s flashlight sounds.
Toggles wonky rotations of ghosts.
The amount of time to render in the past (in seconds).
Toggles drawing other ghosts’ flashlights.
Toggle overriding other player’s ghost alpha values to the one defined in mom_ghost_online_alpha_override.
Overrides ghost alphas to be this value if mom_ghost_online_alpha_override_enable is enabled.
Interpolation ticks to add to rendering online ghosts.
Increases the maximum distance of the zoning reticle. The amount increased is equivalent to the grid size (see mom_zone_grid).
Decreases the maximum distance of the zoning reticle. The amount decreased is equivalent to the grid size (see mom_zone_grid).
Toggles the draw of the zoning crosshair/reticle.
Sets the thickness of a crosshair line. Takes effect when cl_crosshair_style is 1.
Toggles the T style crosshair.
Sets the crosshair style. CS:S = 0, User CVars = 1, Custom VTF = 2.
Sets the length of a crosshair line. Takes effect when cl_crosshair_style is 1 or 2.
Toggles whether crosshair scales to the resolution defined in cl_crosshair_scale. Takes effect when cl_crosshair_style is 0.
Sets the resolution to scale the crosshair to. Takes effect when cl_crosshair_style is 0.
Sets the thickness of the crosshair’s outline. Takes effect when cl_crosshair_outline_enable is 1.
Toggles using a black outline around the crosshair. Takes effect when cl_crosshair_style is 0 or 1.
Toggles using defined crosshair distances per weapon.
Sets the minimum distance between two crosshair lines. Takes effect when cl_crosshair_style is 1 or 2.
Set the name of the custom VTF texture defined in momentum/scripts/hud_textures.txt to be used as a crosshair. Takes effect when cl_crosshair_style is 1.
Toggles dynamic crosshair behavior with player movement.
Toggles dynamic crosshair behavior with weapon firing.
Toggles crosshair dot.
Set the crosshair’s color. Accepts color value in format RGBA. If RGB is supplied, alpha is set to 255.
Toggles the crosshair transparency.
A trigger that controls the maximum number of stickybombs the player is allowed to shoot.
What is Sticky Jump?
Toggles the stickybomb launcher firing sound.
Controls the amount of time (in seconds) a stickybomb needs to be charged before playing a more powerful version of the sticky shot sound.
Determines how long it takes for stickybombs to start being drawn after spawning.
Toggles the stickybomb explosion sound.
Toggles the sticky launcher detonate success sound.
Toggles the sticky launcher detonate fail sound.
Toggles the sticky launcher charging sound.
Toggles the stickybomb trail particle.
Toggles the particles for stickybomb explosion.
Toggles creating decals of stickybomb explosion.
Toggles the stickybomb counter.
Toggles showing the chargemeter units. Off = 0, UPS (900-2400) = 1, Percentage (0% = 900UPS, 100% = 2400UPS) = 2.
Toggles showing the chargemeter when the sticky launcher is actively equipped.
Sets the ghost stickybomb alpha value.
A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination.
An entity that teleports the player when they stand on a specified material surface.
Teleports the player to the start zone of the given trick.
Creates a map teleport of a given name.
Teleports to a given map tele by index, which is 1-based.
Teleports the player to the last touched progress trigger.
Trigger that teleports the player to their last touched trigger_momentum_progress.
Restarts the player to the start of the current stage on the current track; the player is teleported to their stage start mark if they have one, otherwise th...
Goes backwards through the saveloc list, while teleporting the player to each.
Goes forwards through the saveloc list, while teleporting the player to each.
Goes to the last saveloc in the list and teleports the player to it.
Goes to the first saveloc in the list and teleports the player to it.
Teleports the player to their current saved location. Binding +mom_saveloc_current and holding the set key down, freezes the player and loads the saveloc. Re...
Teleport to a given lobby member given their Steam ID or name. The target must be on the same map.
Teleports the player to the solid that they are looking at.
Restarts the player to the start of the current track; the player is teleported to their start mark if they have one, otherwise they are teleported to the mi...
Goes to the given saveloc number in the list, teleporting the player to it.
Imports savelocs from another map into the current map. Includes parameter autocompletion, which fills with maps that have at least one saveloc.
Opens a hud menu. Accepts the hud menu itself.
Changes the safeguard for teleporting to a saved location during a run.
Removes the current saveloc.
Removes all of the created savelocs for the current map.
Goes backwards through the saveloc list, while teleporting the player to each.
Goes forwards through the saveloc list, while teleporting the player to each.
Goes to the last saveloc in the list and teleports the player to it.
Goes to the first saveloc in the list and teleports the player to it.
Teleports the player to their current saved location. Binding +mom_saveloc_current and holding the set key down, freezes the player and loads the saveloc. Re...
Creates a saveloc which saves the player’s state. When called in a start zone, creates a start mark instead (see mom_start_mark_create).
Closes the saveloc menu.
If enabled, savelocs will be saved between sessions of the same map.
Default time precision for UI displaying (g:time custom dialog variable handler).
Restarts the player to the start of the current stage on the current track; the player is teleported to their stage start mark if they have one, otherwise th...
Toggles sound on timer stop.
Toggles sound on timer start.
Toggles sound on timer finish.
Toggles sound on timer fail.
Stops the timer if it is currently running.
Toggles displaying the timer.
A trigger entity in Momentum Mod that ends the map or bonus upon entering it. Looking for more general info on Zones? Check the Zone Types page.
A trigger entity in Momentum Mod that starts the map or bonus upon leaving it. Looking for more general info on Zones? Check the Zone Types page.
A trigger entity in Momentum Mod that marks the start of a stage. It is used on Staged maps and can be reset to via mom_restart_stage.
A trigger entity in Momentum Mod that splits the timer. It is used on Linear maps and can not be reset to, unlike Stages.
Restarts the player to the start of the current track; the player is teleported to their start mark if they have one, otherwise they are teleported to the mi...
Controls the baseline opacity for entity panels; distance fading fades from this opacity value to 0.
Toggles whether the cont entity panels display the panel with the remaining fuse timer.
Toggles whether the conc entity panels display a label with the remaining fuse timer in seconds.
The distance (in units) at which conc entity panels start to fade. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether the conc entity panels fade after a certain distance. This distance is set using mom_hud_conc_entpanels_fade_start and mom_hud_conc_entpanels...
The amount of units to linearly fade the conc ent panel over. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether concs have their fuse timer displayed above them as an entity panel.
Toggles showing other player’s name panels.
The distance (in units) at which entity panels start to fade. This fade is enabled using mom_hud_ghost_entpanels_fade_enable.
Toggles the entity panels fading out based on distance. This distance is set using mom_hud_ghost_entpanels_fade_start and mom_hud_ghost_entpanels_fade_dist.
The amount of units to linearly fade the entity panel over. This fade is enabled using mom_hud_ghost_entpanels_fade_enable.
Toggles showing other player’s name and steam avatar panels.
Toggles showing other player’s steam avatar panels.
Stops playing the current replay.
Restarts the current spectated replay, if there is one.
Begins playback of a loaded replay in first person, if there is one.
Begins playback of a replay as a ghost.
Begins playback of a specified replay in first-person mode.
Toggles pausing and playing of the currently spectated replay.
Goes to the end of the currently spectated replay.
Goes to the specified tick in the currently spectated replay.
Toggles the replay ghost’s trail.
The timescale of a replay. Normal = 1, Slower is <1, Faster is >1.
Going forward or backward in the ReplayUI. Pause = 0, Backwards = 1, Forwards =2.
If enabled, prints out debug info when loading replays.
Helps with fixing some surf/ramp bugs.
Decides where rockets are fired from, 0 is The Original (center), 1 is Stock (side), and 2 is the Cow Mangler (hybrid).
What is Rocket Jump?
Toggles the rocket trail sound.
Toggles the rocket shooting sound.
Toggles the rocket explosion sound.
Determines how long it takes for rockets to start being drawn after spawning.
Toggles the rocket trail particle.
Toggles the particles for rocket explosions.
Toggles creating decals on rocket explosion.
Changes the color of drawn teleport destinations in RGBA format.
Color of the start zone(s) in RGBA format.
Color of the stage zone(s) in RGBA format.
Color of the end zone(s) in RGBA format.
Color of the checkpoint zone(s) in RGBA format.
The player’s trail color. Accepts color value in format RGBA.
Paint decal color in RGBA.
Toggles strafesync data colorization type. Off = 0, On (Based on acceleration) = 1, On (Based on percentage) = 2.
RGB color of the damage indicator. Alpha is ignored.
The color & alpha of the player’s ghost. Accepts color value in format RGBA. If RGB is supplied, the alpha is set to 255.
Set the crosshair’s color. Accepts color value in format RGBA. If RGB is supplied, alpha is set to 255.
What is Tricksurf?
What is Surf?
What is Sticky Jump?
What is Rocket Jump?
What is Parkour?
What is Defrag?
What is Conc?
What is Climb?
What is Bhop?
What is Ahop?
Forces gamemode to the specified gamemode number given; must not be in-game to change. If this cvar isn’t set to its default, your times will not be submitte...
Sets the ghost conc grenade alpha value. 10 = more transparent, 255 = opaque.
Alpha override for drawing zone faces. To enable, see mom_zone_draw_alpha_override_toggle.
Toggles the alpha override for drawing zone faces (see mom_zone_draw_faces_alpha_override).
Controls the opacity of viewmodels.
Sets the ghost stickybomb alpha value.
Toggle overriding other player’s ghost alpha values to the one defined in mom_ghost_online_alpha_override.
Overrides ghost alphas to be this value if mom_ghost_online_alpha_override_enable is enabled.
The color & alpha of the player’s ghost. Accepts color value in format RGBA. If RGB is supplied, the alpha is set to 255.
Set the crosshair’s color. Accepts color value in format RGBA. If RGB is supplied, alpha is set to 255.
Toggles the crosshair transparency.
Toggles the conc explosion sound. 0 = OFF, 1 = ON.
Toggles the particles for conc explosions. 0 = OFF, 1 = ON.
Generic Bomb
Toggles the stickybomb explosion sound.
Toggles the particles for stickybomb explosion.
Toggles creating decals of stickybomb explosion.
Toggles the rocket explosion sound.
Toggles the particles for rocket explosions.
Toggles creating decals on rocket explosion.
Controls the amount of time (in seconds) between warning the player that the desired command is safeguarded.
Toggles the safeguard for quitting to the main menu during a run.
Toggles the safeguard for quitting the game during a run.
Toggles the safeguard for changing map during a run.
Changes the safeguard for teleporting to a stage during a run.
Changes the safeguard for teleporting to a saved location during a run.
Changes the safeguard for restarting the current run.
Changes the safeguard for enabling practice mode during a run.
Controls the maximum amount time (in seconds) that a double press is registered for run safeguards with the doublepress safeguard mode active.
Changes the safeguard for opening chat during a run.
What is Tricksurf?
What is Surf?
What is Sticky Jump?
What is Rocket Jump?
What is Parkour?
What is Defrag?
What is Conc?
What is Climb?
What is Bhop?
What is Ahop?
Trigger that prompts the player to press up to three keys inside it’s volume.
A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination.
Trigger that fires on user KeyPress if inside trigger.
Trigger that teleports the player to their last touched trigger_momentum_progress.
Used for storing a discrete progress number in the player.
What track to create the zone for. Main track = 0, above 0 is a bonus track.
Filter a player based on if their track number is the one defined here. -1 defaults to true.
This page outlines the various Chaos Hammer AngelScript global properties.
This page outlines the various Chaos Hammer AngelScript value types.
This page outlines the various Chaos Hammer AngelScript global functions.
This page contains various Chaos Hammer AngelScript examples.
This page outlines the various Chaos Hammer AngelScript enums.
This page outlines the various Chaos Hammer AngelScript classes.
If enabled, API requests that are sensitive will be logged to console.
If enabled, API requests will be logged to console.
The base URL for API requests.
How far away the damage indicators are from the crosshair.
Width of the damage indicator at minimum damage.
How long the damage indicator stays on screen at minimum damage.
Height of the damage indicator at minimum damage.
Width of the damage indicator at maximum damage.
How long the damage indicator stays on screen at maximum damage.
Height of the damage indicator at maximum damage.
Toggles showing the damage indicator.
RGB color of the damage indicator. Alpha is ignored.
What is Tricksurf?
Tracks a trick to complete, taking the trick ID as the parameter.
Teleports the player to the start zone of the given trick.
Stops recording zones and makes the trick. Takes the name for it as a parameter. This will be saved out to a file named after the map (<mapname>.trick...
Starts recording zones to make a trick. Going into the trick zones during this mode will record the trick path to take.
Creates a map teleport of a given name.
Teleports to a given map tele by index, which is 1-based.
Toggles jump input for gamemodes with autohop. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_...
Changes the draw mode of the start zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays ...
Color of the start zone(s) in RGBA format.
If in a start zone, creates a start mark (a customized starting location/angle) for the current track. Start marks are saved with savelocs in momentum/savedl...
Clears the current track’s saved start location if there is one. Optionally accepts a track number.
Changes the type of zone to be created when using mom_zone_mark / mom_zone_create.
Max leave speed for the start trigger. 0 to disable.
Changes the limit speed method used in the start zone. Take into account player z-velocity = 0, Ignore z-velocity = 1.
A trigger entity in Momentum Mod that starts the map or bonus upon leaving it. Looking for more general info on Zones? Check the Zone Types page.
The length of the player’s trail (in seconds).
Toggles the player’s trail (in seconds).
The player’s trail color. Accepts color value in format RGBA.
Toggles the stickybomb trail particle.
Toggles the rocket trail sound.
Toggles the rocket trail particle.
Toggles the replay ghost’s trail.
Toggles drawing other ghost’s trails.
The distance (in units) at which conc entity panels start to fade. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
Toggles whether the conc entity panels fade after a certain distance. This distance is set using mom_hud_conc_entpanels_fade_start and mom_hud_conc_entpanels...
The amount of units to linearly fade the conc ent panel over. This fade is enabled using mom_hud_conc_entpanels_fade_enable.
The distance (in units) at which entity panels start to fade. This fade is enabled using mom_hud_ghost_entpanels_fade_enable.
Toggles the entity panels fading out based on distance. This distance is set using mom_hud_ghost_entpanels_fade_start and mom_hud_ghost_entpanels_fade_dist.
The amount of units to linearly fade the entity panel over. This fade is enabled using mom_hud_ghost_entpanels_fade_enable.
How long the damage indicator stays on screen at minimum damage.
How long the damage indicator stays on screen at maximum damage.
Stops spectating.
Starts spectating. Starts in free roam spectate mode if there are no active ghosts (players) on your map.
Teleport to a given lobby member given their Steam ID or name. The target must be on the same map.
Leaves the current lobby.
Opens the steam overlay with a list of friends to invite to the current lobby.
Starts hosting a lobby.
Sets the type of lobby. Invite only = 0, Friends only = 1, Public = 2.
Sets the maximum number of players allowed in lobbies you create.
Note that these sounds originate from the local player
Unlike snd_volume_weapon_player, this cvar is for any weapon sounds
Set the volume for sounds located in the momentum/sound/ui/ directory.
Set the volume for sounds located in the momentum/sound/physics/ directory.
Set the volume for sounds located in the momentum/sound/music/ directory.
Set the volume for sounds with the mainmenu substring.
Set the volume for sounds located in the momentum/sound/footsteps/ directory.
Set the volume for sounds located in the momentum/sound/ambient/ directory.
Momentum Mod is not officially supported by Hammer++, but can be made compatible by following this guide.
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manua...
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift a...
This page covers Momentum Mod’s implementation of world portals, how they work, how to add them into a map, as well as the limitations associated with the ...
This guide covers how to use collectibles in Momentum Mod. Collectibles are a tool that lets mappers create non-linear, staged maps.
Toggles showing the conc grenade’s explosion radius after detonation.
Helps debug Discord integration. Prints out the party ID (steam lobby ID), spectate secret, and join secret.
Toggles debugging mode for zoning.
If enabled, prints out debug info when loading replays.
If enabled, API requests that are sensitive will be logged to console.
If enabled, API requests will be logged to console.
The base URL for API requests.
This guide covers all of the supported chat commands and potential inputs they have. These commands can be entered in chat at any time regardless of being in...
Toggles showing your typing status in the lobby.
Changes the spectate tag used in chat to denote spectating players.
Toggles playing a sound on sending or recieving a chat message.
Opens the in-game chat window.
Changes the safeguard for opening chat during a run.
Toggles timestamps on chat messages.
Filter that checks the player’s velocity.
Filter that checks the player’s movement state.
Filter that checks whether the player is at or above the given collectible count.
Filter a player based on if their track number is the one defined here. -1 defaults to true.
Clears the current stage zone’s saved start location if there is one. Optionally accepts a stage number.
Changes the draw mode of the stage zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays ...
Color of the stage zone(s) in RGBA format.
If in a start zone, creates a start mark (a customized starting location/angle) for the current track. Start marks are saved with savelocs in momentum/savedl...
Changes the type of zone to be created when using mom_zone_mark / mom_zone_create.
A trigger entity in Momentum Mod that marks the start of a stage. It is used on Staged maps and can be reset to via mom_restart_stage.
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manua...
What is Bhop?
Toggles jump input for gamemodes with autohop. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_...
Trigger that allows for multiple hops inside of it, and teleports the player if they stay inside for longer than the hold time.
Toggles the door bhop block sound.
Changes the spectate tag used in chat to denote spectating players.
Stops spectating.
Starts spectating. Starts in free roam spectate mode if there are no active ghosts (players) on your map.
Toggles showing the names of who is spectating you.
Toggles showing the spectator panel. Off = 0, On when there are spectators = 1, Always on = 2.
The max number of names to print of who is spectating you. Unlimited = 0.
Controls the offset of the viewmodel in the Z coordinate. For other coordinates see viewmodel_offset_x and viewmodel_offset_y.
Controls the offset of the viewmodel in the Y coordinate. For other coordinates see viewmodel_offset_x and viewmodel_offset_z.
Controls the offset of the viewmodel in the X coordinate. For other coordinates see viewmodel_offset_y and viewmodel_offset_z.
Controls the opacity of viewmodels.
If enabled, changing weapons will lower the previous weapon at a speed set in mom_weapon_speed_lower. When disabled, the weapon will be immediately lowered.
Controls the weapon lowering speed if mom_weapon_speed_lower_enable is enabled.
What is Ahop?
Toggles walk input for gamemodes with the ability to +walk. Toggle resets when the player cannot walk (e.g. crouching), when hitting a fail teleport (see tri...
Toggles sprint input for gamemodes with the ability to +speed. Toggle resets when the player cannot sprint (e.g. crouching), when hitting a fail teleport (se...
Toggles jump input for gamemodes with autohop. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_...
Toggles the sound made when enabling sprint.
This page outlines the various Chaos Hammer AngelScript global properties.
This page outlines the various Chaos Hammer AngelScript value types.
This page outlines the various Chaos Hammer AngelScript global functions.
This page contains various Chaos Hammer AngelScript examples.
This page outlines the various Chaos Hammer AngelScript enums.
This page outlines the various Chaos Hammer AngelScript classes.
This page outlines the various Chaos Hammer AngelScript global properties.
This page outlines the various Chaos Hammer AngelScript value types.
This page outlines the various Chaos Hammer AngelScript global functions.
This page contains various Chaos Hammer AngelScript examples.
This page outlines the various Chaos Hammer AngelScript enums.
This page outlines the various Chaos Hammer AngelScript classes.
This page outlines the various Chaos Hammer AngelScript global properties.
This page outlines the various Chaos Hammer AngelScript value types.
This page outlines the various Chaos Hammer AngelScript global functions.
This page contains various Chaos Hammer AngelScript examples.
This page outlines the various Chaos Hammer AngelScript enums.
This page outlines the various Chaos Hammer AngelScript classes.
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift a...
Defrag CPM airstrafe acceleration for A/D movement.
Defrag CPM airstrafe acceleration for A/D movement.
Defrag CPM aircontrol multiplier.
Defrag physics mode (0 = VQ3, 1 = CPM).
What is Defrag?
Toggles showing zone type (staged or linear) in map info on the HUD.
Toggles showing tier in map info on the HUD.
Toggles showing number of zones in the map info on the HUD.
Toggles showing map name in map info on the HUD.
Toggles showing the map info on the HUD.
Toggles showing author(s) in the map info on the HUD.
If the timer is disabled, this command resets the strafe sync.
Toggles the strafe sync type. Sync1 (perfect strafe ticks / total strafe ticks) = 1, Sync2 (accel ticks / total strafe ticks) = 0.
Toggles displaying the visual strafe sync bar.
Toggles displaying strafesync data. Off = 0, Only timer = 1, Always (apart from practice mode) = 2.
Toggles strafesync data colorization type. Off = 0, On (Based on acceleration) = 1, On (Based on percentage) = 2.
The number of parallel map downloads if mom_map_download_queue is enabled.
If enabled, maps will be queued to download, allowing parallel downloads. The number of parallel downloads is set using mom_map_download_queue_parallel.
If enabled, a confirmation box will pop up when cancelling downloads.
If enabled, maps will automatically download when updated/added to the library.
If enabled, maps will be queued to be deleted upon game close. Otherwise, maps are deleted the moment they are confirmed to have been removed from the maps l...
Toggles creating decals of stickybomb explosion.
Toggles creating decals on rocket explosion.
Scale of the paint decals.
When enabled, limits applying the paint decals to only world geometry.
Paint decal color in RGBA.
Changes the speed multiplier when holding sprint in noclip or practice mode.
Changes the speed multiplier when holding duck in noclip or practice mode.
Changes the safeguard for enabling practice mode during a run.
Toggles practice mode, allowing the player to fly around in noclip. The player keeps their position and velocity when toggled off. Additionally, holding the...
Toggles the warning for enabling practice mode during a run.
Which texture should be used as a base for reflectivity-based error textures (see mat_error_texture_advanced).
Whether to try and replace error textures with more meaningful ones for gameplay (see also mat_error_texture_advanced_basetexture).
Error texture to use on cubemaps.
Error texture to use on world geometry.
Replace every non-translucent texture with error texture.
Which texture should be used as a base for reflectivity-based error textures (see mat_error_texture_advanced).
Whether to try and replace error textures with more meaningful ones for gameplay (see also mat_error_texture_advanced_basetexture).
Error texture to use on cubemaps.
Error texture to use on world geometry.
Replace every non-translucent texture with error texture.
Which texture should be used as a base for reflectivity-based error textures (see mat_error_texture_advanced).
Whether to try and replace error textures with more meaningful ones for gameplay (see also mat_error_texture_advanced_basetexture).
Error texture to use on cubemaps.
Error texture to use on world geometry.
Replace every non-translucent texture with error texture.
Changes the draw mode of the checkpoint zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as over...
Color of the checkpoint zone(s) in RGBA format.
Changes the type of zone to be created when using mom_zone_mark / mom_zone_create.
A trigger entity in Momentum Mod that splits the timer. It is used on Linear maps and can not be reset to, unlike Stages.
Changes the draw mode of the end zone(s). 0 = Off; invisible, 1 = Outlines, 2 = Outlines as overlays (see through walls), 3 = Faces, 4 = Faces as overlays (s...
Color of the end zone(s) in RGBA format.
Changes the type of zone to be created when using mom_zone_mark / mom_zone_create.
A trigger entity in Momentum Mod that ends the map or bonus upon entering it. Looking for more general info on Zones? Check the Zone Types page.
What is Tricksurf?
What is Surf?
Toggles jump input for gamemodes with autohop. Toggle resets when hitting a fail teleport (see trigger_teleport, trigger_momentum_teleport_progress, trigger_...
Controls thickness of zone outlines.
Controls how many sides each 3D zone line has.
Sets the thickness of the crosshair’s outline. Takes effect when cl_crosshair_outline_enable is 1.
Toggles using a black outline around the crosshair. Takes effect when cl_crosshair_style is 0 or 1.
Scale of the paint decals.
When enabled, limits applying the paint decals to only world geometry.
Paint decal color in RGBA.
Toggles the paint apply sound.
Toggles the stickybomb trail particle.
Toggles the particles for stickybomb explosion.
Toggles the rocket trail particle.
Toggles the particles for rocket explosions.
Opens a hud menu. Accepts the hud menu itself.
Sets the width of the beam that connects the two endpoints.
Sets the maximum length of the measuring tool.
Sets the amount of seconds a measurement is shown for before fading out.
Prints the current installed version of Momentum Mod.
Prints out the currently set gamemode related variables (max velocity, air accelerate, etc.).
Prints out the commands/variables stored in the mapcfg for the current map.
Helps debug Discord integration. Prints out the party ID (steam lobby ID), spectate secret, and join secret.
Removes RNG in which the player would hit a slope in an uphill direction and either land or cause a slide. 1 is to land and 2 is to slide.
Fixes RNG in which the player would hit slopes in a downhill direction and not gain any horizontal speed.
Toggles the sticky launcher charging sound.
Toggles showing the chargemeter units. Off = 0, UPS (900-2400) = 1, Percentage (0% = 900UPS, 100% = 2400UPS) = 2.
Toggles showing the chargemeter when the sticky launcher is actively equipped.
Prints out the commands/variables stored in the mapcfg for the current map.
Clears the commands/variables in the mapcfg for the current map.
Adds a command or convar to be executed on start of the map currently being played.
Clears the current stage zone’s saved start location if there is one. Optionally accepts a stage number.
If in a start zone, creates a start mark (a customized starting location/angle) for the current track. Start marks are saved with savelocs in momentum/savedl...
Clears the current track’s saved start location if there is one. Optionally accepts a track number.
Setting this value to 0 removes the limit (uncapped)
Toggles the entire speedometer panel on or off.
Loads the speedometer setup for the current gamemode from momentum/cfg/speedometer.vdf. For steam users, this will be
Toggles drawing teleport destinations.
Changes the width/length of drawn teleport destinations, which are drawn as squares.
Changes the color of drawn teleport destinations in RGBA format.
Control the minimum speed a conc must be traveling to trigger a bounce sound.
Control the minimum distance in units that a conc must be from its previous bounce location to trigger a bounce sound.
Control the minimum time in seconds between a conc grenade’s bounce sounds.
Makes the player jump to the exact same height every jump. The height if affected by mom_mv_jump_z_offset.
Method 1: Install Through Steam (Easiest, Recommended)
The $hdrscale parameter is only present in the DX11 version of the shader
A brush entity that allows the player to slide across the surface of it without friction.
If enabled, API requests that are sensitive will be logged to console.
If enabled, API requests will be logged to console.
Helps debug Discord integration. Prints out the party ID (steam lobby ID), spectate secret, and join secret.
Toggles the Discord rich-presence (RPC) functionality.
Toggles Steam rich presence.
Toggles the Discord rich-presence (RPC) functionality.
Toggle other player’s flashlight sounds.
Toggles drawing other ghosts’ flashlights.
A brush entity that allows the player to slide across the surface of it without friction.
Generic Bomb
Toggles the conc timer.
Toggles whether the countdown for the conc timer is shown.
Set the volume for sounds located in the momentum/sound/music/ directory.
Set the volume for sounds with the mainmenu substring.
Default time precision for UI displaying (g:time custom dialog variable handler).
Set the volume for sounds located in the momentum/sound/ui/ directory.
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manua...
What is Climb?
Controls thickness of zone outlines.
Controls how many sides each 3D zone line has.
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manua...
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift a...
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manua...
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift a...
All pages on this site are hosted in the Momentum Mod docs GitHub repository. The site uses Jekyll with the Minimal Mistakes theme, and is entirely open sour...
Method 1: Install Through Steam (Easiest, Recommended)
Method 1: Install Through Steam (Easiest, Recommended)
Method 1: Install Through Steam (Easiest, Recommended)
A trigger volume that modifies the velocity of players that touch it. This allows mappers to change how and when the velocity is applied, providing more c...
Shows the run comparison panel. 0 = OFF, 1 = ON
Toggles the stickybomb counter.
Toggles being able to move after completing a run.
Toggles Steam rich presence.
This guide covers all gamemode-specific settings available to players, at least at the time of writing.
Toggles whether the game will remember which settings tab you last had open.
An entity that teleports the player when they stand on a specified material surface.
Filter that checks whether the player is at or above the given collectible count.
This guide covers all of the supported chat commands and potential inputs they have. These commands can be entered in chat at any time regardless of being in...
This guide covers all of the supported chat commands and potential inputs they have. These commands can be entered in chat at any time regardless of being in...
This guide covers all of the supported chat commands and potential inputs they have. These commands can be entered in chat at any time regardless of being in...
This guide covers all of the supported chat commands and potential inputs they have. These commands can be entered in chat at any time regardless of being in...
This guide covers all of the supported chat commands and potential inputs they have. These commands can be entered in chat at any time regardless of being in...
This guide covers how to use collectibles in Momentum Mod. Collectibles are a tool that lets mappers create non-linear, staged maps.
Goes to the given saveloc number in the list, teleporting the player to it.
This page covers Momentum Mod’s implementation of world portals, how they work, how to add them into a map, as well as the limitations associated with the ...
This page contains various Chaos Hammer AngelScript examples.
Set the volume for sounds located in the momentum/sound/ambient/ directory.
Set the volume for sounds located in the momentum/sound/footsteps/ directory.
Set the volume for sounds located in the momentum/sound/physics/ directory.
The $hdrscale parameter is only present in the DX11 version of the shader
What is Ahop?
What is Bhop?
What is Climb?
What is Climb?
What is Conc?
What is Defrag?
What is Parkour?
What is Parkour?
What is Rocket Jump?
What is Sticky Jump?
What is Tricksurf?
Ranked-Points System
Ranked-Points System
Ranked-Points System
Ranked-Points System
Enables automatically attaching to ladders when walking off a floor above them.
Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift a...
As Momentum Mod aims to be a global platform for everyone around the world to enjoy, it only makes sense that we offer support for the various languages play...
As Momentum Mod aims to be a global platform for everyone around the world to enjoy, it only makes sense that we offer support for the various languages play...
As Momentum Mod aims to be a global platform for everyone around the world to enjoy, it only makes sense that we offer support for the various languages play...
As Momentum Mod aims to be a global platform for everyone around the world to enjoy, it only makes sense that we offer support for the various languages play...
As Momentum Mod aims to be a global platform for everyone around the world to enjoy, it only makes sense that we offer support for the various languages play...
Momentum Mod is not officially supported by Hammer++, but can be made compatible by following this guide.