Insurgency

Insurgency

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Insurgency Console Commands
By Engineer
A list of all console commands (with some explanations) for quick reference
   
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Introduction
Guide is searchable (Ctrl+F)
Newer commands added after this list was compiled will be missing from the list

Source: http://www.gamerconfig.eu/commands/insurgency/
Page 1
1. +alt1
2. +alt2
3. +attack
4. +attack2
5. +back
6. +break
7. +camdistance
8. +camin
9. +cammousemove
10. +camout
11. +campitchdown
12. +campitchup
13. +camyawleft
14. +camyawright
15. +commandermousemove
16. +csm_rot_x_neg
17. +csm_rot_x_plus
18. +csm_rot_y_neg
19. +csm_rot_y_plus
20. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
21. +duck
22. +firemode
23. +flashlight
24. +forward
25. +graph
26. +grenade
27. +grenade1
28. +grenade2
29. +jlook
30. +jump
31. +klook
32. +leanleft
33. +leanright
34. +left
35. +lookdown
36. +lookspin
37. +lookup
38. +mat_texture_list
39. +movedown
40. +moveleft

41. +moveright
42. +moveup
43. +posedebug // Turn on pose debugger or add ents to pose debugger UI
44. +prone
45. +radialmenu // Opens radial menu
46. +reload
47. +right
48. +score
49. +showbudget
50. +showbudget_texture
51. +showbudget_texture_global
52. +showscores
53. +showvprof
54. +special1
55. +special2
56. +speed
57. +sprint
58. +strafe
59. +tacticalmap
60. +use
61. +vgui_drawtree
62. +voicerecord
63. +walk
64. +zoom
65. +zoom_in
66. +zoom_out
67. -alt1
68. -alt2
69. -attack
70. -attack2
71. -back
72. -break
73. -camdistance
74. -camin
75. -cammousemove
76. -camout
77. -campitchdown
78. -campitchup
79. -camyawleft
80. -camyawright
81. -commandermousemove
82. -csm_rot_x_neg
83. -csm_rot_x_plus
84. -csm_rot_y_neg
85. -csm_rot_y_plus
86. -demoui2 // Send the advanced demo player UI (demoui2) to background.
87. -duck
88. -firemode
89. -flashlight
90. -forward
91. -graph
92. -grenade
93. -grenade1
94. -grenade2
95. -jlook
96. -jump
97. -klook
98. -leanleft
99. -leanright
100. -left
101. -lookdown
102. -lookspin
103. -lookup
104. -mat_texture_list
105. -movedown
106. -moveleft
107. -moveright
108. -moveup
109. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
110. -prone
111. -radialmenu // Closes radial menu
112. -reload
113. -right
114. -score
115. -showbudget
116. -showbudget_texture
117. -showbudget_texture_global
118. -showscores
119. -showvprof
120. -special1
121. -special2
122. -speed
123. -sprint
124. -strafe
125. -tacticalmap
126. -use
127. -vgui_drawtree
128. -voicerecord
129. -walk
130. -zoom
131. -zoom_in
132. -zoom_out
133. achievement_debug "0" // Turn on achievement debug msgs.
134. achievement_disable "0" // Turn off achievements.
135. addip // Add an IP address to the ban list.
136. adsp_alley_min "122"
137. adsp_courtyard_min "126"
138. adsp_debug "0"
139. adsp_door_height "112"
140. adsp_duct_min "106"
141. adsp_hall_min "110"
142. adsp_low_ceiling "108"
143. adsp_opencourtyard_min "126"
144. adsp_openspace_min "130"
145. adsp_openstreet_min "118"
146. adsp_openwall_min "130"
147. adsp_reset_nodes
148. adsp_room_min "102"
149. adsp_scale_delay_feedback "0"
150. adsp_scale_delay_gain "0"
151. adsp_street_min "118"
152. adsp_tunnel_min "114"
153. adsp_wall_height "128"
154. air_density // Changes the density of air for drag computations.
155. ai_debug_los "0" // itl
156. ai_debug_ragdoll_magnets "0"
157. ai_debug_shoot_positions "0"
158. ai_debug_speech "0"
159. ai_expression_frametime "0" // Maximum frametime to still play background expressions.
160. ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
161. ai_force_serverside_ragdoll "0"
162. ai_LOS_mode "0"
163. ai_sequence_debug "0"
164. ai_setupbones_debug "0" // Shows that bones that are setup every think
165. ai_shot_bias_max "1"
166. ai_shot_bias_min "-1"
167. ai_show_hull_attacks "0"
168. ai_use_visibility_cache "1"
169. alias // Alias a command.
170. anim_3wayblend "1" // Toggle the 3-way animation blending code.
171. anim_showmainactivity "0" // and/or sprint activities.
172. anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
173. anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
174. askconnect_accept // Accept a redirect request by the server.
175. asw_engine_finished_building_map // Notify engine that weve finished building a map
176. async_allow_held_files "1" // Allow AsyncBegin/EndRead()
177. async_mode "0" // 1 = synchronous)
178. async_resume
179. async_serialize "0" // Force async reads to serialize for profiling
180. async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
181. async_suspend
182. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
183. autoaim_max_deflect "0"
184. autoaim_max_dist "2160"
185. autosave // Autosave
186. autosavedangerous // AutoSaveDangerous
187. autosavedangerousissafe
188. banid // Add a user ID to the ban list.
189. banip // Add an IP address to the ban list.
190. benchframe // Takes a snapshot of a particular frame in a time demo.
191. bench_end // Ends gathering of info.
192. bench_start // Starts gathering of info. Arguments: filename to write results into
193. bench_upload // Uploads most recent benchmark stats to the Valve servers.
194. bind // Bind a key.
195. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
196. bind_osx // Bind a key for OSX only.
197. bink_preload_videopanel_movies "1" // Preload Bink movies used by VideoPanel.
198. blackbox "1"
199. blackbox_dump // Dump the contents of the blackbox
200. blackbox_record // Record an entry into the blackbox
201. BlendBonesMode "2"
202. blink_duration "0" // How many seconds an eye blink will last.
203. bot_aimtracking_base "0" // to allow realistic slop in tracking
204. bot_aimtracking_frac_easy "1" // Frac appplied to the head aim tracking interval if difficulty is easy
205. bot_aimtracking_frac_hard "0" // Frac appplied to the head aim tracking interval if difficulty is hard
206. bot_aimtracking_frac_impossible "0" // Frac appplied to the head aim tracking interval if difficulty is impossible
207. bot_angularvelocity_base "1300" // How fast do the bots turn their heads ( deg/second )
208. bot_angularvelocity_frac_easy "0" // Frac appplied to the angular velocity if difficulty is easy
209. bot_angularvelocity_frac_hard "1" // Frac appplied to the angular velocity if difficulty is hard
210. bot_angularvelocity_frac_impossible "1" // Frac appplied to the angular velocity if difficulty is impossible
211. bot_attackdelay_base "1" // Attack delay base value in seconds
212. bot_attackdelay_frac_desiredrange "1" // Frac applied if distance is greater than hipfire range
213. bot_attackdelay_frac_difficulty_easy "1" // Frac applied if in easy difficulty
214. bot_attackdelay_frac_difficulty_hard "0" // Frac applied if in hard difficulty
215. bot_attackdelay_frac_difficulty_impossible "0" // Frac applied if in impossible difficulty
216. bot_attackdelay_frac_hipfirerange "0" // Frac applied if within hipfire range
217. bot_attackdelay_frac_maxrange "2" // Frac applied if distance is greater than desired range
218. bot_attackdelay_frac_outofrange "3" // Frac applied if distance is greater than max range
219. bot_attackdelay_frac_outsidefov "2" // Frac applied if the bot is not looking at the player
220. bot_attack_aimtolerance_base "0" // The base aim tolerance for the bots
221. bot_attack_aimtolerance_frac_easy "1" // The easy frac for aim tolerance for the bots
222. bot_attack_aimtolerance_frac_hard "1" // The hard frac for aim tolerance for the bots
223. bot_attack_aimtolerance_frac_impossible "1" // The impossible frac for aim tolerance for the bots
224. bot_attack_burst_maxtime "0" // The maximum amount of time the bot pulls the trigger for automatic weapons
225. bot_attack_burst_mintime "0" // The minimum amount of time the bot pulls the trigger for automatic weapons
226. bot_attack_reaimtimer_max "1" // The max reaim timer value for attacking
Page 2
227. bot_attack_reaimtimer_min "0" // The min reaim timer value for attacking
228. bot_attack_retarget_maxtime "0" // The maximum amount of time until the bot retargets
229. bot_attack_retarget_mintime "0" // The minimum amount of time until the bot retargets
230. bot_damage "0" // Float representing the damage bots give off.
231. bot_fov_attack_base "90" // FOV when the bot is trying to attack
232. bot_fov_frac_easy "0" // Frac applied to the FOV if the difficulty is easy
233. bot_fov_frac_hard "1" // Frac applied to the FOV if the difficulty is hard
234. bot_fov_frac_impossible "1" // Frac applied to the FOV if the difficulty is impossible
235. bot_fov_idle_base "170" // FOV when the bot is idle/guarding (normal difficulty)
236. bot_hurry_hunt_distance "300" // At what range from our target do we sprint up to it
237. bot_hurry_move_distance "300" // At what range from our objective do we sprint up to it
238. bot_hurry_sprinthold_max "0" // Maximum tme to hold the sprint when ShouldHurry returns true
239. bot_hurry_sprinthold_min "0" // Minimum tme to hold the sprint when ShouldHurry returns true
240. bot_mimic "0" // Bot uses usercmd of player by index.
241. bot_path_minlookahead "300" // Minimum look-ahead distance for both pathing
242. bot_range_frac_desiredrange "1" // Frac applied to the desired range of bots
243. bot_range_frac_hipfirerange "1" // Frac applied to the hipfire range of bots
244. bot_range_frac_maxrange "1" // Frac applied to the max range of bots
245. bot_recognizetime_base "0" // Time it takes for bot to recognize a target (normal difficulty)
246. bot_recognizetime_frac_easy "1" // Frac appplied to the recognize time if difficulty is easy
247. bot_recognizetime_frac_hard "0" // Frac appplied to the recognize time if difficulty is hard
248. bot_recognizetime_frac_impossible "0" // Frac appplied to the recognize time if difficulty is impossible
249. bot_recoil_multiplier "0" // Multiplier applied to recoil if the shooter is a bot
250. bot_slowdown_distance "160" // Distance from target position where the bot slows down into walk
251. bot_slowdown_walkhold_max "0" // Maximum tme to hold the walk button when within slowdown distance
252. bot_slowdown_walkhold_min "0" // Minimum tme to hold the walk button when within slowdown distance
253. bot_spread_modifier_desiredrange "6" // Multiplier applied to spread for bots at desired range
254. bot_spread_modifier_hipfirerange "8" // Multiplier applied to spread for bots at hipfire range
255. bot_spread_modifier_maxrange "4" // Multiplier applied to spread for bots at max range
256. bot_targeting_noise_x_base "40" // The targeting noise X value
257. bot_targeting_noise_x_frac_desiredrange "2" // The targeting noise frac applied to X value on desired range
258. bot_targeting_noise_x_frac_hipfirerange "2" // The targeting noise frac applied to X value on hipfire range
259. bot_targeting_noise_x_frac_maxrange "3" // The targeting noise frac applied to X value on max range
260. bot_targeting_noise_y_base "40" // The targeting noise Y value
261. bot_targeting_noise_y_frac_desiredrange "2" // The targeting noise frac applied to Y value on desired range
262. bot_targeting_noise_y_frac_hipfirerange "2" // The targeting noise frac applied to Y value on hipfire range
263. bot_targeting_noise_y_frac_maxrange "3" // The targeting noise frac applied to Y value on max range
264. bot_targeting_noise_z_base "60" // The targeting noise Z value
265. bot_targeting_noise_z_frac_desiredrange "2" // The targeting noise frac applied to Z value on desired range
266. bot_targeting_noise_z_frac_hipfirerange "2" // The targeting noise frac applied to Z value on hipfire range
267. bot_targeting_noise_z_frac_maxrange "3" // The targeting noise frac applied to Z value on max range
268. box // Draw a debug box.
269. breakable_disable_gib_limit "0"
270. breakable_multiplayer "1"
271. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
272. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
273. budget_background_alpha "128" // how translucent the budget panel is
274. budget_bargraph_background_alpha "128" // how translucent the budget panel is
275. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
276. budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
277. budget_history_range_ms "66" // budget history range in milliseconds
278. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
279. budget_panel_height "384" // height in pixels of the budget panel
280. budget_panel_width "512" // width in pixels of the budget panel
281. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
282. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
283. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
284. budget_show_averages "0" // enable/disable averages in the budget panel
285. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
286. budget_show_peaks "1" // enable/disable peaks in the budget panel
287. budget_toggle_group // Turn a budget group on/off
288. bug // Show the bug reporting UI.
289. bugreporter_console_bytes "15000" // Max # of console bytes to put into bug report body (full text still attached).
290. bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
291. bugreporter_snapshot_delay "15" // Frames to delay before taking snapshot
292. bugreporter_uploadasync "0" // Upload attachments asynchronously
293. bugreporter_username "0" // Username to use for bugreporter
294. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
295. buildcubemaps // Rebuild cubemaps.
296. building_cubemaps "0" // Indicates were building cubemaps
297. buildmodelforworld // buildmodelforworld
298. bullet_ff_through_walls "0"
299. cache_print // cache_print [section] Print out contents of cache memory.
300. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
301. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
302. callvote // Start a vote on an issue.
303. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
304. cam_command // Tells camera to change modes
305. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
306. cam_idealdist "150"
307. cam_idealdistright "0"
308. cam_idealdistup "0"
309. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
310. cam_idealpitch "0"
311. cam_idealyaw "0"
312. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
313. cam_snapto "0"
314. cast_hull // Tests hull collision detection
315. cast_ray // Tests collision detection
316. centerview
317. changeinventory // Shows the inventory menu
318. changelevel // Change server to the specified map
319. changelevel2 // Transition to the specified map in single player
320. changesquad // Toggle map/squad menu
321. changeteam // Toggles the scoreboard (allows team selection)
322. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
323. choreo_spew_filter "0" // Spew choreo. Use a sub-string or * to display all events.
324. ch_createairboat // Spawn airboat in front of the player.
325. ch_createjeep // Spawn jeep in front of the player.
326. clear // Clear all console output.
327. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
328. clear_debug_overlays // clears debug overlays
Page 3
329. clientport "27005" // Host game client port
330. cl_addon_debug "0"
331. cl_addon_fade_max "1000"
332. cl_addon_fade_min "800"
333. cl_aggregate_particles "1"
334. cl_allowdownload "1" // Client downloads customization files
335. cl_allowupload "1" // Client uploads customization files
336. cl_ambient_light_disableentities "0" // Disable map ambient light entities.
337. cl_anglespeedkey "0"
338. cl_animationinfo // Hud element to examine.
339. cl_backspeed "450"
340. cl_bipod_auto "1" // 1 = automatically attempt bipod deployment when ironsighting
341. cl_bipod_hold "0" // 1 = hold key down to bipod.
342. cl_blobulator_freezing_max_metaball_radius "12" // Setting this can create more complex surfaces on large hitboxes at the cost of performance.
343. cl_blurClearAlpha "0" // but 0 has errors at the moment
344. cl_blurDebug "0"
345. cl_blurPasses "1"
346. cl_blurTapSize "0"
347. cl_brushfastpath "1"
348. cl_burninggibs "0" // A burning player that gibs has burning gibs.
349. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
350. cl_chatfilters "63" // Stores the chat filter settings
351. cl_chat_active "0"
352. cl_class "0" // Default class when joining a game
353. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
354. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
355. cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
356. cl_clock_correction "1" // Enable/disable clock correction on the client.
357. cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
358. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
359. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
360. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
361. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
362. cl_cmdrate "128" // Max number of command packets sent to server per second
363. cl_colorfastpath "0"
364. cl_crosshair_debug "0"
365. cl_crouch_hold "1" // 1 = hold key down to crouch.
366. cl_csm_auto_entity "1"
367. cl_csm_server_status // Usage: cl_csm_server_status
368. cl_csm_status // Usage: cl_csm_status
369. cl_customsounds "0" // Enable customized player sound playback
370. cl_debugcam_forceweaponfov "1"
371. cl_debugcam_speed "1"
372. cl_debugrumble "0" // Turn on rumble debugging spew
373. cl_debug_player_use "0" // Green box=radius success
374. cl_debug_tracers "0"
375. cl_demoviewoverride "0" // Override view during demo playback
376. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
377. cl_detail_avoid_radius "0" // radius around detail sprite to avoid players
378. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
379. cl_detail_max_sway "0" // Amplitude of the detail prop sway
380. cl_detail_multiplier "1" // extra details to create
381. cl_developer_status "1"
382. cl_disablehtmlmotd "1" // Disable HTML motds.
383. cl_disable_ragdolls "0"
384. cl_disable_splitscreen_cpu_level_cfgs_in_pip "1"
385. cl_disable_water_render_targets "0"
386. cl_downloadfilter "0" // nosounds)
387. cl_drawhud "1" // Enable the rendering of the hud
388. cl_drawleaf "-1"
389. cl_drawmaterial "0" // Draw a particular material over the frame
390. cl_drawmonitors "1"
391. cl_drawshadowtexture "0"
392. cl_dumpplayer // Dumps info about a player
393. cl_dumpsplithacks // Dump split screen workarounds.
394. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
395. cl_ejectbrass "1"
396. cl_entityreport "0" // draw entity states to console
397. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
398. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
399. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
400. cl_event_sound_cues "1"
401. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
402. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
403. cl_fastdetailsprites "1" // whether to use new detail sprite system
404. cl_fasttempentcollision "5"
405. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
406. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
407. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
408. cl_forcepreload "1" // Whether we should force preloading.
409. cl_forwardspeed "450"
410. cl_foundry_ShowEntityHighlights "1"
411. cl_fullupdate // Forces the server to send a full update packet
412. cl_glow_item_b "1"
413. cl_glow_item_g "0"
414. cl_glow_item_r "0"
415. cl_grenade_auto_switch "1" // automatically switch to primary after throwing a grenade
416. cl_headbob_amp "1"
417. cl_headbob_freq "12"
418. cl_headbob_land_dip_amt "4"
419. cl_hud_chat_subtitles "1" // Display radial comms subtitles
420. cl_hud_cp_blink_speed "8"
421. cl_hud_cp_docking_display "1"
422. cl_hud_cp_floating_ads_alpha "0" // Alpha reduction for aiming down sights
423. cl_hud_cp_floating_display "1"
424. cl_hud_cp_floating_max_alpha "0"
425. cl_hud_cp_floating_min_alpha "0"
426. cl_hud_cp_floating_nontarget_alpha "0" // Alpha reduction for non-targeted objectives
427. cl_hud_deathnotice_captures "1" // Show point captures in the death notices?
428. cl_hud_deathnotice_display "1"
429. cl_hud_draw3d "0"
430. cl_hud_draw_floating "0"
431. cl_hud_viewmodel_size "1"
432. cl_hud_voices_show_local "0" // Show the local player in the list of names speaking?
433. cl_hud_voices_show_names "1" // Show the names of other user speaking on VoIP?
434. cl_idealpitchscale "0"
435. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
436. cl_impacteffects "1"
437. cl_impacteffects_limit_exit "6" // Limits the number of exit impact effects per frame
438. cl_impacteffects_limit_general "20" // Limits the number of impact effects per frame
439. cl_impacteffects_limit_water "4" // Limits the number of water impact effects per frame
440. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
441. cl_interp_all "0" // Disable interpolation list optimizations.
442. cl_interp_npcs "0" // if greater)
443. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
444. cl_ironsight_hold "0" // 1 = hold key down to ironsights.
445. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
446. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
447. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
448. cl_jiggle_bone_invert "0"
449. cl_jiggle_bone_sanity "1" // Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
450. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
451. cl_lagcomp_errorcheck "0" // Player index of other player to check for position errors.
452. cl_language "0" // Language (from Steam API)
453. cl_leafsystemvis "0"
454. cl_leveloverview "0"
455. cl_leveloverviewmarker "0"
Page 4
456. cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
457. cl_logofile "0" // Spraypoint logo decal.
458. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
459. cl_minimal_rtt_shadows "1"
460. cl_mm_crc_check "1"
461. cl_mm_debug "0"
462. cl_mm_verbose "0"
463. cl_mm_version_check "1"
464. cl_modelfastpath "1"
465. cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
466. cl_mouseenable "1"
467. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
468. cl_mumble_positionalaudio "1" // Enable Mumble positional audio on the client.
469. cl_muzzleflash_dlight_3rd "1"
470. cl_overdraw_test "0"
471. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
472. cl_particles_dumplist // optional name substring.
473. cl_particles_dump_effects
474. cl_particles_show_bbox "0"
475. cl_particles_show_controlpoints "0"
476. cl_particle_batch_mode "1"
477. cl_particle_fallback_base "1" // Base for falling back to cheaper effects under load.
478. cl_particle_fallback_multiplier "1" // Multiplier for falling back to cheaper effects under load.
479. cl_particle_max_count "0"
480. cl_particle_retire_cost "0"
481. cl_particle_sim_fallback_base_multiplier "5" // How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
482. cl_particle_sim_fallback_threshold_ms "6" // Amount of simulation time that can elapse before new systems start falling back to cheaper versions
483. cl_pclass "0" // Dump entity by prediction classname.
484. cl_pdump "-1" // Dump info about this entity to screen.
485. cl_physicsshadowupdate_render "0"
486. cl_phys_block_dist "1"
487. cl_phys_block_fraction "0"
488. cl_phys_maxticks "2" // Sets the max number of physics ticks allowed for client-side physics (ragdolls)
489. cl_phys_show_active "0"
490. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
491. cl_pitchdown "89"
492. cl_pitchspeed "225"
493. cl_pitchup "89"
494. cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
495. cl_player_fullupdate_predicted_origin_fix "1"
496. cl_player_shadow_dist "1000"
497. cl_portal_use_new_dissolve "1" // Use new dissolve effect
498. cl_precacheinfo // Show precache info (client).
499. cl_predict "1" // Perform client side prediction.
500. cl_predictioncopy_describe // Describe datamap_t for entindex
501. cl_predictionlist "0" // Show which entities are predicting
502. cl_prediction_error_timestamps "0"
503. cl_predictphysics "0" // Use a prediction-friendly physics interface on the client
504. cl_predictweapons "1" // Perform client side prediction of weapon effects.
505. cl_predict_basetoggles "1"
506. cl_predict_motioncontrol "0"
507. cl_pred_doresetlatch "1"
508. cl_pred_error_verbose "0" // Show more field info when spewing prediction errors.
509. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
510. cl_pred_track // for field fieldname.
511. cl_radial_fadein_delay "0"
512. cl_radial_fadein_duration "0"
513. cl_ragdoll_collide "0"
514. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
515. cl_ragdoll_maxcount "8" // Clients will only show this many ragdolls
516. cl_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
517. cl_ragdoll_max_remove_per_frame "1"
518. cl_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
519. cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
520. cl_removedecals // Remove the decals from the entity under the crosshair.
521. cl_report_soundpatch // reports client-side sound patch count
522. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
523. cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
524. cl_retire_low_priority_lights "0" // Low priority dlights are replaced by high priority ones
525. cl_ricochet_percent "0" // Percent chance a bullet will create a ricochet tracer (0..10)
526. cl_ricochet_percent_shotgun "0" // Percent chance a shotgun pellet will create a ricochet tracer (0..10)
527. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
528. cl_screenshotname "0" // Custom Screenshot name
529. cl_SetupAllBones "0"
530. cl_shadowtextureoverlaysize "256"
531. cl_shadowupdatespacing "10"
532. cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
533. cl_showbattery "0" // Draw current battery level at top of screen when on battery power
534. cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
535. cl_showdemooverlay "0" // -1 - show always)
536. cl_showents // Dump entity list to console.
537. cl_showerror "0" // 2 for above plus detailed field deltas.
538. cl_showevents "0" // Print event firing info in the console
539. cl_showfps "0" // +10 = detailed )
540. cl_showhelp "1" // Set to 0 to not show on-screen help
541. cl_showpausedimage "1" // Show the Paused image when game is paused.
542. cl_showpluginmessages "0" // Allow plugins to display messages to you
543. cl_showpos "0" // Draw current position at top of screen
544. cl_ShowSunVectors "0"
545. cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
546. cl_showtracerdistances "0" // every 250 units.
547. cl_show_bounds_errors "0"
548. cl_show_splashes "1"
549. cl_sidespeed "450"
550. cl_simdbones "0" // Use SIMD bone setup.
551. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
552. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
553. cl_smooth "1" // Smooth view/eye origin after prediction errors
554. cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
555. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
556. cl_soundemitter_reload // Flushes the sounds.txt system
557. cl_soundfile "0" // Jingle sound file.
558. cl_soundscape_flush // Flushes the client side soundscapes
559. cl_soundscape_printdebuginfo // print soundscapes
560. cl_spec_mode "5" // spectator mode
561. cl_sporeclipdistance "512"
562. cl_sprint_hold "1" // 1 = hold key down to sprint.
563. cl_ss_origin // print origin in script format
564. cl_sunlight_depthbias "0"
565. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
566. cl_sun_decay_rate "0"
567. cl_suppression_blur_strength "1"
568. cl_suppression_blur_test "0"
569. cl_team "0" // Default team when joining a game
570. cl_teamid "0"
571. cl_teamid_max "1000"
572. cl_teamid_min "200"
573. cl_team_colors_relative "1" // the local team is always blue.
574. cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
575. cl_threaded_init "0"
576. cl_timeout "30" // the client will disconnect itself
577. cl_tlucfastpath "1"
578. cl_tracers "1"
579. cl_tree_sway_dir // sets tree sway wind direction and strength
580. cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
581. cl_updatevisibility // Updates visibility bits.
582. cl_upgrade_fade_max "512"
583. cl_upgrade_fade_min "480"
584. cl_upspeed "320"
585. cl_use_simd_bones "1" // 1 use SIMD bones 0 use scalar bones.
586. cl_use_update_interval "0" // Time between use target updates
587. cl_view // Set the view entity index.
588. cl_vip_preference "1" // 2 = PICK ME!!!
589. cl_vm_holo_debug "0"
590. cl_vm_holo_spec_test "0"
591. cl_voice_filter "0" // Filter voice by name substring
592. cl_vote_ui_active_after_voting "0"
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593. cl_vote_ui_show_notification "0"
594. cl_walk_hold "1" // 1 = hold key down to walk.
595. cl_winddir "0" // Weather effects wind direction angle
596. cl_windspeed "0" // Weather effects wind speed scalar
597. cl_wound_offset_enabled "0"
598. cl_wound_particles "1"
599. cl_yawspeed "210"
600. cl_zoom_sensitivity "1"
601. cl_zoom_sensitivity_fov_scaled "1"
602. cl_zoom_sensitivity_scope "2"
603. cmd // Forward command to server.
604. cmd1 // sets userinfo string for split screen player in slot 1
605. cmd2 // sets userinfo string for split screen player in slot 2
606. cmd3 // sets userinfo string for split screen player in slot 3
607. cmd4 // sets userinfo string for split screen player in slot 4
608. collision_shake_amp "0"
609. collision_shake_freq "0"
610. collision_shake_time "0"
611. collision_test // Tests collision system
612. colorcorrectionui // Show/hide the color correction tools UI.
613. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
614. condump // dump the text currently in the console to condumpXX.log
615. connect // Connect to specified server.
616. contimes "8" // Number of console lines to overlay for debugging.
617. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
618. con_enable "1" // Allows the console to be activated.
619. con_filter_enable "0" // 2 displays filtered text brighter than ot
620. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
621. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
622. con_logfile "0" // Console output gets written to this file
623. con_min_severity // LS_ERROR=3.
624. con_notifytime "8" // How long to display recent console text to the upper part of the game window
625. con_nprint_bgalpha "50" // Con_NPrint background alpha.
626. con_nprint_bgborder "5" // Con_NPrint border size.
627. con_timestamp "0" // Prefix console.log entries with timestamps
628. con_trace "0" // Print console text to low level printout.
629. coop "0" // Cooperative play.
630. cpu_level "1" // CPU Level - Default: High
631. crash // Cause the engine to crash (Debug!!)
632. crash_client // Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)
633. create_flashlight
634. creditsdone
635. csm_quality_level "0" // 3=HIGHEST
636. curve_bias "0"
637. cvarlist // Show the list of convars/concommands.
638. c_maxdistance "200"
639. c_maxpitch "90"
640. c_maxyaw "135"
641. c_mindistance "30"
642. c_minpitch "0"
643. c_minyaw "-135"
644. c_orthoheight "100"
645. c_orthowidth "100"
646. c_thirdpersonshoulder "0"
647. c_thirdpersonshoulderaimdist "120"
648. c_thirdpersonshoulderdist "40"
649. c_thirdpersonshoulderheight "5"
650. c_thirdpersonshoulderoffset "20"
651. das_max_z_trace_length "72" // Maximum height of player and still test for adsp
652. das_process_overhang_spaces "0"
653. datacachesize "32" // Size in MB.
654. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
655. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
656. dbg_demofile "0"
657. deathmatch "1" // Running a deathmatch server.
658. debugcam // toggle the debug camera
659. debugsystemui // Show/hide the debug system UI.
660. debug_award_tokens // Debug award token
661. debug_materialmodifycontrol "0"
662. debug_materialmodifycontrol_client "0"
663. debug_overlay_fullposition "0"
664. debug_physimpact "0"
665. debug_player_template // Debug player template
666. debug_purchase_gear // Debug gear purchase
667. debug_purchase_weapon // Debug weapon purchase
668. debug_purchase_weapon_upgrade // Debug weapon upgrade purchase
669. debug_refund_current_weapon // Debug refund current weapon
670. debug_reset_inventory // Debug reset inventory
671. debug_touchlinks "0" // Spew touch link activity
672. debug_visibility_monitor "0"
673. decalfrequency "10"
674. default_fov "90"
675. demolist // Print demo sequence list.
676. demos // Demo demo file sequence.
677. demoui // Show/hide the demo player UI.
678. demoui2 // Show/hide the advanced demo player UI (demoui2).
679. demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
680. demo_debug "0" // Demo debug info.
681. demo_enabledemos "1" // Enable recording demos (must be set true before loading a map)
682. demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
683. demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
684. demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
685. demo_gototick // Skips to a tick in demo.
686. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
687. demo_interpolateview "1" // Do view interpolation during dem playback.
688. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
689. demo_pause // Pauses demo playback.
690. demo_pauseatservertick "0" // Pauses demo playback at server tick
691. demo_quitafterplayback "0" // Quits game after demo playback.
692. demo_recordcommands "1" // Record commands typed at console into .dem files.
693. demo_resume // Resumes demo playback.
694. demo_timescale // Sets demo replay speed.
695. demo_togglepause // Toggles demo playback.
696. developer "0" // Set developer message level
697. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
698. devshots_screenshot // use the screenshot command instead.
699. differences // Show all convars which are not at their default values.
700. disable_static_prop_loading "0" // static props wont be loaded
701. disconnect // Disconnect game from server.
702. dispcoll_drawplane "0"
703. displaysoundlist "0"
704. display_elapsedtime // Displays how much time has elapsed since the game started
705. display_game_events "0"
706. disp_dynamic "0"
707. disp_list_all_collideable // List all collideable displacements
708. dlight_debug // Creates a dlight in front of the player
709. drawcross // Draws a cross at the given location Arguments: x y z
710. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
711. dsp_automatic "0"
712. dsp_db_min "80"
713. dsp_db_mixdrop "0"
714. dsp_dist_max "1440"
715. dsp_dist_min "0"
716. dsp_enhance_stereo "1"
717. dsp_facingaway "0"
718. dsp_mix_max "0"
719. dsp_mix_min "0"
720. dsp_off "0"
721. dsp_player "0"
722. dsp_reload
723. dsp_room "0"
724. dsp_slow_cpu "0"
725. dsp_spatial "40"
726. dsp_speaker "50"
727. dsp_volume "0"
728. dsp_vol_2ch "1"
729. dsp_vol_4ch "0"
730. dsp_vol_5ch "0"
731. dsp_water "14"
732. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
733. dtwarning "0" // Print data table warnings?
734. dtwatchclass "0" // Watch all fields encoded with this table.
735. dtwatchdecode "1" // When watching show decode.
736. dtwatchencode "1" // When watching show encode.
737. dtwatchent "-1" // Watch this entities data table encoding.
738. dtwatchvar "0" // Watch the named variable.
739. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
740. dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
741. dumpentityfactories // Lists all entity factory names.
742. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
Page 6
743. dumpgamestringtable // Dump the contents of the game string table to the console.
744. dumpstringtables // Print string tables to console.
745. dumptheaterentityfactories // Lists all theater entity factory names.
746. dump_entity_sizes // Print sizeof(entclass)
747. dump_globals // Dump all global entities/states
748. echo // Echo text to console.
749. editdemo // Edit a recorded demo file (.dem ).
750. editor_toggle // Disables the simulation and returns focus to the editor
751. enable_debug_overlays "1" // Enable rendering of debug overlays
752. enable_skeleton_draw "0" // Render skeletons in wireframe
753. endmovie // Stop recording movie frames.
754. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
755. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
756. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
757. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
758. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
759. ent_create // Creates an entity of the given type where the player is looking.
760. ent_debugkeys "0"
761. ent_dump // Usage: ent_dump <entity name>
762. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
763. ent_info // Usage: ent_info <class name>
764. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
765. ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
766. ent_messages_draw "0" // Visualizes all entity input/output activity.
767. ent_name
768. ent_orient // only orients target entitys YAW. Use the allangles opt
769. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
770. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
771. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
772. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
773. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
774. ent_rotate // Rotates an entity by a specified # of degrees
775. ent_setang // Set entity angles
776. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
777. ent_setpos // Move entity to position
778. ent_show_contexts "0" // Show entity contexts in ent_text display
779. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
780. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
781. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
782. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
783. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
784. envmap
785. er_colwidth "100"
786. er_graphwidthfrac "0"
787. er_maxname "14"
788. escape // Escape key pressed.
789. exec // Execute script file.
790. execifexists // Execute script file if file exists.
791. exit // Exit the engine.
792. explode // Kills the player with explosive damage
793. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
794. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
795. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
796. fast_fogvolume "0"
797. filesystem_buffer_size "0" // Size of per file buffers. 0 for none
798. filesystem_max_stdio_read "16"
799. filesystem_native "1" // Use native FS or STDIO
800. filesystem_report_buffered_io "0"
801. filesystem_unbuffered_io "1"
802. filesystem_use_overlapped_io "1"
803. find // Find concommands with the specified string in their name/help text.
804. findflags // Find concommands by flags.
805. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
806. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
807. firetarget
808. fire_absorbrate "3"
809. fire_dmgbase "1"
810. fire_dmginterval "1"
811. fire_dmgscale "0"
812. fire_extabsorb "5"
813. fire_extscale "12"
814. fire_growthrate "1"
815. fire_heatscale "1"
816. fire_incomingheatscale "0"
817. fire_maxabsorb "50"
818. firstperson // Switch to firstperson camera.
819. fish_debug "0" // Show debug info for fish
820. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
821. flex_expression "0"
822. flex_rules "1" // Allow flex animation rules to run.
823. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
824. flex_talk "0"
825. flush // Flush unlocked cache memory.
826. flush_locked // Flush unlocked and locked cache memory.
827. fogui // Show/hide fog control UI.
828. fog_color "-1"
829. fog_colorskybox "-1"
830. fog_enable "1"
831. fog_enableskybox "1"
832. fog_enable_water_fog "1"
833. fog_end "-1"
834. fog_endskybox "-1"
835. fog_hdrcolorscale "-1"
836. fog_hdrcolorscaleskybox "-1"
837. fog_maxdensity "-1"
838. fog_maxdensityskybox "-1"
839. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
840. fog_start "-1"
841. fog_startskybox "-1"
842. fog_volume_debug "0" // prints diagnostic information about the current fog volume
843. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
844. force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
845. force_centerview
846. foundry_engine_get_mouse_control // Give the engine control of the mouse.
847. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
848. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
849. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
850. foundry_update_entity // Updates the entitys position/angles when in edit mode
851. fov_desired "90" // Sets the base field-of-view.
852. fps_max "300" // Frame rate limiter
853. fps_max_splitscreen "300" // splitscreen
854. fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
855. fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
856. fs_monitor_read_from_pack "0" // 2:Sync only
857. fs_printopenfiles // Show all files currently opened by the engine.
858. fs_report_sync_opens "0" // 2:Not during load
859. fs_warning_level // Set the filesystem warning level.
860. fs_warning_mode "0" // 2:Warn other threads
861. func_breakdmg_bullet "0"
862. func_breakdmg_club "1"
Page 7
863. func_breakdmg_explosive "1"
864. func_break_max_pieces "15"
865. func_break_reduction_factor "0"
866. fx_glass_velocity_cap "0" // Maximum downwards speed of shattered glass particles
867. fx_new_sparks "1" // Use new style sparks.
868. g15_dumpplayer // Spew player data.
869. g15_reload // Reloads the Logitech G-15 Keyboard configs.
870. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
871. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
872. gameinstructor_enable "1" // Display in game lessons that teach new players.
873. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
874. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
875. gameinstructor_reset_counts // Resets all display and success counts to zero.
876. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
877. gameinstructor_start_sound_cooldown "1" // Number of seconds forced between similar lesson start sounds.
878. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
879. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
880. gamestats_file_output_directory "0" // file will be emitted here instead of to modpath
881. gameui_activate // Shows the game UI
882. gameui_allowescape // Escape key allowed to hide game UI
883. gameui_allowescapetoshow // Escape key allowed to show game UI
884. gameui_hide // Hides the game UI
885. gameui_preventescape // Escape key doesnt hide game UI
886. gameui_preventescapetoshow // Escape key doesnt show game UI
887. gameui_xbox "0"
888. getpos // dump position and angles to the console
889. getpos_exact // dump origin and angles to the console
890. give // Give item to player. Arguments: <item_name>
891. give_ammo // Give ammo for active weapon to the player
892. give_gear // Give a Gear to the player
893. give_upgrade // Install weapon upgrade for active weapon to the player
894. give_weapon // Give a weapon to the player
895. global_event_log_enabled "0" // Enables the global event log system
896. global_set // 2 = DEAD).
897. glow_outline_effect_enable "0" // Enable entity outline glow effects.
898. glow_outline_width "1" // Width of glow outline effect in screen space.
899. gl_clear "0"
900. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
901. god // Toggle. Player becomes invulnerable.
902. gods // Toggle. All players become invulnerable.
903. gpu_level "2" // GPU Level - Default: High
904. gpu_mem_level "2" // Memory Level - Default: High
905. groundlist // Display ground entity list <index>
906. g_debug_angularsensor "0"
907. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
908. g_debug_doors "0"
909. g_debug_ragdoll_removal "0"
910. g_debug_ragdoll_visualize "0"
911. g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
912. g_Language "0"
913. g_ragdoll_fadespeed "600"
914. g_ragdoll_important_maxcount "2"
915. g_ragdoll_lvfadespeed "100"
916. g_ragdoll_maxcount "8"
917. hammer_update_entity // Updates the entitys position/angles when in edit mode
918. hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
919. heartbeat // Force heartbeat of master servers
920. help // Find help about a convar/concommand.
921. hideconsole // Hide the console.
922. hidehud "0"
923. hidepanel // Hides a viewport panel <name>
924. hide_server "0" // Whether the server should be hidden from the master server
925. hl2_episodic "0"
926. hostfile "0" // The HOST file to load.
927. hostip "-1407646208.000" // Host game server ip
928. hostname "0" // Hostname for server.
929. hostport "27015" // Host game server port
930. host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
931. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
932. host_framerate "0" // Set to lock per-frame time elapse.
933. host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
934. host_map "0" // Current map name.
935. host_print_frame_times "0"
936. host_profile "0"
937. host_reset_config // reset config (for testing) with param as splitscreen index.
938. host_runframe_input_parcelremainder "1"
939. host_runofftime // Run off some time without rendering/updating sounds
940. host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
941. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
942. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
943. host_speeds "0" // Show general system running times.
944. host_threaded_sound "0" // Run the sound on a thread (independent of mix)
945. host_threaded_sound_simplethread "0" // Run the sound on a simple thread not a jobthread
946. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
947. host_timescale "1" // Prescale the clock by this amount.
948. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
949. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
950. hq_radio_cooldown "2"
951. hq_radio_lastmanstanding_frequency "40" // How long in seconds before the next last man standing message gets output
952. hq_radio_restrictedarea_frequency "12" // How long in seconds before the next restricted area message gets output
953. hq_radio_waveslow_frequency "80" // How long in seconds before the next low reinforcement waves message gets output
954. hq_radio_wavesout_frequency "60" // How long in seconds before the next out of reinforcement waves message gets output
955. hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
956. hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
957. hud_deathnotice_time "6"
958. hud_reloadscheme // Reloads hud layout and animation scripts.
959. hud_saytext_time "12"
960. hud_startround_notify "6" // How long notifications should stay on the screen before fading
961. hud_stream_friendly "0" // server name is hidden from various HUD elements
962. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
963. hud_targetid_enabled "1"
964. hud_targetid_ironsight_alpha "0"
965. hud_targetid_name_dot "0"
966. hud_toggle_floating // Toggle floating HUD elements
967. hunk_print_allocations
968. hunk_track_allocation_types "1"
969. hurtme // Hurts the player. Arguments: <health to lose>
970. impulse
971. incrementvar // Increment specified convar value.
972. ins_base_vehicle_max_turn_rate "25"
973. ins_base_vehicle_speed "160"
974. ins_bot_add // Adds a bot
975. ins_bot_add_t2 // Adds a bot to team 2
976. ins_bot_attack_command_hearing_range "350" // How far away do bots tell eachother about your presence
977. ins_bot_attack_pistol_fire_rate "4" // scaled faster by difficulty
978. ins_bot_attack_reload_ratio "0" // Ratio of ammo that triggers a reload.
979. ins_bot_change_difficulty "1" // 0 = when new bots are added
980. ins_bot_chase_give_up_time "15" // For how long do we want to chase the enemy?
981. ins_bot_chase_hurry_range "1500" // At what range do we start to sprint at our enemy?
982. ins_bot_chase_min_wait_time "2" // For how long do we want to wait until chasing an enemy?
Page 8
983. ins_bot_debug_stuck_log // visually display bot stuck locations.
984. ins_bot_difficulty "1" // 0-3
985. ins_bot_flashbang_effect_max_distance "750" // Max range that a flashbang will effect the bots
986. ins_bot_flashbang_effect_max_time "10" // Max time that a flashbang will effect the bots
987. ins_bot_grenade_hearing_range "3000" // How far away can a bot hear a grenade explosion
988. ins_bot_grenade_think_time "0"
989. ins_bot_kick // Kick a bot. Parameters: <#/bots> <team_id>
990. ins_bot_kick_t1 // ins_bot_kick_t1 kick bot from team two
991. ins_bot_kick_t2 // ins_bot_kick_t2 kick bot from team two
992. ins_bot_max_setup_gate_defend_range "2000" // How far from the setup gate(s) defending bots can take up positions
993. ins_bot_min_setup_gate_defend_range "750" // How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush.
994. ins_bot_min_setup_gate_sniper_defend_range "1500" // How far from the setup gate(s) a defending sniper will take up position
995. ins_bot_nav_spacing "1"
996. ins_bot_path_max_retreat_length "500" // Maximum distance a bot will run a retreat path
997. ins_bot_quota "10" // How many bots to place on each team when no players are present?
998. ins_bot_silenced_weapon_sound_reduction "0" // By what percentage do silenced weapons reduce the hearing range
999. ins_cache_buy_zone_size "184" // Default size of the buy area on a weapon cache.
1000. ins_cache_explosion_damage "1000" // Damage dealt by cache exploding
1001. ins_cache_explosion_radius "256" // Radius of blast damage
1002. ins_cache_health "220" // Default health of a weapon cache entity.
1003. ins_clear_attribute // Remove given attribute from all areas in the selected set.
1004. ins_deadcam_modes "0" // Restricts Spectator Modes
1005. ins_debug_centermass "0" // Debug the centermass attachment
1006. ins_debug_head "0" // Debug the head attachment
1007. ins_debug_visibility // Debugs player visibility. Returns players which are not being drawn.
1008. ins_loadtheater // Loads a theater
1009. ins_mark // Set attribute of selected area.
1010. ins_prone_maxlookspeed "120" // The maximum speed the player can turn while prone
1011. ins_prone_maxlooktolerance "100" // The amount the player must try and turn for the maxlookspeed to kick in
1012. ins_reload_definitiondata_c // Reload all the definition scripts
1013. ins_reload_definitiondata_s // Reload all the definition scripts
1014. ins_select_ambush_areas // Add good ambush spots to the selected set. For debugging.
1015. ins_select_ambush_areas_close_range "300"
1016. ins_select_ambush_areas_max_enemy_exposure_area "500000"
1017. ins_select_ambush_areas_radius "750"
1018. ins_select_with_attribute // Selects areas with the given attribute.
1019. ins_server_loadtheater // Server loads a theater
1020. ins_tank_health
1021. ins_tank_kill
1022. ins_teamsize "0" // Maximum team size
1023. ins_vehicle_minibus_health "320" // Default health of a minibus.
1024. ins_wipe_attributes // Clear all INS-specific attributes of selected area.
1025. inventory_buy_gear // Buys an item of gear
1026. inventory_buy_upgrade // Buys a weapon upgrade
1027. inventory_buy_weapon // Buys a weapon
1028. inventory_confirm // Confirming a purchase
1029. inventory_open_primary // Opens the kit UI at the primary weapon screen
1030. inventory_open_secondary // Opens the kit UI at the secondary weapon screen
1031. inventory_resupply // Resupply current loadout
1032. inventory_sell_gear // Sells an item of gear
1033. inventory_sell_upgrade // Sells an upgrade
1034. inventory_sell_weapon // Sell a weapon
1035. invnext
1036. invprev
1037. in_forceuser "0" // Force user input to this split screen player.
1038. in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
1039. ip "0" // Overrides IP for multihomed hosts
1040. item_flag_respawntime "0" // Flag respawn time.
1041. joyadvancedupdate
1042. joystick "1" // false otherwise.
1043. joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
1044. joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
1045. joy_accelmax "1"
1046. joy_accelscale "3"
1047. joy_accelscalepoly "0"
1048. joy_accel_filter "0"
1049. joy_advanced "0"
1050. joy_advaxisr "0"
1051. joy_advaxisu "0"
1052. joy_advaxisv "0"
1053. joy_advaxisx "0"
1054. joy_advaxisy "0"
1055. joy_advaxisz "0"
1056. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
1057. joy_autoAimDampenMethod "0"
1058. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
1059. joy_autoaim_dampen_smoothout_speed "0"
1060. joy_autosprint "0" // Automatically sprint when moving with an analog joystick
1061. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
1062. joy_cfg_preset "1"
1063. joy_circle_correct "1"
1064. joy_curvepoint_1 "0"
1065. joy_curvepoint_2 "0"
1066. joy_curvepoint_3 "0"
1067. joy_curvepoint_4 "1"
1068. joy_curvepoint_end "2"
1069. joy_deadzone_mode "1" // 1 => Square deadzone.
1070. joy_diagonalpov "0" // too.
1071. joy_display_input "0"
1072. joy_forwardsensitivity "-1"
1073. joy_forwardthreshold "0"
1074. joy_gamma "0"
1075. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
1076. joy_lookspin_default "0"
1077. joy_lowend "1"
1078. joy_lowend_linear "0"
1079. joy_lowmap "1"
1080. joy_movement_stick "0" // 2 = legacy controls
1081. joy_name "0"
1082. joy_no_accel_jump "0"
1083. joy_pegged "0"
1084. joy_pitchsensitivity "-1" // joystick pitch sensitivity
1085. joy_pitchsensitivity_default "-1"
1086. joy_pitchthreshold "0"
1087. joy_response_look "0" // 1=Acceleration Promotion
1088. joy_response_look_pitch "1" // 1=Acceleration Promotion
1089. joy_response_move "1" // 1/sensitivity
1090. joy_response_move_vehicle "6"
1091. joy_sensitive_step0 "0"
1092. joy_sensitive_step1 "0"
1093. joy_sensitive_step2 "0"
1094. joy_sidesensitivity "1"
1095. joy_sidethreshold "0"
1096. joy_useNewAcecelMethod "1"
1097. joy_useNewJoystickPeggedTest "0"
1098. joy_variable_frametime "1"
1099. joy_vehicle_turn_lowend "0"
1100. joy_vehicle_turn_lowmap "0"
1101. joy_virtual_peg "0"
1102. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
1103. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
1104. joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
1105. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
1106. joy_yawsensitivity "-1" // joystick yaw sensitivity
1107. joy_yawsensitivity_default "-1"
1108. joy_yawthreshold "0"
1109. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
1110. jpeg_quality "90" // jpeg screenshot quality.
1111. kdtree_test // Tests spatial partition for entities queries.
1112. key_findbinding // Find key bound to specified command string.
1113. key_listboundkeys // List bound keys with bindings.
1114. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
1115. kick // Kick a player by name.
1116. kickid // with a message.
1117. kickid_ex // provide a force-the-kick flag and also assign a message.
1118. kill // Kills the player with generic damage
1119. killserver // Shutdown the server.
1120. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
1121. ladder_autocenter "1" // Auto-center players on ladders.
1122. lastinv
1123. lightcache_maxmiss "2"
1124. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
Page 9
1125. light_crosshair // Show texture color at crosshair
1126. linefile // Parses map leak data from .lin file
1127. listdemo // List demo file contents.
1128. listid // Lists banned users.
1129. listip // List IP addresses on the ban list.
1130. listissues // List all the issues that can be voted on.
1131. listmodels // List loaded models.
1132. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
1133. load // Load a saved game.
1134. loader_dump_table
1135. loader_spew_info "0" // -1:All
1136. loader_spew_info_ex "0" // (internal)
1137. loader_throttle_io "1"
1138. locator_background_border_color "1082163328" // The default color for the border.
1139. locator_background_border_thickness "2" // How many pixels the background borders the left and right.
1140. locator_background_color "-939524096" // The default color for the background.
1141. locator_background_shift_x "3" // How many pixels the background is shifted right.
1142. locator_background_shift_y "1" // How many pixels the background is shifted down.
1143. locator_background_style "2" // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
1144. locator_background_thickness_x "8" // How many pixels the background borders the left and right.
1145. locator_background_thickness_y "0" // How many pixels the background borders the top and bottom.
1146. locator_fade_time "0" // Number of seconds it takes for a lesson to fully fade in/out.
1147. locator_icon_max_size_non_ss "2" // Minimum scale of the icon on the screen
1148. locator_icon_min_size_non_ss "1" // Minimum scale of the icon on the screen
1149. locator_lerp_rest "0" // Number of seconds before moving from the center.
1150. locator_lerp_speed "5" // Speed that static lessons move along the Y axis.
1151. locator_lerp_time "1" // Number of seconds to lerp before reaching final destination
1152. locator_pulse_time "1" // Number of seconds to pulse after changing icon or position
1153. locator_screen_pos_y "0" // Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud.
1154. locator_split_len "0"
1155. locator_split_maxwide_percent "0"
1156. locator_start_at_crosshair "1" // Start position at the crosshair instead of the top middle of the screen.
1157. locator_target_offset_x "-17" // How many pixels to offset the locator from the target position.
1158. locator_target_offset_y "-64" // How many pixels to offset the locator from the target position.
1159. locator_topdown_style "0" // Topdown games set this to handle distance and offscreen location differently.
1160. log // and udp < on | off >.
1161. logaddress_add // Set address and port for remote host <ip:port>.
1162. logaddress_del // Remove address and port for remote host <ip:port>.
1163. logaddress_delall // Remove all udp addresses being logged to
1164. logaddress_list // List all addresses currently being used by logaddress.
1165. log_color // Set the color of a logging channel.
1166. log_dumpchannels // Dumps information about all logging channels.
1167. log_flags // Set the flags on a logging channel.
1168. log_level // Set the spew level of a logging channel.
1169. lookspring "0"
1170. lookstrafe "0"
1171. loopsingleplayermaps "0"
1172. lservercfgfile "0"
1173. map // Start playing on specified map.
1174. mapcyclefile "0" // Name of the default .txt file used to cycle the maps on multiplayer servers
1175. mapgroup // Specify a map group
1176. maps // Displays list of maps.
1177. map_background // Runs a map as the background to the main menu.
1178. map_commentary // on a specified map.
1179. map_edit
1180. map_noareas "0" // Disable area to area connection testing.
1181. map_wants_save_disable "0"
1182. mat_aaquality "0"
1183. mat_accelerate_adjust_exposure_down "40"
1184. mat_alternatefastclipalgorithm "1"
1185. mat_ambient_light_b "0"
1186. mat_ambient_light_g "0"
1187. mat_ambient_light_r "0"
1188. mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
1189. mat_antialias "0"
1190. mat_autoexposure_max "2"
1191. mat_autoexposure_max_multiplier "1"
1192. mat_autoexposure_min "0"
1193. mat_bloomamount_rate "0"
1194. mat_blur_b "0"
1195. mat_blur_g "0"
1196. mat_blur_r "0"
1197. mat_bufferprimitives "1"
1198. mat_bumpbasis "0"
1199. mat_bumpmap "1"
1200. mat_camerarendertargetoverlaysize "128"
1201. mat_clipz "1"
1202. mat_colcorrection_disableentities "0" // Disable map color-correction entities
1203. mat_colcorrection_editor "0"
1204. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
1205. mat_colorcorrection "1"
1206. mat_compressedtextures "1"
1207. mat_configcurrent // show the current video control panel config for the material system
1208. mat_crosshair // Display the name of the material under the crosshair
1209. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
1210. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
1211. mat_crosshair_printmaterial // print the material under the crosshair
1212. mat_crosshair_reloadmaterial // reload the material under the crosshair
1213. mat_debugalttab "0"
1214. mat_debugdepth "0"
1215. mat_debugdepthmode "0"
1216. mat_debugdepthval "128"
1217. mat_debugdepthvalmax "256"
1218. mat_debug_bloom "0"
1219. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
1220. mat_defaultlightmap "1" // Default brightness for lightmaps where none have been created in the level.
1221. mat_depthbias_shadowmap "0"
1222. mat_detail_tex "1"
1223. mat_diffuse "1"
1224. mat_disable_bloom "0"
1225. mat_disable_fancy_blending "0"
1226. mat_displacementmap "1"
1227. mat_dof_enabled "1"
1228. mat_dof_far_blur_depth "1000"
1229. mat_dof_far_blur_radius "5"
1230. mat_dof_far_focus_depth "250"
1231. mat_dof_max_blur_radius "10"
1232. mat_dof_near_blur_depth "20"
1233. mat_dof_near_blur_radius "10"
1234. mat_dof_near_focus_depth "100"
1235. mat_dof_override "0"
1236. mat_dof_quality "0"
1237. mat_do_not_shrink_dynamic_vb "0" // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
1238. mat_drawflat "0"
1239. mat_drawTexture "0" // Enable debug view texture
1240. mat_drawTextureScale "1" // Debug view texture scale
1241. mat_drawTitleSafe "0" // Enable title safe overlay
1242. mat_drawwater "1"
1243. mat_dynamiclightmaps "0"
1244. mat_dynamicPaintmaps "0"
1245. mat_dynamic_tonemapping "1"
1246. mat_edit // Bring up the material under the crosshair in the editor
1247. mat_envmapsize "128"
1248. mat_envmaptgasize "32"
1249. mat_excludetextures "0"
1250. mat_exclude_async_update "1"
1251. mat_exposure_center_region_x "0"
1252. mat_exposure_center_region_y "0"
1253. mat_fastclip "0"
1254. mat_fastnobump "0"
1255. mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
1256. mat_fillrate "0"
1257. mat_filterlightmaps "1"
1258. mat_filtertextures "1"
1259. mat_forceaniso "1"
1260. mat_forcedynamic "0"
1261. mat_forcehardwaresync "1"
1262. mat_force_bloom "0"
1263. mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
1264. mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
1265. mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
1266. mat_force_tonemap_scale "0"
1267. mat_framebuffercopyoverlaysize "128"
1268. mat_frame_sync_enable "1"
1269. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
1270. mat_fullbright "0"
1271. mat_fxaa_edge_sharpness_C "8" // 8)
1272. mat_fxaa_edge_threshold_C "0" // 1/8
Page 10
1272. mat_fxaa_edge_threshold_C "0" // 1/8
1273. mat_fxaa_edge_threshold_min_C "0" // Trims the algorithm from processing darks. Does not affect PS3 due to being ALU bound. (0.04 - slower and less aliasing in dark
1274. mat_fxaa_edge_threshold_min_Q "0" // (0.0833 - upper l
1275. mat_fxaa_edge_threshold_Q "0" // (0.166 -
1276. mat_fxaa_subpixel_C "0" // (0.5 - default)
1277. mat_fxaa_subpixel_Q "0" // def
1278. mat_grain_enable "1"
1279. mat_hdr_enabled // Report if HDR is enabled for debugging
1280. mat_hdr_level "2" // and 2 for full HDR on HDR maps.
1281. mat_hdr_uncapexposure "0"
1282. mat_hsv "0"
1283. mat_info // Shows material system info
1284. mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
1285. mat_leafvis_draw_mask "3" // bit 1: render PVS- an
1286. mat_leafvis_freeze "0" // updates based on camera movement.
1287. mat_leafvis_update_every_frame "0" // Updates leafvis debug render every frame (expensive)
1288. mat_levelflush "1"
1289. mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
1290. mat_loadtextures "1"
1291. mat_local_contrast_edge_scale_override "-1000"
1292. mat_local_contrast_midtone_mask_override "-1"
1293. mat_local_contrast_scale_override "0"
1294. mat_local_contrast_vignette_end_override "-1"
1295. mat_local_contrast_vignette_start_override "-1"
1296. mat_lpreview_mode "-1"
1297. mat_luxels "0"
1298. mat_maxframelatency "1"
1299. mat_max_worldmesh_vertices "65536"
1300. mat_measurefillrate "0"
1301. mat_mipmaptextures "1"
1302. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
1303. mat_monitorgamma_force_480_full_tv_range "1"
1304. mat_monitorgamma_pwl2srgb "0"
1305. mat_monitorgamma_tv_enabled "0"
1306. mat_monitorgamma_tv_exp "2"
1307. mat_monitorgamma_tv_range_max "235"
1308. mat_monitorgamma_tv_range_min "16"
1309. mat_monitorgamma_vganonpwlgamma "2"
1310. mat_morphstats "0"
1311. mat_motion_blur_enabled "0"
1312. mat_motion_blur_falling_intensity "1"
1313. mat_motion_blur_falling_max "20"
1314. mat_motion_blur_falling_min "10"
1315. mat_motion_blur_forward_enabled "0"
1316. mat_motion_blur_percent_of_screen_max "4"
1317. mat_motion_blur_rotation_intensity "1"
1318. mat_motion_blur_strength "1"
1319. mat_norendering "0"
1320. mat_normalmaps "0"
1321. mat_normals "0"
1322. mat_object_motion_blur_enable "0"
1323. mat_object_motion_blur_model_scale "1"
1324. mat_paint_enabled "0"
1325. mat_parallaxmap "1"
1326. mat_parallaxmapsamplesmax "50"
1327. mat_parallaxmapsamplesmin "12"
1328. mat_phong "1"
1329. mat_picmip "-1"
1330. mat_postprocess_enable "1"
1331. mat_postprocess_x "4"
1332. mat_postprocess_y "1"
1333. mat_powersavingsmode "0" // Power Savings Mode
1334. mat_print_top_model_vert_counts "0" // Constantly print to screen the top N models as measured by total faces rendered this frame
1335. mat_processtoolvars "0"
1336. mat_proxy "0"
1337. mat_queue_mode "-1" // 2=queued
1338. mat_queue_priority "1"
1339. mat_reducefillrate "0"
1340. mat_reduceparticles "0"
1341. mat_reloadallmaterials // Reloads all materials
1342. mat_reloadmaterial // Reloads a single material
1343. mat_reloadtextures // Reloads all textures
1344. mat_remoteshadercompile "0"
1345. mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
1346. mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
1347. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
1348. mat_report_queue_status "0"
1349. mat_reversedepth "0"
1350. mat_savechanges // saves current video configuration to the registry
1351. mat_scope_render_quality "3" // Scope render quality
1352. mat_setvideomode // windowed state of the material system
1353. mat_shadercount // display count of all shaders and reset that count
1354. mat_shadowstate "1"
1355. mat_showcamerarendertarget "0"
1356. mat_showenvmapmask "0"
1357. mat_showframebuffertexture "0"
1358. mat_showlightmappage "-1"
1359. mat_showlowresimage "0"
1360. mat_showmaterials // Show materials.
1361. mat_showmaterialsverbose // Show materials (verbose version).
1362. mat_showmiplevels "0" // 1: everything else
1363. mat_showtextures // Show used textures.
1364. mat_showwatertextures "0"
1365. mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
1366. mat_show_histogram "0"
1367. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
1368. mat_slopescaledepthbias_shadowmap "3"
1369. mat_softwarelighting "0"
1370. mat_softwareskin "0"
1371. mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
1372. mat_software_aa_debug "0" // (2 - show anti-a
1373. mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
1374. mat_software_aa_quality "0" // (1 - 9-tap filter)
1375. mat_software_aa_strength "1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
1376. mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
1377. mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
1378. mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
1379. mat_spewalloc "0"
1380. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
1381. mat_spew_long_frames "0" // warn about frames that go over 66ms for CERT purposes.
1382. mat_stub "0"
1383. mat_surfaceid "0"
1384. mat_surfacemat "0"
1385. mat_tessellationlevel "6"
1386. mat_tessellation_accgeometrytangents "0"
1387. mat_tessellation_cornertangents "1"
1388. mat_tessellation_update_buffers "1"
1389. mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
1390. mat_texture_list "0" // show a list of used textures per frame
1391. mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
1392. mat_texture_list_all_frames "2" // How many frames to sample texture memory for all textures.
1393. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
1394. mat_texture_list_exclude // save - saves exclude list file
1395. mat_texture_list_exclude_editing "0"
1396. mat_texture_list_txlod // -1 to dec resolution
1397. mat_texture_list_txlod_sync // save - saves all changes to material content files
1398. mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
1399. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
1400. mat_triplebuffered "0" // This means we want triple buffering if we are fullscreen and vsyncd
1401. mat_updateconvars // updates the video config convars
1402. mat_use_compressed_hdr_textures "1"
1403. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
1404. mat_vignette_blur "0"
1405. mat_vignette_enable "1"
1406. mat_vignette_end "1"
1407. mat_vignette_start "0"
1408. mat_vsync "0" // Force sync to vertical retrace
1409. mat_wateroverlaysize "128"
1410. mat_wireframe "0"
1411. mat_yuv "0"
1412. maxplayers // Change the maximum number of players allowed on this server.
1413. mc_accel_band_size "0" // Percentage of half the screen width or height.
Page 11
1414. mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
1415. mc_max_pitchrate "100" // (degrees/sec)
1416. mc_max_yawrate "230" // (degrees/sec)
1417. melee_combo_reset_time "1" // Seconds after a swing until we reset the combo activities
1418. melee_show_swing "0"
1419. memory // Print memory stats.
1420. mem_compact
1421. mem_dump // Dump memory stats to text file.
1422. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
1423. mem_dumpvballocs // Dump VB memory allocation stats.
1424. mem_eat
1425. mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
1426. mem_force_flush_section "0" // Cache section to restrict mem_force_flush
1427. mem_incremental_compact
1428. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
1429. mem_level "2" // Memory Level - Default: High
1430. mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
1431. mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
1432. mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
1433. mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
1434. mem_test
1435. mem_test_each_frame "0" // Run heap check at end of every frame
1436. mem_test_every_n_seconds "0" // Run heap check at a specified interval
1437. mem_test_quiet "0" // Dont print stats when memtesting
1438. mem_vcollide // Dumps the memory used by vcollides
1439. mem_verify // Verify the validity of the heap
1440. miniprofiler_dump "0"
1441. minisave // Saves game (for current level only!)
1442. mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
1443. mm_datacenter_debugprint // Shows information retrieved from data center
1444. mm_debugprint // Show debug information about current matchmaking session
1445. mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
1446. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
1447. mm_dlc_debugprint // Shows information about dlc
1448. mm_heartbeat_seconds "300"
1449. mm_heartbeat_seconds_xlsp "60"
1450. mm_heartbeat_timeout "10"
1451. mm_heartbeat_timeout_legacy "15"
1452. mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
1453. mm_session_search_ping_buckets "4"
1454. mm_session_search_ping_limit "200"
1455. mm_session_search_qos_timeout "15"
1456. mm_tu_string "0"
1457. mod_check_vcollide "0" // Check all vcollides on load
1458. mod_dont_load_vertices "0" // supress loading model vertex data
1459. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
1460. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
1461. mod_forcedata "1" // Forces all model file data into cache on model load.
1462. mod_forcetouchdata "1" // Forces all model file data into cache on model load.
1463. mod_load_anims_async "0"
1464. mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
1465. mod_load_mesh_async "0"
1466. mod_load_preload "1" // Indicates how far ahead in seconds to preload animations.
1467. mod_load_showstall "0" // 2 - show stalls
1468. mod_load_vcollide_async "0"
1469. mod_lock_mdls_on_load "1"
1470. mod_lock_meshes_on_load "1"
1471. mod_log_filesystem "0" // Log the filesystem type
1472. mod_test_mesh_not_available "0"
1473. mod_test_not_available "0"
1474. mod_test_verts_not_available "0"
1475. mod_touchalldata "1" // Touch model data during level startup
1476. mod_trace_load "0"
1477. mod_WeaponViewModelCache "8"
1478. mod_WeaponWorldModelCache "10"
1479. mod_WeaponWorldModelMinAge "3000"
1480. morph_debug "0"
1481. morph_path "7"
1482. mortar_visualize "0"
1483. motdfile "0" // The MOTD file to load.
1484. movement_anim_playback_minrate "0"
1485. movie_fixwave // etc.
1486. movie_volume_scale "1"
1487. mp_allowNPCs "1"
♥♥♥♥. mp_allowspectators "1" // toggles whether the server allows spectator mode or not
1489. mp_autocrosshair "1"
1490. mp_autokick "1" // Kick team-killing players
1491. mp_autokick_idlers "0" // Kick idlers players ( mins )
1492. mp_autoteambalance "1"
1493. mp_checkpoint_capture_time_extension "0" // How long (in seconds) the round should be extended for after a capture.
1494. mp_checkpoint_counterattack_always "0" // Always have a counter-attack after each cap. Value represents number of human players needed.
1495. mp_checkpoint_counterattack_delay "12" // How long (in seconds) until the enemy counter-attack wave spawns.
1496. mp_checkpoint_respawn_frequency "1" // etc.
1497. mp_coop_lobbysize "6" // Size of coop lobby
1498. mp_coop_max_bots "18" // Maximum number of bots allowed on the server.
1499. mp_coop_max_bot_difficulty "2" // The max difficulty on the server.
1500. mp_coop_min_bots "6" // The number of bots used for 1 player.
1501. mp_coop_min_bot_difficulty "0" // The easiest difficulty on the server.
1502. mp_cp_capture_time "2" // capture time in seconds
1503. mp_cp_deteriorate_time "8" // deteriorate time in seconds
1504. mp_cp_speedup_max "2" // Maximum players to effect the speed-up.
1505. mp_cp_speedup_rate "0" // Speed-up rate per additional teammate in the cap zone.
1506. mp_defaultteam "0"
1507. mp_disable_autokick // Prevents a userid from being auto-kicked
1508. mp_fadetoblack "0" // fade a players screen to black when he dies
1509. mp_falldamage "0"
1510. mp_fall_speed_fatal "720" // sqrt( 2 * gravity * x * 12 )
1511. mp_fall_speed_safe "560" // sqrt( 2 * gravity * x * 12 )
1512. mp_fall_speed_safe_iron "250" // sqrt( 2 * gravity * x * 12 )
1513. mp_flashlight "0"
1514. mp_footsteps "1"
1515. mp_forceactivityset "-1" // SHORTRIFLE = 0 PISTOL = 1 KNIFE = 2 LMG = 3 LAUNCHER = 4 GRENADE = 5
1516. mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
1517. mp_forcerespawn "1"
1518. mp_freezetime "15" // Round freeze time in seconds
1519. mp_friendlyfire "1" // Allows team members to injure other members of their team
1520. mp_friendlyfire_damage "0" // The frac value applied to friendly fire damage
1521. mp_friendlyfire_damage_spawnarea "0" // The frac value applied to friendly fire damage when either in a spawn area
1522. mp_friendlyfire_explosives "0" // friendlies can set off each others explosives if they are reactive.
1523. mp_joinwaittime "20" // How long to wait for the first round once the minimum players requirement has been reached.
1524. mp_lobbytime "10" // Lobby time in seconds
1525. mp_maxgames "1" // Max games before map change
1526. mp_maxrounds "10" // Max rounds before game ends
1527. mp_minteamplayers "1" // min players on each team to start the match
1528. mp_push_capture_time_extension "300" // How long (in seconds) the round should be extended for after a capture.
1529. mp_push_counter_round "0" // flip the attacking team for a counter attack round.
1530. mp_push_deferred_advance "0" // advanced spawns will be delayed by this number of seconds.
1531. mp_respawnwavetime_max "0" // Min respawn wave interval.
1532. mp_respawnwavetime_min "0" // Max respawn wave interval.
1533. mp_restartgame "0" // game will restart in the specified number of seconds
1534. mp_restartround "0" // round will restart in the specified number of seconds
1535. mp_roundlives "0" // Max lives in a round
1536. mp_roundtime "210" // round time per map in seconds
Page 12
1537. mp_scrambleteams // Scramble the teams and restart the game
1538. mp_scrambleteams_auto "0" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
1539. mp_scrambleteams_auto_windifference "3" // Number of round wins a team must lead by in order to trigger an auto scramble.
1540. mp_searchdestroy_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
1541. mp_searchdestroy_single_cache_max "12" // Max number of players where a single cache is used
1542. mp_showgestureslots "-1" // Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
1543. mp_slammoveyaw "0" // Force movement yaw along an animation path.
1544. mp_spawnprotectontime "30" // Spawn protection time in seconds
1545. mp_spectator_allow_chase "1" // chase camera in spectator mode is disabled
1546. mp_strike_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
1547. mp_strike_four_cache_max "24" // Max number of players where a single cache is used
1548. mp_supply_rate_losing_team_high "2" // Amount of supply the more skilled players on the losing team get
1549. mp_supply_rate_losing_team_low "1" // Amount of supply the less skilled players on the losing team get
1550. mp_supply_rate_winning_team_high "3" // Amount of supply the more skilled players on the winning team get
1551. mp_supply_rate_winning_team_low "2" // Amount of supply the less skilled players on the winning team get
1552. mp_supply_token_base "10" // The amount of supply players start with
1553. mp_supply_token_bot_base "18" // The amount of supply bots start with
1554. mp_supply_token_max "20" // The maximum amount of supply a player can get
1555. mp_switchteams // Switch teams and restart the game
1556. mp_switchteams_each_game "0" // Switch the teams after each game
1557. mp_switchteams_each_round "0" // Switch the teams after each round
1558. mp_switchteams_reset_supply "0" // Should supply be reset when teams are switched?
1559. mp_teamlist "0"
1560. mp_teamoverride "1"
1561. mp_teamplay "0"
1562. mp_teams_auto_join "1" // players are automatically assigned to a team on join.
1563. mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
1564. mp_theater_override "0" // the given theater file is loaded instead.
1565. mp_timelimit_waiting "600" // Time to wait on an empty server before changing levels.
1566. mp_timer_postgame "15" // Postgame timer in seconds
1567. mp_timer_postround "15" // Postround timer in seconds
1568. mp_timer_pregame "10" // Pregame timer in seconds
1569. mp_timer_preround "15" // Preround timer in seconds
1570. mp_tkpunish "1" // 2=kill}
1571. mp_usehwmmodels "-1" // 0 = based upon GPU)
1572. mp_usehwmvcds "-1" // 0 = based upon GPU)
1573. mp_vip_single_point_max "10" // Max number of players where a single point is used
1574. mp_voice_bias "0"
1575. mp_voice_blocked_lineofsight_enemy_volume "0"
1576. mp_voice_blocked_lineofsight_friendly_volume "0"
1577. mp_voice_indirect_listener_volume "0"
1578. mp_voice_indirect_talker_volume "0"
1579. mp_voice_max_distance_enemy "360"
1580. mp_voice_max_distance_friendly "1080"
1581. mp_voice_max_enemy_volume "0"
1582. mp_voice_max_friendly_volume "0"
1583. mp_voice_min_distance_enemy "8"
1584. mp_voice_min_distance_friendly "8"
1585. mp_voice_min_squad_volume "0"
1586. mp_voice_use_3d_voip "1" // Alive players use spatial audio for voice communications?
1587. mp_wave_capture_increment "0" // Amount of waves awarded for capturing points
1588. mp_wave_count_attackers "10" // Total waves for attackers
1589. mp_wave_count_defenders "20" // Total waves for defenders
1590. mp_wave_count_perteam "2" // Total waves per team
1591. mp_wave_dpr_attackers "0" // Dead player ratio that triggers a reinforcement wave for attacking team
1592. mp_wave_dpr_defenders "0" // Dead player ratio that triggers a reinforcement wave for defending team
1593. mp_wave_dpr_perteam "0" // Dead player ratio that triggers a reinforcement wave for both teams
1594. mp_wave_grace_period "30" // Grace period where if a reinforcement wave occurs it does not get deducted from wave count
1595. mp_wave_max_wait_attackers "30" // Max wave trigger time for attacking team
1596. mp_wave_max_wait_defenders "30" // Max wave trigger time for defending team
1597. mp_wave_max_wait_perteam "40" // Max wave trigger time for both teams
1598. mp_wave_spawn_instant "0" // Server side option to force instant spawning
1599. mp_weaponstay "0"
1600. mp_winlimit "5" // win limit
1601. mp_winlimit_coop "1" // win limit for coop
1602. ms_player_dump_properties // Prints a dump the current players property data
1603. multvar // Multiply specified convar value.
1604. muzzleflash_light "1"
1605. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
1606. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
1607. m_customaccel_max "0" // 0 for no limit
1608. m_customaccel_scale "0" // Custom mouse acceleration value.
1609. m_forward "1" // Mouse forward factor.
1610. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
1611. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
1612. m_mousespeed "1" // 2 to enable secondary threshold
1613. m_pitch "0" // Mouse pitch factor.
1614. m_rawinput "1" // Use Raw Input for mouse input.
1615. m_side "0" // Mouse side factor.
1616. m_yaw "0" // Mouse yaw factor.
1617. name "0" // Current user name
1618. nav_add_to_selected_set // Add current area to the selected set.
1619. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
1620. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
1621. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
1622. nav_area_max_size "50" // Max area size created in nav generation
1623. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
1624. nav_begin_area // drag the opposite corner to the desired location and
1625. nav_begin_deselecting // Start continuously removing from the selected set.
1626. nav_begin_drag_deselecting // Start dragging a selection area.
1627. nav_begin_drag_selecting // Start dragging a selection area.
1628. nav_begin_selecting // Start continuously adding to the selected set.
1629. nav_begin_shift_xy // Begin shifting the Selected Set.
1630. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
1631. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
1632. nav_check_floor // Updates the blocked/unblocked status for every nav area.
1633. nav_check_stairs // Update the nav mesh STAIRS attribute
1634. nav_chop_selected // Chops all selected areas into their component 1x1 areas
1635. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
1636. nav_clear_selected_set // Clear the selected set.
1637. nav_clear_walkable_marks // Erase any previously placed walkable positions.
1638. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
1639. nav_connect // then invoke the connect command. Note that this creates a
1640. nav_coplanar_slope_limit "0"
1641. nav_coplanar_slope_limit_displacement "0"
1642. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
1643. nav_corner_lower // Lower the selected corner of the currently marked Area.
Page 13
1644. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
1645. nav_corner_raise // Raise the selected corner of the currently marked Area.
1646. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
1647. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
1648. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
1649. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
1650. nav_debug_blocked "0"
1651. nav_delete // Deletes the currently highlighted Area.
1652. nav_delete_marked // Deletes the currently marked Area (if any).
1653. nav_disconnect // then invoke the disconnect command. This will remove all connec
1654. nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
1655. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
1656. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
1657. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
1658. nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
1659. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
1660. nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
1661. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
1662. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
1663. nav_end_deselecting // Stop continuously removing from the selected set.
1664. nav_end_drag_deselecting // Stop dragging a selection area.
1665. nav_end_drag_selecting // Stop dragging a selection area.
1666. nav_end_selecting // Stop continuously adding to the selected set.
1667. nav_end_shift_xy // Finish shifting the Selected Set.
1668. nav_flood_select // use this command again.
1669. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
1670. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
1671. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
1672. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
1673. nav_generate_incremental_range "2000"
1674. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
1675. nav_gen_cliffs_approx // post-processing approximation
1676. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
1677. nav_ladder_flip // Flips the selected ladders direction.
1678. nav_load // Loads the Navigation Mesh for the current map.
1679. nav_lower_drag_volume_max // Lower the top of the drag select volume.
1680. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
1681. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
1682. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
1683. nav_mark_attribute // Set nav attribute for all areas in the selected set.
1684. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
1685. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
1686. nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
1687. nav_max_vis_delta_list_length "64"
1688. nav_merge // and invoke the merge comm
1689. nav_merge_mesh // Merges a saved selected set into the current mesh.
1690. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
1691. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
1692. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
1693. nav_place_list // Lists all place names used in the map.
1694. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
1695. nav_place_replace // Replaces all instances of the first place with the second place.
1696. nav_place_set // Sets the Place of all selected areas to the current Place.
1697. nav_potentially_visible_dot_tolerance "0"
1698. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
1699. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
1700. nav_raise_drag_volume_max // Raise the top of the drag select volume.
1701. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
1702. nav_recall_selected_set // Re-selects the stored selected set.
1703. nav_remove_from_selected_set // Remove current area from the selected set.
1704. nav_remove_jump_areas // replacing them with connections.
1705. nav_run // Toggles the traverse this area by running flag used by the AI system.
1706. nav_save // Saves the current Navigation Mesh to disk.
1707. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
1708. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
1709. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
1710. nav_select_blocked_areas // Adds all blocked areas to the selected set
1711. nav_select_damaging_areas // Adds all damaging areas to the selected set
1712. nav_select_half_space // Selects any areas that intersect the given half-space.
1713. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
1714. nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
1715. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
1716. nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
1717. nav_select_overlapping // Selects nav areas that are overlapping others.
1718. nav_select_radius // Adds all areas in a radius to the selection set
1719. nav_select_stairs // Adds all stairway areas to the selected set
1720. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
1721. nav_shift // Shifts the selected areas by the specified amount
1722. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
1723. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
1724. nav_show_compass "0"
1725. nav_show_continguous "0" // Highlight non-contiguous connections
1726. nav_show_danger "0" // Show current danger levels.
1727. nav_show_dumped_positions // z) coordinate positions of the given dump file.
1728. nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
1729. nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
1730. nav_show_light_intensity "0"
1731. nav_show_nodes "0"
1732. nav_show_node_grid "0"
1733. nav_show_node_id "0"
1734. nav_show_player_counts "0" // Show current player counts in each area.
1735. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
1736. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
1737. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
Page 14
1738. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
1739. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
1740. nav_solid_props "0" // Make props solid to nav generation/editing
1741. nav_splice // connected area between them.
1742. nav_split // align the split line using your cursor and invoke the split command.
1743. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
1744. nav_stand // Toggles the stand while hiding flag used by the AI system.
1745. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
1746. nav_store_selected_set // Stores the current selected set for later retrieval.
1747. nav_strip // and Encounter Spots from the current Area.
1748. nav_subdivide // Subdivides all selected areas.
1749. nav_test_node "0"
1750. nav_test_node_crouch "0"
1751. nav_test_node_crouch_dir "4"
1752. nav_test_stairs // Test the selected set for being on stairs
1753. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
1754. nav_toggle_in_selected_set // Remove current area from the selected set.
1755. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
1756. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
1757. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
1758. nav_toggle_selecting // Start or stop continuously adding to the selected set.
1759. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
1760. nav_unmark // Clears the marked Area or Ladder.
1761. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
1762. nav_update_lighting // Recomputes lighting values
1763. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
1764. nav_use_place // the current Place is set.
1765. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
1766. nav_warp_to_mark // Warps the player to the marked area.
1767. nav_world_center // Centers the nav mesh in the world
1768. nb_allow_avoiding "1"
1769. nb_allow_climbing "1"
1770. nb_allow_gap_jumping "1"
1771. nb_blind "0" // Disable vision
1772. nb_command // Sends a command string to all bots
1773. nb_debug // ERRORS.
1774. nb_debug_climbing "0"
1775. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
1776. nb_debug_history "1" // each bot keeps a history of debug output in memory
1777. nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
1778. nb_force_look_at // Force selected bot to look at the local players position
1779. nb_goal_look_ahead_range "50"
1780. nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
1781. nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
1782. nb_head_aim_settle_duration "0"
1783. nb_head_aim_steady_max_rate "100"
1784. nb_ladder_align_range "50"
1785. nb_move_to_cursor // Tell all NextBots to move to the cursor position
1786. nb_nav_combat_build_rate "0" // Gunfire/second increase (combat caps at 1.0)
1787. nb_nav_combat_decay_rate "0" // Decay/second toward zero
1788. nb_nav_in_combat_duration "30" // How long after gunfire occurs is this area still considered to be in combat
1789. nb_nav_show_actor_potential_visibility "0"
1790. nb_nav_show_blocked_areas "0" // Highlight areas that are considered blocked for TF-specific reasons
1791. nb_nav_show_bomb_drop_areas "0"
1792. nb_nav_show_bomb_target_distance "0" // Display travel distances to bomb target
1793. nb_nav_show_control_points "0"
1794. nb_nav_show_enemy_invasion_areas "0" // Highlight areas where the enemy team enters the visible environment of the local player
1795. nb_nav_show_gate_defense_areas "0"
1796. nb_nav_show_incursion_distance "0" // 2=blue)
1797. nb_nav_show_incursion_flow "0"
1798. nb_nav_show_incursion_flow_gradient "0" // 2 = blue
1799. nb_nav_show_incursion_flow_range "150" // 2 = blue
1800. nb_nav_show_incursion_range "0" // 2 = blue
1801. nb_nav_show_incursion_range_max "0" // Highlight areas with incursion distances between min and max cvar values
1802. nb_nav_show_incursion_range_min "0" // Highlight areas with incursion distances between min and max cvar values
1803. nb_nav_show_in_combat_areas "0"
1804. nb_nav_show_mesh_decoration "0" // Highlight special areas
1805. nb_nav_show_mesh_decoration_manual "0" // Highlight special areas marked by hand
1806. nb_nav_show_point_defense_areas "0"
1807. nb_nav_show_sentry_danger "0"
1808. nb_nav_show_sniper_areas "0"
1809. nb_nav_show_sniper_areas_safety_range "1000"
1810. nb_nav_show_turf_ownership "0" // Color nav area by smallest incursion distance
1811. nb_path_draw_inc "100"
1812. nb_path_draw_segment_count "100"
1813. nb_path_segment_influence_radius "100"
1814. nb_player_crouch "0" // Force bots to crouch
1815. nb_player_move "1" // Prevents bots from moving
1816. nb_player_move_direct "0"
1817. nb_player_stop "0" // Stop all NextBotPlayers from updating
1818. nb_player_walk "0" // Force bots to walk
1819. nb_saccade_speed "1000"
1820. nb_saccade_time "0"
1821. nb_select // Select the bot you are aiming at for further debug operations.
1822. nb_shadow_dist "400"
1823. nb_speed_look_ahead_range "150"
1824. nb_stop "0" // Stop all NextBots
1825. nb_update_debug "0"
1826. nb_update_framelimit "15"
1827. nb_update_frequency "0"
1828. nb_update_maxslide "2"
1829. nb_warp_selected_here // Teleport the selected bot to your cursor position
1830. nearz_player_death "1"
1831. net_allow_multicast "1"
1832. net_blockmsg "0" // Discards incoming message: <0|1|name>
1833. net_channels // Shows net channel info
1834. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
1835. net_drawslider "0" // Draw completion slider during signon
1836. net_droppackets "0" // Drops next n packets on client
1837. net_dumpeventstats // Dumps out a report of game event network usage
1838. net_dumptest "0"
1839. net_earliertempents "0"
1840. net_fakejitter "0" // Jitter fakelag packet time
1841. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
1842. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
1843. net_graph "0" // = 3 draws payload legend.
1844. net_graphheight "64" // Height of netgraph panel
1845. net_graphmsecs "400" // The latency graph represents this many milliseconds.
1846. net_graphpos "1"
1847. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
1848. net_graphshowinterp "1" // Draw the interpolation graph.
1849. net_graphshowlatency "1" // Draw the ping/packet loss graph.
1850. net_graphshowsvframerate "0" // Draw the server framerate graph.
1851. net_graphsolid "1"
1852. net_graphtext "1" // Draw text fields
1853. net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
1854. net_maxfilesize "16" // Maximum allowed file size for uploading in MB
1855. net_maxfragments "1200" // Max fragment bytes per packet
1856. net_maxroutable "1200" // Requested max packet size before packets are split.
1857. net_megasnapshot "1"
1858. net_paranoid "1"
1859. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
1860. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
1861. net_queue_trace "0"
1862. net_scale "5"
Page 15
1863. net_showeventlisteners "0" // Show listening addition/removals
1864. net_showevents "0" // 2=all).
1865. net_showfragments "0" // Show netchannel fragments
1866. net_showpeaks "0" // Show messages for large packets only: <size>
1867. net_showreliablesounds "0"
1868. net_showsplits "0" // Show info about packet splits
1869. net_showtcp "0" // Dump TCP stream summary to console
1870. net_showudp "0" // Dump UDP packets summary to console
1871. net_showudp_oob "0" // Dump OOB UDP packets summary to console
1872. net_showudp_remoteonly "0" // Dump non-loopback udp only
1873. net_showusercmd "0" // Show user command encoding
1874. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
1875. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
1876. net_start // Inits multiplayer network sockets
1877. net_status // Shows current network status
1878. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
1879. net_steamcnx_debug "1" // 2 shows all network traffic for steam sockets.
1880. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
1881. net_steamcnx_status // Print status of steam connection sockets.
1882. net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
1883. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
1884. nextdemo // Play next demo in sequence.
1885. nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
1886. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
1887. noclip_fixup "1"
1888. notarget // Toggle. Player becomes hidden to NPCs.
1889. npc_height_adjust "1" // Enable test mode for ik height adjustment
1890. npc_vphysics "0"
1891. obj_capture_damage "0" // Captures all damage taken by objects for dumping later.
1892. obj_dump_damage
1893. obj_show_damage "0" // Show all damage taken by objects.
1894. old_radiusdamage "0"
1895. openserverbrowser // Opens server browser
1896. option_duck_method "0"
1897. option_speed_method "0"
1898. overview_alpha "1" // Overview map translucency.
1899. overview_health "1" // Show players health in map overview.
1900. overview_locked "1" // doesnt follow view angle.
1901. overview_mode // large: <0|1|2>
1902. overview_names "1" // Show players names in map overview.
1903. overview_player_size "100" // Icon size
1904. overview_tracks "1" // Show players tracks in map overview.
1905. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
1906. paintsplat_bias "0" // Change bias value for computing circle buffer
1907. paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
1908. paintsplat_noise_enabled "1"
1909. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
1910. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
1911. particle_sim_alt_cores "2"
1912. particle_test_attach_attachment "0" // Attachment index for attachment mode
1913. particle_test_attach_mode "0" // follow_origin
1914. particle_test_file "0" // Name of the particle system to dynamically spawn
1915. particle_test_start // particle_test_attach_mode and particl
1916. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
1917. password "0" // Current server access password
1918. path // Show the engine filesystem path.
1919. pause // Toggle the server pause state.
1920. perfui // Show/hide the level performance tools UI.
1921. perfvisualbenchmark
1922. perfvisualbenchmark_abort
1923. perf_fire_bullet_firstpredictedonly "1" // first time a CUserCmd is predicted.
1924. perf_fire_bullet_single "0"
1925. phonemedelay "0" // Phoneme delay to account for sound system latency.
1926. phonemefilter "0" // Time duration of box filter to pass over phonemes.
1927. phonemesnap "2" // regardless of duration.
1928. physicsshadowupdate_render "0"
1929. physics_budget // Times the cost of each active object
1930. physics_constraints // Highlights constraint system graph for an entity
1931. physics_debug_entity // Dumps debug info for an entity
1932. physics_highlight_active // Turns on the absbox for all active physics objects
1933. physics_report_active // Lists all active physics objects
1934. physics_select // Dumps debug info for an entity
1935. phys_debug_check_contacts "0"
1936. phys_impactforcescale "1"
1937. phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
1938. phys_pushscale "1"
1939. phys_show_active "0"
1940. phys_speeds "0"
1941. phys_stressbodyweights "5"
1942. phys_timescale "1" // Scale time for physics
1943. phys_upimpactforcescale "0"
1944. picker // pivot and debugging text is displayed for whatever entity the play
1945. ping // Display ping to server.
1946. pingserver // Ping a server for info
1947. pipeline_static_props "1"
1948. pixelvis_debug // Dump debug info
1949. play // Play a sound.
1950. playdemo // Play a recorded demo file (.dem ).
1951. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
1952. player_old_armor "0"
1953. player_slide_cooldown "3"
1954. player_slide_duration "0"
1955. player_slide_impact_epsilon "8"
1956. player_slide_probe_distance "16"
1957. player_slide_probe_dot "0"
1958. player_slide_sample_period "0"
1959. player_slide_speedfrac_max "1"
1960. player_slide_speedfrac_warmup "1"
1961. player_slide_speed_acceleration "10"
1962. player_slide_warmup_interval "0"
1963. player_use_radius "96"
1964. player_use_tolerance "0"
1965. playflush // reloading from disk in case of changes.
1966. playgamesound // Play a sound from the game sounds txt file
1967. playsoundscape // Forces a soundscape to play
1968. playvideo // Plays a video: <filename> [width height]
1969. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
1970. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
1971. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
1972. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
1973. playvol // Play a sound at a specified volume.
1974. play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
1975. plr_debug_inventory "0"
1976. plugin_load // plugin_load <filename> : loads a plugin
1977. plugin_pause // plugin_pause <index> : pauses a loaded plugin
1978. plugin_pause_all // pauses all loaded plugins
1979. plugin_print // Prints details about loaded plugins
1980. plugin_unload // plugin_unload <index> : unloads a plugin
1981. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
1982. plugin_unpause_all // unpauses all disabled plugins
1983. press_x360_button // d[own])
1984. print_colorcorrection // Display the color correction layer information.
1985. progress_enable
1986. props_break_max_pieces "50" // Maximum prop breakable piece count (-1 = model default)
1987. props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
1988. prop_active_gib_limit "64"
1989. prop_active_gib_max_fade_time "12"
1990. prop_break_disable_float "0"
1991. prop_crosshair // Shows name for prop looking at
1992. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
Page 16
1993. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
1994. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
1995. pwatchent "-1" // Entity to watch for prediction system changes.
1996. pwatchvar "0" // Entity variable to watch in prediction system for changes.
1997. quit // Exit the engine.
1998. ragdoll_sleepaftertime "2" // the ragdoll will go to sleep.
1999. rate "10000" // Max bytes/sec the host can receive data
2000. rcon // Issue an rcon command.
2001. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
2002. rcon_password "0" // remote console password.
2003. recompute_speed // Recomputes clock speed (for debugging purposes).
2004. record // Record a demo.
2005. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
2006. reload_hud_panels // Reloads each hud panel
2007. reload_inventory // Reloads the inventory menu
2008. reload_materials "0"
2009. reload_scoreboard // Reloads the scoreboard menu
2010. reload_spectatorgui // Reloads the scoreboard menu
2011. reload_vjobs // reload vjobs module
2012. remote_bug // Starts a bug report with data from the currently connected rcon machine
2013. removeid // Remove a user ID from the ban list.
2014. removeip // Remove an IP address from the ban list.
2015. remove_upgrade // Remove weapon upgrade for active weapon to the player
2016. render_blanks // render N blank frames
2017. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
2018. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
2019. report_entities // Lists all entities
2020. report_simthinklist // Lists all simulating/thinking entities
2021. report_soundpatch // reports sound patch count
2022. report_touchlinks // Lists all touchlinks
2023. reset_gameconvars // Reset a bunch of game convars to default values
2024. respawn_entities // Respawn all the entities in the map.
2025. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
2026. res_restrict_access "0"
2027. retry // Retry connection to last server.
2028. room_type "0"
2029. rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
2030. rope_collide "1" // Collide rope with the world
2031. rope_min_pixel_diameter "2"
2032. rope_rendersolid "1"
2033. rope_shake "0"
2034. rope_smooth "1" // Do an antialiasing effect on ropes
2035. rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
2036. rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
2037. rope_smooth_maxalphawidth "1"
2038. rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
2039. rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
2040. rope_solid_maxalpha "1"
2041. rope_solid_maxwidth "1"
2042. rope_solid_minalpha "0"
2043. rope_solid_minwidth "0"
2044. rope_subdiv "2" // Rope subdivision amount
2045. rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
2046. round_start_reset_duck "0"
2047. round_start_reset_speed "0"
2048. rr_debugresponseconcept "0" // rr_debugresponses will print only responses testing for the specified concept
2049. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
2050. rr_debugresponses "0" // it will only show response success/f
2051. rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
2052. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
2053. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
2054. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
2055. rr_reloadresponsesystems // Reload all response system scripts.
2056. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
2057. r_3dsky "1" // Enable the rendering of 3d sky boxes
2058. r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
2059. r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
2060. r_ambientfactor "5" // Boost ambient cube by no more than this factor
2061. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
2062. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
2063. r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
2064. r_aspectratio "0"
2065. r_avglight "1"
2066. r_avglightmap "0"
2067. r_bloomtintb "0"
2068. r_bloomtintexponent "2"
2069. r_bloomtintg "0"
2070. r_bloomtintr "0"
2071. r_brush_queue_mode "0"
2072. r_buildingmapforworld "0"
2073. r_cheapwaterend
2074. r_cheapwaterstart
2075. r_cleardecals // Usage r_cleardecals <permanent>.
2076. r_ClipAreaFrustums "1"
2077. r_ClipAreaPortals "1"
2078. r_colorstaticprops "0"
2079. r_debugcheapwater "0"
2080. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
2081. r_debug_ik "0"
2082. r_debug_sequencesets "-2"
2083. r_decals "1024"
2084. r_decalstaticprops "1" // Decal static props test
2085. r_decal_cover_count "4"
2086. r_decal_overlap_area "0"
2087. r_decal_overlap_count "3"
2088. r_deferopaquefastclipped "1"
2089. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
2090. r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
2091. r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
2092. r_disable_update_shadow "1"
2093. r_DispBuildable "0"
2094. r_DispWalkable "0"
2095. r_dlightsenable "1"
2096. r_dopixelvisibility "1"
2097. r_drawallrenderables "0" // even ones inside solid leaves.
2098. r_drawbatchdecals "1" // Render decals batched.
2099. r_DrawBeams "1" // 2=Wireframe
2100. r_drawbrushmodels "1" // 2=Wireframe
2101. r_drawclipbrushes "0" // purple=NPC)
2102. r_drawdecals "1" // Render decals.
2103. r_DrawDisp "1" // Toggles rendering of displacment maps
2104. r_drawentities "1"
2105. r_drawflecks "1"
2106. r_drawfuncdetail "1" // Render func_detail
2107. r_drawleaf "-1" // Draw the specified leaf.
2108. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
2109. r_drawlightinfo "0"
2110. r_drawlights "0"
2111. r_drawmodeldecals "1"
2112. r_DrawModelLightOrigin "0"
2113. r_drawmodelstatsoverlay "0"
2114. r_drawmodelstatsoverlaydistance "500"
2115. r_drawmodelstatsoverlayfilter "-1"
2116. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
2117. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
2118. r_drawopaquerenderables "1"
2119. r_drawopaqueworld "1"
2120. r_drawothermodels "1" // 2=Wireframe
2121. r_drawparticles "1" // Enable/disable particle rendering
2122. r_drawpixelvisibility "0" // Show the occlusion proxies
2123. r_DrawPortals "0"
2124. r_DrawRain "1" // Enable/disable rain rendering.
Page 17
2125. r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
2126. r_drawropes "1"
2127. r_drawscreenoverlay "0"
2128. r_drawskybox "1"
2129. r_DrawSpecificStaticProp "-1"
2130. r_drawsprites "1"
2131. r_drawstaticprops "1" // 2=Wireframe
2132. r_drawtracers "1"
2133. r_drawtracers_firstperson "0" // Toggle visibility of first person weapon tracers
2134. r_drawtracers_movetonotintersect "1"
2135. r_drawtranslucentrenderables "1"
2136. r_drawtranslucentworld "1"
2137. r_drawunderwateroverlay "0"
2138. r_drawvgui "1" // Enable the rendering of vgui panels
2139. r_drawviewmodel "1"
2140. r_drawworld "1" // Render the world.
2141. r_draw_flashlight_3rd_person "1" // Draw flashlight beams for other players
2142. r_draw_lasersight_1st_person "1" // Draw laser sight for the local player
2143. r_draw_lasersight_3rd_person "1" // Draw laser sights for other players
2144. r_dscale_basefov "90"
2145. r_dscale_fardist "2000"
2146. r_dscale_farscale "4"
2147. r_dscale_neardist "100"
2148. r_dscale_nearscale "1"
2149. r_dynamic "1"
2150. r_dynamiclighting "1"
2151. r_emulategl "0"
2152. r_entityclips "1"
2153. r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
2154. r_eyegloss "0"
2155. r_eyemove "0"
2156. r_eyes "1"
2157. r_eyeshift_x "0"
2158. r_eyeshift_y "0"
2159. r_eyeshift_z "0"
2160. r_eyesize "0"
2161. r_eyewaterepsilon "7"
2162. r_fade360style "1"
2163. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
2164. r_fastreflectionfastpath "1"
2165. r_fastzreject "1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
2166. r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
2167. r_flashlightambient "0"
2168. r_flashlightbacktraceoffset "0"
2169. r_flashlightbrightness "0"
2170. r_flashlightclip "0"
2171. r_flashlightconstant "0"
2172. r_flashlightculldepth "1"
2173. r_flashlightdepthres "1024"
2174. r_flashlightdepthreshigh "1024"
2175. r_flashlightdepthtexture "1"
2176. r_flashlightdepth_drawtranslucents "0"
2177. r_FlashlightDetailProps "1" // 2 = multipass (multipass is PC ONLY)
2178. r_flashlightdrawclip "0"
2179. r_flashlightdrawdepth "0"
2180. r_flashlightdrawdepthres "256"
2181. r_flashlightdrawfrustum "0"
2182. r_flashlightdrawfrustumbbox "0"
2183. r_flashlightdrawsweptbbox "0"
2184. r_flashlightenableculling "1" // Enable frustum culling of flashlights
2185. r_flashlightfar "2600"
2186. r_flashlightfov "48"
2187. r_flashlightladderdist "40"
2188. r_flashlightlinear "130"
2189. r_flashlightlockposition "0"
2190. r_flashlightmodels "1"
2191. r_flashlightmuzzleflashfov "120"
2192. r_flashlightnear "4"
2193. r_flashlightnearoffsetscale "1"
2194. r_flashlightnodraw "0"
2195. r_flashlightoffsetforward "0"
2196. r_flashlightoffsetforward_low "0"
2197. r_flashlightoffsetright "5"
2198. r_flashlightoffsetright_low "10"
2199. r_flashlightoffsetup "-5"
2200. r_flashlightoffsetup_low "-16"
2201. r_flashlightquadratic "0"
2202. r_flashlightrender "1"
2203. r_flashlightrendermodels "1"
2204. r_flashlightrenderworld "1"
2205. r_flashlightscissor "0"
2206. r_flashlightshadowatten "0"
2207. r_flashlighttracedistcutoff "128"
2208. r_flashlightupdatedepth "1"
2209. r_flashlightvisualizetrace "0"
2210. r_flashlightvolumetrics "1"
2211. r_flashlight_3rd_person_range "200" // Distance to draw flashlight beams for other players
2212. r_flashlight_always_cull_for_single_pass "0"
2213. r_flashlight_attach_to_viewmodel "1" // Attach the flashlight effect to the viewmodel
2214. r_flashlight_info "0" // Information about currently enabled flashlights
2215. r_flashlight_topdown "0"
2216. r_flex "1"
2217. r_flushlod // Flush and reload LODs.
2218. r_ForceRestore "0"
2219. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
2220. r_frustumcullworld "1"
2221. r_glint_alwaysdraw "0"
2222. r_glint_procedural "0"
2223. r_hidepaintedsurfaces "0" // hides all surfaces which have been painted.
2224. r_highlight_translucent_renderables "0"
2225. r_hunkalloclightmaps "1"
2226. r_hwmorph "0"
2227. r_impacts_alt_orientation "1"
2228. r_itemblinkmax "0"
2229. r_itemblinkrate "4"
2230. r_jiggle_bones "1"
2231. r_keepstyledlightmapsonly "0"
2232. r_lightaverage "1" // Activates/deactivate light averaging
2233. r_lightcachecenter "1"
2234. r_lightcachemodel "-1"
2235. r_lightcache_invalidate
2236. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
2237. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
2238. r_lightcache_zbuffercache "0"
2239. r_lightinterp "5" // 0 turns off interpolation
2240. r_lightmap "-1"
2241. r_lightstyle "-1"
2242. r_lightwarpidentity "0"
2243. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
2244. r_lod "-1"
2245. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
2246. r_maxdlights "32"
2247. r_maxmodeldecal "50"
2248. r_maxnewsamples "6"
2249. r_maxsampledist "128"
2250. r_minnewsamples "3"
2251. r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
2252. r_modelwireframedecal "0"
2253. r_nohw "0"
2254. r_norefresh "0"
2255. r_nosw "0"
2256. r_novis "0" // Turn off the PVS.
2257. r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
2258. r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
2259. r_occludermincount "0" // no matter how big they are.
2260. r_occlusion "1" // Activate/deactivate the occlusion system.
2261. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
2262. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
2263. r_overlayfadeenable "0"
2264. r_overlayfademax "2000"
2265. r_overlayfademin "1750"
2266. r_overlaywireframe "0"
2267. r_particle_sim_spike_threshold_ms "0"
2268. r_particle_timescale "1"
2269. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
2270. r_PhysPropStaticLighting "0"
2271. r_pixelfog "1"
2272. r_pixelvisibility_partial "1"
2273. r_pixelvisibility_spew "0"
2274. r_pix_recordframes "0"
2275. r_pix_start "0"
2276. r_portalscloseall "0"
2277. r_portalsopenall "0" // Open all portals
2278. r_PortalTestEnts "1" // Clip entities against portal frustums.
2279. r_portal_use_pvs_optimization "1" // Enables an optimization that allows portals to be culled when outside of the PVS.
2280. r_printdecalinfo
2281. r_proplightingfromdisk "1" // 2=Show Errors
2282. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
2283. r_propsmaxdist "1200" // Maximum visible distance
2284. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
2285. r_queued_post_processing "0"
2286. r_queued_ropes "1"
2287. r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
2288. r_RainAllowInSplitScreen "0" // Allows rain in splitscreen
2289. r_rainalpha "0"
2290. r_rainalphapow "0"
Page 18
2291. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
2292. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
2293. r_raindensity "0"
2294. r_RainHack "0"
2295. r_rainlength "0"
2296. r_RainParticleDensity "0" // Density of Particle Rain 0-1
2297. r_RainProfile "0" // Enable/disable rain profiling.
2298. r_RainRadius "1500"
2299. r_RainSideVel "130" // How much sideways velocity rain gets.
2300. r_RainSimulate "1" // Enable/disable rain simulation.
2301. r_rainspeed "600"
2302. r_RainSplashPercentage "20"
2303. r_rainwidth "0"
2304. r_randomflex "0"
2305. r_renderoverlayfragment "1"
2306. r_rimlight "1"
2307. r_rootlod "0" // Root LOD
2308. r_ropetranslucent "1"
2309. r_screenoverlay // Draw specified material as an overlay
2310. r_sequence_debug "0"
2311. r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
2312. r_shader_srgbread "0" // 0 = use HW
2313. r_shadowangles // Set shadow angles
2314. r_shadowblobbycutoff // some shadow stuff
2315. r_shadowcolor // Set shadow color
2316. r_shadowdir // Set shadow direction
2317. r_shadowdist // Set shadow distance
2318. r_shadowfromanyworldlight "0"
2319. r_shadowfromworldlights "1" // Enable shadowing from world lights
2320. r_shadowfromworldlights_debug "0"
2321. r_shadowids "0"
2322. r_shadowlod "-1"
2323. r_shadowmaxrendered "32"
2324. r_shadowrendertotexture "0"
2325. r_shadows "1"
2326. r_shadows_gamecontrol "-1"
2327. r_shadows_on_renderables_enable "0" // Support casting RTT shadows onto other renderables
2328. r_shadowwireframe "0"
2329. r_shadow_debug_spew "0"
2330. r_shadow_deferred "0" // Toggle deferred shadow rendering
2331. r_shadow_deferred_downsample "0" // Toggle low-res deferred shadow rendering
2332. r_shadow_deferred_simd "0"
2333. r_shadow_half_update_rate "1" // Updates shadows at half the framerate
2334. r_shadow_lightpos_lerptime "0"
2335. r_shadow_shortenfactor "2" // Makes shadows cast from local lights shorter
2336. r_showenvcubemap "0"
2337. r_ShowViewerArea "0"
2338. r_showz_power "1"
2339. r_simpleworldmodel_drawbeyonddistance_fullscreen "-1"
2340. r_simpleworldmodel_drawbeyonddistance_pip "-1"
2341. r_simpleworldmodel_drawbeyonddistance_splitscreen "-1"
2342. r_simpleworldmodel_drawforrecursionlevel_fullscreen "-1"
2343. r_simpleworldmodel_drawforrecursionlevel_pip "-1"
2344. r_simpleworldmodel_drawforrecursionlevel_splitscreen "-1"
2345. r_simpleworldmodel_waterreflections_fullscreen "0"
2346. r_simpleworldmodel_waterreflections_pip "0"
2347. r_simpleworldmodel_waterreflections_splitscreen "0"
2348. r_skin "0"
2349. r_skybox "1" // Enable the rendering of sky boxes
2350. r_skybox_draw_last "0" // rather than before.
2351. r_slowpathwireframe "0"
2352. r_snapportal "-1"
2353. r_SnowDebugBox "0" // Snow Debug Boxes.
2354. r_SnowEnable "1" // Snow Enable
2355. r_SnowEndAlpha "255" // Snow.
2356. r_SnowEndSize "0" // Snow.
2357. r_SnowFallSpeed "1" // Snow fall speed scale.
2358. r_SnowInsideRadius "256" // Snow.
2359. r_SnowOutsideRadius "1024" // Snow.
2360. r_SnowParticles "500" // Snow.
2361. r_SnowPosScale "1" // Snow.
2362. r_SnowRayEnable "1" // Snow.
2363. r_SnowRayLength "8192" // Snow.
2364. r_SnowRayRadius "256" // Snow.
2365. r_SnowSpeedScale "1" // Snow.
2366. r_SnowStartAlpha "25" // Snow.
2367. r_SnowStartSize "1" // Snow.
2368. r_SnowWindScale "0" // Snow.
2369. r_SnowZoomOffset "384" // Snow.
2370. r_SnowZoomRadius "512" // Snow.
2371. r_spray_lifetime "10" // Number of rounds player sprays are visible
2372. r_sse_s "1" // sse ins for particle sphere create
2373. r_staticlight_streams "1"
2374. r_staticpropinfo "0"
2375. r_swingflashlight "1"
2376. r_teeth "1"
2377. r_threadeddetailprops "1" // enable threading of detail prop drawing
2378. r_threaded_particles "1"
2379. r_threaded_shadow_clip "0"
2380. r_unlimitedrefract "0"
2381. r_unloadlightmaps "0"
2382. r_updaterefracttexture "1"
2383. r_VehicleViewDampen "1"
2384. r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
2385. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
2386. r_visualizelighttraces "0"
2387. r_visualizelighttracesshowfulltrace "0"
2388. r_visualizeproplightcaching "0"
2389. r_visualizetraces "0"
2390. r_WaterDrawReflection "1" // Enable water reflection
2391. r_WaterDrawRefraction "1" // Enable water refraction
2392. r_waterforceexpensive "0"
2393. r_waterforcereflectentities "0"
2394. r_worldlightmin "0"
2395. r_worldlights "3" // number of world lights to use per vertex
2396. r_worldlistcache "1"
2397. save // Saves current game.
2398. save_async "1"
2399. save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
2400. save_console "0" // Autosave on the PC behaves like it does on the consoles.
2401. save_disable "0"
2402. save_finish_async
2403. save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
2404. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
2405. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
2406. save_noxsave "0"
2407. save_screenshot "1" // 2 = always
2408. save_spew "0"
2409. say // Display player message
2410. say_team // Display player message to team
2411. sb_quick_list_bit_field "-1"
2412. sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
2413. scene_async_prefetch_spew "0" // Display async .ani file loading info.
2414. scene_clientflex "1" // Do client side flex animation.
2415. scene_clientplayback "1" // Play all vcds on the clients.
2416. scene_flush // Flush all .vcds from the cache and reload from disk.
2417. scene_forcecombined "0" // force use of combined .wav files even in english.
2418. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
2419. scene_playvcd // Play the given VCD as an instanced scripted scene.
2420. scene_print "0" // print timing and event info to console.
2421. scene_showlook "0" // show the directions of look events.
2422. scene_showmoveto "0" // show the end location.
2423. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
2424. scene_vcdautosave "0" // Create a savegame before VCD playback
2425. screenshot // Take a screenshot.
2426. scrolldown
2427. scrollup
2428. scr_centertime "2"
2429. sensitivity "6" // Mouse sensitivity.
2430. servercfgfile "0"
2431. server_game_time // Gives the game time in seconds (servers curtime)
2432. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
2433. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
2434. setinfo // Adds a new user info value
2435. setmaster // add/remove/enable/disable master servers
2436. setmodel // Changess players model
2437. setpause // Set the pause state of the server.
2438. setpos // Move player to specified origin (must have sv_cheats).
2439. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
2440. setpos_player // Move specified player to specified origin (must have sv_cheats).
2441. sfm_record_hz "30"
2442. shake // Shake the screen.
2443. shake_show "0" // Displays a list of the active screen shakes.
2444. shake_stop // Stops all active screen shakes.
2445. shake_testpunch // Test a punch-style screen shake.
2446. showbudget_texture "0" // Enable the texture budget panel.
2447. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
2448. showbudget_texture_global_sum "0"
2449. showconsole // Show the console.
2450. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
Page 19
2451. showpanel // Shows a viewport panel <name>
2452. showparticlecounts "0" // Display number of particles drawn per frame
2453. showtriggers "0" // Shows trigger brushes
2454. showtriggers_toggle // Toggle show triggers
2455. simple_bot_add // Add a simple bot.
2456. simulate_capturezone_pointindex "-1"
2457. simulate_capturezone_team0 "0"
2458. simulate_capturezone_team1 "0"
2459. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
2460. skill "1" // Game skill level (1-3).
2461. sk_autoaim_mode "1"
2462. sk_player_arm "1"
2463. sk_player_chest "1"
2464. sk_player_head "2"
2465. sk_player_leg "1"
2466. sk_player_stomach "1"
2467. sleep_when_meeting_framerate "1" // Sleep instead of spinning if were meeting the desired framerate.
2468. sleep_when_meeting_framerate_headroom_ms "2" // otherwise spin.
2469. slot0
2470. slot1
2471. slot2
2472. slot3
2473. slot4
2474. slot5
2475. slot6
2476. slot7
2477. slot8
2478. slot9
2479. smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
2480. snapto
2481. sndplaydelay
2482. snd_async_flush // Flush all unlocked async audio data
2483. snd_async_fullyasync "1" // All playback is fully async (sound doesnt play until data arrives).
2484. snd_async_minsize "262144"
2485. snd_async_showmem // Show async memory stats
2486. snd_async_showmem_music // Show async memory stats for just non-streamed music
2487. snd_async_showmem_summary // Show brief async memory stats
2488. snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
2489. snd_async_stream_fail "0" // Spew stream pool failures.
2490. snd_async_stream_purges "0" // Spew stream pool purges.
2491. snd_async_stream_recover_from_exhausted_stream "1" // recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many soun
2492. snd_async_stream_spew "0" // 2=buffers
2493. snd_async_stream_spew_delayed_start_filter "0" // Filter used to spew sounds that starts late. Use an empty string to display all sounds. By default only the VO are displayed
2494. snd_async_stream_spew_delayed_start_time "500" // Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms del
2495. snd_async_stream_spew_exhausted_buffer "1" // spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
2496. snd_async_stream_spew_exhausted_buffer_time "1000" // Number of milliseconds between each exhausted buffer spew.
2497. snd_async_stream_static_alloc "0" // spews allocations on the static alloc pool. Set to 0 for no spew.
2498. snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
2499. snd_debug_gaincurve "0" // Visualize sound gain fall off
2500. snd_debug_gaincurvevol "1" // Visualize sound gain fall off
2501. snd_debug_panlaw "0" // Visualize panning crossfade curves
2502. snd_defer_trace "1"
2503. snd_delay_for_choreo_enabled "1" // Enables update of delay for choreo to compensate for IO latency.
2504. snd_delay_for_choreo_reset_after_N_milliseconds "500" // Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
2505. snd_delay_sound_shift "0"
2506. snd_disable_mixer_duck "0"
2507. snd_disable_mixer_solo "0"
2508. snd_dsp_cancel_old_preset_after_N_milliseconds "1000" // Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
2509. snd_dsp_optimization "0" // Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
2510. snd_dsp_spew_changes "0" // Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
2511. snd_dsp_test1 "1"
2512. snd_dsp_test2 "1"
2513. snd_duckerattacktime "0"
2514. snd_duckerreleasetime "2"
2515. snd_duckerthreshold "0"
2516. snd_ducking_off "1"
2517. snd_ducktovolume "0"
2518. snd_dumpclientsounds // Dump sounds to console
2519. snd_dump_filepaths
2520. snd_dvar_dist_max "1320" // Play full far sound at this distance
2521. snd_dvar_dist_min "240" // Play full near sound at this distance
2522. snd_filter "0"
2523. snd_find_channel "0" // Scan every channel to find the corresponding sound.
2524. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
2525. snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
2526. snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
2527. snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
2528. snd_gain "1"
2529. snd_gain_max "1"
2530. snd_gain_min "0"
2531. snd_getmixer // Get data related to mix group matching string
2532. snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
2533. snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
2534. snd_legacy_surround "0"
2535. snd_list "0"
2536. snd_lockpartial "1"
2537. snd_max_same_sounds "4"
2538. snd_max_same_weapon_sounds "3"
2539. snd_mergemethod "1" // 2 == avg).
2540. snd_mixahead "0"
2541. snd_mixer_master_dsp "1"
2542. snd_mixer_master_level "1"
2543. snd_mix_async "0"
2544. snd_mix_dry_volume "1"
2545. snd_mix_optimization "0" // Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
2546. snd_mix_soundchar_enabled "1" // Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of
2547. snd_mix_test1 "1"
2548. snd_mix_test2 "1"
2549. snd_moviefix "1" // Defer sound recording until next tick when laying off movies.
2550. snd_musicvolume "0" // Music volume
2551. snd_mute_losefocus "1"
2552. snd_noextraupdate "0"
2553. snd_obscured_gain_dB "-2"
2554. snd_op_test_convar "1"
2555. snd_pause_all "1" // Specifies to pause all sounds and not just voice
2556. snd_pitchquality "1"
2557. snd_playsounds // Play sounds from the game sounds txt file at a given location
2558. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
2559. snd_pre_gain_dist_falloff "1"
2560. snd_print_channels // Prints all the active channel.
2561. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
2562. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
2563. snd_print_dsp_effect // Prints the content of a dsp effect.
2564. snd_profile "0"
2565. snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
2566. snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
2567. snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
2568. snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
2569. snd_rebuildaudiocache // rebuild audio cache for current language
2570. snd_refdb "60" // Reference dB at snd_refdist
2571. snd_refdist "36" // Reference distance for snd_refdb
2572. snd_report_format_sound "0" // report all sound formats.
2573. snd_report_loop_sound "0" // report all sounds that just looped.
2574. snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
2575. snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
2576. snd_report_verbose_error "0" // report more error found when playing sounds.
Page 20
2577. snd_restart // Restart sound system.
2578. snd_setmixer // solo.
2579. snd_setmixlayer // solo.
2580. snd_setmixlayer_amount // Set named mix layer mix amount.
2581. snd_setsoundparam // Set a sound paramater
2582. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
2583. snd_show "0" // Show sounds info
2584. snd_showclassname "0"
2585. snd_showmixer "0"
2586. snd_showstart "0"
2587. snd_ShowThreadFrameTime "0"
2588. snd_show_channel_count "0" // Show the current count of channel types.
2589. snd_sos_allow_dynamic_chantype "1"
2590. snd_sos_exec_when_paused "1"
2591. snd_sos_flush_operators // Flush and re-parse the sound operator system
2592. snd_sos_list_operator_updates "0"
2593. snd_sos_print_operators // Prints a list of currently available operators
2594. snd_sos_show_block_debug "0" // Spew data about the list of block entries.
2595. snd_sos_show_client_rcv "0"
2596. snd_sos_show_client_xmit "0"
2597. snd_sos_show_entry_match_free "0"
2598. snd_sos_show_operator_entry_filter "0"
2599. snd_sos_show_operator_init "0"
2600. snd_sos_show_operator_parse "0"
2601. snd_sos_show_operator_prestart "0"
2602. snd_sos_show_operator_shutdown "0"
2603. snd_sos_show_operator_start "0"
2604. snd_sos_show_operator_stop_entry "0"
2605. snd_sos_show_operator_updates "0"
2606. snd_sos_show_opvar_list "0"
2607. snd_sos_show_queuetotrack "0"
2608. snd_sos_show_server_xmit "0"
2609. snd_sos_show_source_info "0"
2610. snd_sos_show_startqueue "0"
2611. snd_sos_show_track_list "0"
2612. snd_soundmixer "0"
2613. snd_soundmixer_flush // Reload soundmixers.txt file.
2614. snd_soundmixer_list_mixers // List all mixers to dev console.
2615. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
2616. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
2617. snd_soundmixer_parse_debug "0"
2618. snd_soundmixer_set_trigger_factor // trigger amount.
2619. snd_soundmixer_version "2"
2620. snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
2621. snd_spew_dsp_process "0" // Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
2622. snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
2623. snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
2624. snd_store_filepaths "0"
2625. snd_surround_speakers "0"
2626. snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
2627. snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
2628. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
2629. snd_visualize "0" // Show sounds location in world
2630. snd_vol_no_xfade "5" // dont cross-fade.
2631. snd_vol_xfade_incr_max "20" // Never change volume by more than +/-N units per frame during cross-fade.
2632. snd_vol_xfade_speed_multiplier_for_doppler "1" // the cross-fade has to be very slow.
2633. snd_vol_xfade_time "0" // Channel volume cross-fade time in seconds.
2634. snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
2635. snd_vox_globaltimeout "300"
2636. snd_vox_sectimetout "300"
2637. snd_vox_seqtimetout "300"
2638. snd_writemanifest // outputs the precache manifest for the current level
2639. soundfade // Fade client volume.
2640. soundinfo // Describe the current sound device.
2641. soundlist // List all known sounds.
2642. soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
2643. soundscape_debug "0" // red lines show soundscapes that ar
2644. soundscape_dumpclient // Dumps the clients soundscape data.
2645. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
2646. soundscape_flush // Flushes the server & client side soundscapes
2647. soundscape_message "0"
2648. soundscape_radius_debug "0" // Prints current volume of radius sounds
2649. spawnpoint_debug "0" // Display debugging information on each spawn point. You must active this cvar before loading a level!
2650. speak // Play a constructed sentence.
2651. spec_autodirector "1" // Auto-director chooses best view modes while spectating
2652. spec_death_fade_in_duration "3" // Duration of fades in when dying.
2653. spec_death_fade_out_duration "3" // Duration of fades out when dying.
2654. spec_freeze_deathanim_time "2" // The time that the death cam will spend watching the players ragdoll before going into freeze cam
2655. spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam when t hey are far away from the camer
2656. spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
2657. spec_freeze_enable "0" // Toggle FreezeCam
2658. spec_freeze_fov "65" // FOV while in FreezeCam
2659. spec_freeze_roll "-15" // Camera roll tilt while freeze cam is active.
2660. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
2661. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
2662. spec_freeze_zoffset_max "-10" // Maximum random z distance from the target to stop when framing them in observer freeze cam.
2663. spec_freeze_zoffset_min "-20" // Minimum random z distance from the target to stop when framing them in observer freeze cam.
2664. spec_mode // Set spectator mode
2665. spec_next // Spectate next player
2666. spec_player // Spectate player by name
2667. spec_pos // dump position and angles to the console
2668. spec_prev // Spectate previous player
2669. spec_scoreboard "0"
2670. spec_track "0" // Tracks an entity in spec mode
2671. spike // generates a fake spike
2672. ss_map // Start playing on specified map with max allowed splitscreen players.
2673. ss_voice_hearpartner "0" // Route voice between splitscreen players on same system.
2674. startdemos // Play demos in demo sequence.
2675. startmovie // Start recording movie frames.
2676. startupmenu // and were not in developer
2677. star_memory // Dump memory stats
2678. stats // Prints server performance variables
2679. status // Display map and connection status.
2680. stat_dump
2681. stat_save
2682. step_spline "0"
2683. stop // Finish recording demo.
2684. stopdemo // Stop playing back a demo.
2685. stopsound
2686. stopsoundscape // Stops all soundscape processing and fades current looping sounds
2687. stopvideos // Stops all videos playing to the screen
2688. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
2689. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
2690. stringtabledictionary // Create dictionary for current strings.
2691. stringtable_alwaysrebuilddictionaries "0" // Rebuild dictionary file on every level load
2692. stringtable_compress "1" // Compress string table for networking
2693. stringtable_showsizes "0" // Show sizes of string tables when building for signon
2694. stringtable_usedictionaries "1" // Use dictionaries for string table networking
2695. studio_queue_mode "1"
2696. stuffcmds // Parses and stuffs command line + commands to command buffer.
2697. suitvolume "0"
2698. surfaceprop // Reports the surface properties at the cursor
2699. sv_accelerate "10"
2700. sv_airaccelerate "10"
2701. sv_allowdownload "1" // Allow clients to download files
2702. sv_allowupload "1" // Allow clients to upload customizations files
2703. sv_allow_suppression "1"
2704. sv_allow_votes "1" // Allow voting?
2705. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
Page 21
2707. sv_alltalk_dead "0" // Dead players broadcast their voice to enemies?
2708. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
2709. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
2710. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
2711. sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
2712. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
2713. sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
2714. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
2715. sv_cheats "0" // Allow cheats on server
2716. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
2717. sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
2718. sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
2719. sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
2720. sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
2721. sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
2722. sv_consistency "0" // Whether the server enforces file consistency for critical files
2723. sv_contact "0" // Contact email for server sysop
2724. sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
2725. sv_deadchat "0" // Can alive players see text chat messages from dead players?
2726. sv_deadchat_team "1" // Can dead players use team text chat to speak to living?
2727. sv_deadvoice "0" // Can dead players speak to the living?
2728. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
2729. sv_debugtempentities "0" // Show temp entity bandwidth usage.
2730. sv_debug_player_use "0" // Green box=radius success
2731. sv_debug_stamina "0"
2732. sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
2733. sv_deltatime "0" // Enable profiling of CalcDelta calls
2734. sv_downloadurl "0" // Location from which clients can download missing files
2735. sv_dumpstringtables "0"
2736. sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
2737. sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
2738. sv_enable_delta_packing "0" // b
2739. sv_extra_client_connect_time "15" // Seconds after client connect during which extra frames are buffered to prevent non-deltad update
2740. sv_filterban "1" // Set packet filtering by IP mode
2741. sv_footstepinterval "0"
2742. sv_footstep_low_time_sound "900" // How frequent to hear the players step sound or how fast they appear to be running from first person.
2743. sv_footstep_run_time_sound "740" // How frequent to hear the players step sound or how fast they appear to be running from first person.
2744. sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
2745. sv_footstep_sprint_time_sound "340" // How frequent to hear the players step sound or how fast they appear to be running from first person.
2746. sv_forcepreload "0" // Force server side preloading.
2747. sv_friction "4" // World friction.
2748. sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
2749. sv_gravity "800" // World gravity.
2750. sv_health_bonus_enable "0"
2751. sv_health_bonus_per_outnumbered_player "5"
2752. sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
2753. sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
2754. sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
2755. sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
2756. sv_hudhint_sound "1"
2757. sv_hud_deathmessages "0"
2758. sv_hud_scoreboard_show_kd "1"
2759. sv_hud_targetindicator "1"
2760. sv_infected_damage_cutouts "1"
2761. sv_infinite_ammo "0" // Players active weapon will never run out of ammo
2762. sv_lagcompensationforcerestore "1" // just do it.
2763. sv_lan "0" // no non-class C addresses )
2764. sv_logbans "0" // Log server bans in the server logs.
2765. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
2766. sv_logdownloadlist "0"
2767. sv_logecho "1" // Echo log information to the console.
2768. sv_logfile "1" // Log server information in the log file.
2769. sv_logflush "0" // Flush the log file to disk on each write (slow).
2770. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
2771. sv_logsecret "0" // not usual 0x52)
2772. sv_log_onefile "0" // Log server information to only one file.
2773. sv_massreport "0"
2774. sv_master_legacy_mode "1" // Use (outside-of-Steam) code to communicate with master servers.
2775. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
2776. sv_maxclientframes "128"
2777. sv_maxcmdrate "64" // this sets the maximum value for cl_cmdrate.
2778. sv_maxrate "0" // 0 == unlimited
2779. sv_maxreplay "0" // Maximum replay time in seconds
2780. sv_maxroutable "1200" // Server upper bound on net_maxroutable that a client can use.
2781. sv_maxupdaterate "64" // Maximum updates per second that the server will allow
2782. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
2783. sv_max_queries_sec_global "60" // Maximum queries per second to respond to from anywhere.
2784. sv_max_queries_window "30" // Window over which to average queries per second averages.
2785. sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
2786. sv_memlimit "0" // the server will exit.
2787. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
2788. sv_minrate "5000" // 0 == unlimited
2789. sv_minupdaterate "10" // Minimum updates per second that the server will allow
2790. sv_multiplayer_maxtempentities "32"
2791. sv_multiplayer_sounds "20"
2792. sv_mumble_positionalaudio "1" // Allows players using Mumble to have support for positional audio.
2793. sv_name_change_limit "10"
2794. sv_new_delta_bits "1"
2795. sv_noclipaccelerate "5"
2796. sv_noclipduringpause "0" // etc.).
2797. sv_noclipspeed "5"
2798. sv_nwi_banlist "0"
2799. sv_parallel_packentities "1"
2800. sv_parallel_sendsnapshot "1"
2801. sv_password "0" // Server password for entry into multiplayer games
2802. sv_pausable "0" // Is the server pausable.
2803. sv_playerperfhistorycount "20" // Number of samples to maintain in player perf history
2804. sv_player_death_time "2"
2805. sv_player_stuck_tolerance "10"
2806. sv_playlist "0" // Matchmaking playlist
2807. sv_precacheinfo // Show precache info.
2808. sv_pure // Show user data.
2809. sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
2810. sv_pure_kick_clients "1" // it will issue a warning to the client.
2811. sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
Page 22
2812. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
2813. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
2814. sv_querycache_stats // Display status of the query cache (client only)
2815. sv_radial_cooldown "1" // Wait time between radial commands
2816. sv_radial_marker_duration "15" // How long do radial markers persist in the world.
2817. sv_radial_marker_duration_attack "7" // How long does the waypoint marker persist.
2818. sv_radial_marker_duration_waypoint "120" // How long does the waypoint marker persist.
2819. sv_radial_viewcone_enemy "0" // Viewcone for radial menu FoV enemy check
2820. sv_radial_viewcone_objective "0" // Viewcone for radial menu FoV objective check
2821. sv_ragdoll_maxcount "8" // Server will only show this many ragdolls
2822. sv_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
2823. sv_ragdoll_max_remove_per_frame "1"
2824. sv_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
2825. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
2826. sv_rcon_log "1" // Enable/disable rcon logging.
2827. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
2828. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
2829. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
2830. sv_recoil_aim_frac "0"
2831. sv_recoil_freeaim_scale "0"
2832. sv_regeneration_wait_time "1"
2833. sv_region "-1" // The region of the world to report this server in.
2834. sv_reservation_grace "5" // Time in seconds given for a lobby reservation.
2835. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
2836. sv_runcmds "1"
2837. sv_script_think_interval "0"
2838. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
2839. sv_search_team_key "0" // set this key to match with known opponents team
2840. sv_showdamage "0" // and if a player was hit hell show the damage he took above it (as heal
2841. sv_showdebugtracers "0" // red on server. (They should always match.) 2:Show autoaim candidates.
2842. sv_showfootsteps "0" // 3=both)
2843. sv_showhitboxes "-1" // use on listen server only).
2844. sv_showimpacts "0" // 3=server-only)
2845. sv_showimpacts_time "4" // Time that impacts are shown for.
2846. sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
2847. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
2848. sv_showplayerhitboxes "0" // Show lag compensated hitboxes for the specified player index whenever a player fires.
2849. sv_showplayerpositions "0"
2850. sv_showtags // Describe current gametags.
2851. sv_shutdown // Sets the server to shutdown when all games have completed
2852. sv_skip_wounds "1"
2853. sv_skyname "0" // Current name of the skybox texture
2854. sv_SlowOnHit "1"
2855. sv_soundemitter_reload // Flushes the sounds.txt system
2856. sv_soundemitter_trace "-1" // 0 = for eve
2857. sv_soundscape_printdebuginfo // print soundscapes
2858. sv_sound_discardextraunreliable "1"
2859. sv_specaccelerate "5"
2860. sv_specnoclip "1"
2861. sv_specspeed "3"
2862. sv_stats "1" // Collect CPU usage stats
2863. sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
2864. sv_steamgroup_exclusive "0" // public people will be able to join the ser
2865. sv_stickysprint_default "0"
2866. sv_stopspeed "100" // Minimum stopping speed when on ground.
2867. sv_stopspeed_prone "45" // Minimum stopping speed when on ground and prone.
2868. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
2869. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
2870. sv_teststepsimulation "1"
2871. sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
2872. sv_threaded_init "0"
2873. sv_timeout "65" // the client is dropped
2874. sv_turbophysics "0" // Turns on turbo physics
2875. sv_unlockedchapters "1" // Highest unlocked game chapter.
2876. sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
2877. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
2878. sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
2879. sv_voiceenable "1"
2880. sv_vote_allow_spectators "0" // Allow spectators to vote?
2881. sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
2882. sv_vote_issue_changegamemode_allowed "0" // Can people hold votes to change the gamemode?
2883. sv_vote_issue_changelevel_allowed "0" // Can people hold votes to change levels?
2884. sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
2885. sv_vote_issue_nextlevel_allowed "1" // Can people hold votes to set the next level?
2886. sv_vote_issue_nextlevel_allowextend "0" // Allow players to extend the current map?
2887. sv_vote_issue_nextlevel_prevent_change "1" // Not allowed to vote for a nextlevel if one has already been set.
2888. sv_vote_issue_nextlevel_round_count_delay "1" // How many rounds before map voting can begin.
2889. sv_vote_issue_restart_game_allowed "1" // Can people hold votes to restart the game?
2890. sv_vote_issue_restart_round_allowed "1" // Can people hold votes to restart the round?
2891. sv_vote_issue_scramble_teams_allowed "1" // Can people hold votes to scramble the teams?
2892. sv_vote_issue_switch_teams_allowed "1" // Can people hold votes to switch the teams?
2893. sv_vote_kick_ban_duration_cheating "240" // How long should a kick ban last for if a player is kicked for hacking? (minutes)
2894. sv_vote_kick_ban_duration_idle "0" // How long should a kick vote ban someone from the server? (in minutes)
2895. sv_vote_kick_ban_duration_teamkilling "10" // How long should a kick ban last for if a player is kicked for team killing? (minutes)
2896. sv_vote_kick_ban_duration_trolling "60" // How long should a kick ban last for if a player is kicked for trolling? (minutes)
2897. sv_vote_kick_min_players "4" // The minimum number of players needed on the server to start a vote kick.
2898. sv_vote_kick_min_voters "2" // Minimum number of vote attempts required to start an actual vote.
2899. sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
2900. sv_weapon_manager_cleanup "1"
2901. sv_weapon_manager_drop_timer "30"
2902. sv_weapon_manager_max_count "10"
2903. sys_minidumpexpandedspew "1"
2904. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
2905. template_debug "0"
2906. testhudanim // Test a hud element animation. Arguments: <anim name>
2907. testscript_debug "0" // Debug test scripts.
2908. testscript_running "0" // Set to true when test scripts are running
2909. test_bans
2910. Test_CreateEntity
2911. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
2912. Test_EHandle
2913. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
2914. test_freezeframe // Test the freeze frame code.
2915. Test_InitRandomEntitySpawner
2916. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Page 23
2917. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
2918. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
2919. test_outtro_stats
2920. Test_ProxyToggle_EnableProxy
2921. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
2922. Test_ProxyToggle_SetValue
2923. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
2924. Test_RandomizeInPVS
2925. Test_RandomPlayerPosition
2926. Test_RemoveAllRandomEntities
2927. Test_RunFrame
2928. Test_SendKey
2929. Test_SpawnRandomEntities
2930. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
2931. Test_StartScript // Start a test script running..
2932. Test_Wait
2933. Test_WaitForCheckPoint
2934. texture_budget_background_alpha "128" // how translucent the budget panel is
2935. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
2936. texture_budget_panel_global "0" // Show global times in the texture budget panel.
2937. texture_budget_panel_height "284" // height in pixels of the budget panel
2938. texture_budget_panel_width "512" // width in pixels of the budget panel
2939. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
2940. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
2941. tf_bot_debug_stuck_log_clear // Clear currently loaded bot stuck data
2942. think_limit "10" // warning is printed if this is exceeded.
2943. thirdperson // Switch to thirdperson camera.
2944. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
2945. thirdperson_platformer "0" // Player will aim in the direction they are moving.
2946. thirdperson_screenspace "0" // eg: left means screen-left
2947. threadpool_affinity "1" // Enable setting affinity
2948. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
2949. threadpool_reserve "0" // Consume the specified number of threads in the thread pool
2950. threadpool_run_tests
2951. thread_test_tslist
2952. thread_test_tsqueue
2953. timedemo // Play a demo and report performance info.
2954. timedemoquit // and then exit
2955. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
2956. timerefresh // Profile the renderer.
2957. toggle // or cycles through a set of values.
2958. toggleconsole // Show/hide the console.
2959. toolload // Load a tool.
2960. toolunload // Unload a tool.
2961. tracer_extra "1"
2962. trace_report "0"
2963. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
2964. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
2965. tv_autorecord "0" // Automatically records all games as SourceTV demos.
2966. tv_autoretry "1" // Relay proxies retry connection after network timeout
2967. tv_chatgroupsize "0" // Set the default chat group size
2968. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
2969. tv_clients // Shows list of connected SourceTV clients.
2970. tv_debug "0" // SourceTV debug info.
2971. tv_delay "30" // SourceTV broadcast delay in seconds
2972. tv_deltacache "2" // Enable delta entity bit stream cache
2973. tv_dispatchmode "1" // 2=always
2974. tv_enable "0" // Activates SourceTV on server.
2975. tv_maxclients "128" // Maximum client number on SourceTV server.
2976. tv_maxrate "8000" // 0 == unlimited
2977. tv_msg // Send a screen message to all clients.
2978. tv_name "0" // SourceTV host name
2979. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
2980. tv_overridemaster "0" // Overrides the SourceTV master root address.
2981. tv_password "0" // SourceTV password for all clients
2982. tv_port "27020" // Host SourceTV port
2983. tv_record // Starts SourceTV demo recording.
2984. tv_relay // Connect to SourceTV server and relay broadcast.
2985. tv_relaypassword "0" // SourceTV password for relay proxies
2986. tv_relayvoice "1" // 1=on
2987. tv_retry // Reconnects the SourceTV relay proxy.
2988. tv_snapshotrate "16" // Snapshots broadcasted per second
2989. tv_status // Show SourceTV server status.
2990. tv_stop // Stops the SourceTV broadcast.
2991. tv_stoprecord // Stops SourceTV demo recording.
2992. tv_timeout "30" // SourceTV connection timeout in seconds.
2993. tv_title "0" // Set title for SourceTV spectator UI
2994. tv_transmitall "0" // Transmit all entities (not only director view)
2995. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
2996. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
2997. ui_reloadscheme // Reloads the resource files for the active UI window
2998. ui_volume_scale "1"
2999. unbind // Unbind a key.
3000. unbindall // Unbind all keys.
3001. unbindalljoystick // Unbind all joystick keys.
3002. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
3003. unpause // Unpause the game.
3004. use // Use a particular weapon Arguments: <weapon_name>
3005. user // Show user data.
3006. users // Show user info for players on server.
3007. vcollide_wireframe "0" // Render physics collision models in wireframe
3008. version // Print version info string.
3009. vgui_drawfocus "0" // Report which panel is under the mouse.
3010. vgui_drawkeyfocus "0" // Report which panel has keyboard focus.
3011. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
3012. vgui_drawtree_bounds "0" // Show panel bounds.
3013. vgui_drawtree_clear
3014. vgui_drawtree_draw_selected "0" // Highlight the selected panel
3015. vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
3016. vgui_drawtree_hidden "0" // Draw the hidden panels.
3017. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
3018. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
3019. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
3020. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
3021. vgui_drawtree_scheme "0" // Show scheme file for each panel
3022. vgui_drawtree_visible "1" // Draw the visible panels.
3023. vgui_dump_panels // vgui_dump_panels [visible]
3024. vgui_spew_fonts
3025. vgui_togglepanel // show/hide vgui panel by name.
3026. viewanim_addkeyframe
3027. viewanim_create // viewanim_create
3028. viewanim_load // load animation from file
3029. viewanim_reset // reset view angles!
3030. viewanim_save // Save current animation to file
3031. viewanim_test // test view animation
3032. viewmodel_fov "56"
3033. viewmodel_offset_x "0"
3034. viewmodel_offset_y "0"
3035. viewmodel_offset_z "0"
3036. view_punch_decay "11" // Decay factor exponent for view punch
3037. view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
3038. violence_ablood "1" // Draw alien blood
3039. violence_agibs "1" // Show alien gib entities
3040. violence_hblood "1" // Draw human blood
3041. violence_hgibs "1" // Show human gib entities
3042. vismon_poll_frequency "0"
3043. vismon_trace_limit "12"
3044. vis_force "0"
3045. vm_debug "0"
3046. vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
3047. voicerecord_toggle
3048. voice_all_icons "0" // Draw all players voice icons
3049. voice_avggain "0"
3050. voice_clientdebug "0"
3051. voice_debugfeedback "0"
3052. voice_debugfeedbackfrom "0"
Page 24
3053. voice_enable "1" // Toggle voice transmit and receive.
3054. voice_fadeouttime "0"
3055. voice_forcemicrecord "1"
3056. voice_head_icon_height "20" // Voice icons are this many inches over player eye positions
3057. voice_head_icon_size "6" // Size of voice icon over player heads in inches
3058. voice_icons_method "2" // 2 = integrated into target ID
3059. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
3060. voice_local_icon "0" // Draw local players voice icon
3061. voice_loopback "0"
3062. voice_maxgain "10"
3063. voice_minimum_gain "0"
3064. voice_mixer_boost "0"
3065. voice_mixer_mute "0"
3066. voice_mixer_volume "1"
3067. voice_modenable "1" // Enable/disable voice in this mod.
3068. voice_mute // Mute a specific Steam user
3069. voice_overdrive "2"
3070. voice_overdrivefadetime "0"
3071. voice_player_speaking_delay_threshold "0"
3072. voice_profile "0"
3073. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
3074. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
3075. voice_scale "1"
3076. voice_serverdebug "0"
3077. voice_showchannels "0"
3078. voice_showincoming "0"
3079. voice_show_mute // Show whether current players are muted.
3080. voice_steal "2"
3081. voice_threshold "2000"
3082. voice_thresold_delay "0"
3083. voice_unmute // or `all` to unmute all connected players.
3084. voice_writevoices "0" // Saves each speakers voice data into separate .wav files
3085. voice_xsend_debug "0"
3086. volume "0" // Sound volume
3087. voxeltree_box // Vector(max)>.
3088. voxeltree_playerview // View entities in the voxel-tree at the player position.
3089. voxeltree_sphere // float(radius)>.
3090. voxeltree_view // View entities in the voxel-tree.
3091. vox_reload // Reload sentences.txt file
3092. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
3093. vprof // Toggle VProf profiler
3094. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
3095. vprof_cachemiss // Toggle VProf cache miss checking
3096. vprof_cachemiss_off // Turn off VProf cache miss checking
3097. vprof_cachemiss_on // Turn on VProf cache miss checking
3098. vprof_child
3099. vprof_collapse_all // Collapse the whole vprof tree
3100. vprof_counters "0"
3101. vprof_counters_show_minmax "0"
3102. vprof_dump_counters // Dump vprof counters to the console
3103. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
3104. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
3105. vprof_dump_spikes "0" // negative to reset after dump
3106. vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
3107. vprof_dump_spikes_hiearchy "0" // Set to 1 to get a hierarchy report whith vprof_dump_spikes
3108. vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
3109. vprof_dump_spikes_terse "0" // Whether to use most terse output
3110. vprof_expand_all // Expand the whole vprof tree
3111. vprof_expand_group // Expand a budget group in the vprof tree by name
3112. vprof_generate_report // Generate a report to the console.
3113. vprof_generate_report_AI // Generate a report to the console.
3114. vprof_generate_report_AI_only // Generate a report to the console.
3115. vprof_generate_report_budget // Generate a report to the console based on budget group.
3116. vprof_generate_report_hierarchy // Generate a report to the console.
3117. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
3118. vprof_generate_report_map_load // Generate a report to the console.
3119. vprof_graph "0" // Draw the vprof graph.
3120. vprof_graphheight "256"
3121. vprof_graphwidth "512"
3122. vprof_nextsibling
3123. vprof_off // Turn off VProf profiler
3124. vprof_on // Turn on VProf profiler
3125. vprof_parent
3126. vprof_playback_average // Average the next N frames.
3127. vprof_playback_start // Start playing back a recorded .vprof file.
3128. vprof_playback_step // step to the next tick.
3129. vprof_playback_stepback // step to the previous tick.
3130. vprof_playback_stop // Stop playing back a recorded .vprof file.
3131. vprof_prevsibling
3132. vprof_record_start // Start recording vprof data for playback later.
3133. vprof_record_stop // Stop recording vprof data
3134. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
3135. vprof_remote_stop // Stop an existing remote VProf data request
3136. vprof_reset // Reset the stats in VProf profiler
3137. vprof_reset_peaks // Reset just the peak time in VProf profiler
3138. vprof_scope "0" // Set a specific scope to start showing vprof tree
3139. vprof_scope_entity_gamephys "0"
3140. vprof_scope_entity_thinks "0"
3141. vprof_server_spike_threshold "999"
3142. vprof_server_thread "0"
3143. vprof_think_limit "0"
3144. vprof_to_csv // Convert a recorded .vprof file to .csv.
3145. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
3146. vprof_verbose "1" // Set to one to show average and peak times
3147. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
3148. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
3149. vtune // Controls VTunes sampling.
3150. vx_do_not_throttle_events "0" // Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
3151. vx_model_list // Dump models to VXConsole
3152. v_centermove "0"
3153. v_centerspeed "500"
3154. weapon_showproficiency "0"
3155. weapon_throw_force "2000"
3156. windows_speaker_config "1"
3157. wipe_nav_attributes // Clear all nav attributes of selected area.
3158. wpn_debug_active_weapon "0"
3159. wpn_shot_bias_max "1"
3160. wpn_shot_bias_min "-1"
3161. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
3162. writeip // Save the ban list to banned_ip.cfg.
3163. xc_crouch_debounce "0"
3164. xload // Load a saved game from a console storage device.
3165. xlook
3166. xlsp_force_dc_name "0" // Restrict to xlsp datacenter by name.
3167. xmove
3168. xsave // Saves current game to a console storage device.
3169. zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
3170. zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
3171. z_ragdoll_impact_strength "500"
3172. _autosave // Autosave
3173. _autosavedangerous // AutoSaveDangerous
3174. _bugreporter_restart // Restarts bug reporter .dll
3175. _fov "0" // Automates fov command to server.
3176. _record // Record a demo incrementally.
3177. _resetgamestats // Erases current game stats and writes out a blank stats file
3178. _restart // Shutdown and restart the engine.
32 Comments
SamBal 17 Feb @ 2:01pm 
Please someone help me out with binding my lean on toggle. So frustrating that i have to hold it.
You would be amazing if you could help me out.
Now i got this in a autoexec.cfg file in the correct folder but doesn't work. So what am I doing wrong??


alias "leanl" "+leanleft; alias LeanToggle straight"
alias "straight" "-leanleft; alias LeanToggle leanl"
alias "LeanToggle" "leanl"


alias "leanr" "+leanright; alias LeanToggle2 straight2"
alias "straight2" "-leanright; alias LeanToggle2 leanr"
alias "LeanToggle2" "leanr"

bind A "LeanToggle" +leanleft
bind E "LeanToggle2" +leanright
1v4n94 17 May, 2019 @ 2:00pm 
@arsenaV
by putting -console into launch parameters, or by assigning a key to it (for example, bind f1 toggleconsole)
-AwA|AwA- Kemm Gloves 17 Mar, 2019 @ 6:21am 
how can i open console?
Actium 16 Sep, 2018 @ 11:55am 
is there a command to disable the particles of a wall when u shoOt?
hamudi 18 Aug, 2018 @ 10:29am 
host_timescale .50
staryoshi06 11 May, 2018 @ 6:54pm 
is there a command to set your current class?
Video Games 5 Apr, 2018 @ 9:32pm 
Is it possible to slow the game down, like slowmotion?
Squatchin 10 Mar, 2018 @ 10:45am 
Hey, ive tried to find one that will enable me to choose co-op modes while on lan because the only game mode I have been able to play is checkpoint. I have looked though a couple times and i havent found it, i may just be overlooking it, help would be GREATLY appreciated
BattleFeed! 9 Oct, 2017 @ 10:29pm 
Any command for SLAM to adjust the quality for the music(or maybe the memory it uses)?
The music I input doesn't sound quite well as it does in CS:GO and there was sound of circuit(although it was directly played from the computer of course)?
I've searched for word "sound"&"audio" but none of them is working anyway so it would be annoying if I can only play some "noise".
btw: I attempted to reduce the size of the music to increase the quality which failed again...
MrSoda 10 Jul, 2017 @ 12:27am 
thx you were very helpful:)