Guest User

Untitled

a guest
May 2nd, 2016
98
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 142.92 KB | None | 0 0
  1. achievement_debug "0" // Turn on achievement debug msgs.
  2. achievement_disable "0" // Turn off achievements.
  3. addip // Add an IP address to the ban list.
  4. adsp_debug "0"
  5. adsp_reset_nodes
  6. ainet_generate_report // Generate a report to the console.
  7. ainet_generate_report_only // Generate a report to the console.
  8. air_density // Changes the density of air for drag computations.
  9. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
  10. ai_debug_los "0" // itl
  11. ai_debug_node_connect // Debug the attempted connection between two nodes
  12. ai_debug_shoot_positions "0"
  13. ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
  14. ai_drawbattlelines "0"
  15. ai_drop_hint // Drop an ai_hint at the players current eye position.
  16. ai_dump_hints
  17. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
  18. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
  19. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
  20. ai_report_task_timings_on_limit "0"
  21. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
  22. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
  23. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  24. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  25. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  26. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  27. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  28. ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
  29. ai_show_grid // Draw a grid on the floor where looking.
  30. ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
  31. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
  32. ai_show_node // Highlight the specified node
  33. ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
  34. ai_step // use ai_step again. To resume processing no
  35. ai_test_los // Test AI LOS from the players POV
  36. ai_think_limit_label "0"
  37. ai_vehicle_avoidance "1"
  38. alias // Alias a command.
  39. ammo_338mag_max "30"
  40. ammo_357sig_max "52"
  41. ammo_357sig_min_max "12"
  42. ammo_357sig_small_max "24"
  43. ammo_45acp_max "100"
  44. ammo_50AE_max "35"
  45. ammo_556mm_box_max "200"
  46. ammo_556mm_max "90"
  47. ammo_556mm_small_max "40"
  48. ammo_57mm_max "100"
  49. ammo_762mm_max "90"
  50. ammo_9mm_max "120"
  51. ammo_buckshot_max "32"
  52. ammo_grenade_limit_default "1"
  53. ammo_grenade_limit_flashbang "1"
  54. ammo_grenade_limit_total "3"
  55. askconnect_accept // Accept a redirect request by the server.
  56. asw_engine_finished_building_map // Notify engine that weve finished building a map
  57. async_resume
  58. async_suspend
  59. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  60. autobuy // Attempt to purchase items with the order listed in cl_autobuy
  61. autosave // Autosave
  62. autosavedangerous // AutoSaveDangerous
  63. autosavedangerousissafe
  64. banid // Add a user ID to the ban list.
  65. banip // Add an IP address to the ban list.
  66. benchframe // Takes a snapshot of a particular frame in a time demo.
  67. bench_end // Ends gathering of info.
  68. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
  69. bench_start // Starts gathering of info. Arguments: filename to write results into
  70. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  71. bind // Bind a key.
  72. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  73. bind_osx // Bind a key for OSX only.
  74. blackbox_dump // Dump the contents of the blackbox
  75. blackbox_record // Record an entry into the blackbox
  76. bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
  77. bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
  78. bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
  79. bot_all_weapons // Allows the bots to use all weapons
  80. bot_autodifficulty_threshold_high "5" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
  81. bot_autodifficulty_threshold_low "-2" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
  82. bot_chatter "0" // or normal.
  83. bot_crouch "0"
  84. bot_debug "0" // For internal testing purposes.
  85. bot_debug_target "0" // For internal testing purposes.
  86. bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
  87. bot_defer_to_human_items "1" // the bots will not get scenario items.
  88. bot_difficulty "1" // 3=expert.
  89. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
  90. bot_freeze "0"
  91. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
  92. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
  93. bot_join_after_player "1" // bots wait until a player joins before entering the game.
  94. bot_join_team "0" // or CT.
  95. bot_kick // matching the given criteria.
  96. bot_kill // matching the given criteria.
  97. bot_knives_only // Restricts the bots to only using knives
  98. bot_loadout "0" // bots are given these items at round start
  99. bot_max_vision_distance_override "-1" // Max distance bots can see targets.
  100. bot_mimic "0"
  101. bot_mimic_yaw_offset "180"
  102. bot_pistols_only // Restricts the bots to only using pistols
  103. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
  104. bot_quota "10" // Determines the total number of bots in the game.
  105. bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
  106. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
  107. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
  108. bot_show_nav "0" // For internal testing purposes.
  109. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
  110. bot_snipers_only // Restricts the bots to only using sniper rifles
  111. bot_stop "0" // immediately stops all bot processing.
  112. bot_traceview "0" // For internal testing purposes.
  113. bot_zombie "0" // bots will stay in idle mode and not attack.
  114. box // Draw a debug box.
  115. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  116. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  117. budget_background_alpha "128" // how translucent the budget panel is
  118. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  119. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  120. 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
  121. budget_history_range_ms "66" // budget history range in milliseconds
  122. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  123. budget_panel_height "384" // height in pixels of the budget panel
  124. budget_panel_width "512" // width in pixels of the budget panel
  125. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  126. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  127. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  128. budget_show_averages "0" // enable/disable averages in the budget panel
  129. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  130. budget_show_peaks "1" // enable/disable peaks in the budget panel
  131. budget_toggle_group // Turn a budget group on/off
  132. bug // Show the bug reporting UI.
  133. bugreporter_uploadasync "0" // Upload attachments asynchronously
  134. bugreporter_username "0" // Username to use for bugreporter
  135. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  136. buildcubemaps // Rebuild cubemaps.
  137. building_cubemaps "0" // Indicates were building cubemaps
  138. buildmodelforworld // buildmodelforworld
  139. buymenu // Show or hide main buy menu
  140. buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
  141. buy_stamps // Temporary solution for Pinion to kick back to community map makers.
  142. cache_print // cache_print [section] Print out contents of cache memory.
  143. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  144. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  145. callvote // Start a vote on an issue.
  146. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  147. cam_command // Tells camera to change modes
  148. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  149. cam_idealdist "150"
  150. cam_idealdistright "0"
  151. cam_idealdistup "0"
  152. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  153. cam_idealpitch "0"
  154. cam_idealyaw "0"
  155. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  156. cam_snapto "0"
  157. cancelselect
  158. cash_player_bomb_defused "300"
  159. cash_player_bomb_planted "300"
  160. cash_player_damage_hostage "-30"
  161. cash_player_get_killed "0"
  162. cash_player_interact_with_hostage "150"
  163. cash_player_killed_enemy_default "300"
  164. cash_player_killed_enemy_factor "1"
  165. cash_player_killed_hostage "-1000"
  166. cash_player_killed_teammate "-300"
  167. cash_player_rescued_hostage "1000"
  168. cash_player_respawn_amount "0"
  169. cash_team_elimination_bomb_map "3250"
  170. cash_team_elimination_hostage_map_ct "2000"
  171. cash_team_elimination_hostage_map_t "1000"
  172. cash_team_hostage_alive "0"
  173. cash_team_hostage_interaction "500"
  174. cash_team_loser_bonus "1400"
  175. cash_team_loser_bonus_consecutive_rounds "500"
  176. cash_team_planted_bomb_but_defused "800"
  177. cash_team_rescued_hostage "0"
  178. cash_team_terrorist_win_bomb "3500"
  179. cash_team_win_by_defusing_bomb "3250"
  180. cash_team_win_by_hostage_rescue "3500"
  181. cash_team_win_by_time_running_out_bomb "3250"
  182. cash_team_win_by_time_running_out_hostage "3250"
  183. cast_hull // Tests hull collision detection
  184. cast_ray // Tests collision detection
  185. cc_emit // Emits a closed caption
  186. cc_findsound // Searches for soundname which emits specified text.
  187. cc_flush // Flushes asyncd captions.
  188. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  189. cc_linger_time "1" // Close caption linger time.
  190. cc_predisplay_time "0" // Close caption delay before showing caption.
  191. cc_random // Emits a random caption
  192. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  193. cc_subtitles "0" // wont help hearing impaired players).
  194. centerview
  195. changelevel // Change server to the specified map
  196. changelevel2 // Transition to the specified map in single player
  197. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  198. ch_createairboat // Spawn airboat in front of the player.
  199. ch_createjeep // Spawn jeep in front of the player.
  200. clear // Clear all console output.
  201. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
  202. clear_debug_overlays // clears debug overlays
  203. clientport "27005" // Host game client port
  204. closecaption "0" // Enable close captioning.
  205. closeonbuy "0" // Set non-zero to close the buy menu after buying something
  206. cl_allowdownload "1" // Client downloads customization files
  207. cl_allowupload "1" // Client uploads customization files
  208. cl_animationinfo // Hud element to examine.
  209. cl_autobuy "0" // The order in which autobuy will attempt to purchase items
  210. cl_autohelp "0" // Auto-help
  211. cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
  212. cl_backspeed "450"
  213. cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
  214. cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
  215. cl_bobcycle "0" // the frequency at which the viewmodel bobs.
  216. cl_bobup "0"
  217. cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
  218. cl_bob_version "0"
  219. cl_brushfastpath "1"
  220. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
  221. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
  222. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
  223. cl_buy_favorite_reset // Reset favorite loadouts to the default
  224. cl_buy_favorite_set // Saves the current loadout as a favorite
  225. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  226. cl_chatfilters "63" // Stores the chat filter settings
  227. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  228. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  229. 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.
  230. cl_clock_correction "1" // Enable/disable clock correction on the client.
  231. 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
  232. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  233. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  234. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  235. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  236. cl_cmdrate "128" // Max number of command packets sent to server per second
  237. cl_color "0" // Preferred teammate color
  238. cl_crosshairalpha "200"
  239. cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
  240. cl_crosshaircolor_b "50"
  241. cl_crosshaircolor_g "250"
  242. cl_crosshaircolor_r "50"
  243. cl_crosshairdot "0"
  244. cl_crosshairgap "0"
  245. cl_crosshairgap_useweaponvalue "0" // the gap will update dynamically based on which weapon is currently equipped
  246. cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
  247. cl_crosshairsize "5"
  248. cl_crosshairstyle "1" // 3 = ACCURATE DYN
  249. cl_crosshairthickness "0"
  250. cl_crosshairusealpha "1"
  251. cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
  252. cl_crosshair_dynamic_maxdist_splitratio "0" // this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_
  253. cl_crosshair_dynamic_splitalpha_innermod "1" // this is the alpha modification that will be used for the INNER crosshair pips once theyve split.
  254. cl_crosshair_dynamic_splitalpha_outermod "0" // this is the alpha modification that will be used for the OUTER crosshair pips once theyve split.
  255. cl_crosshair_dynamic_splitdist "7" // this is the distance that the crosshair pips will split into 2. (default is 7)
  256. cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
  257. cl_csm_server_status // Usage: cl_csm_server_status
  258. cl_csm_status // Usage: cl_csm_status
  259. cl_cs_dump_econ_item_stringtable // cl_cs_dump_econ_item_stringtable
  260. cl_custommaterial_debug_graph "0"
  261. cl_debugrumble "0" // Turn on rumble debugging spew
  262. cl_debug_ugc_downloads "0"
  263. cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages
  264. cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages
  265. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
  266. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
  267. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
  268. cl_detail_max_sway "5" // Amplitude of the detail prop sway
  269. cl_detail_multiplier "1" // extra details to create
  270. cl_disablefreezecam "0" // Turn on/off freezecam on client
  271. cl_disablehtmlmotd "0" // Disable HTML motds.
  272. cl_disable_ragdolls "0"
  273. cl_dm_buyrandomweapons "1" // they will receive the
  274. cl_downloadfilter "0" // nosounds)
  275. cl_download_demoplayer "1" // 2:all)
  276. cl_drawhud "1" // Enable the rendering of the hud
  277. cl_drawleaf "-1"
  278. cl_drawmaterial "0" // Draw a particular material over the frame
  279. cl_drawshadowtexture "0"
  280. cl_draw_only_deathnotices "0" // For drawing only the crosshair and death notices (used for moviemaking)
  281. cl_dumpplayer // Dumps info about a player
  282. cl_dumpsplithacks // Dump split screen workarounds.
  283. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  284. cl_entityreport "0" // draw entity states to console
  285. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  286. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  287. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  288. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  289. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  290. cl_fastdetailsprites "1" // whether to use new detail sprite system
  291. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  292. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  293. cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
  294. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  295. cl_forcepreload "0" // Whether we should force preloading.
  296. cl_forwardspeed "450"
  297. cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!
  298. cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
  299. cl_fullupdate // Forces the server to send a full update packet
  300. cl_game_mode_convars // Display the values of the convars for the current game_mode.
  301. cl_hideserverip "0" // server IPs will be hidden in the console (except when you type status)
  302. cl_hud_background_alpha "0"
  303. cl_hud_bomb_under_radar "1"
  304. cl_hud_color "0" // 5 = white.
  305. cl_hud_healthammo_style "0"
  306. cl_hud_playercount_pos "0" // 1 = bottom
  307. cl_hud_playercount_showcount "0" // 1 = just show count number (no avatars)
  308. cl_hud_radar_scale "1"
  309. cl_idealpitchscale "0"
  310. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  311. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  312. cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback
  313. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  314. cl_inventory_saved_filter "0"
  315. cl_inventory_saved_sort "0"
  316. cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
  317. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  318. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  319. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  320. cl_jiggle_bone_invert "0"
  321. cl_join_advertise "1" // 0: no
  322. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  323. cl_leafsystemvis "0"
  324. cl_leveloverview "0"
  325. cl_leveloverviewmarker "0"
  326. cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
  327. cl_logofile "0" // Spraypoint logo decal.
  328. cl_mainmenu_show_datagraph "0"
  329. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  330. cl_minimal_rtt_shadows "1"
  331. cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
  332. cl_mouseenable "0"
  333. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  334. cl_observercrosshair "1"
  335. cl_obs_interp_enable "1" // Enables interpolation between observer targets
  336. cl_operation_premium_reminder_op05 "0"
  337. cl_overdraw_test "0"
  338. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  339. cl_particles_dumplist // optional name substring.
  340. cl_particles_dump_effects
  341. cl_particles_show_bbox "0"
  342. cl_particles_show_controlpoints "0"
  343. cl_particle_retire_cost "0"
  344. cl_pclass "0" // Dump entity by prediction classname.
  345. cl_pdump "-1" // Dump info about this entity to screen.
  346. cl_phys_show_active "0"
  347. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  348. cl_pitchdown "89"
  349. cl_pitchup "89"
  350. cl_portal_use_new_dissolve "1" // Use new dissolve effect
  351. cl_precacheinfo // Show precache info (client).
  352. cl_predict "1" // Perform client side prediction.
  353. cl_predictioncopy_describe // Describe datamap_t for entindex
  354. cl_predictionlist "0" // Show which entities are predicting
  355. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  356. cl_pred_track // for field fieldname.
  357. cl_radar_always_centered "1" // even at map extents.
  358. cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
  359. cl_radar_rotate "1" // 1
  360. cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.
  361. cl_radar_square_with_scoreboard "1" // the radar will toggle to square when the scoreboard is visible.
  362. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
  363. cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
  364. cl_reloadpostprocessparams
  365. cl_removedecals // Remove the decals from the entity under the crosshair.
  366. cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
  367. cl_remove_old_ugc_downloads "1"
  368. cl_report_soundpatch // reports client-side sound patch count
  369. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  370. cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
  371. cl_righthand "1" // Use right-handed view models.
  372. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
  373. cl_saveweaponcustomtextures // Save custom textures of current weapon.
  374. cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
  375. cl_scoreboard_mouse_enable_binding "0" // Name of the binding to enable mouse selection in the scoreboard
  376. cl_shadowtextureoverlaysize "256"
  377. cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
  378. cl_showents // Dump entity list to console.
  379. cl_showerror "0" // 2 for above plus detailed field deltas.
  380. cl_showevents "0" // Print event firing info in the console
  381. cl_showfps "0" // 5 = Thread and wait times +10 = detailed )
  382. cl_showhelp "1" // Set to 0 to not show on-screen help
  383. cl_showloadout "1" // Toggles display of current loadout.
  384. cl_showpluginmessages "1" // Allow plugins to display messages to you
  385. cl_showpos "0" // Draw current position at top of screen
  386. cl_show_clan_in_death_notice "1" // the clan name will show next to player names in the death notices.
  387. cl_sidespeed "450"
  388. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
  389. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
  390. cl_sos_test_get_opvar
  391. cl_sos_test_set_opvar
  392. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
  393. cl_soundemitter_reload // Flushes the sounds.txt system
  394. cl_soundfile "0" // Jingle sound file.
  395. cl_soundscape_flush // Flushes the client side soundscapes
  396. cl_soundscape_printdebuginfo // print soundscapes
  397. cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate
  398. cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
  399. cl_spec_stats "1"
  400. cl_sporeclipdistance "512"
  401. cl_ss_origin // print origin in script format
  402. cl_steamscreenshots // Enable/disable saving screenshots to Steam
  403. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
  404. cl_sun_decay_rate "0"
  405. cl_teamid_overhead "1" // 1 = on
  406. cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
  407. cl_teamid_overhead_maxdist_spec "2000" // max distance at which the overhead team id icons will show when a spectator
  408. cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
  409. cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
  410. cl_teammate_colors_show "1" // 2 = show colors and letters
  411. cl_timeout "30" // the client will disconnect itself
  412. cl_tree_sway_dir // sets tree sway wind direction and strength
  413. cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
  414. cl_updatevisibility // Updates visibility bits.
  415. cl_upspeed "320"
  416. cl_use_new_headbob "1"
  417. cl_use_opens_buy_menu "1" // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the buy key).
  418. cl_view // Set the view entity index.
  419. cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
  420. cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
  421. cl_weapon_debug_print_accuracy "0"
  422. cl_winddir "0" // Weather effects wind direction angle
  423. cl_windspeed "0" // Weather effects wind speed scalar
  424. cl_wpn_sway_scale "1"
  425. cmd // Forward command to server.
  426. cmd1 // sets userinfo string for split screen player in slot 1
  427. cmd2 // sets userinfo string for split screen player in slot 2
  428. cmd3 // sets userinfo string for split screen player in slot 3
  429. cmd4 // sets userinfo string for split screen player in slot 4
  430. collision_test // Tests collision system
  431. colorcorrectionui // Show/hide the color correction tools UI.
  432. commentary_cvarsnotchanging
  433. commentary_finishnode
  434. commentary_firstrun "0"
  435. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  436. commentary_testfirstrun
  437. computer_name // Spew computer name
  438. condump // dump the text currently in the console to condumpXX.log
  439. connect // Connect to specified server.
  440. con_enable "0" // Allows the console to be activated.
  441. con_filter_enable "0" // 2 displays filtered text brighter than ot
  442. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  443. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  444. con_logfile "0" // Console output gets written to this file
  445. con_min_severity // LS_ERROR=3.
  446. cpu_frequency_monitoring "0" // Set CPU frequency monitoring interval in seconds. Zero means disabled.
  447. crash // Cause the engine to crash (Debug!!)
  448. CreatePredictionError // Create a prediction error
  449. create_flashlight
  450. creditsdone
  451. crosshair "1"
  452. csgo_download_match // Downloads a match via serial code and starts playback
  453. cs_enable_player_physics_box "0"
  454. cs_hostage_near_rescue_music_distance "2000"
  455. cs_make_vip // Marks a player as the VIP
  456. cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
  457. CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend
  458. cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
  459. custom_bot_difficulty "0" // Bot difficulty for offline play.
  460. cvarlist // Show the list of convars/concommands.
  461. c_maxdistance "200"
  462. c_maxpitch "90"
  463. c_maxyaw "135"
  464. c_mindistance "30"
  465. c_minpitch "0"
  466. c_minyaw "-135"
  467. c_orthoheight "100"
  468. c_orthowidth "100"
  469. c_thirdpersonshoulder "0"
  470. c_thirdpersonshoulderaimdist "120"
  471. c_thirdpersonshoulderdist "40"
  472. c_thirdpersonshoulderheight "5"
  473. c_thirdpersonshoulderoffset "20"
  474. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  475. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  476. debugsystemui // Show/hide the debug system UI.
  477. debug_map_crc "0" // Prints CRC for each map lump loaded
  478. debug_visibility_monitor "0"
  479. default_fov "90"
  480. demolist // Print demo sequence list.
  481. demos // Demo demo file sequence.
  482. demoui // Show/hide the demo player UI.
  483. demo_gototick // Skips to a tick in demo.
  484. demo_listhighlights // List all highlights data for the demo.
  485. demo_listimportantticks // List all important ticks in the demo.
  486. demo_pause // Pauses demo playback.
  487. demo_recordcommands "1" // Record commands typed at console into .dem files.
  488. demo_resume // Resumes demo playback.
  489. demo_timescale // Sets demo replay speed.
  490. demo_togglepause // Toggles demo playback.
  491. developer "0" // Set developer message level
  492. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  493. devshots_screenshot // use the screenshot command instead.
  494. differences // Show all convars which are not at their default values.
  495. disable_static_prop_loading "0" // static props wont be loaded
  496. disconnect // Disconnect game from server.
  497. display_elapsedtime // Displays how much time has elapsed since the game started
  498. display_game_events "0"
  499. disp_list_all_collideable // List all collideable displacements
  500. dlight_debug // Creates a dlight in front of the player
  501. dm_reset_spawns
  502. dm_togglerandomweapons // Turns random weapons in deathmatch on/off
  503. drawcross // Draws a cross at the given location Arguments: x y z
  504. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  505. drawoverviewmap // Draws the overview map
  506. drawradar // Draws HUD radar
  507. dsp_db_min "80"
  508. dsp_db_mixdrop "0"
  509. dsp_dist_max "1440"
  510. dsp_dist_min "0"
  511. dsp_enhance_stereo "1"
  512. dsp_mix_max "0"
  513. dsp_mix_min "0"
  514. dsp_off "0"
  515. dsp_player "0"
  516. dsp_reload
  517. dsp_slow_cpu "0"
  518. dsp_volume "0"
  519. ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
  520. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  521. dt_dump_flattened_tables "0" // Dump out the flattened sendtable props.
  522. dumpentityfactories // Lists all entity factory names.
  523. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  524. dumpgamestringtable // Dump the contents of the game string table to the console.
  525. dumpstringtables // Print string tables to console.
  526. dump_entity_sizes // Print sizeof(entclass)
  527. dump_globals // Dump all global entities/states
  528. dump_particlemanifest // Dump the list of particles loaded.
  529. echo // Echo text to console.
  530. econ_build_pinboard_images_from_collection_name // Renders and saves images for all models in a collection.
  531. econ_clear_inventory_images // clear the local inventory images (they will regenerate)
  532. econ_highest_baseitem_seen "62"
  533. econ_show_items_with_tag // Lists the item definitions that have a specified tag.
  534. editdemo // Edit a recorded demo file (.dem ).
  535. editor_toggle // Disables the simulation and returns focus to the editor
  536. enable_debug_overlays "1" // Enable rendering of debug overlays
  537. enable_fast_math "1" // Turns Denormals-Are-Zeroes and Flush-to-Zero on or off
  538. enable_skeleton_draw "0" // Render skeletons in wireframe
  539. endmatch_votenextmap // Votes for the next map at the end of the match
  540. endmovie // Stop recording movie frames.
  541. endround // End the current round.
  542. engine_no_focus_sleep "50"
  543. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  544. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  545. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  546. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  547. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  548. ent_create // Creates an entity of the given type where the player is looking.
  549. ent_dump // Usage: ent_dump <entity name>
  550. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  551. ent_info // Usage: ent_info <class name>
  552. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  553. 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
  554. ent_messages_draw "0" // Visualizes all entity input/output activity.
  555. ent_name
  556. ent_orient // only orients target entitys YAW. Use the allangles opt
  557. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  558. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  559. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  560. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  561. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  562. ent_rotate // Rotates an entity by a specified # of degrees
  563. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
  564. ent_setang // Set entity angles
  565. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  566. ent_setpos // Move entity to position
  567. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  568. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  569. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  570. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  571. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  572. envmap
  573. escape // Escape key pressed.
  574. exec // Execute script file.
  575. execifexists // Execute script file if file exists.
  576. execwithwhitelist // only execing convars on a whitelist.
  577. exit // Exit the engine.
  578. explode // Kills the player with explosive damage
  579. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  580. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  581. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  582. ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
  583. ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
  584. ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
  585. ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
  586. find // Find concommands with the specified string in their name/help text.
  587. findflags // Find concommands by flags.
  588. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  589. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  590. firetarget
  591. firstperson // Switch to firstperson camera.
  592. fish_debug "0" // Show debug info for fish
  593. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  594. flush // Flush unlocked cache memory.
  595. flush_locked // Flush unlocked and locked cache memory.
  596. fogui // Show/hide fog control UI.
  597. fog_color "-1"
  598. fog_colorskybox "-1"
  599. fog_enable "1"
  600. fog_enableskybox "1"
  601. fog_enable_water_fog "1"
  602. fog_end "-1"
  603. fog_endskybox "-1"
  604. fog_hdrcolorscale "-1"
  605. fog_hdrcolorscaleskybox "-1"
  606. fog_maxdensity "-1"
  607. fog_maxdensityskybox "-1"
  608. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  609. fog_start "-1"
  610. fog_startskybox "-1"
  611. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  612. force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  613. force_centerview
  614. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  615. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  616. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  617. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  618. foundry_update_entity // Updates the entitys position/angles when in edit mode
  619. fov_cs_debug "0" // Sets the view fov if cheats are on.
  620. fps_max "300" // Frame rate limiter
  621. fps_max_menu "120" // main menu
  622. 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
  623. fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
  624. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
  625. fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
  626. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
  627. fs_fios_flush_cache // Flushes the FIOS HDD cache.
  628. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
  629. fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
  630. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
  631. fs_printopenfiles // Show all files currently opened by the engine.
  632. fs_report_sync_opens "0" // 2:Not during map load
  633. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
  634. fs_warning_level // Set the filesystem warning level.
  635. func_break_max_pieces "15"
  636. fx_new_sparks "1" // Use new style sparks.
  637. g15_dumpplayer // Spew player data.
  638. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  639. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  640. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  641. gameinstructor_enable "1" // Display in game lessons that teach new players.
  642. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  643. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  644. gameinstructor_reset_counts // Resets all display and success counts to zero.
  645. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
  646. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  647. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
  648. gamemenucommand // Issue game menu command.
  649. gamepadslot1
  650. gamepadslot2
  651. gamepadslot3
  652. gamepadslot4
  653. gamepadslot5
  654. gamepadslot6
  655. gameui_activate // Shows the game UI
  656. gameui_allowescape // Escape key allowed to hide game UI
  657. gameui_allowescapetoshow // Escape key allowed to show game UI
  658. gameui_hide // Hides the game UI
  659. gameui_preventescape // Escape key doesnt hide game UI
  660. gameui_preventescapetoshow // Escape key doesnt show game UI
  661. game_mode "0" // The current game mode (based on game type). See GameModes.txt.
  662. game_type "0" // The current game type. See GameModes.txt.
  663. getpos // dump position and angles to the console
  664. getpos_exact // dump origin and angles to the console
  665. give // Give item to player. Arguments: <item_name>
  666. givecurrentammo // Give a supply of ammo for current weapon..
  667. global_event_log_enabled "0" // Enables the global event log system
  668. global_set // 2 = DEAD).
  669. glow_outline_effect_enable "1" // Enable entity outline glow effects.
  670. glow_outline_width "6" // Width of glow outline effect in screen space.
  671. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  672. god // Toggle. Player becomes invulnerable.
  673. gods // Toggle. All players become invulnerable.
  674. gotv_theater_container "0" // setting it to live will play top live matches
  675. groundlist // Display ground entity list <index>
  676. g_debug_angularsensor "0"
  677. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  678. g_debug_ragdoll_removal "0"
  679. g_debug_ragdoll_visualize "0"
  680. g_debug_trackpather "0"
  681. g_debug_vehiclebase "0"
  682. g_debug_vehicledriver "0"
  683. g_debug_vehicleexit "0"
  684. g_debug_vehiclesound "0"
  685. g_jeepexitspeed "100"
  686. hammer_update_entity // Updates the entitys position/angles when in edit mode
  687. 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
  688. heartbeat // Force heartbeat of master servers
  689. help // Find help about a convar/concommand.
  690. hideconsole // Hide the console.
  691. hidehud "0"
  692. hideoverviewmap // Hides the overview map
  693. hidepanel // Hides a viewport panel <name>
  694. hideradar // Hides HUD radar
  695. hidescores // Forcibly hide score panel
  696. hostage_debug "0" // Show hostage AI debug information
  697. hostfile "0" // The HOST file to load.
  698. hostip "-1062686208.000" // Host game server ip
  699. hostname "0" // Hostname for server.
  700. hostport "27015" // Host game server port
  701. host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
  702. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
  703. host_info_show "1" // 2 - show full info
  704. host_map "0" // Current map name.
  705. host_name_store "1" // Whether hostname is recorded in game events and GOTV.
  706. host_players_show "1" // 2 - show all players
  707. host_reset_config // reset config (for testing) with param as splitscreen index.
  708. host_rules_show "1" // 1 - query enabled
  709. host_runofftime // Run off some time without rendering/updating sounds
  710. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  711. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
  712. host_timescale "1" // Prescale the clock by this amount.
  713. host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
  714. host_workshop_map // Get the latest version of the map and host it on this server.
  715. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  716. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  717. hud_reloadscheme // Reloads hud layout and animation scripts.
  718. hud_scaling "0" // Scales hud elements
  719. hud_showtargetid "1" // Enables display of target names
  720. hud_subtitles // Plays the Subtitles: <filename>
  721. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  722. hunk_print_allocations
  723. hunk_track_allocation_types "1"
  724. hurtme // Hurts the player. Arguments: <health to lose>
  725. impulse
  726. incrementvar // Increment specified convar value.
  727. inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child
  728. inferno_child_spawn_max_depth "4"
  729. inferno_damage "40" // Damage per second
  730. inferno_debug "0"
  731. inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
  732. inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
  733. inferno_flame_spacing "42" // Minimum distance between separate flame spawns
  734. inferno_forward_reduction_factor "0"
  735. inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
  736. inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
  737. inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning
  738. inferno_max_flames "16" // Maximum number of flames that can be created
  739. inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point
  740. inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames
  741. inferno_scorch_decals "1"
  742. inferno_spawn_angle "45" // Angular change from parent
  743. inferno_surface_offset "20"
  744. inferno_velocity_decay_factor "0"
  745. inferno_velocity_factor "0"
  746. inferno_velocity_normal_factor "0"
  747. invnext
  748. invnextgrenade
  749. invnextitem
  750. invnextnongrenade
  751. invprev
  752. in_forceuser "0" // Force user input to this split screen player.
  753. ip "0" // Overrides IP for multihomed hosts
  754. ipc_console_disable // Disable IPC console(s)
  755. ipc_console_disable_all // Disable all IPC consoles
  756. ipc_console_enable // Enable IPC console
  757. ipc_console_show // Show status of IPC consoles
  758. ip_steam "0" // Overrides IP used to bind Steam port for multihomed hosts
  759. ip_tv "0" // Overrides IP used to bind TV port for multihomed hosts
  760. joyadvancedupdate
  761. joystick "0" // false otherwise.
  762. 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
  763. joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
  764. joy_accelmax "1"
  765. joy_accelscale "3"
  766. joy_accelscalepoly "0"
  767. joy_advanced "0"
  768. joy_advaxisr "0"
  769. joy_advaxisu "0"
  770. joy_advaxisv "0"
  771. joy_advaxisx "0"
  772. joy_advaxisy "0"
  773. joy_advaxisz "0"
  774. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  775. joy_autoAimDampenMethod "0"
  776. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  777. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  778. joy_cfg_preset "1"
  779. joy_circle_correct "1"
  780. joy_curvepoint_1 "0"
  781. joy_curvepoint_2 "0"
  782. joy_curvepoint_3 "0"
  783. joy_curvepoint_4 "1"
  784. joy_curvepoint_end "2"
  785. joy_diagonalpov "0" // too.
  786. joy_display_input "0"
  787. joy_forwardsensitivity "-1"
  788. joy_forwardthreshold "0"
  789. joy_gamma "0"
  790. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  791. joy_lowend "1"
  792. joy_lowend_linear "0"
  793. joy_lowmap "1"
  794. joy_movement_stick "0" // 2 = legacy controls
  795. joy_name "0"
  796. joy_no_accel_jump "0"
  797. joy_pitchsensitivity "-1" // joystick pitch sensitivity
  798. joy_pitchthreshold "0"
  799. joy_response_look "0" // 1=Acceleration Promotion
  800. joy_response_look_pitch "1" // 1=Acceleration Promotion
  801. joy_response_move "1" // 1/sensitivity
  802. joy_sensitive_step0 "0"
  803. joy_sensitive_step1 "0"
  804. joy_sensitive_step2 "0"
  805. joy_sidesensitivity "1"
  806. joy_sidethreshold "0"
  807. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  808. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  809. joy_yawsensitivity "-1" // joystick yaw sensitivity
  810. joy_yawthreshold "0"
  811. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  812. kdtree_test // Tests spatial partition for entities queries.
  813. key_findbinding // Find key bound to specified command string.
  814. key_listboundkeys // List bound keys with bindings.
  815. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  816. kick // Kick a player by name.
  817. kickid // with a message.
  818. kickid_ex // provide a force-the-kick flag and also assign a message.
  819. kill // Kills the player with generic damage
  820. killserver // Shutdown the server.
  821. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  822. lastinv
  823. lightcache_maxmiss "2"
  824. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  825. light_crosshair // Show texture color at crosshair
  826. linefile // Parses map leak data from .lin file
  827. listdemo // List demo file contents.
  828. listid // Lists banned users.
  829. listip // List IP addresses on the ban list.
  830. listissues // List all the issues that can be voted on.
  831. listmodels // List loaded models.
  832. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  833. load // Load a saved game.
  834. loadcommentary
  835. loader_dump_table
  836. lobby_voice_chat_enabled "1" // Lobby microphone is enabled when this is set to 1
  837. locator_split_len "0"
  838. locator_split_maxwide_percent "0"
  839. lockMoveControllerRet "0"
  840. log // and udp < on | off >.
  841. logaddress_add // Set address and port for remote host <ip:port>.
  842. logaddress_del // Remove address and port for remote host <ip:port>.
  843. logaddress_delall // Remove all udp addresses being logged to
  844. logaddress_list // List all addresses currently being used by logaddress.
  845. log_color // Set the color of a logging channel.
  846. log_dumpchannels // Dumps information about all logging channels.
  847. log_flags // Set the flags on a logging channel.
  848. log_level // Set the spew level of a logging channel.
  849. lookspring "0"
  850. lookstrafe "0"
  851. loopsingleplayermaps "0"
  852. map // Start playing on specified map.
  853. mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle
  854. mapgroup // Specify a map group
  855. mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview
  856. maps // Displays list of maps.
  857. map_background // Runs a map as the background to the main menu.
  858. map_commentary // on a specified map.
  859. map_edit
  860. map_setbombradius // Sets the bomb radius for the map.
  861. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
  862. map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
  863. mat_accelerate_adjust_exposure_down "40"
  864. mat_ambient_light_b "0"
  865. mat_ambient_light_g "0"
  866. mat_ambient_light_r "0"
  867. mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
  868. mat_autoexposure_max "2"
  869. mat_autoexposure_max_multiplier "1"
  870. mat_autoexposure_min "0"
  871. mat_bloomamount_rate "0"
  872. mat_bumpbasis "0"
  873. mat_camerarendertargetoverlaysize "128"
  874. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
  875. mat_colorcorrection "1"
  876. mat_configcurrent // show the current video control panel config for the material system
  877. mat_crosshair // Display the name of the material under the crosshair
  878. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  879. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  880. mat_crosshair_printmaterial // print the material under the crosshair
  881. mat_crosshair_reloadmaterial // reload the material under the crosshair
  882. mat_custommaterialusage // Show memory usage for custom weapon materials.
  883. mat_debugalttab "0"
  884. mat_debug_bloom "0"
  885. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  886. mat_disable_bloom "0"
  887. mat_displacementmap "1"
  888. mat_drawflat "0"
  889. mat_drawgray "0"
  890. mat_drawwater "1"
  891. mat_dynamiclightmaps "0"
  892. mat_dynamicPaintmaps "0"
  893. mat_dynamic_tonemapping "1"
  894. mat_edit // Bring up the material under the crosshair in the editor
  895. mat_exposure_center_region_x "0"
  896. mat_exposure_center_region_y "0"
  897. mat_fastclip "0"
  898. mat_fastnobump "0"
  899. mat_fillrate "0"
  900. mat_forcedynamic "0"
  901. mat_force_bloom "0"
  902. mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
  903. mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
  904. mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
  905. mat_force_tonemap_scale "0"
  906. mat_frame_sync_enable "1"
  907. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  908. mat_fullbright "0"
  909. mat_hdr_enabled // Report if HDR is enabled for debugging
  910. mat_hdr_uncapexposure "0"
  911. mat_hsv "0"
  912. mat_info // Shows material system info
  913. mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
  914. mat_loadtextures "1"
  915. mat_local_contrast_edge_scale_override "-1000"
  916. mat_local_contrast_midtone_mask_override "-1"
  917. mat_local_contrast_scale_override "0"
  918. mat_local_contrast_vignette_end_override "-1"
  919. mat_local_contrast_vignette_start_override "-1"
  920. mat_lpreview_mode "-1"
  921. mat_luxels "0"
  922. mat_measurefillrate "0"
  923. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  924. mat_monitorgamma_tv_enabled "0"
  925. mat_morphstats "0"
  926. mat_norendering "0"
  927. mat_normalmaps "0"
  928. mat_normals "0"
  929. mat_postprocess_enable "1"
  930. mat_powersavingsmode "0" // Power Savings Mode
  931. mat_proxy "0"
  932. mat_queue_mode "-1" // 2=queued
  933. mat_queue_priority "1"
  934. mat_queue_report "0" // Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
  935. mat_reloadallcustommaterials // Reloads all custom materials
  936. mat_reloadallmaterials // Reloads all materials
  937. mat_reloadmaterial // Reloads a single material
  938. mat_reloadtextures // Reloads all textures
  939. mat_remoteshadercompile "127"
  940. 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
  941. 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
  942. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  943. mat_reversedepth "0"
  944. mat_savechanges // saves current video configuration to the registry
  945. mat_setvideomode // windowed state of the material system
  946. mat_shadercount // display count of all shaders and reset that count
  947. mat_showcamerarendertarget "0"
  948. mat_showframebuffertexture "0"
  949. mat_showlowresimage "0"
  950. mat_showmaterials // Show materials.
  951. mat_showmaterialsverbose // Show materials (verbose version).
  952. mat_showmiplevels "0" // 1: everything else
  953. mat_showtextures // Show used textures.
  954. mat_showwatertextures "0"
  955. mat_show_histogram "0"
  956. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  957. mat_softwareskin "0"
  958. mat_spewalloc "0"
  959. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  960. mat_stub "0"
  961. mat_surfaceid "0"
  962. mat_surfacemat "0"
  963. mat_tessellationlevel "6"
  964. mat_tessellation_accgeometrytangents "0"
  965. mat_tessellation_cornertangents "1"
  966. mat_tessellation_update_buffers "1"
  967. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  968. mat_texture_list_exclude // save - saves exclude list file
  969. mat_texture_list_txlod // -1 to dec resolution
  970. mat_texture_list_txlod_sync // save - saves all changes to material content files
  971. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  972. mat_updateconvars // updates the video config convars
  973. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  974. mat_viewportupscale "1" // Scale the viewport back up
  975. mat_wireframe "0"
  976. mat_yuv "0"
  977. maxplayers // Change the maximum number of players allowed on this server.
  978. mc_accel_band_size "0" // Percentage of half the screen width or height.
  979. 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.
  980. mc_max_pitchrate "100" // (degrees/sec)
  981. mc_max_yawrate "230" // (degrees/sec)
  982. mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
  983. memory // Print memory stats.
  984. mem_compact
  985. mem_dump // Dump memory stats to text file.
  986. mem_dumpvballocs // Dump VB memory allocation stats.
  987. mem_eat
  988. mem_incremental_compact
  989. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
  990. mem_test
  991. mem_vcollide // Dumps the memory used by vcollides
  992. mem_verify // Verify the validity of the heap
  993. menuselect // menuselect
  994. minisave // Saves game (for current level only!)
  995. mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
  996. mm_datacenter_debugprint // Shows information retrieved from data center
  997. mm_debugprint // Show debug information about current matchmaking session
  998. 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
  999. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
  1000. mm_dlc_debugprint // Shows information about dlc
  1001. mm_queue_show_stats // Display global server stats
  1002. 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.
  1003. mm_session_search_ping_buckets "4"
  1004. mm_session_search_qos_timeout "15"
  1005. mod_combiner_info // debug spew for Combiner Info
  1006. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
  1007. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
  1008. molotov_throw_detonate_time "2"
  1009. motdfile "0" // The MOTD file to load.
  1010. movie_fixwave // etc.
  1011. mp_afterroundmoney "0" // amount of money awared to every player after each round
  1012. mp_autokick "1" // Kick idle/team-killing/team-damaging players
  1013. mp_autoteambalance "1"
  1014. mp_backup_restore_list_files // accepts a numeric parameter to limit the number o
  1015. mp_backup_restore_load_autopause "1" // Whether to automatically pause the match after restoring round data from backup
  1016. mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup
  1017. mp_backup_round_auto "1" // If enabled will keep in-memory backups to handle reconnecting players even if the backup files arent written to disk
  1018. mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
  1019. mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
  1020. mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_
  1021. mp_buytime "90" // How many seconds after round start players can buy items for.
  1022. mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
  1023. mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  1024. mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  1025. mp_c4timer "45" // how long from when the C4 is armed until it blows
  1026. mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.
  1027. mp_ct_default_grenades "0" // separate each weapon class with a space like thi
  1028. mp_ct_default_melee "0" // it shou
  1029. mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with
  1030. mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with
  1031. mp_deathcam_skippable "1" // Determines whether a player can early-out of the deathcam.
  1032. mp_death_drop_c4 "1" // Whether c4 is droppable
  1033. mp_death_drop_defuser "1" // Drop defuser on player death
  1034. mp_death_drop_grenade "2" // 2=current or best
  1035. mp_death_drop_gun "1" // 2=current or best
  1036. mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run
  1037. mp_defuser_allocation "0" // 2=everyone
  1038. mp_disable_autokick // Prevents a userid from being auto-kicked
  1039. mp_display_kill_assists "1" // Whether to display and score player assists
  1040. mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)
  1041. mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)
  1042. mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
  1043. mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
  1044. mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
  1045. mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
  1046. mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.
  1047. mp_dump_timers // Prints round timers to the console for debugging
  1048. mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.
  1049. mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
  1050. mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the
  1051. 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_
  1052. mp_forcerespawnplayers // Force all players to respawn.
  1053. mp_forcewin // Forces team to win
  1054. mp_force_assign_teams "0" // it is auto assinged.
  1055. mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed
  1056. mp_freezetime "6" // how many seconds to keep players frozen when the round starts
  1057. mp_free_armor "0" // Determines whether armor and helmet are given automatically.
  1058. mp_friendlyfire "0" // Allows team members to injure other members of their team
  1059. mp_ggprogressive_random_weapon_kills_needed "2" // this is the number of kills needed with each weapon
  1060. mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
  1061. mp_ggprogressive_use_random_weapons "1" // selects random weapons from set categories for the progression order
  1062. mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
  1063. mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
  1064. mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade
  1065. mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade
  1066. mp_ggtr_bomb_pts_for_molotov "5" // Kill points required in a round to get a bonus molotov cocktail
  1067. mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon
  1068. mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game
  1069. mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round
  1070. mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime
  1071. mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon
  1072. mp_ggtr_num_rounds_autoprogress "3" // Upgrade the players weapon after this number of rounds without upgrading
  1073. mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not.
  1074. mp_halftime "0" // Determines whether the match switches sides in a halftime event.
  1075. mp_halftime_duration "15" // Number of seconds that halftime lasts
  1076. mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
  1077. mp_hostages_max "2" // Maximum number of hostages to spawn.
  1078. mp_hostages_rescuetime "1" // Additional time added to round time if a hostage is reached by a CT.
  1079. mp_hostages_run_speed_modifier "1" // slow down hostages by setting this to < 1.0.
  1080. mp_hostages_spawn_farthest "0" // When enabled will consistently force the farthest hostages to spawn.
  1081. mp_hostages_spawn_force_positions "0" // 6
  1082. mp_hostages_spawn_same_every_round "1" // 1 = same spawns for entire match.
  1083. mp_hostages_takedamage "0" // Whether or not hostages can be hurt.
  1084. mp_humanteam "0" // T}
  1085. mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
  1086. mp_join_grace_time "2" // Number of seconds after round start to allow a player to join a game
  1087. mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
  1088. mp_logdetail "0" // 3=both)
  1089. mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
  1090. mp_match_end_changelevel "0" // perform a changelevel even if next map is the same
  1091. mp_match_end_restart "0" // perform a restart instead of loading a new map
  1092. mp_match_restart_delay "15" // Time (in seconds) until a match restarts.
  1093. mp_maxmoney "16000" // maximum amount of money allowed in a players account
  1094. mp_maxrounds "0" // max number of rounds to play before server changes maps
  1095. mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it
  1096. mp_overtime_enable "0" // use overtime rules to determine winner
  1097. mp_overtime_halftime_pausetimer "0" // If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t
  1098. mp_overtime_maxrounds "6" // When overtime is enabled play additional rounds to determine winner
  1099. mp_overtime_startmoney "10000" // Money assigned to all players at start of every overtime half
  1100. mp_pause_match // Pause the match in the next freeze time
  1101. mp_playercashawards "1" // Players can earn money by performing in-game actions
  1102. mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
  1103. mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
  1104. mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
  1105. mp_radar_showall "0" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  1106. mp_randomspawn "0" // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
  1107. mp_randomspawn_los "1" // determines whether to test Line of Sight when spawning.
  1108. mp_respawnwavetime_ct "10" // Time between respawn waves for CTs.
  1109. mp_respawnwavetime_t "10" // Time between respawn waves for Terrorists.
  1110. mp_respawn_immunitytime "4" // How many seconds after respawn immunity lasts.
  1111. mp_respawn_on_death_ct "0" // counter-terrorists will respawn after dying.
  1112. mp_respawn_on_death_t "0" // terrorists will respawn after dying.
  1113. mp_restartgame "0" // game will restart in the specified number of seconds
  1114. mp_roundtime "5" // How many minutes each round takes.
  1115. mp_roundtime_defuse "0" // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
  1116. mp_roundtime_hostage "0" // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
  1117. mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
  1118. mp_scrambleteams // Scramble the teams and restart the game
  1119. mp_solid_teammates "1" // Determines whether teammates are solid or not.
  1120. mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
  1121. mp_spectators_max "2" // How many spectators are allowed in a match.
  1122. mp_spec_swapplayersides "0" // Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
  1123. mp_startmoney "800" // amount of money each player gets when they reset
  1124. mp_swapteams // Swap the teams and restart the game
  1125. mp_switchteams // Switch teams and restart the game
  1126. mp_td_dmgtokick "300" // The damage threshhold players have to exceed in a match to get kicked.
  1127. mp_td_dmgtowarn "200" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
  1128. mp_td_spawndmgthreshold "50" // The damage threshold players have to exceed at the start of the round to be warned/kick.
  1129. mp_teamcashawards "1" // Teams can earn money by performing in-game actions
  1130. mp_teamflag_1 "0" // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
  1131. mp_teamflag_2 "0" // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
  1132. mp_teammatchstat_1 "0" // A non-empty string sets first teams match stat.
  1133. mp_teammatchstat_2 "0" // A non-empty string sets second teams match stat.
  1134. mp_teammatchstat_cycletime "45" // Cycle match stats after so many seconds
  1135. mp_teammatchstat_holdtime "5" // Decide on a match stat and hold it additionally for at least so many seconds
  1136. mp_teammatchstat_txt "0" // e.g. Match 2 of 3.
  1137. mp_teammates_are_enemies "0" // your teammates act as enemies and all players are valid targets.
  1138. mp_teamname_1 "0" // A non-empty string overrides the first teams name.
  1139. mp_teamname_2 "0" // A non-empty string overrides the second teams name.
  1140. mp_teamprediction_pct "0" // A value between 1 and 99 will show predictions in favor of CT team.
  1141. mp_teamprediction_txt "0" // A value between 1 and 99 will set predictions in favor of first team.
  1142. mp_timelimit "5" // game time per map in minutes
  1143. mp_tkpunish "0" // 1=yes}
  1144. mp_tournament_restart // Restart Tournament Mode on the current level.
  1145. mp_t_default_grenades "0" // separate each weapon class with a space like this
  1146. mp_t_default_melee "0" // The default melee weapon that the Ts will spawn with
  1147. mp_t_default_primary "0" // The default primary (rifle) weapon that the Ts will spawn with
  1148. mp_t_default_secondary "0" // The default secondary (pistol) weapon that the Ts will spawn with
  1149. mp_unpause_match // Resume the match
  1150. mp_use_respawn_waves "0" // they will respawn in waves.
  1151. mp_verbose_changelevel_spew "1"
  1152. mp_warmuptime "30" // How long the warmup period lasts. Changing this value resets warmup.
  1153. mp_warmuptime_all_players_connected "60" // Warmup time to use when all players have connected in official competitive. 0 to disable.
  1154. mp_warmup_end // End warmup immediately.
  1155. mp_warmup_pausetimer "0" // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
  1156. mp_warmup_start // Start warmup.
  1157. mp_weapons_allow_map_placed "0" // the game will not delete weapons placed in the map.
  1158. mp_weapons_allow_randomize "0" // If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon
  1159. mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not.
  1160. mp_weapons_glow_on_ground "0" // weapons on the ground will have a glow around them.
  1161. mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs
  1162. ms_player_dump_properties // Prints a dump the current players property data
  1163. multvar // Multiply specified convar value.
  1164. muzzleflash_light "1"
  1165. m_customaccel "3" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1166. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1167. m_customaccel_max "0" // 0 for no limit
  1168. m_customaccel_scale "0" // Custom mouse acceleration value.
  1169. m_forward "1" // Mouse forward factor.
  1170. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1171. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1172. m_mousespeed "1" // 2 to enable secondary threshold
  1173. m_pitch "0" // Mouse pitch factor.
  1174. m_rawinput "1" // Use Raw Input for mouse input.
  1175. m_side "0" // Mouse side factor.
  1176. m_yaw "0" // Mouse yaw factor.
  1177. name "0" // Current user name
  1178. nav_add_to_selected_set // Add current area to the selected set.
  1179. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1180. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1181. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
  1182. nav_area_max_size "50" // Max area size created in nav generation
  1183. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1184. nav_begin_area // drag the opposite corner to the desired location and
  1185. nav_begin_deselecting // Start continuously removing from the selected set.
  1186. nav_begin_drag_deselecting // Start dragging a selection area.
  1187. nav_begin_drag_selecting // Start dragging a selection area.
  1188. nav_begin_selecting // Start continuously adding to the selected set.
  1189. nav_begin_shift_xy // Begin shifting the Selected Set.
  1190. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1191. nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
  1192. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1193. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1194. nav_check_stairs // Update the nav mesh STAIRS attribute
  1195. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1196. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1197. nav_clear_selected_set // Clear the selected set.
  1198. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1199. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1200. nav_connect // then invoke the connect command. Note that this creates a
  1201. nav_coplanar_slope_limit "0"
  1202. nav_coplanar_slope_limit_displacement "0"
  1203. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1204. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1205. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1206. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1207. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1208. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1209. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1210. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1211. nav_debug_blocked "0"
  1212. nav_delete // Deletes the currently highlighted Area.
  1213. nav_delete_marked // Deletes the currently marked Area (if any).
  1214. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1215. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1216. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1217. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1218. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1219. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1220. nav_end_deselecting // Stop continuously removing from the selected set.
  1221. nav_end_drag_deselecting // Stop dragging a selection area.
  1222. nav_end_drag_selecting // Stop dragging a selection area.
  1223. nav_end_selecting // Stop continuously adding to the selected set.
  1224. nav_end_shift_xy // Finish shifting the Selected Set.
  1225. nav_flood_select // use this command again.
  1226. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1227. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1228. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1229. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1230. nav_generate_incremental_range "2000"
  1231. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1232. nav_gen_cliffs_approx // post-processing approximation
  1233. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1234. nav_ladder_flip // Flips the selected ladders direction.
  1235. nav_load // Loads the Navigation Mesh for the current map.
  1236. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1237. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1238. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1239. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1240. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1241. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1242. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1243. nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1244. nav_max_vis_delta_list_length "64"
  1245. nav_merge // and invoke the merge comm
  1246. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1247. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1248. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1249. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1250. nav_place_list // Lists all place names used in the map.
  1251. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1252. nav_place_replace // Replaces all instances of the first place with the second place.
  1253. nav_place_set // Sets the Place of all selected areas to the current Place.
  1254. nav_potentially_visible_dot_tolerance "0"
  1255. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1256. nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1257. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1258. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1259. nav_recall_selected_set // Re-selects the stored selected set.
  1260. nav_remove_from_selected_set // Remove current area from the selected set.
  1261. nav_remove_jump_areas // replacing them with connections.
  1262. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1263. nav_save // Saves the current Navigation Mesh to disk.
  1264. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1265. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
  1266. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
  1267. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1268. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1269. nav_select_half_space // Selects any areas that intersect the given half-space.
  1270. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1271. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1272. nav_select_overlapping // Selects nav areas that are overlapping others.
  1273. nav_select_radius // Adds all areas in a radius to the selection set
  1274. nav_select_stairs // Adds all stairway areas to the selected set
  1275. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1276. nav_shift // Shifts the selected areas by the specified amount
  1277. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1278. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1279. nav_show_compass "0"
  1280. nav_show_continguous "0" // Highlight non-contiguous connections
  1281. nav_show_danger "0" // Show current danger levels.
  1282. nav_show_light_intensity "0"
  1283. nav_show_nodes "0"
  1284. nav_show_node_grid "0"
  1285. nav_show_node_id "0"
  1286. nav_show_player_counts "0" // Show current player counts in each area.
  1287. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  1288. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1289. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1290. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1291. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1292. nav_solid_props "0" // Make props solid to nav generation/editing
  1293. nav_splice // connected area between them.
  1294. nav_split // align the split line using your cursor and invoke the split command.
  1295. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1296. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1297. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1298. nav_store_selected_set // Stores the current selected set for later retrieval.
  1299. nav_strip // and Encounter Spots from the current Area.
  1300. nav_subdivide // Subdivides all selected areas.
  1301. nav_test_node "0"
  1302. nav_test_node_crouch "0"
  1303. nav_test_node_crouch_dir "4"
  1304. nav_test_stairs // Test the selected set for being on stairs
  1305. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1306. nav_toggle_in_selected_set // Remove current area from the selected set.
  1307. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1308. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1309. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1310. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1311. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1312. nav_unmark // Clears the marked Area or Ladder.
  1313. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1314. nav_update_lighting // Recomputes lighting values
  1315. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1316. nav_use_place // the current Place is set.
  1317. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1318. nav_warp_to_mark // Warps the player to the marked area.
  1319. nav_world_center // Centers the nav mesh in the world
  1320. net_allow_multicast "1"
  1321. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1322. net_channels // Shows net channel info
  1323. net_droponsendoverflow "0" // channel will drop client when sending too much data causes buffer overrun
  1324. net_droppackets "0" // Drops next n packets on client
  1325. net_dumpeventstats // Dumps out a report of game event network usage
  1326. net_earliertempents "0"
  1327. net_fakejitter "0" // Jitter fakelag packet time
  1328. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1329. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1330. net_graph "0"
  1331. net_graphheight "65" // Height of netgraph panel
  1332. net_graphholdsvframerate "0" // Hold worst case in server framerate line.
  1333. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1334. net_graphpos "1"
  1335. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1336. net_graphshowinterp "1" // Draw the interpolation graph.
  1337. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1338. net_graphshowsvframerate "0" // Draw the server framerate graph.
  1339. net_graphsolid "1"
  1340. net_graphtext "1" // Draw text fields
  1341. net_maxroutable "1200" // Requested max packet size before packets are split.
  1342. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
  1343. net_scale "5"
  1344. net_showreliablesounds "0"
  1345. net_showsplits "0" // Show info about packet splits
  1346. net_showudp "0" // Dump UDP packets summary to console
  1347. net_showudp_oob "0" // Dump OOB UDP packets summary to console
  1348. net_showudp_remoteonly "0" // Dump non-loopback udp only
  1349. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1350. net_start // Inits multiplayer network sockets
  1351. net_status // Shows current network status
  1352. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1353. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
  1354. net_steamcnx_status // Print status of steam connection sockets.
  1355. net_threaded_socket_burst_cap "256" // Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
  1356. net_threaded_socket_recovery_rate "6400" // Number of packets per second that threaded socket pump algorithm allows from client.
  1357. net_threaded_socket_recovery_time "60" // Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
  1358. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1359. nextdemo // Play next demo in sequence.
  1360. nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
  1361. nextmap_print_enabled "0" // When enabled prints next map to clients
  1362. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1363. noclip_fixup "1"
  1364. notarget // Toggle. Player becomes hidden to NPCs.
  1365. npc_ally_deathmessage "1"
  1366. npc_ammo_deplete // Subtracts half of the targets ammo
  1367. npc_bipass // s
  1368. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
  1369. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
  1370. npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
  1371. npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
  1372. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
  1373. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
  1374. npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
  1375. npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
  1376. npc_freeze // uses the NPC under the crosshair. Arguments
  1377. npc_freeze_unselected // Freeze all NPCs not selected
  1378. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
  1379. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
  1380. npc_heal // Heals the target back to full health
  1381. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1382. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
  1383. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
  1384. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
  1385. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
  1386. npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
  1387. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
  1388. npc_set_freeze // uses the NPC under the crosshair. Arguments
  1389. npc_set_freeze_unselected // Freeze all NPCs not selected
  1390. npc_squads // Obsolete. Replaced by npc_combat
  1391. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
  1392. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
  1393. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
  1394. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
  1395. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
  1396. npc_thinknow // Trigger NPC to think
  1397. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
  1398. observer_use
  1399. option_duck_method "0"
  1400. option_speed_method "0"
  1401. paintsplat_bias "0" // Change bias value for computing circle buffer
  1402. paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
  1403. paintsplat_noise_enabled "1"
  1404. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1405. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1406. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1407. particle_test_attach_mode "0" // follow_origin
  1408. particle_test_file "0" // Name of the particle system to dynamically spawn
  1409. particle_test_start // particle_test_attach_mode and particl
  1410. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1411. password "0" // Current server access password
  1412. path // Show the engine filesystem path.
  1413. pause // Toggle the server pause state.
  1414. perfui // Show/hide the level performance tools UI.
  1415. perfvisualbenchmark
  1416. perfvisualbenchmark_abort
  1417. physics_budget // Times the cost of each active object
  1418. physics_constraints // Highlights constraint system graph for an entity
  1419. physics_debug_entity // Dumps debug info for an entity
  1420. physics_highlight_active // Turns on the absbox for all active physics objects
  1421. physics_report_active // Lists all active physics objects
  1422. physics_select // Dumps debug info for an entity
  1423. phys_debug_check_contacts "0"
  1424. phys_show_active "0"
  1425. picker // pivot and debugging text is displayed for whatever entity the play
  1426. ping // Display ping to server.
  1427. pingserver // Ping a server for info
  1428. pixelvis_debug // Dump debug info
  1429. play // Play a sound.
  1430. playdemo // Play a recorded demo file (.dem ).
  1431. player_botdifflast_s "2"
  1432. player_competitive_maplist7 "0"
  1433. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1434. player_gamemodelast_m "0"
  1435. player_gamemodelast_s "2"
  1436. player_gametypelast_m "1"
  1437. player_gametypelast_s "1"
  1438. player_last_leaderboards_filter "2" // Last mode setting in the Leaderboards screen
  1439. player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
  1440. player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
  1441. player_last_medalstats_category "3" // Last selected category on the Medals panel in the Medals & Stats screen
  1442. player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
  1443. player_maplast_m "0"
  1444. player_maplast_s "0"
  1445. player_medalstats_most_recent_time "1377959808.000" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
  1446. player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
  1447. player_nevershow_communityservermessage "0"
  1448. player_teamplayedlast "3"
  1449. playflush // reloading from disk in case of changes.
  1450. playgamesound // Play a sound from the game sounds txt file
  1451. playsoundscape // Forces a soundscape to play
  1452. playvideo // Plays a video: <filename> [width height]
  1453. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
  1454. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1455. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1456. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
  1457. playvol // Play a sound at a specified volume.
  1458. play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
  1459. play_with_friends_enabled "1"
  1460. plugin_load // plugin_load <filename> : loads a plugin
  1461. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1462. plugin_pause_all // pauses all loaded plugins
  1463. plugin_print // Prints details about loaded plugins
  1464. plugin_unload // plugin_unload <index> : unloads a plugin
  1465. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1466. plugin_unpause_all // unpauses all disabled plugins
  1467. post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
  1468. press_x360_button // d[own])
  1469. print_colorcorrection // Display the color correction layer information.
  1470. print_mapgroup // Prints the current mapgroup and the contained maps
  1471. print_mapgroup_sv // Prints the current mapgroup and the contained maps
  1472. progress_enable
  1473. prop_crosshair // Shows name for prop looking at
  1474. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1475. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1476. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1477. pwatchent "-1" // Entity to watch for prediction system changes.
  1478. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1479. quit // Exit the engine.
  1480. quit_prompt // Exit the engine.
  1481. radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
  1482. radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
  1483. radarvismethod "1" // 1 for more realistic method
  1484. radarvispow "0" // and still see them on radar.
  1485. radio1 // Opens a radio menu
  1486. radio2 // Opens a radio menu
  1487. radio3 // Opens a radio menu
  1488. rangefinder // rangefinder
  1489. rate "80000" // Max bytes/sec the host can receive data
  1490. rcon // Issue an rcon command.
  1491. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  1492. rcon_password "0" // remote console password.
  1493. rebuy // Attempt to repurchase items with the order listed in cl_rebuy
  1494. recompute_speed // Recomputes clock speed (for debugging purposes).
  1495. record // Record a demo.
  1496. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1497. reload_vjobs // reload vjobs module
  1498. remote_bug // Starts a bug report with data from the currently connected rcon machine
  1499. removeallids // Remove all user IDs from the ban list.
  1500. removeid // Remove a user ID from the ban list.
  1501. removeip // Remove an IP address from the ban list.
  1502. render_blanks // render N blank frames
  1503. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
  1504. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
  1505. report_entities // Lists all entities
  1506. report_simthinklist // Lists all simulating/thinking entities
  1507. report_soundpatch // reports sound patch count
  1508. report_touchlinks // Lists all touchlinks
  1509. reset_expo // and end the round
  1510. reset_gameconvars // Reset a bunch of game convars to default values
  1511. respawn_entities // Respawn all the entities in the map.
  1512. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1513. retry // Retry connection to last server.
  1514. rope_min_pixel_diameter "2"
  1515. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  1516. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
  1517. rr_reloadresponsesystems // Reload all response system scripts.
  1518. rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
  1519. rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
  1520. rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  1521. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
  1522. r_AirboatViewDampenDamp "1"
  1523. r_AirboatViewDampenFreq "7"
  1524. r_AirboatViewZHeight "0"
  1525. r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
  1526. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
  1527. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1528. r_avglight "1"
  1529. r_avglightmap "0"
  1530. r_brush_queue_mode "0"
  1531. r_cheapwaterend
  1532. r_cheapwaterstart
  1533. r_cleardecals // Usage r_cleardecals <permanent>.
  1534. r_ClipAreaFrustums "1"
  1535. r_ClipAreaPortals "1"
  1536. r_colorstaticprops "0"
  1537. r_debugcheapwater "0"
  1538. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1539. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1540. r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
  1541. r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
  1542. r_disable_update_shadow "1"
  1543. r_DispBuildable "0"
  1544. r_DispWalkable "0"
  1545. r_dlightsenable "1"
  1546. r_drawallrenderables "0" // even ones inside solid leaves.
  1547. r_DrawBeams "1" // 2=Wireframe
  1548. r_drawbrushmodels "1" // 2=Wireframe
  1549. r_drawclipbrushes "0" // purple=NPC)
  1550. r_drawdecals "1" // Render decals.
  1551. r_DrawDisp "1" // Toggles rendering of displacment maps
  1552. r_drawentities "1"
  1553. r_drawfuncdetail "1" // Render func_detail
  1554. r_drawleaf "-1" // Draw the specified leaf.
  1555. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  1556. r_drawlightinfo "0"
  1557. r_drawlights "0"
  1558. r_DrawModelLightOrigin "0"
  1559. r_drawmodelstatsoverlay "0"
  1560. r_drawmodelstatsoverlaydistance "500"
  1561. r_drawmodelstatsoverlayfilter "-1"
  1562. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1563. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1564. r_drawopaquerenderables "1"
  1565. r_drawopaqueworld "1"
  1566. r_drawothermodels "1" // 2=Wireframe
  1567. r_drawparticles "1" // Enable/disable particle rendering
  1568. r_DrawPortals "0"
  1569. r_DrawRain "1" // Enable/disable rain rendering.
  1570. 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
  1571. r_drawropes "1"
  1572. r_drawscreenoverlay "1"
  1573. r_drawskybox "1"
  1574. r_drawsprites "1"
  1575. r_drawstaticprops "1" // 2=Wireframe
  1576. r_drawtracers "1"
  1577. r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
  1578. r_drawtracers_movetonotintersect "1"
  1579. r_drawtranslucentrenderables "1"
  1580. r_drawtranslucentworld "1"
  1581. r_drawunderwateroverlay "0"
  1582. r_drawvgui "1" // Enable the rendering of vgui panels
  1583. r_drawviewmodel "1"
  1584. r_drawworld "1" // Render the world.
  1585. r_dscale_basefov "90"
  1586. r_dscale_fardist "2000"
  1587. r_dscale_farscale "4"
  1588. r_dscale_neardist "100"
  1589. r_dscale_nearscale "1"
  1590. r_dynamic "1"
  1591. r_dynamiclighting "1"
  1592. r_eyegloss "1"
  1593. r_eyemove "1"
  1594. r_eyeshift_x "0"
  1595. r_eyeshift_y "0"
  1596. r_eyeshift_z "0"
  1597. r_eyesize "0"
  1598. r_eyewaterepsilon "7"
  1599. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1600. r_flashlightambient "0"
  1601. r_flashlightbacktraceoffset "0"
  1602. r_flashlightbrightness "0"
  1603. r_flashlightclip "0"
  1604. r_flashlightconstant "0"
  1605. r_flashlightdrawclip "0"
  1606. r_flashlightfar "750"
  1607. r_flashlightfov "53"
  1608. r_flashlightladderdist "40"
  1609. r_flashlightlinear "100"
  1610. r_flashlightlockposition "0"
  1611. r_flashlightmuzzleflashfov "120"
  1612. r_flashlightnear "4"
  1613. r_flashlightnearoffsetscale "1"
  1614. r_flashlightoffsetforward "0"
  1615. r_flashlightoffsetright "5"
  1616. r_flashlightoffsetup "-5"
  1617. r_flashlightquadratic "0"
  1618. r_flashlightshadowatten "0"
  1619. r_flashlightvisualizetrace "0"
  1620. r_flushlod // Flush and reload LODs.
  1621. r_hwmorph "0"
  1622. r_itemblinkmax "0"
  1623. r_itemblinkrate "4"
  1624. r_JeepFOV "90"
  1625. r_JeepViewBlendTo "1"
  1626. r_JeepViewBlendToScale "0"
  1627. r_JeepViewBlendToTime "1"
  1628. r_JeepViewDampenDamp "1"
  1629. r_JeepViewDampenFreq "7"
  1630. r_JeepViewZHeight "10"
  1631. r_lightcachecenter "1"
  1632. r_lightcachemodel "-1"
  1633. r_lightcache_invalidate
  1634. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  1635. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
  1636. r_lightinterp "5" // 0 turns off interpolation
  1637. r_lightmap "-1"
  1638. r_lightstyle "-1"
  1639. r_lightwarpidentity "0"
  1640. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  1641. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  1642. r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
  1643. r_modelwireframedecal "0"
  1644. r_nohw "0"
  1645. r_nosw "0"
  1646. r_novis "0" // Turn off the PVS.
  1647. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  1648. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  1649. r_particle_demo "0"
  1650. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1651. r_portalsopenall "0" // Open all portals
  1652. r_PortalTestEnts "1" // Clip entities against portal frustums.
  1653. r_printdecalinfo
  1654. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1655. 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
  1656. r_rainalpha "0"
  1657. r_rainalphapow "0"
  1658. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
  1659. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
  1660. r_raindensity "0"
  1661. r_RainHack "0"
  1662. r_rainlength "0"
  1663. r_RainProfile "0" // Enable/disable rain profiling.
  1664. r_RainRadius "1500"
  1665. r_RainSideVel "130" // How much sideways velocity rain gets.
  1666. r_RainSimulate "1" // Enable/disable rain simulation.
  1667. r_rainspeed "600"
  1668. r_RainSplashPercentage "20"
  1669. r_rainwidth "0"
  1670. r_randomflex "0"
  1671. r_rimlight "1"
  1672. r_ropes_holiday_light_color // Set each lights color: [light0-3] [r0-255] [g0-255] [b0-255]
  1673. r_screenoverlay // Draw specified material as an overlay
  1674. r_shadowangles // Set shadow angles
  1675. r_shadowblobbycutoff // some shadow stuff
  1676. r_shadowcolor // Set shadow color
  1677. r_shadowdir // Set shadow direction
  1678. r_shadowdist // Set shadow distance
  1679. r_shadowfromanyworldlight "0"
  1680. r_shadowfromworldlights_debug "0"
  1681. r_shadowids "0"
  1682. r_shadows_gamecontrol "-1"
  1683. r_shadowwireframe "0"
  1684. r_shadow_debug_spew "0"
  1685. r_shadow_deferred "0" // Toggle deferred shadow rendering
  1686. r_showenvcubemap "0"
  1687. r_showz_power "1"
  1688. r_skin "0"
  1689. r_skybox "1" // Enable the rendering of sky boxes
  1690. r_slowpathwireframe "0"
  1691. r_SnowDebugBox "0" // Snow Debug Boxes.
  1692. r_SnowEnable "1" // Snow Enable
  1693. r_SnowEndAlpha "255" // Snow.
  1694. r_SnowEndSize "0" // Snow.
  1695. r_SnowFallSpeed "1" // Snow fall speed scale.
  1696. r_SnowInsideRadius "256" // Snow.
  1697. r_SnowOutsideRadius "1024" // Snow.
  1698. r_SnowParticles "500" // Snow.
  1699. r_SnowPosScale "1" // Snow.
  1700. r_SnowRayEnable "1" // Snow.
  1701. r_SnowRayLength "8192" // Snow.
  1702. r_SnowRayRadius "256" // Snow.
  1703. r_SnowSpeedScale "1" // Snow.
  1704. r_SnowStartAlpha "25" // Snow.
  1705. r_SnowStartSize "1" // Snow.
  1706. r_SnowWindScale "0" // Snow.
  1707. r_SnowZoomOffset "384" // Snow.
  1708. r_SnowZoomRadius "512" // Snow.
  1709. r_swingflashlight "1"
  1710. r_updaterefracttexture "1"
  1711. r_vehicleBrakeRate "1"
  1712. r_VehicleViewClamp "1"
  1713. r_VehicleViewDampen "1"
  1714. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1715. r_visualizelighttraces "0"
  1716. r_visualizelighttracesshowfulltrace "0"
  1717. r_visualizetraces "0"
  1718. safezonex "1" // The percentage of the screen width that is considered safe from overscan
  1719. safezoney "1" // The percentage of the screen height that is considered safe from overscan
  1720. save // Saves current game.
  1721. save_finish_async
  1722. say // Display player message
  1723. say_team // Display player message to team
  1724. scandemo // Scan a recorded demo file (.dem ) for specific game events and dump data.
  1725. scene_flush // Flush all .vcds from the cache and reload from disk.
  1726. scene_playvcd // Play the given VCD as an instanced scripted scene.
  1727. scene_showfaceto "0" // show the directions of faceto events.
  1728. scene_showlook "0" // show the directions of look events.
  1729. scene_showmoveto "0" // show the end location.
  1730. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  1731. screenshot // Take a screenshot.
  1732. script // Run the text as a script
  1733. script_client // Run the text as a script
  1734. script_debug // Connect the vscript VM to the script debugger
  1735. script_debug_client // Connect the vscript VM to the script debugger
  1736. script_dump_all // Dump the state of the VM to the console
  1737. script_dump_all_client // Dump the state of the VM to the console
  1738. script_execute // Run a vscript file
  1739. script_execute_client // Run a vscript file
  1740. script_help // optionally with a search string
  1741. script_help_client // optionally with a search string
  1742. script_reload_code // replacing existing functions with the functions in the run script
  1743. script_reload_entity_code // replacing existing functions with the functions in the run scripts
  1744. script_reload_think // replacing existing functions with the functions in the run script
  1745. sensitivity "6" // Mouse sensitivity.
  1746. servercfgfile "0"
  1747. server_game_time // Gives the game time in seconds (servers curtime)
  1748. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  1749. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  1750. setinfo // Adds a new user info value
  1751. setmaster // add/remove/enable/disable master servers
  1752. setmodel // Changess players model
  1753. setpause // Set the pause state of the server.
  1754. setpos // Move player to specified origin (must have sv_cheats).
  1755. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  1756. setpos_player // Move specified player to specified origin (must have sv_cheats).
  1757. sf4_meshcache_stats // Outputs Scaleform 4 mesh cache stats
  1758. sf_ui_tint "1" // The current tint applied to the Scaleform UI
  1759. shake // Shake the screen.
  1760. shake_stop // Stops all active screen shakes.
  1761. shake_testpunch // Test a punch-style screen shake.
  1762. showbudget_texture "0" // Enable the texture budget panel.
  1763. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  1764. showconsole // Show the console.
  1765. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
  1766. showpanel // Shows a viewport panel <name>
  1767. showtriggers "0" // Shows trigger brushes
  1768. showtriggers_toggle // Toggle show triggers
  1769. show_loadout_toggle // Toggles loadout display
  1770. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  1771. skill "1" // Game skill level (1-3).
  1772. skip_next_map // Skips the next map in the map rotation for the server.
  1773. sk_autoaim_mode "1"
  1774. slot0
  1775. slot1
  1776. slot10
  1777. slot11
  1778. slot2
  1779. slot3
  1780. slot4
  1781. slot5
  1782. slot6
  1783. slot7
  1784. slot8
  1785. slot9
  1786. snapto
  1787. sndplaydelay
  1788. snd_async_flush // Flush all unlocked async audio data
  1789. snd_async_showmem // Show async memory stats
  1790. snd_async_showmem_music // Show async memory stats for just non-streamed music
  1791. snd_async_showmem_summary // Show brief async memory stats
  1792. snd_deathcamera_volume "1" // Relative volume of the death camera music.
  1793. snd_debug_panlaw "0" // Visualize panning crossfade curves
  1794. snd_disable_mixer_duck "0"
  1795. snd_disable_mixer_solo "0"
  1796. snd_duckerattacktime "0"
  1797. snd_duckerreleasetime "2"
  1798. snd_duckerthreshold "0"
  1799. snd_ducking_off "1"
  1800. snd_ducktovolume "0"
  1801. snd_dumpclientsounds // Dump sounds to console
  1802. snd_dump_filepaths
  1803. snd_dvar_dist_max "1320" // Play full far sound at this distance
  1804. snd_dvar_dist_min "240" // Play full near sound at this distance
  1805. snd_filter "0"
  1806. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
  1807. snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
  1808. snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  1809. snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  1810. snd_gain "1"
  1811. snd_gain_max "1"
  1812. snd_gain_min "0"
  1813. snd_getmixer // Get data related to mix group matching string
  1814. snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
  1815. snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
  1816. snd_legacy_surround "0"
  1817. snd_list "0"
  1818. snd_mapobjective_volume "1" // Relative volume of map objective music.
  1819. snd_max_same_sounds "4"
  1820. snd_max_same_weapon_sounds "3"
  1821. snd_menumusic_volume "1" // Relative volume of the main menu music.
  1822. snd_mixahead "0"
  1823. snd_mixer_master_dsp "1"
  1824. snd_mixer_master_level "1"
  1825. snd_musicvolume "0" // Overall music volume
  1826. snd_musicvolume_multiplier_inoverlay "0" // Music volume multiplier when Steam Overlay is active
  1827. snd_music_selection "2" // Tracking rotating music for players with no music packs equipped.
  1828. snd_mute_losefocus "1"
  1829. snd_obscured_gain_dB "-2"
  1830. snd_op_test_convar "1"
  1831. snd_pause_all "1" // Specifies to pause all sounds and not just voice
  1832. snd_pitchquality "1"
  1833. snd_playsounds // Play sounds from the game sounds txt file at a given location
  1834. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  1835. snd_pre_gain_dist_falloff "1"
  1836. snd_print_channels // Prints all the active channel.
  1837. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
  1838. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
  1839. snd_print_dsp_effect // Prints the content of a dsp effect.
  1840. snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
  1841. snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
  1842. snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  1843. snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  1844. snd_rebuildaudiocache // rebuild audio cache for current language
  1845. snd_refdb "60" // Reference dB at snd_refdist
  1846. snd_refdist "36" // Reference distance for snd_refdb
  1847. snd_report_format_sound "0" // report all sound formats.
  1848. snd_report_loop_sound "0" // report all sounds that just looped.
  1849. 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
  1850. snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
  1851. snd_report_verbose_error "0" // report more error found when playing sounds.
  1852. snd_restart // Restart sound system.
  1853. snd_roundend_volume "1" // Relative volume of round end music.
  1854. snd_roundstart_volume "1" // Relative volume of round start music.
  1855. snd_setmixer // solo.
  1856. snd_setmixlayer // solo.
  1857. snd_setmixlayer_amount // Set named mix layer mix amount.
  1858. snd_setsoundparam // Set a sound paramater
  1859. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
  1860. snd_show "0" // Show sounds info
  1861. snd_showclassname "0"
  1862. snd_showmixer "0"
  1863. snd_showstart "0"
  1864. snd_sos_flush_operators // Flush and re-parse the sound operator system
  1865. snd_sos_list_operator_updates "0"
  1866. snd_sos_print_operators // Prints a list of currently available operators
  1867. snd_sos_show_block_debug "0" // Spew data about the list of block entries.
  1868. snd_sos_show_client_rcv "0"
  1869. snd_sos_show_client_xmit "0"
  1870. snd_sos_show_operator_entry_filter "0"
  1871. snd_sos_show_operator_init "0"
  1872. snd_sos_show_operator_parse "0"
  1873. snd_sos_show_operator_prestart "0"
  1874. snd_sos_show_operator_shutdown "0"
  1875. snd_sos_show_operator_start "0"
  1876. snd_sos_show_operator_stop_entry "0"
  1877. snd_sos_show_operator_updates "0"
  1878. snd_sos_show_queuetotrack "0"
  1879. snd_sos_show_server_xmit "0"
  1880. snd_sos_show_startqueue "0"
  1881. snd_soundmixer_flush // Reload soundmixers.txt file.
  1882. snd_soundmixer_list_mixers // List all mixers to dev console.
  1883. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
  1884. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
  1885. snd_soundmixer_set_trigger_factor // trigger amount.
  1886. snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  1887. snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  1888. snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  1889. snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  1890. snd_tensecondwarning_volume "1" // Relative volume of ten second warning music.
  1891. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  1892. snd_visualize "0" // Show sounds location in world
  1893. snd_writemanifest // outputs the precache manifest for the current level
  1894. soundfade // Fade client volume.
  1895. soundinfo // Describe the current sound device.
  1896. soundlist // List all known sounds.
  1897. soundscape_debug "0" // red lines show soundscapes that ar
  1898. soundscape_dumpclient // Dumps the clients soundscape data.
  1899. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  1900. soundscape_flush // Flushes the server & client side soundscapes
  1901. soundscape_radius_debug "0" // Prints current volume of radius sounds
  1902. speak // Play a constructed sentence.
  1903. spec_allow_roaming "0" // allow free-roaming spectator camera.
  1904. spec_freeze_cinematiclight_b "1"
  1905. spec_freeze_cinematiclight_g "1"
  1906. spec_freeze_cinematiclight_r "1"
  1907. spec_freeze_cinematiclight_scale "2"
  1908. spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
  1909. spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  1910. spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  1911. spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
  1912. spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
  1913. spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
  1914. spec_freeze_time "5" // Time spend frozen in observer freeze cam.
  1915. spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
  1916. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  1917. spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
  1918. spec_goto // Move spectator to specified origin and eyes to specified pitch yaw.
  1919. spec_gui // Shows or hides the spectator bar
  1920. spec_hide_players "0" // Toggle the visibility of scoreboard players.
  1921. spec_lerpto // Lerp the spectator camera to specified origin and eyes to specified pitch yaw.
  1922. spec_menu // Activates spectator menu
  1923. spec_mode // Set spectator mode
  1924. spec_next // Spectate next player
  1925. spec_player // Spectate player by index
  1926. spec_player_by_name // Spectate player by name
  1927. spec_pos // dump position and angles to the console
  1928. spec_prev // Spectate previous player ( valid values are 3 to 6 )
  1929. spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
  1930. spec_usenumberkeys_nobinds "1" // etc).
  1931. spike // generates a fake spike
  1932. spincycle // Cause the engine to spincycle (Debug!!)
  1933. ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
  1934. ss_map // Start playing on specified map with max allowed splitscreen players.
  1935. ss_reloadletterbox // ss_reloadletterbox
  1936. ss_splitmode "0" // 2 - vertical (only allowed in widescr
  1937. startdemos // Play demos in demo sequence.
  1938. startmovie // Start recording movie frames.
  1939. startupmenu // and were not in developer
  1940. star_memory // Dump memory stats
  1941. stats // Prints server performance variables
  1942. status // Display map and connection status.
  1943. stop // Finish recording demo.
  1944. stopdemo // Stop playing back a demo.
  1945. stopsound
  1946. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  1947. stopvideos // Stops all videos playing to the screen
  1948. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
  1949. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
  1950. stringtabledictionary // Create dictionary for current strings.
  1951. stuffcmds // Parses and stuffs command line + commands to command buffer.
  1952. suitvolume "0"
  1953. surfaceprop // Reports the surface properties at the cursor
  1954. sv_accelerate "5" // Linear acceleration amount (old value is 5.6)
  1955. sv_accelerate_debug_speed "0"
  1956. sv_accelerate_use_weapon_speed "1"
  1957. sv_airaccelerate "12"
  1958. sv_allowdownload "1" // Allow clients to download files
  1959. sv_allowupload "1" // Allow clients to upload customizations files
  1960. sv_allow_thirdperson "0" // all clients can set t
  1961. sv_allow_votes "1" // Allow voting?
  1962. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  1963. sv_alltalk "0" // chat)
  1964. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  1965. sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
  1966. sv_auto_full_alltalk_during_warmup_half_end "1" // at halftime and at the end of the match
  1967. 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.
  1968. sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
  1969. sv_broadcast_ugc_downloads "0"
  1970. sv_broadcast_ugc_download_progress_interval "8"
  1971. sv_cheats "0" // Allow cheats on server
  1972. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  1973. 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
  1974. sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  1975. sv_coaching_enabled "0" // Allows spectating and communicating with a team ( coach t or coach ct )
  1976. sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
  1977. sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
  1978. sv_consistency "0" // Whether the server enforces file consistency for critical files
  1979. sv_contact "0" // Contact email for server sysop
  1980. sv_cs_dump_econ_item_stringtable // sv_cs_dump_econ_item_stringtable
  1981. sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
  1982. sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
  1983. sv_deadtalk "0" // text) to the living
  1984. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
  1985. sv_debug_ugc_downloads "0"
  1986. sv_disable_observer_interpolation "0" // Disallow interpolating between observer targets on this server.
  1987. sv_downloadurl "0" // Location from which clients can download missing files
  1988. sv_dumpstringtables "0"
  1989. sv_dump_entity_pack_stats // Show stats on entity packing.
  1990. sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
  1991. sv_enable_delta_packing "0" // b
  1992. sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
  1993. sv_forcepreload "1" // Force server side preloading.
  1994. sv_force_transmit_players "1" // Will transmit players to all clients regardless of PVS checks.
  1995. sv_friction "5" // World friction.
  1996. sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
  1997. sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
  1998. sv_game_mode_convars // Display the values of the convars for the current game_mode.
  1999. sv_gravity "800" // World gravity.
  2000. sv_grenade_trajectory "0" // Shows grenade trajectory visualization in-game.
  2001. sv_grenade_trajectory_dash "0" // Dot-dash style grenade trajectory arc
  2002. sv_grenade_trajectory_thickness "0" // Visible thickness of grenade trajectory arc
  2003. sv_grenade_trajectory_time "20" // Length of time grenade trajectory remains visible.
  2004. sv_grenade_trajectory_time_spectator "4" // Length of time grenade trajectory remains visible as a spectator.
  2005. sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
  2006. sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
  2007. sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
  2008. sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
  2009. sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
  2010. sv_holiday_mode "0" // 2 = Winter
  2011. sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
  2012. sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
  2013. sv_kick_ban_duration "15" // How long should a kick ban from the server should last (in minutes)
  2014. sv_kick_players_with_cooldown "1" // (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any
  2015. sv_lagcompensateself "0" // Player can lag compensate themselves.
  2016. sv_lagcompensationforcerestore "1" // just do it.
  2017. sv_lan "0" // no non-class C addresses )
  2018. sv_logbans "0" // Log server bans in the server logs.
  2019. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
  2020. sv_logecho "1" // Echo log information to the console.
  2021. sv_logfile "1" // Log server information in the log file.
  2022. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2023. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2024. sv_log_onefile "0" // Log server information to only one file.
  2025. sv_matchend_drops_enabled "1" // but drops at the end of the match can be prevented
  2026. sv_matchpause_auto_5v5 "0" // When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
  2027. sv_maxrate "0" // 0 == unlimited
  2028. sv_maxspeed "320"
  2029. sv_maxuptimelimit "0" // the server will exit.
  2030. sv_maxusrcmdprocessticks "16" // 0 to allow no restrictions
  2031. sv_maxusrcmdprocessticks_warning "-1" // negat
  2032. sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
  2033. sv_max_allowed_net_graph "1" // Determines max allowed net_graph value for clients.
  2034. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
  2035. sv_max_queries_sec_global "500" // Maximum queries per second to respond to from anywhere.
  2036. sv_max_queries_tracked_ips_max "50000" // Window over which to average queries per second averages.
  2037. sv_max_queries_tracked_ips_prune "10" // Window over which to average queries per second averages.
  2038. sv_max_queries_window "10" // Window over which to average queries per second averages.
  2039. sv_memlimit "0" // the server will exit.
  2040. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2041. sv_minrate "5000" // 0 == unlimited
  2042. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  2043. sv_minuptimelimit "0" // the server will continue running regardle
  2044. sv_noclipaccelerate "5"
  2045. sv_noclipduringpause "0" // etc.).
  2046. sv_noclipspeed "5"
  2047. sv_parallel_packentities "1"
  2048. sv_parallel_sendsnapshot "1"
  2049. sv_party_mode "0" // Party!!
  2050. sv_password "0" // Server password for entry into multiplayer games
  2051. sv_pausable "0" // Is the server pausable.
  2052. sv_precacheinfo // Show precache info.
  2053. sv_pure // Show user data.
  2054. sv_pure_checkvpk // CheckPureServerVPKFiles
  2055. sv_pure_consensus "100000000.000" // Minimum number of file hashes to agree to form a consensus.
  2056. sv_pure_finduserfiles // ListPureServerFiles
  2057. sv_pure_kick_clients "1" // it will issue a warning to the client.
  2058. sv_pure_listfiles // ListPureServerFiles
  2059. sv_pure_listuserfiles // ListPureServerFiles
  2060. sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
  2061. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  2062. sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
  2063. sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
  2064. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  2065. sv_querycache_stats // Display status of the query cache (client only)
  2066. sv_quota_stringcmdspersecond "128" // 0 to disallow all string commands
  2067. sv_rcon_whitelist_address "0" // e.g. 127.0.0.1
  2068. sv_regeneration_force_on "0" // Cheat to test regenerative health systems
  2069. sv_region "-1" // The region of the world to report this server in.
  2070. sv_remove_old_ugc_downloads "1"
  2071. sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
  2072. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
  2073. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
  2074. sv_search_team_key "0" // set this key to match with known opponents team
  2075. sv_server_graphic1 "0" // A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
  2076. sv_server_graphic2 "0" // A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
  2077. sv_showbullethits "0"
  2078. sv_showimpacts "0" // 3=server-only)
  2079. sv_showimpacts_penetration "0" // Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
  2080. sv_showimpacts_time "4" // Duration bullet impact indicators remain before disappearing
  2081. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2082. sv_showtags // Describe current gametags.
  2083. sv_show_cull_props "0" // Print out props that are being culled/added by recipent proxies.
  2084. sv_shutdown // Sets the server to shutdown when all games have completed
  2085. sv_skyname "0" // Current name of the skybox texture
  2086. sv_soundemitter_reload // Flushes the sounds.txt system
  2087. sv_soundscape_printdebuginfo // print soundscapes
  2088. sv_spawn_afk_bomb_drop_time "15" // Players that have never moved since they spawned will drop the bomb after this amount of time.
  2089. sv_specaccelerate "5"
  2090. sv_specnoclip "1"
  2091. sv_specspeed "3"
  2092. sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
  2093. sv_staminajumpcost "0" // Stamina penalty for jumping
  2094. sv_staminalandcost "0" // Stamina penalty for landing
  2095. sv_staminamax "80" // Maximum stamina penalty
  2096. sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
  2097. 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
  2098. sv_steamgroup_exclusive "0" // public people will be able to join the ser
  2099. sv_stopspeed "80" // Minimum stopping speed when on ground.
  2100. sv_stressbots "0" // the server calculates data and fills packets to bots. Used for perf testing.
  2101. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2102. sv_ugc_manager_max_new_file_check_interval_secs "1000"
  2103. sv_unlockedchapters "1" // Highest unlocked game chapter.
  2104. sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
  2105. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2106. sv_voiceenable "1"
  2107. sv_vote_allow_in_warmup "0" // Allow voting during warmup?
  2108. sv_vote_allow_spectators "0" // Allow spectators to vote?
  2109. sv_vote_command_delay "2" // How long after a vote passes until the action happens
  2110. sv_vote_creation_timer "120" // How often someone can individually call a vote.
  2111. sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
  2112. sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
  2113. sv_vote_issue_loadbackup_allowed "1" // Can people hold votes to load match from backup?
  2114. sv_vote_kick_ban_duration "15" // How long should a kick vote ban someone from the server? (in minutes)
  2115. sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
  2116. sv_vote_timer_duration "15" // How long to allow voting on an issue
  2117. sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
  2118. sys_antialiasing "1" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
  2119. sys_aspectratio "-1" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
  2120. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2121. sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
  2122. sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
  2123. teammenu // Show team selection window
  2124. testhudanim // Test a hud element animation. Arguments: <anim name>
  2125. Test_CreateEntity
  2126. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2127. Test_EHandle
  2128. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2129. test_freezeframe // Test the freeze frame code.
  2130. Test_InitRandomEntitySpawner
  2131. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  2132. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  2133. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  2134. test_outtro_stats
  2135. Test_ProxyToggle_EnableProxy
  2136. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2137. Test_ProxyToggle_SetValue
  2138. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  2139. Test_RandomizeInPVS
  2140. Test_RandomPlayerPosition
  2141. Test_RemoveAllRandomEntities
  2142. Test_RunFrame
  2143. Test_SendKey
  2144. Test_SpawnRandomEntities
  2145. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  2146. Test_StartScript // Start a test script running..
  2147. Test_Wait
  2148. Test_WaitForCheckPoint
  2149. texture_budget_background_alpha "128" // how translucent the budget panel is
  2150. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2151. texture_budget_panel_height "284" // height in pixels of the budget panel
  2152. texture_budget_panel_width "512" // width in pixels of the budget panel
  2153. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2154. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2155. think_limit "10" // warning is printed if this is exceeded.
  2156. thirdperson // Switch to thirdperson camera.
  2157. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2158. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  2159. threadpool_run_tests
  2160. thread_test_tslist
  2161. thread_test_tsqueue
  2162. timedemo // Play a demo and report performance info.
  2163. timedemoquit // and then exit
  2164. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  2165. timeleft // prints the time remaining in the match
  2166. timerefresh // Profile the renderer.
  2167. toggle // or cycles through a set of values.
  2168. toggleconsole // Show/hide the console.
  2169. toggleLmapPath // toggleLmapPath
  2170. togglescores // Toggles score panel
  2171. toggleShadowPath // Toggles CSM generation method
  2172. toggleUnlitPath // toggleUnlitPath
  2173. toggleVtxLitPath // toggleVtxLitPath
  2174. toolload // Load a tool.
  2175. toolunload // Unload a tool.
  2176. tv_advertise_watchable "0" // clients watching via UI will not need to type password
  2177. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  2178. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  2179. tv_autorecord "0" // Automatically records all games as GOTV demos.
  2180. tv_autoretry "1" // Relay proxies retry connection after network timeout
  2181. tv_chatgroupsize "0" // Set the default chat group size
  2182. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  2183. tv_clients // Shows list of connected GOTV clients.
  2184. tv_debug "0" // GOTV debug info.
  2185. tv_delay "10" // GOTV broadcast delay in seconds
  2186. tv_delaymapchange "1" // Delays map change until broadcast is complete
  2187. tv_deltacache "2" // Enable delta entity bit stream cache
  2188. tv_dispatchmode "1" // 2=always
  2189. tv_dispatchweight "1" // 1.25 will prefer for every 4 local clients to put 5 clients on every connected
  2190. tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
  2191. tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
  2192. tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
  2193. tv_maxclients "128" // Maximum client number on GOTV server.
  2194. tv_maxclients_relayreserved "0" // Reserves a certain number of GOTV client slots for relays.
  2195. tv_maxrate "128000" // 0 == unlimited
  2196. tv_msg // Send a screen message to all clients.
  2197. tv_name "0" // GOTV host name
  2198. tv_nochat "0" // Dont receive chat messages from other GOTV spectators
  2199. tv_overridemaster "0" // Overrides the GOTV master root address.
  2200. tv_password "0" // GOTV password for all clients
  2201. tv_port "27020" // Host GOTV port
  2202. tv_record // Starts GOTV demo recording.
  2203. tv_relay // Connect to GOTV server and relay broadcast.
  2204. tv_relaypassword "0" // GOTV password for relay proxies
  2205. tv_relayradio "0" // 1=on
  2206. tv_relaytextchat "1" // 2=say+say_team
  2207. tv_relayvoice "1" // 1=on
  2208. tv_retry // Reconnects the GOTV relay proxy.
  2209. tv_snapshotrate "16" // Snapshots broadcasted per second
  2210. tv_status // Show GOTV server status.
  2211. tv_stop // Stops the GOTV broadcast.
  2212. tv_stoprecord // Stops GOTV demo recording.
  2213. tv_timeout "30" // GOTV connection timeout in seconds.
  2214. tv_time_remaining // Print remaining tv broadcast time
  2215. tv_title "0" // Set title for GOTV spectator UI
  2216. tv_transmitall "1" // Transmit all entities (not only director view)
  2217. tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
  2218. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2219. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2220. ui_reloadscheme // Reloads the resource files for the active UI window
  2221. ui_steam_overlay_notification_position "0" // Steam overlay notification position
  2222. ui_workshop_games_expire_minutes "3"
  2223. unbind // Unbind a key.
  2224. unbindall // Unbind all keys.
  2225. unbindalljoystick // Unbind all joystick keys.
  2226. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
  2227. unload_all_addons // Reloads the search paths for game addons.
  2228. unpause // Unpause the game.
  2229. update_addon_paths // Reloads the search paths for game addons.
  2230. use // Use a particular weapon Arguments: <weapon_name>
  2231. user // Show user data.
  2232. users // Show user info for players on server.
  2233. vcollide_wireframe "0" // Render physics collision models in wireframe
  2234. vehicle_flushscript // Flush and reload all vehicle scripts
  2235. version // Print version info string.
  2236. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2237. vgui_drawtree_clear
  2238. vgui_dump_panels // vgui_dump_panels [visible]
  2239. vgui_message_dialog_modal "1"
  2240. vgui_spew_fonts
  2241. vgui_togglepanel // show/hide vgui panel by name.
  2242. viewanim_addkeyframe
  2243. viewanim_create // viewanim_create
  2244. viewanim_load // load animation from file
  2245. viewanim_reset // reset view angles!
  2246. viewanim_save // Save current animation to file
  2247. viewanim_test // test view animation
  2248. viewmodel_fov "60"
  2249. viewmodel_offset_x "1"
  2250. viewmodel_offset_y "1"
  2251. viewmodel_offset_z "-1"
  2252. viewmodel_presetpos "1" // 3:Classic
  2253. view_punch_decay "18" // Decay factor exponent for view punch
  2254. view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
  2255. vismon_poll_frequency "0"
  2256. vismon_trace_limit "12"
  2257. vis_force "0"
  2258. vm_debug "0"
  2259. vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
  2260. voicerecord_toggle
  2261. voice_caster_enable "0" // account number of caster to enable.
  2262. voice_caster_scale "1"
  2263. voice_enable "1" // Toggle voice transmit and receive.
  2264. voice_forcemicrecord "1"
  2265. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  2266. voice_loopback "0"
  2267. voice_mixer_boost "0"
  2268. voice_mixer_mute "0"
  2269. voice_mixer_volume "1"
  2270. voice_modenable "1" // Enable/disable voice in this mod.
  2271. voice_mute // Mute a specific Steam user
  2272. voice_player_speaking_delay_threshold "0"
  2273. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2274. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  2275. voice_scale "1"
  2276. voice_show_mute // Show whether current players are muted.
  2277. voice_system_enable "1" // Toggle voice system.
  2278. voice_threshold "2000"
  2279. voice_unmute // or `all` to unmute all connected players.
  2280. volume "0" // Sound volume
  2281. voxeltree_box // Vector(max)>.
  2282. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2283. voxeltree_sphere // float(radius)>.
  2284. voxeltree_view // View entities in the voxel-tree.
  2285. vox_reload // Reload sentences.txt file
  2286. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  2287. vprof // Toggle VProf profiler
  2288. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2289. vprof_cachemiss // Toggle VProf cache miss checking
  2290. vprof_cachemiss_off // Turn off VProf cache miss checking
  2291. vprof_cachemiss_on // Turn on VProf cache miss checking
  2292. vprof_child
  2293. vprof_collapse_all // Collapse the whole vprof tree
  2294. vprof_dump_counters // Dump vprof counters to the console
  2295. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2296. vprof_expand_all // Expand the whole vprof tree
  2297. vprof_expand_group // Expand a budget group in the vprof tree by name
  2298. vprof_generate_report // Generate a report to the console.
  2299. vprof_generate_report_AI // Generate a report to the console.
  2300. vprof_generate_report_AI_only // Generate a report to the console.
  2301. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2302. vprof_generate_report_hierarchy // Generate a report to the console.
  2303. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  2304. vprof_generate_report_map_load // Generate a report to the console.
  2305. vprof_graphheight "256"
  2306. vprof_graphwidth "512"
  2307. vprof_nextsibling
  2308. vprof_off // Turn off VProf profiler
  2309. vprof_on // Turn on VProf profiler
  2310. vprof_parent
  2311. vprof_playback_average // Average the next N frames.
  2312. vprof_playback_start // Start playing back a recorded .vprof file.
  2313. vprof_playback_step // step to the next tick.
  2314. vprof_playback_stepback // step to the previous tick.
  2315. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2316. vprof_prevsibling
  2317. vprof_record_start // Start recording vprof data for playback later.
  2318. vprof_record_stop // Stop recording vprof data
  2319. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2320. vprof_remote_stop // Stop an existing remote VProf data request
  2321. vprof_reset // Reset the stats in VProf profiler
  2322. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2323. vprof_to_csv // Convert a recorded .vprof file to .csv.
  2324. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  2325. vprof_verbose "1" // Set to one to show average and peak times
  2326. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2327. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  2328. vtune // Controls VTunes sampling.
  2329. vx_model_list // Dump models to VXConsole
  2330. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
  2331. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
  2332. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
  2333. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
  2334. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  2335. wc_destroy_undo // When in WC edit mode restores the last deleted node
  2336. wc_link_edit
  2337. weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
  2338. weapon_debug_spread_gap "0"
  2339. weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
  2340. weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
  2341. weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
  2342. weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
  2343. weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
  2344. weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
  2345. weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
  2346. weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
  2347. weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
  2348. weapon_recoil_variance "0" // Amount of variance per recoil impulse
  2349. weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
  2350. weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
  2351. weapon_reload_database // Reload the weapon database
  2352. weapon_reticle_knife_show "0" // When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
  2353. whitelistcmd // Runs a whitelisted command.
  2354. windows_speaker_config "4"
  2355. wipe_nav_attributes // Clear all nav attributes of selected area.
  2356. workshop_publish // Bring up the Workshop Publish dialog.
  2357. workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
  2358. workshop_workbench // Bring up the Workshop workbench dialog.
  2359. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2360. writeip // Save the ban list to banned_ip.cfg.
  2361. xbox_autothrottle "1"
  2362. xbox_throttlebias "100"
  2363. xbox_throttlespoof "200"
  2364. xload // Load a saved game from a console storage device.
  2365. xlook
  2366. xmove
  2367. xsave // Saves current game to a console storage device.
  2368. zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
  2369. zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  2370. _autosave // Autosave
  2371. _autosavedangerous // AutoSaveDangerous
  2372. _bugreporter_restart // Restarts bug reporter .dll
  2373. _record // Record a demo incrementally.
  2374. _resetgamestats // Erases current game stats and writes out a blank stats file
  2375. _restart // Shutdown and restart the engine.
Add Comment
Please, Sign In to add comment