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CS:GO full cvar list

Aug 13th, 2013
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  1. +alt1 //
  2. +alt2 //
  3. +attack //
  4. +attack2 //
  5. +back //
  6. +break //
  7. +camdistance //
  8. +camin //
  9. +cammousemove //
  10. +camout //
  11. +campitchdown //
  12. +campitchup //
  13. +camyawleft //
  14. +camyawright //
  15. +commandermousemove //
  16. +csm_rot_x_neg //
  17. +csm_rot_x_plus //
  18. +csm_rot_y_neg //
  19. +csm_rot_y_plus //
  20. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  21. +duck //
  22. +forward //
  23. +graph //
  24. +grenade1 //
  25. +grenade2 //
  26. +jlook //
  27. +jump //
  28. +klook //
  29. +left //
  30. +lookdown //
  31. +lookspin //
  32. +lookup //
  33. +mat_texture_list //
  34. +movedown //
  35. +moveleft //
  36. +moveright //
  37. +moveup //
  38. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  39. +reload //
  40. +right //
  41. +score //
  42. +showbudget //
  43. +showbudget_texture //
  44. +showbudget_texture_global //
  45. +showscores //
  46. +showvprof //
  47. +speed //
  48. +strafe //
  49. +use //
  50. +vgui_drawtree //
  51. +voicerecord //
  52. +walk //
  53. +zoom //
  54. +zoom_in //
  55. +zoom_out //
  56. -alt1 //
  57. -alt2 //
  58. -attack //
  59. -attack2 //
  60. -back //
  61. -break //
  62. -camdistance //
  63. -camin //
  64. -cammousemove //
  65. -camout //
  66. -campitchdown //
  67. -campitchup //
  68. -camyawleft //
  69. -camyawright //
  70. -commandermousemove //
  71. -csm_rot_x_neg //
  72. -csm_rot_x_plus //
  73. -csm_rot_y_neg //
  74. -csm_rot_y_plus //
  75. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  76. -duck //
  77. -forward //
  78. -graph //
  79. -grenade1 //
  80. -grenade2 //
  81. -jlook //
  82. -jump //
  83. -klook //
  84. -left //
  85. -lookdown //
  86. -lookspin //
  87. -lookup //
  88. -mat_texture_list //
  89. -movedown //
  90. -moveleft //
  91. -moveright //
  92. -moveup //
  93. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  94. -reload //
  95. -right //
  96. -score //
  97. -showbudget //
  98. -showbudget_texture //
  99. -showbudget_texture_global //
  100. -showscores //
  101. -showvprof //
  102. -speed //
  103. -strafe //
  104. -use //
  105. -vgui_drawtree //
  106. -voicerecord //
  107. -walk //
  108. -zoom //
  109. -zoom_in //
  110. -zoom_out //
  111. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  112. CS_WarnFriendlyDamageInterval 3 // Defines how frequently the server notifies clients that a player damaged a friend
  113. CreatePredictionError // Create a prediction error
  114. Name Value // Help Text
  115. Test_CreateEntity //
  116. Test_EHandle //
  117. Test_InitRandomEntitySpawner //
  118. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  119. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  120. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  121. Test_ProxyToggle_EnableProxy //
  122. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  123. Test_ProxyToggle_SetValue //
  124. Test_RandomChance // Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  125. Test_RandomPlayerPosition //
  126. Test_RandomizeInPVS //
  127. Test_RemoveAllRandomEntities //
  128. Test_RunFrame //
  129. Test_SendKey //
  130. Test_SpawnRandomEntities //
  131. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  132. Test_StartScript // Start a test script running..
  133. Test_Wait //
  134. Test_WaitForCheckPoint //
  135. _autosave // Autosave
  136. _autosavedangerous // AutoSaveDangerous
  137. _bugreporter_restart // Restarts bug reporter .dll
  138. _record // Record a demo incrementally.
  139. _resetgamestats // Erases current game stats and writes out a blank stats file
  140. _restart // Shutdown and restart the engine.
  141. achievement_debug 0 // Turn on achievement debug msgs.
  142. achievement_disable 0 // Turn off achievements.
  143. addip // Add an IP address to the ban list.
  144. adsp_debug 0 //
  145. adsp_reset_nodes //
  146. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
  147. ai_debug_los 0 // NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, itl
  148. ai_debug_node_connect // Debug the attempted connection between two nodes
  149. ai_debug_shoot_positions 0 //
  150. 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
  151. ai_drawbattlelines 0 //
  152. ai_drop_hint // Drop an ai_hint at the players current eye position.
  153. ai_dump_hints //
  154. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
  155. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
  156. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
  157. ai_report_task_timings_on_limit 0 //
  158. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
  159. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  160. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
  161. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
  162. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
  163. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
  164. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
  165. 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
  166. ai_show_grid // Draw a grid on the floor where looking.
  167. ai_show_hints // Displays all hints as small boxes
  168. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
  169. ai_show_node // Highlight the specified node
  170. 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
  171. ai_step // NPCs will freeze after completing their current task. To complete the next task, use ai_step again. To resume processing no
  172. ai_test_los // Test AI LOS from the players POV
  173. ai_think_limit_label 0 //
  174. ai_vehicle_avoidance 1 //
  175. ainet_generate_report // Generate a report to the console.
  176. ainet_generate_report_only // Generate a report to the console.
  177. air_density // Changes the density of air for drag computations.
  178. alias // Alias a command.
  179. ammo_338mag_max 30 //
  180. ammo_357sig_max 52 //
  181. ammo_45acp_max 100 //
  182. ammo_50AE_max 35 //
  183. ammo_556mm_box_max 200 //
  184. ammo_556mm_max 90 //
  185. ammo_57mm_max 100 //
  186. ammo_762mm_max 90 //
  187. ammo_9mm_max 120 //
  188. ammo_buckshot_max 32 //
  189. ammo_grenade_limit_default 1 //
  190. ammo_grenade_limit_flashbang 1 //
  191. ammo_grenade_limit_total 3 //
  192. askconnect_accept // Accept a redirect request by the server.
  193. asw_engine_finished_building_map // Notify engine that weve finished building a map
  194. async_resume //
  195. async_suspend //
  196. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  197. autobuy // Attempt to purchase items with the order listed in cl_autobuy
  198. autosave // Autosave
  199. autosavedangerous // AutoSaveDangerous
  200. autosavedangerousissafe //
  201. banid // Add a user ID to the ban list.
  202. banip // Add an IP address to the ban list.
  203. bench_end // Ends gathering of info.
  204. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
  205. bench_start // Starts gathering of info. Arguments: filename to write results into
  206. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  207. benchframe // Takes a snapshot of a particular frame in a time demo.
  208. bind // Bind a key.
  209. bind_osx // Bind a key for OSX only.
  210. blackbox_dump // Dump the contents of the blackbox
  211. blackbox_record // Record an entry into the blackbox
  212. bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
  213. bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
  214. bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
  215. bot_all_weapons // Allows the bots to use all weapons
  216. bot_autodifficulty_threshold_high 2 // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
  217. bot_autodifficulty_threshold_low -6 // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
  218. bot_chatter 0 // Control how bots talk. Allowed values: off, radio, minimal, or normal.
  219. bot_crouch 0 //
  220. bot_debug 0 // For internal testing purposes.
  221. bot_debug_target 0 // For internal testing purposes.
  222. bot_defer_to_human_goals 0 // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
  223. bot_defer_to_human_items 1 // If nonzero and there is a human on the team, the bots will not get scenario items.
  224. bot_difficulty 1 // Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
  225. bot_dont_shoot 0 // If nonzero, bots will not fire weapons (for debugging).
  226. bot_freeze 0 //
  227. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
  228. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
  229. bot_join_after_player 1 // If nonzero, bots wait until a player joins before entering the game.
  230. bot_join_team 0 // Determines the team bots will join into. Allowed values: any, T, or CT.
  231. bot_kick // bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
  232. bot_kill // bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
  233. bot_knives_only // Restricts the bots to only using knives
  234. bot_loadout 0 // bots are given these items at round start
  235. bot_mimic 0 //
  236. bot_mimic_yaw_offset 180 //
  237. bot_pistols_only // Restricts the bots to only using pistols
  238. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
  239. bot_quota 10 // Determines the total number of bots in the game.
  240. bot_quota_mode 0 // Determines the type of quota.
  241. bot_randombuy 0 // should bots ignore their prefered weapons and just buy weapons at random?
  242. bot_show_battlefront 0 // Show areas where rushing players will initially meet.
  243. bot_show_nav 0 // For internal testing purposes.
  244. bot_show_occupy_time 0 // Show when each nav area can first be reached by each team.
  245. bot_snipers_only // Restricts the bots to only using sniper rifles
  246. bot_stop 0 // If nonzero, immediately stops all bot processing.
  247. bot_traceview 0 // For internal testing purposes.
  248. bot_zombie 0 // If nonzero, bots will stay in idle mode and not attack.
  249. box // Draw a debug box.
  250. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  251. budget_averages_window 30 // number of frames to look at when figuring out average frametimes
  252. budget_background_alpha 128 // how translucent the budget panel is
  253. budget_bargraph_background_alpha 128 // how translucent the budget panel is
  254. budget_bargraph_range_ms 16 // budget bargraph range in milliseconds
  255. 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
  256. budget_history_range_ms 66 // budget history range in milliseconds
  257. budget_panel_bottom_of_history_fraction 0 // number between 0 and 1
  258. budget_panel_height 384 // height in pixels of the budget panel
  259. budget_panel_width 512 // width in pixels of the budget panel
  260. budget_panel_x 0 // number of pixels from the left side of the game screen to draw the budget panel
  261. budget_panel_y 50 // number of pixels from the top side of the game screen to draw the budget panel
  262. budget_peaks_window 30 // number of frames to look at when figuring out peak frametimes
  263. budget_show_averages 0 // enable/disable averages in the budget panel
  264. budget_show_history 1 // turn history graph off and on. . good to turn off on low end
  265. budget_show_peaks 1 // enable/disable peaks in the budget panel
  266. budget_toggle_group // Turn a budget group on/off
  267. bug // Show the bug reporting UI.
  268. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  269. bugreporter_uploadasync 0 // Upload attachments asynchronously
  270. bugreporter_username 0 // Username to use for bugreporter
  271. buildcubemaps // Rebuild cubemaps.
  272. building_cubemaps 0 // Indicates were building cubemaps
  273. buildmodelforworld // buildmodelforworld
  274. buy_stamps // Temporary solution for Pinion to kick back to community map makers.
  275. buymenu // Show or hide main buy menu
  276. buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
  277. c_maxdistance 200 //
  278. c_maxpitch 90 //
  279. c_maxyaw 135 //
  280. c_mindistance 30 //
  281. c_minpitch 0 //
  282. c_minyaw -135 //
  283. c_orthoheight 100 //
  284. c_orthowidth 100 //
  285. c_thirdpersonshoulder 0 //
  286. c_thirdpersonshoulderaimdist 120 //
  287. c_thirdpersonshoulderdist 40 //
  288. c_thirdpersonshoulderheight 5 //
  289. c_thirdpersonshoulderoffset 20 //
  290. cache_print // cache_print [section]
  291. cache_print_lru // cache_print_lru [section]
  292. cache_print_summary // cache_print_summary [section]
  293. callvote // Start a vote on an issue.
  294. cam_collision 1 // When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
  295. cam_command // Tells camera to change modes
  296. cam_idealdelta 4 // Controls the speed when matching offset to ideal angles in thirdperson view
  297. cam_idealdist 150 //
  298. cam_idealdistright 0 //
  299. cam_idealdistup 0 //
  300. cam_ideallag 4 // Amount of lag used when matching offset to ideal angles in thirdperson view
  301. cam_idealpitch 0 //
  302. cam_idealyaw 0 //
  303. cam_showangles 0 // When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
  304. cam_snapto 0 //
  305. cancelselect //
  306. cash_player_bomb_defused 300 //
  307. cash_player_bomb_planted 300 //
  308. cash_player_damage_hostage -30 //
  309. cash_player_get_killed 0 //
  310. cash_player_interact_with_hostage 150 //
  311. cash_player_killed_enemy_default 300 //
  312. cash_player_killed_enemy_factor 1 //
  313. cash_player_killed_hostage -1000 //
  314. cash_player_killed_teammate -3300 //
  315. cash_player_rescued_hostage 1000 //
  316. cash_player_respawn_amount 0 //
  317. cash_team_elimination_bomb_map 3250 //
  318. cash_team_elimination_hostage_map_ct 2000 //
  319. cash_team_elimination_hostage_map_t 1000 //
  320. cash_team_hostage_alive 0 //
  321. cash_team_hostage_interaction 500 //
  322. cash_team_loser_bonus 1400 //
  323. cash_team_loser_bonus_consecutive_rounds 500 //
  324. cash_team_planted_bomb_but_defused 800 //
  325. cash_team_rescued_hostage 0 //
  326. cash_team_terrorist_win_bomb 3500 //
  327. cash_team_win_by_defusing_bomb 3250 //
  328. cash_team_win_by_hostage_rescue 3500 //
  329. cash_team_win_by_time_running_out_bomb 3250 //
  330. cash_team_win_by_time_running_out_hostage 3250 //
  331. cast_hull // Tests hull collision detection
  332. cast_ray // Tests collision detection
  333. cc_emit // Emits a closed caption
  334. cc_findsound // Searches for soundname which emits specified text.
  335. cc_flush // Flushes asyncd captions.
  336. cc_lang 0 // Current close caption language (emtpy = use game UI language)
  337. cc_linger_time 1 // Close caption linger time.
  338. cc_predisplay_time 0 // Close caption delay before showing caption.
  339. cc_random // Emits a random caption
  340. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  341. cc_subtitles 0 // If set, dont show sound effect captions, just voice overs (i.e., wont help hearing impaired players).
  342. centerview //
  343. ch_createairboat // Spawn airboat in front of the player.
  344. ch_createjeep // Spawn jeep in front of the player.
  345. changelevel // Change server to the specified map
  346. changelevel2 // Transition to the specified map in single player
  347. chet_debug_idle 0 // If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  348. cl_allowdownload 1 // Client downloads customization files
  349. cl_allowupload 1 // Client uploads customization files
  350. cl_animationinfo // Hud element to examine.
  351. cl_autobuy 0 // The order in which autobuy will attempt to purchase items
  352. cl_autohelp 0 // Auto-help
  353. cl_autowepswitch 0 // Automatically switch to picked up weapons (if more powerful)
  354. cl_backspeed 450 //
  355. cl_bob_lower_amt 5 // The amount the viewmodel lowers when running
  356. cl_bob_version 0 //
  357. cl_bobamt_lat 0 // The amount the viewmodel moves side to side when running
  358. cl_bobamt_vert 0 // The amount the viewmodel moves up and down when running
  359. cl_bobcycle 0 // the frequency at which the viewmodel bobs.
  360. cl_bobup 0 //
  361. cl_brushfastpath 1 //
  362. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
  363. cl_buy_favorite_nowarn 0 // Skips the error prompt when saving an invalid buy favorite
  364. cl_buy_favorite_quiet 0 // Skips the prompt when saving a buy favorite in the buy menu
  365. cl_buy_favorite_reset // Reset favorite loadouts to the default
  366. cl_buy_favorite_set // Saves the current loadout as a favorite
  367. cl_camera_follow_bone_index -2 // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  368. cl_chatfilters 63 // Stores the chat filter settings
  369. cl_class 0 // Default class when joining a game
  370. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  371. cl_clock_correction 1 // Enable/disable clock correction on the client.
  372. 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
  373. cl_clock_correction_adjustment_max_offset 90 // As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
  374. cl_clock_correction_adjustment_min_offset 10 // If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
  375. cl_clock_correction_force_server_tick 999 // Force clock correction to match the server tick + this offset (-999 disables it).
  376. cl_clock_showdebuginfo 0 // Show debugging info about the clock drift.
  377. cl_clockdrift_max_ms 150 // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  378. 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.
  379. cl_cmdrate 128 // Max number of command packets sent to server per second
  380. cl_crosshair_drawoutline 0 // Draws a black outline around the crosshair for better visibility
  381. cl_crosshair_outlinethickness 1 // Set how thick you want your crosshair outline to draw (0.1-3)
  382. cl_crosshairalpha 255 //
  383. cl_crosshaircolor 1 // Set crosshair color as defined in game_options.consoles.txt
  384. cl_crosshaircolor_b 255 //
  385. cl_crosshaircolor_g 0 //
  386. cl_crosshaircolor_r 255 //
  387. cl_crosshairdot 0 //
  388. cl_crosshairgap 0 //
  389. cl_crosshairscale 0 // Crosshair scaling factor (deprecated)
  390. cl_crosshairsize 2 //
  391. cl_crosshairstyle 2 //
  392. cl_crosshairthickness 1 //
  393. cl_crosshairusealpha 1 //
  394. cl_csm_server_status // Usage:
  395. cl_csm_status // Usage:
  396. cl_debug_ugc_downloads 1 //
  397. cl_debugrumble 0 // Turn on rumble debugging spew
  398. cl_decryptdata_key 0 // Key to decrypt encrypted GOTV messages
  399. cl_decryptdata_key_pub 0 // Key to decrypt public encrypted GOTV messages
  400. cl_detail_avoid_force 0 // force with which to avoid players ( in units, percentage of the width of the detail sprite )
  401. cl_detail_avoid_radius 64 // radius around detail sprite to avoid players
  402. cl_detail_avoid_recover_speed 0 // how fast to recover position after avoiding players
  403. cl_detail_max_sway 5 // Amplitude of the detail prop sway
  404. cl_detail_multiplier 1 // extra details to create
  405. cl_disable_ragdolls 0 //
  406. cl_disablefreezecam 1 // Turn on/off freezecam on client
  407. cl_disablehtmlmotd 0 // Disable HTML motds.
  408. cl_dm_buyrandomweapons 0 // Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the
  409. cl_download_demoplayer 1 // Determines whether downloads of external resources are allowed during demo playback (0:no,1:workshop,2:all)
  410. cl_downloadfilter 0 // Determines which files can be downloaded from the server (all, none, nosounds)
  411. cl_drawhud 1 // Enable the rendering of the hud
  412. cl_drawleaf -1 //
  413. cl_drawmaterial 0 // Draw a particular material over the frame
  414. cl_drawshadowtexture 0 //
  415. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  416. cl_dumpplayer // Dumps info about a player
  417. cl_dumpsplithacks // Dump split screen workarounds.
  418. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  419. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  420. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  421. cl_entityreport 0 // For debugging, draw entity states to console
  422. cl_extrapolate 1 // Enable/disable extrapolation if interpolation history runs out.
  423. cl_extrapolate_amount 0 // Set how many seconds the client will extrapolate entities for.
  424. cl_fastdetailsprites 1 // whether to use new detail sprite system
  425. cl_find_ent // Find and list all client entities with classnames that contain the specified substring.
  426. cl_find_ent_index // Display data for clientside entity matching specified index.
  427. cl_fixedcrosshairgap 3 // How big to make the gap between the pips in the fixed crosshair
  428. cl_flushentitypacket 0 // For debugging. Force the engine to flush an entity packet.
  429. cl_forcepreload 1 // Whether we should force preloading.
  430. cl_forwardspeed 450 //
  431. cl_freezecameffects_showholiday 0 // Happy holidays from the CS:GO team and Valve!
  432. cl_freezecampanel_position_dynamic 1 // Turn on/off freezecams kill panel dynamic Y movement
  433. cl_fullupdate // Forces the server to send a full update packet
  434. cl_game_mode_convars // Display the values of the convars for the current game_mode.
  435. cl_idealpitchscale 0 //
  436. cl_ignorepackets 0 // Force client to ignore packets (for debugging).
  437. cl_interp 0 // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  438. cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  439. cl_interpolate 1 // Enables or disables interpolation on listen servers or during demo playback
  440. cl_inv_showdividerline 0 // If 1, will show a divider line above the grenades in the inventory panel.
  441. cl_jiggle_bone_debug 0 // Display physics-based jiggle bone debugging information
  442. cl_jiggle_bone_debug_pitch_constraints 0 // Display physics-based jiggle bone debugging information
  443. cl_jiggle_bone_debug_yaw_constraints 0 // Display physics-based jiggle bone debugging information
  444. cl_jiggle_bone_invert 0 //
  445. cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  446. cl_language 0 // Language (from Steam API)
  447. cl_leafsystemvis 0 //
  448. cl_leveloverview 0 //
  449. cl_leveloverviewmarker 0 //
  450. cl_logofile 0 // Spraypoint logo decal.
  451. cl_mainmenu_show_datagraph 0 //
  452. cl_maxrenderable_dist 3000 // Max distance from the camera at which things will be rendered
  453. cl_minimal_rtt_shadows 1 //
  454. cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
  455. cl_mouseenable 0 //
  456. cl_mouselook 1 // Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
  457. cl_observercrosshair 1 //
  458. cl_overdraw_test 0 //
  459. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  460. cl_particle_retire_cost 0 //
  461. cl_particles_dump_effects //
  462. cl_particles_dumplist // Dump all new particles, optional name substring.
  463. cl_particles_show_bbox 0 //
  464. cl_particles_show_controlpoints 0 //
  465. cl_pclass 0 // Dump entity by prediction classname.
  466. cl_pdump -1 // Dump info about this entity to screen.
  467. cl_phys_show_active 0 //
  468. cl_phys_timescale 1 // Sets the scale of time for client-side physics (ragdolls)
  469. cl_pitchdown 89 //
  470. cl_pitchup 89 //
  471. cl_portal_use_new_dissolve 1 // Use new dissolve effect
  472. cl_precacheinfo // Show precache info (client).
  473. cl_pred_track // <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
  474. cl_predict 1 // Perform client side prediction.
  475. cl_predictioncopy_describe // Describe datamap_t for entindex
  476. cl_predictionlist 0 // Show which entities are predicting
  477. cl_predictweapons 1 // Perform client side prediction of weapon effects.
  478. cl_radar_always_centered 1 // If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.
  479. cl_radar_icon_scale_min 0 // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
  480. cl_radar_rotate 1 // 1
  481. cl_radar_scale 0 // Sets the radar scale. Valid values are 0.25 to 1.0.
  482. cl_ragdoll_gravity 600 // Sets the gravity client-side ragdolls
  483. cl_rebuy 0 // The order in which rebuy will attempt to repurchase items
  484. cl_reloadpostprocessparams //
  485. cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
  486. cl_remove_old_ugc_downloads 1 //
  487. cl_removedecals // Remove the decals from the entity under the crosshair.
  488. cl_report_soundpatch // reports client-side sound patch count
  489. cl_resend 6 // Delay in seconds before the client will resend the connect attempt
  490. cl_resend_timeout 60 // Total time allowed for the client to resend the connect attempt
  491. cl_righthand 1 // Use right-handed view models.
  492. cl_rumblescale 1 // Scale sensitivity of rumble effects (0 to 1.0)
  493. cl_scalecrosshair 1 // Enable crosshair scaling (deprecated)
  494. cl_shadowtextureoverlaysize 256 //
  495. cl_showanimstate_activities 0 // Show activities in the (client) animation state display.
  496. cl_showbackpackrarities 0 // Show item rarities within the backpack.
  497. cl_showents // Dump entity list to console.
  498. cl_showerror 0 // Show prediction errors, 2 for above plus detailed field deltas.
  499. cl_showevents 0 // Print event firing info in the console
  500. cl_showfps 0 // Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, +10 = detailed )
  501. cl_showhelp 0 // Set to 0 to not show on-screen help
  502. cl_showloadout 0 // Toggles display of current loadout.
  503. cl_showpluginmessages 1 // Allow plugins to display messages to you
  504. cl_showpos 0 // Draw current position at top of screen
  505. cl_sidespeed 450 //
  506. cl_skipfastpath 0 // Set to 1 to stop all models that go through the model fast path from rendering
  507. cl_skipslowpath 0 // Set to 1 to skip any models that dont go through the model fast path
  508. cl_sos_test_get_opvar //
  509. cl_sos_test_set_opvar //
  510. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
  511. cl_soundemitter_reload // Flushes the sounds.txt system
  512. cl_soundfile 0 // Jingle sound file.
  513. cl_soundscape_flush // Flushes the client side soundscapes
  514. cl_soundscape_printdebuginfo // print soundscapes
  515. cl_spec_mode 5 // Saves the last viewed spectator mode for use next time we start to spectate
  516. cl_spec_show_bindings 1 // Toggle the visibility of the spectator bindings.
  517. cl_sporeclipdistance 512 //
  518. cl_ss_origin // print origin in script format
  519. cl_steamscreenshots // Enable/disable saving screenshots to Steam
  520. cl_sun_decay_rate 0 //
  521. cl_sunlight_ortho_size 0 // Set to values greater than 0 for ortho view render projections.
  522. cl_team 0 // Default team when joining a game
  523. cl_teamid_overhead 1 // Shows teamID over players heads. 0 = off, 1 = on
  524. cl_teamid_overhead_maxdist 3000 // max distance at which the overhead team id icons will show
  525. cl_teamid_overhead_maxdist_spec 1600 // max distance at which the overhead team id icons will show when a spectator
  526. cl_teamid_overhead_name_alpha 240 // The max alpha the overhead ID names will draw as.
  527. cl_teamid_overhead_name_fadetime 0 // How long it takes for the overhad name to fade out once your crosshair has left the target.
  528. cl_timeout 30 // After this many seconds without receiving a packet from the server, the client will disconnect itself
  529. cl_tree_sway_dir // sets tree sway wind direction and strength
  530. cl_updaterate 128 // Number of packets per second of updates you are requesting from the server
  531. cl_updatevisibility // Updates visibility bits.
  532. cl_upspeed 320 //
  533. cl_use_new_headbob 1 //
  534. cl_view // Set the view entity index.
  535. cl_viewmodel_shift_left_amt 0 // The amount the viewmodel shifts to the left when shooting accuracy increases.
  536. cl_viewmodel_shift_right_amt 0 // The amount the viewmodel shifts to the right when shooting accuracy decreases.
  537. cl_winddir 0 // Weather effects wind direction angle
  538. cl_windspeed 0 // Weather effects wind speed scalar
  539. cl_wpn_sway_scale 1 //
  540. clear // Clear all console output.
  541. clear_anim_cache // Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested).
  542. clear_debug_overlays // clears debug overlays
  543. clientport 27005 // Host game client port
  544. closecaption 0 // Enable close captioning.
  545. closeonbuy 0 // Set non-zero to close the buy menu after buying something
  546. cmd // Forward command to server.
  547. cmd1 // sets userinfo string for split screen player in slot 1
  548. cmd2 // sets userinfo string for split screen player in slot 2
  549. cmd3 // sets userinfo string for split screen player in slot 3
  550. cmd4 // sets userinfo string for split screen player in slot 4
  551. collision_test // Tests collision system
  552. colorcorrectionui // Show/hide the color correction tools UI.
  553. commentary_cvarsnotchanging //
  554. commentary_finishnode //
  555. commentary_firstrun 0 //
  556. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  557. commentary_testfirstrun //
  558. con_enable 1 // Allows the console to be activated.
  559. con_filter_enable 0 // Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot
  560. con_filter_text 0 // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  561. con_filter_text_out 0 // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  562. con_logfile 0 // Console output gets written to this file
  563. con_min_severity // Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3.
  564. condump // dump the text currently in the console to condumpXX.log
  565. connect // Connect to specified server.
  566. crash // Cause the engine to crash (Debug!!)
  567. create_flashlight //
  568. creditsdone //
  569. crosshair 1 //
  570. cs_ShowStateTransitions -2 // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
  571. cs_enable_player_physics_box 0 //
  572. cs_hostage_near_rescue_music_distance 2000 //
  573. cs_make_vip // Marks a player as the VIP
  574. cursortimeout 60 // Seconds before mouse cursor hides itself due to inactivity
  575. custom_bot_difficulty 0 // Bot difficulty for offline play.
  576. cvarlist // Show the list of convars/concommands.
  577. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  578. dbghist_dump // Dump the debug history to the console. Format: <category id>
  579. debug_visibility_monitor 0 //
  580. debugsystemui // Show/hide the debug system UI.
  581. default_fov 90 //
  582. demo_gototick // Skips to a tick in demo.
  583. demo_pause // Pauses demo playback.
  584. demo_recordcommands 1 // Record commands typed at console into .dem files.
  585. demo_resume // Resumes demo playback.
  586. demo_timescale // Sets demo replay speed.
  587. demo_togglepause // Toggles demo playback.
  588. demolist // Print demo sequence list.
  589. demos // Demo demo file sequence.
  590. demoui // Show/hide the demo player UI.
  591. demoui2 // Show/hide the advanced demo player UI (demoui2).
  592. developer 0 // Set developer message level
  593. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  594. devshots_screenshot // Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the screenshot command instead.
  595. differences // Show all convars which are not at their default values.
  596. disable_static_prop_loading 0 // If non-zero when a map loads, static props wont be loaded
  597. disconnect // Disconnect game from server.
  598. disp_list_all_collideable // List all collideable displacements
  599. display_elapsedtime // Displays how much time has elapsed since the game started
  600. display_game_events 0 //
  601. dlight_debug // Creates a dlight in front of the player
  602. dm_reset_spawns //
  603. dm_togglerandomweapons // Turns random weapons in deathmatch on/off
  604. drawcross // Draws a cross at the given location
  605. drawline // Draws line between two 3D Points.
  606. drawoverviewmap // Draws the overview map
  607. drawradar // Draws HUD radar
  608. 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
  609. dsp_db_min 80 //
  610. dsp_db_mixdrop 0 //
  611. dsp_dist_max 1440 //
  612. dsp_dist_min 0 //
  613. dsp_enhance_stereo 0 //
  614. dsp_mix_max 0 //
  615. dsp_mix_min 0 //
  616. dsp_off 0 //
  617. dsp_player 0 //
  618. dsp_reload //
  619. dsp_slow_cpu 0 //
  620. dsp_volume 0 //
  621. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  622. dump_entity_sizes // Print sizeof(entclass)
  623. dump_globals // Dump all global entities/states
  624. dump_particlemanifest // Dump the list of particles loaded.
  625. dumpentityfactories // Lists all entity factory names.
  626. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  627. dumpgamestringtable // Dump the contents of the game string table to the console.
  628. dumpstringtables // Print string tables to console.
  629. echo // Echo text to console.
  630. econ_show_items_with_tag // Lists the item definitions that have a specified tag.
  631. editdemo // Edit a recorded demo file (.dem ).
  632. editor_toggle // Disables the simulation and returns focus to the editor
  633. enable_debug_overlays 1 // Enable rendering of debug overlays
  634. enable_skeleton_draw 0 // Render skeletons in wireframe
  635. endmatch_votenextmap // Votes for the next map at the end of the match
  636. endmovie // Stop recording movie frames.
  637. endround // End the current round.
  638. english 1 // If set to 1, running the english language set of assets.
  639. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
  640. ent_attachments // Displays the attachment points on an entity.
  641. ent_autoaim // Displays the entitys autoaim radius.
  642. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  643. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  644. ent_create // Creates an entity of the given type where the player is looking.
  645. ent_dump // Usage:
  646. ent_fire // Usage:
  647. ent_info // Usage:
  648. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID.
  649. 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
  650. ent_messages_draw 0 // Visualizes all entity input/output activity.
  651. ent_name //
  652. ent_orient // Orient the specified entity to match the players angles. By default, only orients target entitys YAW. Use the allangles opt
  653. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  654. ent_pivot // Displays the pivot for the given entity(ies).
  655. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
  656. ent_remove // Removes the given entity(s)
  657. ent_remove_all // Removes all entities of the specified type
  658. ent_rotate // Rotates an entity by a specified # of degrees
  659. ent_script_dump // Dumps the names and values of this entitys script scope to the console
  660. ent_setang // Set entity angles
  661. ent_setname // Sets the targetname of the given entity(s)
  662. ent_setpos // Move entity to position
  663. ent_show_response_criteria // Print, to the console, an entitys current criteria set used to select responses.
  664. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  665. ent_teleport // Teleport the specified entity to where the player is looking.
  666. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
  667. ent_viewoffset // Displays the eye position for the given entity(ies) in red.
  668. envmap //
  669. escape // Escape key pressed.
  670. exec // Execute script file.
  671. execifexists // Execute script file if file exists.
  672. execwithwhitelist // Execute script file, only execing convars on a whitelist.
  673. exit // Exit the engine.
  674. explode // Kills the player with explosive damage
  675. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  676. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  677. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  678. 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
  679. 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
  680. 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
  681. 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
  682. find // Find concommands with the specified string in their name/help text.
  683. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring.
  684. find_ent_index // Display data for entity matching specified index.
  685. findflags // Find concommands by flags.
  686. firetarget //
  687. firstperson // Switch to firstperson camera.
  688. fish_debug 0 // Show debug info for fish
  689. fish_dormant 0 // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  690. flush // Flush unlocked cache memory.
  691. flush_locked // Flush unlocked and locked cache memory.
  692. fog_color -1 //
  693. fog_colorskybox -1 //
  694. fog_enable 1 //
  695. fog_enable_water_fog 1 //
  696. fog_enableskybox 1 //
  697. fog_end -1 //
  698. fog_endskybox -1 //
  699. fog_hdrcolorscale -1 //
  700. fog_hdrcolorscaleskybox -1 //
  701. fog_maxdensity -1 //
  702. fog_maxdensityskybox -1 //
  703. fog_override 0 // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  704. fog_start -1 //
  705. fog_startskybox -1 //
  706. fogui // Show/hide fog control UI.
  707. force_audio_english 0 // Keeps track of whether were forcing english in a localized language.
  708. force_centerview //
  709. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  710. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  711. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  712. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  713. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  714. foundry_update_entity // Updates the entitys position/angles when in edit mode
  715. fov_cs_debug 0 // Sets the view fov if cheats are on.
  716. fps_max 200 // Frame rate limiter
  717. fps_max_menu 120 // Frame rate limiter, main menu
  718. 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
  719. fps_screenshot_threshold -1 // Dump a screenshot when the FPS drops below the given value.
  720. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
  721. 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
  722. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
  723. fs_fios_flush_cache // Flushes the FIOS HDD cache.
  724. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>.
  725. fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>.
  726. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
  727. fs_printopenfiles // Show all files currently opened by the engine.
  728. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
  729. fs_warning_level // Set the filesystem warning level.
  730. func_break_max_pieces 15 //
  731. fx_new_sparks 1 // Use new style sparks.
  732. g15_dumpplayer // Spew player data.
  733. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  734. g15_update_msec 250 // Logitech G-15 Keyboard update interval.
  735. g_debug_angularsensor 0 //
  736. g_debug_constraint_sounds 0 // Enable debug printing about constraint sounds.
  737. g_debug_ragdoll_removal 0 //
  738. g_debug_ragdoll_visualize 0 //
  739. g_debug_trackpather 0 //
  740. g_debug_vehiclebase 0 //
  741. g_debug_vehicledriver 0 //
  742. g_debug_vehicleexit 0 //
  743. g_debug_vehiclesound 0 //
  744. g_jeepexitspeed 100 //
  745. game_mode 0 // The current game mode (based on game type). See GameModes.txt.
  746. game_type 0 // The current game type. See GameModes.txt.
  747. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  748. gameinstructor_enable 0 // Display in game lessons that teach new players.
  749. gameinstructor_find_errors 0 // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  750. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  751. gameinstructor_reset_counts // Resets all display and success counts to zero.
  752. gameinstructor_save_restore_lessons 1 // Set to 0 to disable save/load of open lesson opportunities in single player.
  753. gameinstructor_verbose 0 // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  754. gameinstructor_verbose_lesson 0 // Display more verbose information for lessons have this name.
  755. gamemenucommand // Issue game menu command.
  756. gamepadslot1 //
  757. gamepadslot2 //
  758. gamepadslot3 //
  759. gamepadslot4 //
  760. gamepadslot5 //
  761. gamepadslot6 //
  762. gameui_activate // Shows the game UI
  763. gameui_allowescape // Escape key allowed to hide game UI
  764. gameui_allowescapetoshow // Escape key allowed to show game UI
  765. gameui_hide // Hides the game UI
  766. gameui_preventescape // Escape key doesnt hide game UI
  767. gameui_preventescapetoshow // Escape key doesnt show game UI
  768. getpos // dump position and angles to the console
  769. getpos_exact // dump origin and angles to the console
  770. give // Give item to player.
  771. givecurrentammo // Give a supply of ammo for current weapon..
  772. gl_clear_randomcolor 0 // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  773. global_event_log_enabled 0 // Enables the global event log system
  774. global_set // global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
  775. glow_outline_effect_enable 1 // Enable entity outline glow effects.
  776. glow_outline_width 6 // Width of glow outline effect in screen space.
  777. god // Toggle. Player becomes invulnerable.
  778. gods // Toggle. All players become invulnerable.
  779. groundlist // Display ground entity list <index>
  780. hammer_update_entity // Updates the entitys position/angles when in edit mode
  781. 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
  782. heartbeat // Force heartbeat of master servers
  783. help // Find help about a convar/concommand.
  784. hideconsole // Hide the console.
  785. hidehud 0 //
  786. hideoverviewmap // Hides the overview map
  787. hidepanel // Hides a viewport panel <name>
  788. hideradar // Hides HUD radar
  789. hidescores // Forcibly hide score panel
  790. host_flush_threshold 12 // Memory threshold below which the host should flush caches between server instances
  791. host_map 0 // Current map name.
  792. host_reset_config // reset config (for testing) with param as splitscreen index.
  793. host_runofftime // Run off some time without rendering/updating sounds
  794. host_sleep 0 // Force the host to sleep a certain number of milliseconds each frame.
  795. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
  796. host_timescale 1 // Prescale the clock by this amount.
  797. host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
  798. host_workshop_map // Get the latest version of the map and host it on this server.
  799. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  800. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  801. hostage_debug 0 // Show hostage AI debug information
  802. hostfile 0 // The HOST file to load.
  803. hostip -1062728384.000 // Host game server ip
  804. hostname 0 // Hostname for server.
  805. hostport 27015 // Host game server port
  806. hud_reloadscheme // Reloads hud layout and animation scripts.
  807. hud_scaling 0 // Scales hud elements
  808. hud_showtargetid 1 // Enables display of target names
  809. hud_subtitles // Plays the Subtitles: <filename>
  810. hud_takesshots 0 // Auto-save a scoreboard screenshot at the end of a map.
  811. hunk_print_allocations //
  812. hunk_track_allocation_types 1 //
  813. hurtme // Hurts the player.
  814. impulse //
  815. in_forceuser 0 // Force user input to this split screen player.
  816. incrementvar // Increment specified convar value.
  817. inferno_child_spawn_interval_multiplier 0 // Amount spawn interval increases for each child
  818. inferno_child_spawn_max_depth 4 //
  819. inferno_damage 40 // Damage per second
  820. inferno_debug 0 //
  821. inferno_dlight_spacing 200 // Inferno dlights are at least this far apart
  822. inferno_flame_lifetime 7 // Average lifetime of each flame in seconds
  823. inferno_flame_spacing 42 // Minimum distance between separate flame spawns
  824. inferno_forward_reduction_factor 0 //
  825. inferno_friendly_fire_duration 6 // For this long, FF is credited back to the thrower.
  826. inferno_initial_spawn_interval 0 // Time between spawning flames for first fire
  827. inferno_max_child_spawn_interval 0 // Largest time interval for child flame spawning
  828. inferno_max_flames 16 // Maximum number of flames that can be created
  829. inferno_max_range 150 // Maximum distance flames can spread from their initial ignition point
  830. inferno_per_flame_spawn_duration 3 // Duration each new flame will attempt to spawn new flames
  831. inferno_scorch_decals 1 //
  832. inferno_spawn_angle 45 // Angular change from parent
  833. inferno_surface_offset 20 //
  834. inferno_velocity_decay_factor 0 //
  835. inferno_velocity_factor 0 //
  836. inferno_velocity_normal_factor 0 //
  837. invnext //
  838. invnextgrenade //
  839. invnextitem //
  840. invnextnongrenade //
  841. invprev //
  842. ip 0 // Overrides IP for multihomed hosts
  843. item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
  844. joinsplitscreen // join split screen
  845. joy_accelmax 1 //
  846. joy_accelscale 0 //
  847. joy_accelscalepoly 0 //
  848. joy_advanced 0 //
  849. joy_advaxisr 0 //
  850. joy_advaxisu 0 //
  851. joy_advaxisv 0 //
  852. joy_advaxisx 0 //
  853. joy_advaxisy 0 //
  854. joy_advaxisz 0 //
  855. joy_autoAimDampenMethod 0 //
  856. joy_autoaimdampen 0 // How much to scale user stick input when the gun is pointing at a valid target.
  857. joy_autoaimdampenrange 0 // The stick range where autoaim dampening is applied. 0 = off
  858. joy_axisbutton_threshold 0 // Analog axis range before a button press is registered.
  859. joy_cfg_preset 1 //
  860. joy_circle_correct 1 //
  861. joy_curvepoint_1 0 //
  862. joy_curvepoint_2 0 //
  863. joy_curvepoint_3 0 //
  864. joy_curvepoint_4 1 //
  865. joy_curvepoint_end 2 //
  866. joy_diagonalpov 0 // POV manipulator operates on diagonal axes, too.
  867. joy_display_input 0 //
  868. joy_forwardsensitivity -1 //
  869. joy_forwardthreshold 0 //
  870. joy_gamma 0 //
  871. joy_inverty 0 // Whether to invert the Y axis of the joystick for looking.
  872. joy_lowend 1 //
  873. joy_lowend_linear 0 //
  874. joy_lowmap 1 //
  875. joy_movement_stick 0 // Which stick controls movement (0 is left stick)
  876. joy_name 0 //
  877. joy_no_accel_jump 0 //
  878. joy_pitchsensitivity -1 // joystick pitch sensitivity
  879. joy_pitchthreshold 0 //
  880. joy_response_look 0 // Look stick response mode: 0=Default, 1=Acceleration Promotion
  881. joy_response_look_pitch 1 // Look stick response mode for pitch: 0=Default, 1=Acceleration Promotion
  882. joy_response_move 1 // Movement stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity
  883. joy_sensitive_step0 0 //
  884. joy_sensitive_step1 0 //
  885. joy_sensitive_step2 0 //
  886. joy_sidesensitivity 1 //
  887. joy_sidethreshold 0 //
  888. joy_wingmanwarrior_centerhack 0 // Wingman warrior centering hack.
  889. joy_wingmanwarrior_turnhack 0 // Wingman warrior hack related to turn axes.
  890. joy_yawsensitivity -1 // joystick yaw sensitivity
  891. joy_yawthreshold 0 //
  892. joyadvancedupdate //
  893. joystick 0 // True if the joystick is enabled, false otherwise.
  894. 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
  895. joystick_force_disabled_set 0 // Sets controllers enabled/disabled just before the config is written.
  896. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  897. kdtree_test // Tests spatial partition for entities queries.
  898. key_findbinding // Find key bound to specified command string.
  899. key_listboundkeys // List bound keys with bindings.
  900. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  901. kick // Kick a player by name.
  902. kickid // Kick a player by userid or uniqueid, with a message.
  903. kickid_ex // Kick a player by userid or uniqueid, provide a force-the-kick flag and also assign a message.
  904. kill // Kills the player with generic damage
  905. killserver // Shutdown the server.
  906. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  907. lastinv //
  908. light_crosshair // Show texture color at crosshair
  909. lightcache_maxmiss 2 //
  910. lightprobe // Samples the lighting environment.
  911. linefile // Parses map leak data from .lin file
  912. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  913. listdemo // List demo file contents.
  914. listid // Lists banned users.
  915. listip // List IP addresses on the ban list.
  916. listissues // List all the issues that can be voted on.
  917. listmodels // List loaded models.
  918. load // Load a saved game.
  919. loadcommentary //
  920. loader_dump_table //
  921. locator_split_len 0 //
  922. locator_split_maxwide_percent 0 //
  923. lockMoveControllerRet 0 //
  924. log // Enables logging to file, console, and udp < on | off >.
  925. log_color // Set the color of a logging channel.
  926. log_dumpchannels // Dumps information about all logging channels.
  927. log_flags // Set the flags on a logging channel.
  928. log_level // Set the spew level of a logging channel.
  929. logaddress_add // Set address and port for remote host <ip:port>.
  930. logaddress_del // Remove address and port for remote host <ip:port>.
  931. logaddress_delall // Remove all udp addresses being logged to
  932. logaddress_list // List all addresses currently being used by logaddress.
  933. lookspring 0 //
  934. lookstrafe 0 //
  935. loopsingleplayermaps 0 //
  936. m_customaccel 0 // Custom mouse acceleration:
  937. m_customaccel_exponent 1 // Mouse move is raised to this power before being scaled by scale factor.
  938. m_customaccel_max 0 // Max mouse move scale factor, 0 for no limit
  939. m_customaccel_scale 0 // Custom mouse acceleration value.
  940. m_forward 1 // Mouse forward factor.
  941. m_mouseaccel1 0 // Windows mouse acceleration initial threshold (2x movement).
  942. m_mouseaccel2 0 // Windows mouse acceleration secondary threshold (4x movement).
  943. m_mousespeed 0 // Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold
  944. m_pitch 0 // Mouse pitch factor.
  945. m_rawinput 1 // Use Raw Input for mouse input.
  946. m_side 0 // Mouse side factor.
  947. m_yaw 0 // Mouse yaw factor.
  948. map // Start playing on specified map.
  949. map_background // Runs a map as the background to the main menu.
  950. map_commentary // Start playing, with commentary, on a specified map.
  951. map_edit //
  952. map_setbombradius // Sets the bomb radius for the map.
  953. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
  954. map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
  955. mapcycledisabled 0 // repeats the same map after each match instead of using the map cycle
  956. mapgroup // Specify a map group
  957. mapoverview_allow_client_draw 0 // Allow a client to draw on the map overview
  958. maps // Displays list of maps.
  959. mat_accelerate_adjust_exposure_down 40 //
  960. mat_aniso_disable 0 // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
  961. mat_autoexposure_max 2 //
  962. mat_autoexposure_max_multiplier 1 //
  963. mat_autoexposure_min 0 //
  964. mat_bloomamount_rate 0 //
  965. mat_bumpbasis 0 //
  966. mat_camerarendertargetoverlaysize 128 //
  967. mat_colcorrection_forceentitiesclientside 0 // Forces color correction entities to be updated on the client
  968. mat_colorcorrection 1 //
  969. mat_configcurrent // show the current video control panel config for the material system
  970. mat_crosshair // Display the name of the material under the crosshair
  971. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  972. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  973. mat_crosshair_printmaterial // print the material under the crosshair
  974. mat_crosshair_reloadmaterial // reload the material under the crosshair
  975. mat_debug_bloom 0 //
  976. mat_debug_postprocessing_effects 0 // 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
  977. mat_debugalttab 0 //
  978. mat_disable_bloom 0 //
  979. mat_displacementmap 1 //
  980. mat_drawflat 0 //
  981. mat_drawwater 1 //
  982. mat_dynamicPaintmaps 0 //
  983. mat_dynamic_tonemapping 1 //
  984. mat_dynamiclightmaps 0 //
  985. mat_edit // Bring up the material under the crosshair in the editor
  986. mat_exposure_center_region_x 0 //
  987. mat_exposure_center_region_y 0 //
  988. mat_fastclip 0 //
  989. mat_fastnobump 0 //
  990. mat_fillrate 0 //
  991. mat_force_bloom 0 //
  992. mat_force_tonemap_min_avglum -1 // Override. Old default was 3.0
  993. mat_force_tonemap_percent_bright_pixels -1 // Override. Old value was 2.0
  994. mat_force_tonemap_percent_target -1 // Override. Old default was 60.
  995. mat_force_tonemap_scale 0 //
  996. mat_forcedynamic 0 //
  997. mat_frame_sync_enable 1 //
  998. mat_frame_sync_force_texture 0 // Force frame syncing to lock a managed texture.
  999. mat_fullbright 0 //
  1000. mat_hdr_enabled // Report if HDR is enabled for debugging
  1001. mat_hdr_uncapexposure 0 //
  1002. mat_hsv 0 //
  1003. mat_info // Shows material system info
  1004. mat_leafvis 0 // Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what
  1005. mat_loadtextures 1 //
  1006. mat_local_contrast_edge_scale_override -1000 //
  1007. mat_local_contrast_midtone_mask_override -1 //
  1008. mat_local_contrast_scale_override 0 //
  1009. mat_local_contrast_vignette_end_override -1 //
  1010. mat_local_contrast_vignette_start_override -1 //
  1011. mat_lpreview_mode -1 //
  1012. mat_luxels 0 //
  1013. mat_measurefillrate 0 //
  1014. mat_monitorgamma 1 // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  1015. mat_monitorgamma_tv_enabled 0 //
  1016. mat_morphstats 0 //
  1017. mat_norendering 0 //
  1018. mat_normalmaps 0 //
  1019. mat_normals 0 //
  1020. mat_postprocess_enable 1 //
  1021. mat_powersavingsmode 0 // Power Savings Mode
  1022. mat_proxy 0 //
  1023. mat_queue_mode -1 // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued
  1024. mat_queue_priority 1 //
  1025. mat_reloadallmaterials // Reloads all materials
  1026. mat_reloadmaterial // Reloads a single material
  1027. mat_reloadtextures // Reloads all textures
  1028. mat_remoteshadercompile 0 //
  1029. 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
  1030. 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
  1031. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1032. mat_reversedepth 0 //
  1033. mat_savechanges // saves current video configuration to the registry
  1034. mat_setvideomode // sets the width, height, windowed state of the material system
  1035. mat_shadercount // display count of all shaders and reset that count
  1036. mat_show_histogram 0 //
  1037. mat_show_texture_memory_usage 0 // Display the texture memory usage on the HUD.
  1038. mat_showcamerarendertarget 0 //
  1039. mat_showframebuffertexture 0 //
  1040. mat_showlowresimage 0 //
  1041. mat_showmaterials // Show materials.
  1042. mat_showmaterialsverbose // Show materials (verbose version).
  1043. mat_showmiplevels 0 // color-code miplevels 2: normalmaps, 1: everything else
  1044. mat_showtextures // Show used textures.
  1045. mat_showwatertextures 0 //
  1046. mat_softwareskin 0 //
  1047. mat_spewalloc 0 //
  1048. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1049. mat_stub 0 //
  1050. mat_surfaceid 0 //
  1051. mat_surfacemat 0 //
  1052. mat_tessellation_accgeometrytangents 0 //
  1053. mat_tessellation_cornertangents 1 //
  1054. mat_tessellation_update_buffers 1 //
  1055. mat_tessellationlevel 6 //
  1056. mat_texture_list_content_path 0 // The content path to the materialsrc directory. If left unset, itll assume your content directory is next to the currently runn
  1057. mat_texture_list_exclude // load - loads the exclude list file, reset - resets all loaded exclude information, save - saves exclude list file
  1058. mat_texture_list_txlod // Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
  1059. mat_texture_list_txlod_sync // reset - resets all run-time changes to LOD overrides, save - saves all changes to material content files
  1060. mat_tonemap_algorithm 1 // 0 = Original Algorithm 1 = New Algorithm
  1061. mat_updateconvars // updates the video config convars
  1062. mat_viewportscale 1 // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1063. mat_wireframe 0 //
  1064. mat_yuv 0 //
  1065. maxplayers // Change the maximum number of players allowed on this server.
  1066. mc_accel_band_size 2 // Percentage of half the screen width or height.
  1067. 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.
  1068. mc_max_pitchrate 100 // (degrees/sec)
  1069. mc_max_yawrate 230 // (degrees/sec)
  1070. mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
  1071. mem_compact //
  1072. mem_dump // Dump memory stats to text file.
  1073. mem_dumpvballocs // Dump VB memory allocation stats.
  1074. mem_eat //
  1075. mem_incremental_compact //
  1076. mem_incremental_compact_rate 0 // Rate at which to attempt internal heap compation
  1077. mem_test //
  1078. mem_vcollide // Dumps the memory used by vcollides
  1079. mem_verify // Verify the validity of the heap
  1080. memory // Print memory stats.
  1081. menuselect // menuselect
  1082. minisave // Saves game (for current level only!)
  1083. mm_csgo_community_search_players_min 3 // When performing CSGO community matchmaking look for servers with at least so many human players
  1084. mm_datacenter_debugprint // Shows information retrieved from data center
  1085. mm_debugprint // Show debug information about current matchmaking session
  1086. 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.
  1087. mm_dedicated_search_maxping 137 // Longest preferred ping to dedicated servers for games
  1088. mm_dlc_debugprint // Shows information about dlc
  1089. mm_queue_show_stats // Display global server stats
  1090. 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.
  1091. mm_session_search_ping_buckets 4 //
  1092. mm_session_search_qos_timeout 15 //
  1093. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
  1094. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
  1095. molotov_throw_detonate_time 2 //
  1096. motdfile 0 // The MOTD file to load.
  1097. movie_fixwave // Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
  1098. mp_afterroundmoney 0 // amount of money awared to every player after each round
  1099. mp_autokick 1 // Kick idle/team-killing/team-damaging players
  1100. mp_autoteambalance 1 //
  1101. mp_backup_restore_list_files // Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number o
  1102. mp_backup_restore_load_file // Loads player cash, KDA, scores and team scores; resets to the next round after the backup
  1103. 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
  1104. 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.
  1105. mp_backup_round_file_pattern 0 // If set then server will save all played rounds information to files named by this pattern, e.g.%prefix%_%date%_%time%_%team1%_
  1106. mp_buy_allow_grenades 1 // Whether players can purchase grenades from the buy menu or not.
  1107. mp_buytime 90 // How many seconds after round start players can buy items for.
  1108. mp_c4timer 45 // how long from when the C4 is armed until it blows
  1109. mp_competitive_endofmatch_extra_time 15 // After a competitive match finishes rematch voting extra time is given for rankings.
  1110. mp_ct_default_grenades 0 // The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like thi
  1111. mp_ct_default_melee 0 // The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it shou
  1112. mp_ct_default_primary 0 // The default primary (rifle) weapon that the CTs will spawn with
  1113. mp_ct_default_secondary 0 // The default secondary (pistol) weapon that the CTs will spawn with
  1114. mp_death_drop_c4 1 // Whether c4 is droppable
  1115. mp_death_drop_defuser 1 // Drop defuser on player death
  1116. mp_death_drop_grenade 2 // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
  1117. mp_death_drop_gun 1 // Which gun to drop on player death: 0=none, 1=best, 2=current or best
  1118. mp_default_team_winner_no_objective -1 // If the map doesnt define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time run
  1119. mp_defuser_allocation 0 // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
  1120. mp_disable_autokick // Prevents a userid from being auto-kicked
  1121. mp_display_kill_assists 1 // Whether to display and score player assists
  1122. mp_dm_bonus_length_max 30 // Maximum time the bonus time will last (in seconds)
  1123. mp_dm_bonus_length_min 30 // Minimum time the bonus time will last (in seconds)
  1124. mp_dm_bonus_percent 50 // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
  1125. 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)
  1126. 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)
  1127. mp_do_warmup_offine 0 // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
  1128. mp_do_warmup_period 1 // Whether or not to do a warmup period at the start of a match.
  1129. mp_dump_timers // Prints round timers to the console for debugging
  1130. mp_endmatch_votenextleveltime 20 // If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
  1131. 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
  1132. mp_endmatch_votenextmap_keepcurrent 1 // If set, always keeps the current map in the listof voting options. If not set, the current map is not guaranteed to be in the
  1133. mp_force_pick_time 15 // The amount of time a player has on the team screen to make a selection before being auto-teamed
  1134. mp_forcecamera 1 // Restricts spectator modes for dead players
  1135. mp_forcerespawnplayers // Force all players to respawn.
  1136. mp_forcewin // Forces team to win
  1137. mp_free_armor 0 // Determines whether armor and helmet are given automatically.
  1138. mp_freezetime 6 // how many seconds to keep players frozen when the round starts
  1139. mp_friendlyfire 0 // Allows team members to injure other members of their team
  1140. mp_ggprogressive_round_restart_delay 15 // Number of seconds to delay before restarting a round after a win in gungame progessive
  1141. mp_ggtr_bomb_defuse_bonus 1 // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
  1142. mp_ggtr_bomb_detonation_bonus 1 // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
  1143. mp_ggtr_bomb_pts_for_flash 4 // Kill points required in a round to get a bonus flash grenade
  1144. mp_ggtr_bomb_pts_for_he 3 // Kill points required in a round to get a bonus HE grenade
  1145. mp_ggtr_bomb_pts_for_molotov 5 // Kill points required in a round to get a bonus molotov cocktail
  1146. mp_ggtr_bomb_pts_for_upgrade 2 // Kill points required to upgrade a players weapon
  1147. mp_ggtr_bomb_respawn_delay 0 // Number of seconds to delay before making the bomb available to a respawner in gun game
  1148. mp_ggtr_end_round_kill_bonus 1 // Number of bonus points awarded in Demolition Mode when knife kill ends round
  1149. mp_ggtr_halftime_delay 0 // Number of seconds to delay during TR Mode halftime
  1150. 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
  1151. mp_give_player_c4 1 // Whether this map should spawn a c4 bomb for a player or not.
  1152. mp_halftime 0 // Determines whether the match switches sides in a halftime event.
  1153. mp_halftime_duration 15 // Number of seconds that halftime lasts
  1154. mp_halftime_pausetimer 0 // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
  1155. mp_hostages_max 2 // Maximum number of hostages to spawn.
  1156. mp_hostages_rescuetime 1 // Additional time added to round time if a hostage is reached by a CT.
  1157. mp_hostages_run_speed_modifier 1 // Default is 1.0, slow down hostages by setting this to < 1.0.
  1158. mp_hostages_spawn_farthest 0 // When enabled will consistently force the farthest hostages to spawn.
  1159. mp_hostages_spawn_force_positions 0 // Comma separated list of zero based indices to force spawn positions, e.g. 0,2 or 1,6
  1160. mp_hostages_spawn_same_every_round 1 // 0 = spawn hostages randomly every round, 1 = same spawns for entire match.
  1161. mp_hostages_takedamage 0 // Whether or not hostages can be hurt.
  1162. mp_humanteam 0 // Restricts human players to a single team {any, CT, T}
  1163. mp_ignore_round_win_conditions 0 // Ignore conditions which would end the current round
  1164. mp_join_grace_time 2 // Number of seconds after round start to allow a player to join a game
  1165. mp_limitteams 2 // Max # of players 1 team can have over another (0 disables check)
  1166. mp_logdetail 0 // Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
  1167. 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?
  1168. mp_match_end_changelevel 0 // At the end of the match, perform a changelevel even if next map is the same
  1169. mp_match_end_restart 0 // At the end of the match, perform a restart instead of loading a new map
  1170. mp_match_restart_delay 15 // Time (in seconds) until a match restarts.
  1171. mp_maxmoney 16000 // maximum amount of money allowed in a players account
  1172. mp_maxrounds 0 // max number of rounds to play before server changes maps
  1173. mp_molotovusedelay 15 // Number of seconds to delay before the molotov can be used after acquiring it
  1174. mp_overtime_enable 0 // If a match ends in a tie, use overtime rules to determine winner
  1175. 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
  1176. mp_overtime_maxrounds 6 // When overtime is enabled play additional rounds to determine winner
  1177. mp_overtime_startmoney 10000 // Money assigned to all players at start of every overtime half
  1178. mp_playercashawards 1 // Players can earn money by performing in-game actions
  1179. mp_playerid 0 // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
  1180. mp_playerid_delay 0 // Number of seconds to delay showing information in the status bar
  1181. mp_playerid_hold 0 // Number of seconds to keep showing old information in the status bar
  1182. mp_radar_showall 0 // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  1183. mp_randomspawn 0 // Determines whether to ignore the map spawns and spawn randomly.
  1184. mp_randomspawn_los 1 // If using mp_randomspawn, determines whether to test Line of Sight when spawning.
  1185. mp_respawn_immunitytime 4 // How many seconds after respawn immunity lasts.
  1186. mp_respawn_on_death_ct 0 // When set to 1, counter-terrorists will respawn after dying.
  1187. mp_respawn_on_death_t 0 // When set to 1, terrorists will respawn after dying.
  1188. mp_respawnwavetime_ct 10 // Time between respawn waves for CTs.
  1189. mp_respawnwavetime_t 10 // Time between respawn waves for Terrorists.
  1190. mp_restartgame 0 // If non-zero, game will restart in the specified number of seconds
  1191. mp_round_restart_delay 7 // Number of seconds to delay before restarting a round after a win
  1192. mp_roundtime 5 // How many minutes each round takes.
  1193. mp_roundtime_defuse 0 // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
  1194. mp_roundtime_hostage 0 // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
  1195. mp_scrambleteams // Scramble the teams and restart the game
  1196. mp_solid_teammates 1 // Determines whether teammates are solid or not.
  1197. mp_spawnprotectiontime 5 // Kick players who team-kill within this many seconds of a round restart.
  1198. 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.
  1199. mp_spectators_max 2 // How many spectators are allowed in a match.
  1200. mp_startmoney 800 // amount of money each player gets when they reset
  1201. mp_swapteams // Swap the teams and restart the game
  1202. mp_switchteams // Switch teams and restart the game
  1203. mp_t_default_grenades 0 // The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this
  1204. mp_t_default_melee 0 // The default melee weapon that the Ts will spawn with
  1205. mp_t_default_primary 0 // The default primary (rifle) weapon that the Ts will spawn with
  1206. mp_t_default_secondary 0 // The default secondary (pistol) weapon that the Ts will spawn with
  1207. mp_td_dmgtokick 300 // The damage threshhold players have to exceed in a match to get kicked.
  1208. mp_td_dmgtowarn 200 // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
  1209. mp_td_spawndmgthreshold 50 // The damage threshold players have to exceed at the start of the round to be warned/kick.
  1210. mp_teamcashawards 1 // Teams can earn money by performing in-game actions
  1211. mp_teamflag_1 0 // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
  1212. mp_teamflag_2 0 // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
  1213. mp_teammates_are_enemies 0 // When set, your teammates act as enemies and all players are valid targets.
  1214. mp_teamname_1 0 // A non-empty string overrides the first teams name.
  1215. mp_teamname_2 0 // A non-empty string overrides the second teams name.
  1216. mp_timelimit 5 // game time per map in minutes
  1217. mp_tkpunish 0 // Will TKers and team damagers be punished in the next round? {0=no, 1=yes}
  1218. mp_tournament_restart // Restart Tournament Mode on the current level.
  1219. mp_use_respawn_waves 0 // When set to 1, and that players team is set to respawn, they will respawn in waves.
  1220. mp_verbose_changelevel_spew 1 //
  1221. mp_warmup_end // End warmup immediately.
  1222. mp_warmup_pausetimer 0 // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
  1223. mp_warmup_start // Start warmup.
  1224. mp_warmuptime 30 // How long the warmup period lasts. Changing this value resets warmup.
  1225. mp_weapons_allow_map_placed 0 // If this convar is set, when a match starts, the game will not delete weapons placed in the map.
  1226. mp_weapons_allow_randomize 0 // Set >0 to allow X random weapons from each category.
  1227. mp_weapons_allow_zeus 1 // Determines whether the Zeus is purchasable or not.
  1228. mp_weapons_glow_on_ground 0 // If this convar is set, weapons on the ground will have a glow around them.
  1229. mp_win_panel_display_time 3 // The amount of time to show the win panel between matches / halfs
  1230. ms_player_dump_properties // Prints a dump the current players property data
  1231. multvar // Multiply specified convar value.
  1232. muzzleflash_light 1 //
  1233. name 0 // Current user name
  1234. nav_add_to_selected_set // Add current area to the selected set.
  1235. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1236. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1237. nav_area_bgcolor 503316480 // RGBA color to draw as the background color for nav areas while editing.
  1238. nav_area_max_size 50 // Max area size created in nav generation
  1239. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1240. nav_begin_area // Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and
  1241. nav_begin_deselecting // Start continuously removing from the selected set.
  1242. nav_begin_drag_deselecting // Start dragging a selection area.
  1243. nav_begin_drag_selecting // Start dragging a selection area.
  1244. nav_begin_selecting // Start continuously adding to the selected set.
  1245. nav_begin_shift_xy // Begin shifting the Selected Set.
  1246. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1247. 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).
  1248. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1249. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1250. nav_check_stairs // Update the nav mesh STAIRS attribute
  1251. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1252. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1253. nav_clear_selected_set // Clear the selected set.
  1254. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1255. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1256. nav_connect // To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
  1257. nav_coplanar_slope_limit 0 //
  1258. nav_coplanar_slope_limit_displacement 0 //
  1259. nav_corner_adjust_adjacent 18 // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1260. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1261. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1262. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1263. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1264. nav_create_area_at_feet 0 // Anchor nav_begin_area Z to editing players feet
  1265. nav_create_place_on_ground 0 // If true, nav areas will be placed flush with the ground when created by hand.
  1266. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1267. nav_debug_blocked 0 //
  1268. nav_delete // Deletes the currently highlighted Area.
  1269. nav_delete_marked // Deletes the currently marked Area (if any).
  1270. nav_disconnect // To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
  1271. nav_displacement_test 10000 // Checks for nodes embedded in displacements (useful for in-development maps)
  1272. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1273. nav_draw_limit 500 // The maximum number of areas to draw in edit mode
  1274. nav_edit 0 // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1275. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1276. nav_end_deselecting // Stop continuously removing from the selected set.
  1277. nav_end_drag_deselecting // Stop dragging a selection area.
  1278. nav_end_drag_selecting // Stop dragging a selection area.
  1279. nav_end_selecting // Stop continuously adding to the selected set.
  1280. nav_end_shift_xy // Finish shifting the Selected Set.
  1281. nav_flood_select // Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
  1282. nav_gen_cliffs_approx // Mark cliff areas, post-processing approximation
  1283. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1284. nav_generate_fencetops 1 // Autogenerate nav areas on fence and obstacle tops
  1285. nav_generate_fixup_jump_areas 1 // Convert obsolete jump areas into 2-way connections
  1286. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1287. nav_generate_incremental_range 2000 //
  1288. nav_generate_incremental_tolerance 0 // Z tolerance for adding new nav areas.
  1289. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1290. nav_ladder_flip // Flips the selected ladders direction.
  1291. nav_load // Loads the Navigation Mesh for the current map.
  1292. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1293. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1294. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1295. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1296. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1297. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1298. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1299. nav_max_view_distance 0 // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1300. nav_max_vis_delta_list_length 64 //
  1301. nav_merge // To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm
  1302. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1303. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1304. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1305. nav_place_floodfill // Sets the Place of the Area under the cursor to the curent Place, and flood-fills the Place to all adjacent Areas. Flood-filli
  1306. nav_place_list // Lists all place names used in the map.
  1307. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1308. nav_place_replace // Replaces all instances of the first place with the second place.
  1309. nav_place_set // Sets the Place of all selected areas to the current Place.
  1310. nav_potentially_visible_dot_tolerance 0 //
  1311. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1312. nav_quicksave 0 // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1313. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1314. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1315. nav_recall_selected_set // Re-selects the stored selected set.
  1316. nav_remove_from_selected_set // Remove current area from the selected set.
  1317. nav_remove_jump_areas // Removes legacy jump areas, replacing them with connections.
  1318. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1319. nav_save // Saves the current Navigation Mesh to disk.
  1320. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1321. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1322. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1323. nav_select_half_space // Selects any areas that intersect the given half-space.
  1324. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1325. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1326. nav_select_overlapping // Selects nav areas that are overlapping others.
  1327. nav_select_radius // Adds all areas in a radius to the selection set
  1328. nav_select_stairs // Adds all stairway areas to the selected set
  1329. nav_selected_set_border_color -16751516 // Color used to draw the selected set borders while editing.
  1330. nav_selected_set_color 1623785472.000 // Color used to draw the selected set background while editing.
  1331. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1332. nav_shift // Shifts the selected areas by the specified amount
  1333. nav_show_approach_points 0 // Show Approach Points in the Navigation Mesh.
  1334. nav_show_area_info 0 // Duration in seconds to show nav area ID and attributes while editing
  1335. nav_show_compass 0 //
  1336. nav_show_continguous 0 // Highlight non-contiguous connections
  1337. nav_show_danger 0 // Show current danger levels.
  1338. nav_show_light_intensity 0 //
  1339. nav_show_node_grid 0 //
  1340. nav_show_node_id 0 //
  1341. nav_show_nodes 0 //
  1342. nav_show_player_counts 0 // Show current player counts in each area.
  1343. nav_show_potentially_visible 0 // Show areas that are potentially visible from the current nav area
  1344. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1345. nav_slope_limit 0 // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1346. nav_slope_tolerance 0 // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1347. nav_snap_to_grid 0 // Snap to the nav generation grid when creating new nav areas
  1348. nav_solid_props 0 // Make props solid to nav generation/editing
  1349. nav_splice // To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
  1350. nav_split // To split an Area into two, align the split line using your cursor and invoke the split command.
  1351. nav_split_place_on_ground 0 // If true, nav areas will be placed flush with the ground when split.
  1352. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1353. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1354. nav_store_selected_set // Stores the current selected set for later retrieval.
  1355. nav_strip // Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
  1356. nav_subdivide // Subdivides all selected areas.
  1357. nav_test_node 0 //
  1358. nav_test_node_crouch 0 //
  1359. nav_test_node_crouch_dir 4 //
  1360. nav_test_stairs // Test the selected set for being on stairs
  1361. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1362. nav_toggle_in_selected_set // Remove current area from the selected set.
  1363. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1364. nav_toggle_place_painting // Toggles Place Painting mode. When Place Painting, pointing at an Area will paint it with the current Place.
  1365. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1366. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1367. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1368. nav_unmark // Clears the marked Area or Ladder.
  1369. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1370. nav_update_lighting // Recomputes lighting values
  1371. nav_update_visibility_on_edit 0 // If nonzero editing the mesh will incrementally recompue visibility
  1372. nav_use_place // If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
  1373. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1374. nav_warp_to_mark // Warps the player to the marked area.
  1375. nav_world_center // Centers the nav mesh in the world
  1376. net_allow_multicast 1 //
  1377. net_blockmsg 0 // Discards incoming message: <0|1|name>
  1378. net_channels // Shows net channel info
  1379. net_droppackets 0 // Drops next n packets on client
  1380. net_dumpeventstats // Dumps out a report of game event network usage
  1381. net_earliertempents 0 //
  1382. net_fakejitter 0 // Jitter fakelag packet time
  1383. net_fakelag 0 // Lag all incoming network data (including loopback) by this many milliseconds.
  1384. net_fakeloss 0 // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1385. net_graph 0 // Draw the network usage data, = 2 prints in/out data, = 3 draws data on payload,
  1386. net_graphheight 64 // Height of netgraph panel
  1387. net_graphmsecs 400 // The latency graph represents this many milliseconds.
  1388. net_graphpos 2 //
  1389. net_graphproportionalfont 1 // Determines whether netgraph font is proportional or not
  1390. net_graphshowinterp 1 // Draw the interpolation graph.
  1391. net_graphshowlatency 1 // Draw the ping/packet loss graph.
  1392. net_graphshowsvframerate 0 // Draw the server framerate graph.
  1393. net_graphsolid 1 //
  1394. net_graphtext 1 // Draw text fields
  1395. net_maxroutable 1200 // Requested max packet size before packets are split.
  1396. net_public_adr 0 // For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: (x.x.x.x
  1397. net_scale 5 //
  1398. net_showreliablesounds 0 //
  1399. net_showsplits 0 // Show info about packet splits
  1400. net_showudp 0 // Dump UDP packets summary to console
  1401. net_showudp_oob 0 // Dump OOB UDP packets summary to console
  1402. net_showudp_remoteonly 0 // Dump non-loopback udp only
  1403. net_splitpacket_maxrate 15000 // Max bytes per second when queueing splitpacket chunks
  1404. net_splitrate 1 // Number of fragments for a splitpacket that can be sent per frame
  1405. net_start // Inits multiplayer network sockets
  1406. net_status // Shows current network status
  1407. net_steamcnx_allowrelay 1 // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1408. net_steamcnx_enabled 1 // Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.
  1409. net_steamcnx_status // Print status of steam connection sockets.
  1410. next 0 // Set to 1 to advance to next frame ( when singlestep == 1 )
  1411. nextdemo // Play next demo in sequence.
  1412. nextlevel 0 // If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
  1413. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1414. noclip_fixup 1 //
  1415. notarget // Toggle. Player becomes hidden to NPCs.
  1416. npc_ally_deathmessage 1 //
  1417. npc_ammo_deplete // Subtracts half of the targets ammo
  1418. npc_bipass // Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s
  1419. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
  1420. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text.
  1421. npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).
  1422. 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
  1423. npc_destroy // Removes the given NPC(s) from the universe
  1424. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
  1425. npc_enemies // Shows memory of NPC. Draws an X on top of each memory.
  1426. npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one)
  1427. npc_freeze // Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
  1428. npc_freeze_unselected // Freeze all NPCs not selected
  1429. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box)
  1430. npc_go_random // Sends all selected NPC(s) to a random node.
  1431. npc_heal // Heals the target back to full health
  1432. npc_height_adjust 1 // Enable test mode for ik height adjustment
  1433. npc_kill // Kills the given NPC(s)
  1434. npc_nearest // Draws a while box around the NPC(s) nearest node
  1435. npc_relationships // Displays the relationships between this NPC and all others.
  1436. npc_reset // Reloads schedules for all NPCs from their script files
  1437. 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
  1438. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box
  1439. npc_set_freeze // Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
  1440. npc_set_freeze_unselected // Freeze all NPCs not selected
  1441. npc_squads // Obsolete. Replaced by npc_combat
  1442. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance)
  1443. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
  1444. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
  1445. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
  1446. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box)
  1447. npc_thinknow // Trigger NPC to think
  1448. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
  1449. observer_use //
  1450. option_duck_method 0 //
  1451. option_speed_method 0 //
  1452. paintsplat_bias 0 // Change bias value for computing circle buffer
  1453. paintsplat_max_alpha_noise 0 // Max noise value of circle alpha
  1454. paintsplat_noise_enabled 1 //
  1455. panel_test_title_safe 0 // Test vgui panel positioning with title safe indentation
  1456. particle_simulateoverflow 0 // Used for stress-testing particle systems. Randomly denies creation of particles.
  1457. particle_test_attach_attachment 0 // Attachment index for attachment mode
  1458. particle_test_attach_mode 0 // Possible Values: start_at_attachment, follow_attachment, start_at_origin, follow_origin
  1459. particle_test_file 0 // Name of the particle system to dynamically spawn
  1460. particle_test_start // Dispatches the test particle system with the parameters specified in particle_test_file,
  1461. particle_test_stop // Stops all particle systems on the selected entities.
  1462. password 0 // Current server access password
  1463. path // Show the engine filesystem path.
  1464. pause // Toggle the server pause state.
  1465. perfui // Show/hide the level performance tools UI.
  1466. perfvisualbenchmark //
  1467. perfvisualbenchmark_abort //
  1468. phys_debug_check_contacts 0 //
  1469. phys_show_active 0 //
  1470. physics_budget // Times the cost of each active object
  1471. physics_constraints // Highlights constraint system graph for an entity
  1472. physics_debug_entity // Dumps debug info for an entity
  1473. physics_highlight_active // Turns on the absbox for all active physics objects
  1474. physics_report_active // Lists all active physics objects
  1475. physics_select // Dumps debug info for an entity
  1476. picker // Toggles picker mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
  1477. ping // Display ping to server.
  1478. pingserver // Ping a server for info
  1479. pixelvis_debug // Dump debug info
  1480. play // Play a sound.
  1481. play_distance 1 // Set to 1:2 foot or 2:10 foot presets.
  1482. play_with_friends_enabled 1 //
  1483. playdemo // Play a recorded demo file (.dem ).
  1484. player_botdifflast_s 2 //
  1485. player_competitive_maplist2 0 //
  1486. player_debug_print_damage 0 // When true, print amount and type of all damage received by player to console.
  1487. player_gamemodelast_m 1 //
  1488. player_gamemodelast_s 2 //
  1489. player_gametypelast_m 0 //
  1490. player_gametypelast_s 1 //
  1491. player_last_leaderboards_filter 1 // Last mode setting in the Leaderboards screen
  1492. player_last_leaderboards_mode 1 // Last mode setting in the Leaderboards screen
  1493. player_last_leaderboards_panel 1 // Last opened panel in the Leaderboards screen
  1494. player_last_medalstats_category 3 // Last selected category on the Medals panel in the Medals & Stats screen
  1495. player_last_medalstats_panel 0 // Last opened panel in the Medals & Stats screen
  1496. player_maplast_m 0 //
  1497. player_maplast_s 2 //
  1498. player_medalstats_most_recent_time 1372476672 // Timestamp of most recently earned achievement displayed on Medals & Stats screen
  1499. player_medalstats_recent_range 432000 // Window (in seconds of recent achievements to show
  1500. player_nevershow_communityservermessage 1 //
  1501. player_teamplayedlast 3 //
  1502. playflush // Play a sound, reloading from disk in case of changes.
  1503. playgamesound // Play a sound from the game sounds txt file
  1504. playsoundscape // Forces a soundscape to play
  1505. playvideo // Plays a video: <filename> [width height]
  1506. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
  1507. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1508. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1509. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
  1510. playvol // Play a sound at a specified volume.
  1511. plugin_load // plugin_load <filename> : loads a plugin
  1512. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1513. plugin_pause_all // pauses all loaded plugins
  1514. plugin_print // Prints details about loaded plugins
  1515. plugin_unload // plugin_unload <index> : unloads a plugin
  1516. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1517. plugin_unpause_all // unpauses all disabled plugins
  1518. 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
  1519. press_x360_button // Press the specified Xbox 360 controller button (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])
  1520. print_colorcorrection // Display the color correction layer information.
  1521. print_mapgroup // Prints the current mapgroup and the contained maps
  1522. print_mapgroup_sv // Prints the current mapgroup and the contained maps
  1523. progress_enable //
  1524. prop_crosshair // Shows name for prop looking at
  1525. prop_debug // Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1526. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
  1527. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking.
  1528. pwatchent -1 // Entity to watch for prediction system changes.
  1529. pwatchvar 0 // Entity variable to watch in prediction system for changes.
  1530. quit // Exit the engine.
  1531. r_AirboatViewDampenDamp 1 //
  1532. r_AirboatViewDampenFreq 7 //
  1533. r_AirboatViewZHeight 0 //
  1534. r_ClipAreaFrustums 1 //
  1535. r_ClipAreaPortals 1 //
  1536. r_DispBuildable 0 //
  1537. r_DispWalkable 0 //
  1538. r_DrawBeams 1 // 0=Off, 1=Normal, 2=Wireframe
  1539. r_DrawDisp 1 // Toggles rendering of displacment maps
  1540. r_DrawModelLightOrigin 0 //
  1541. r_DrawPortals 0 //
  1542. r_DrawRain 1 // Enable/disable rain rendering.
  1543. r_JeepFOV 90 //
  1544. r_JeepViewBlendTo 1 //
  1545. r_JeepViewBlendToScale 0 //
  1546. r_JeepViewBlendToTime 1 //
  1547. r_JeepViewDampenDamp 1 //
  1548. r_JeepViewDampenFreq 7 //
  1549. r_JeepViewZHeight 10 //
  1550. r_PortalTestEnts 1 // Clip entities against portal frustums.
  1551. r_RainCheck 0 // Enable/disable IsInAir() check for rain drops?
  1552. r_RainDebugDuration 0 // Shows rain tracelines for this many seconds (0 disables)
  1553. r_RainHack 0 //
  1554. r_RainProfile 0 // Enable/disable rain profiling.
  1555. r_RainRadius 1500 //
  1556. r_RainSideVel 130 // How much sideways velocity rain gets.
  1557. r_RainSimulate 1 // Enable/disable rain simulation.
  1558. r_RainSplashPercentage 20 //
  1559. r_SnowDebugBox 0 // Snow Debug Boxes.
  1560. r_SnowEnable 1 // Snow Enable
  1561. r_SnowEndAlpha 255 // Snow.
  1562. r_SnowEndSize 0 // Snow.
  1563. r_SnowFallSpeed 1 // Snow fall speed scale.
  1564. r_SnowInsideRadius 256 // Snow.
  1565. r_SnowOutsideRadius 1024 // Snow.
  1566. r_SnowParticles 500 // Snow.
  1567. r_SnowPosScale 1 // Snow.
  1568. r_SnowRayEnable 1 // Snow.
  1569. r_SnowRayLength 8192 // Snow.
  1570. r_SnowRayRadius 256 // Snow.
  1571. r_SnowSpeedScale 1 // Snow.
  1572. r_SnowStartAlpha 25 // Snow.
  1573. r_SnowStartSize 1 // Snow.
  1574. r_SnowWindScale 0 // Snow.
  1575. r_SnowZoomOffset 384 // Snow.
  1576. r_SnowZoomRadius 512 // Snow.
  1577. r_VehicleViewClamp 1 //
  1578. r_VehicleViewDampen 1 //
  1579. r_alphafade_usefov 1 // Account for FOV when computing an entitys distance-based alpha fade
  1580. r_ambientfraction 0 // Fraction of direct lighting used to boost lighting when model requests
  1581. r_ambientlightingonly 0 // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1582. r_avglight 1 //
  1583. r_avglightmap 0 //
  1584. r_brush_queue_mode 0 //
  1585. r_cheapwaterend //
  1586. r_cheapwaterstart //
  1587. r_cleardecals // Usage r_cleardecals <permanent>.
  1588. r_colorstaticprops 0 //
  1589. r_debugcheapwater 0 //
  1590. r_debugrandomstaticlighting 0 // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1591. r_depthoverlay 0 // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1592. r_disable_distance_fade_on_big_props 0 // Completely disable distance fading on large props
  1593. r_disable_distance_fade_on_big_props_thresh 48000 // Distance prop fade disable threshold size
  1594. r_disable_update_shadow 1 //
  1595. r_dlightsenable 1 //
  1596. r_drawallrenderables 0 // Draw all renderables, even ones inside solid leaves.
  1597. r_drawbrushmodels 1 // Render brush models. 0=Off, 1=Normal, 2=Wireframe
  1598. r_drawclipbrushes 0 // Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
  1599. r_drawdecals 1 // Render decals.
  1600. r_drawentities 1 //
  1601. r_drawfuncdetail 1 // Render func_detail
  1602. r_drawleaf -1 // Draw the specified leaf.
  1603. r_drawlightcache 0 // 0: off
  1604. r_drawlightinfo 0 //
  1605. r_drawlights 0 //
  1606. r_drawmodelstatsoverlay 0 //
  1607. r_drawmodelstatsoverlaydistance 500 //
  1608. r_drawmodelstatsoverlayfilter -1 //
  1609. r_drawmodelstatsoverlaymax 1 // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1610. r_drawmodelstatsoverlaymin 0 // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1611. r_drawopaquerenderables 1 //
  1612. r_drawopaqueworld 1 //
  1613. r_drawothermodels 1 // 0=Off, 1=Normal, 2=Wireframe
  1614. r_drawparticles 1 // Enable/disable particle rendering
  1615. 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
  1616. r_drawropes 1 //
  1617. r_drawscreenoverlay 0 //
  1618. r_drawskybox 1 //
  1619. r_drawsprites 1 //
  1620. r_drawstaticprops 1 // 0=Off, 1=Normal, 2=Wireframe
  1621. r_drawtracers 1 //
  1622. r_drawtracers_firstperson 1 // Toggle visibility of first person weapon tracers
  1623. r_drawtracers_movetonotintersect 1 //
  1624. r_drawtranslucentrenderables 1 //
  1625. r_drawtranslucentworld 1 //
  1626. r_drawunderwateroverlay 0 //
  1627. r_drawvgui 1 // Enable the rendering of vgui panels
  1628. r_drawviewmodel 1 //
  1629. r_drawworld 1 // Render the world.
  1630. r_dscale_basefov 90 //
  1631. r_dscale_fardist 2000 //
  1632. r_dscale_farscale 4 //
  1633. r_dscale_neardist 100 //
  1634. r_dscale_nearscale 1 //
  1635. r_dynamic 1 //
  1636. r_dynamiclighting 1 //
  1637. r_eyegloss 1 //
  1638. r_eyemove 1 //
  1639. r_eyeshift_x 0 //
  1640. r_eyeshift_y 0 //
  1641. r_eyeshift_z 0 //
  1642. r_eyesize 0 //
  1643. r_eyewaterepsilon 7 //
  1644. r_farz -1 // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1645. r_flashlightambient 0 //
  1646. r_flashlightbacktraceoffset 0 //
  1647. r_flashlightbrightness 0 //
  1648. r_flashlightclip 0 //
  1649. r_flashlightconstant 0 //
  1650. r_flashlightdrawclip 0 //
  1651. r_flashlightfar 750 //
  1652. r_flashlightfov 53 //
  1653. r_flashlightladderdist 40 //
  1654. r_flashlightlinear 100 //
  1655. r_flashlightlockposition 0 //
  1656. r_flashlightmuzzleflashfov 120 //
  1657. r_flashlightnear 4 //
  1658. r_flashlightnearoffsetscale 1 //
  1659. r_flashlightoffsetforward 0 //
  1660. r_flashlightoffsetright 5 //
  1661. r_flashlightoffsetup -5 //
  1662. r_flashlightquadratic 0 //
  1663. r_flashlightshadowatten 0 //
  1664. r_flashlightvisualizetrace 0 //
  1665. r_flushlod // Flush and reload LODs.
  1666. r_hwmorph 0 //
  1667. r_itemblinkmax 0 //
  1668. r_itemblinkrate 4 //
  1669. r_lightcache_invalidate //
  1670. r_lightcache_numambientsamples 162 // number of random directions to fire rays when computing ambient lighting
  1671. r_lightcache_radiusfactor 1000 // Allow lights to influence lightcaches beyond the lights radii
  1672. r_lightcachecenter 1 //
  1673. r_lightcachemodel -1 //
  1674. r_lightinterp 5 // Controls the speed of light interpolation, 0 turns off interpolation
  1675. r_lightmap -1 //
  1676. r_lightstyle -1 //
  1677. r_lightwarpidentity 0 //
  1678. r_lockpvs 0 // Lock the PVS so you can fly around and inspect what is being drawn.
  1679. r_mapextents 16384 // Set the max dimension for the map. This determines the far clipping plane
  1680. r_modelAmbientMin 0 // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
  1681. r_modelwireframedecal 0 //
  1682. r_nohw 0 //
  1683. r_nosw 0 //
  1684. r_novis 0 // Turn off the PVS.
  1685. r_occlusionspew 0 // Activate/deactivates spew about what the occlusion system is doing.
  1686. r_oldlightselection 0 // Set this to revert to HL2s method of selecting lights
  1687. r_particle_demo 0 //
  1688. r_partition_level -1 // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1689. r_portalsopenall 0 // Open all portals
  1690. r_printdecalinfo //
  1691. r_proplightingpooling -1 // 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1692. r_radiosity 4 // 0: no radiosity
  1693. r_rainalpha 0 //
  1694. r_rainalphapow 0 //
  1695. r_raindensity 0 //
  1696. r_rainlength 0 //
  1697. r_rainspeed 600 //
  1698. r_rainwidth 0 //
  1699. r_randomflex 0 //
  1700. r_rimlight 1 //
  1701. r_screenoverlay // Draw specified material as an overlay
  1702. r_shadow_debug_spew 0 //
  1703. r_shadow_deferred 0 // Toggle deferred shadow rendering
  1704. r_shadowangles // Set shadow angles
  1705. r_shadowblobbycutoff // some shadow stuff
  1706. r_shadowcolor // Set shadow color
  1707. r_shadowdir // Set shadow direction
  1708. r_shadowdist // Set shadow distance
  1709. r_shadowfromanyworldlight 0 //
  1710. r_shadowfromworldlights_debug 0 //
  1711. r_shadowids 0 //
  1712. r_shadows_gamecontrol -1 //
  1713. r_shadowwireframe 0 //
  1714. r_showenvcubemap 0 //
  1715. r_showz_power 1 //
  1716. r_skin 0 //
  1717. r_skybox 1 // Enable the rendering of sky boxes
  1718. r_slowpathwireframe 0 //
  1719. r_swingflashlight 1 //
  1720. r_updaterefracttexture 1 //
  1721. r_vehicleBrakeRate 1 //
  1722. r_visocclusion 0 // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1723. r_visualizelighttraces 0 //
  1724. r_visualizelighttracesshowfulltrace 0 //
  1725. r_visualizetraces 0 //
  1726. radarvisdistance 1000 // at this distance and beyond you need to be point right at someone to see them
  1727. radarvismaxdot 0 // how closely you have to point at someone to see them beyond max distance
  1728. radarvismethod 1 // 0 for traditional method, 1 for more realistic method
  1729. radarvispow 0 // the degree to which you can point away from a target, and still see them on radar.
  1730. radio1 // Opens a radio menu
  1731. radio2 // Opens a radio menu
  1732. radio3 // Opens a radio menu
  1733. rate 128000 // Max bytes/sec the host can receive data
  1734. rcon // Issue an rcon command.
  1735. rcon_address 0 // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  1736. rcon_password 0 // remote console password.
  1737. rebuy // Attempt to repurchase items with the order listed in cl_rebuy
  1738. recompute_speed // Recomputes clock speed (for debugging purposes).
  1739. record // Record a demo.
  1740. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1741. reload_vjobs // reload vjobs module
  1742. remote_bug // Starts a bug report with data from the currently connected rcon machine
  1743. removeallids // Remove all user IDs from the ban list.
  1744. removeid // Remove a user ID from the ban list.
  1745. removeip // Remove an IP address from the ban list.
  1746. render_blanks // render N blank frames
  1747. report_cliententitysim 0 // List all clientside simulations and time - will report and turn itself off.
  1748. report_clientthinklist 0 // List all clientside entities thinking and time - will report and turn itself off.
  1749. report_entities // Lists all entities
  1750. report_simthinklist // Lists all simulating/thinking entities
  1751. report_soundpatch // reports sound patch count
  1752. report_touchlinks // Lists all touchlinks
  1753. reset_expo // Reset player scores, player controls, team scores, and end the round
  1754. reset_gameconvars // Reset a bunch of game convars to default values
  1755. respawn_entities // Respawn all the entities in the map.
  1756. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1757. retry // Retry connection to last server.
  1758. rope_min_pixel_diameter 2 //
  1759. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
  1760. rr_followup_maxdist 1800 // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  1761. rr_forceconcept // fire a response concept directly at a given character.
  1762. rr_reloadresponsesystems // Reload all response system scripts.
  1763. rr_remarkable_max_distance 1200 // AIs will not even consider remarkarbles that are more than this many units away.
  1764. rr_remarkable_world_entities_replay_limit 1 // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  1765. rr_remarkables_enabled 1 // If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
  1766. rr_thenany_score_slop 0 // When computing respondents for a THEN ANY rule, all rule-matching scores within this much of the best score will be considere
  1767. safezonex 1 // The percentage of the screen width that is considered safe from overscan
  1768. safezoney 1 // The percentage of the screen height that is considered safe from overscan
  1769. save // Saves current game.
  1770. save_finish_async //
  1771. say // Display player message
  1772. say_team // Display player message to team
  1773. scene_flush // Flush all .vcds from the cache and reload from disk.
  1774. scene_playvcd // Play the given VCD as an instanced scripted scene.
  1775. scene_showfaceto 0 // When playing back, show the directions of faceto events.
  1776. scene_showlook 0 // When playing back, show the directions of look events.
  1777. scene_showmoveto 0 // When moving, show the end location.
  1778. scene_showunlock 0 // Show when a vcd is playing but normal AI is running.
  1779. screenshot // Take a screenshot.
  1780. script // Run the text as a script
  1781. script_client // Run the text as a script
  1782. script_debug // Connect the vscript VM to the script debugger
  1783. script_debug_client // Connect the vscript VM to the script debugger
  1784. script_dump_all // Dump the state of the VM to the console
  1785. script_dump_all_client // Dump the state of the VM to the console
  1786. script_execute // Run a vscript file
  1787. script_execute_client // Run a vscript file
  1788. script_help // Output help for script functions, optionally with a search string
  1789. script_help_client // Output help for script functions, optionally with a search string
  1790. script_reload_code // Execute a vscript file, replacing existing functions with the functions in the run script
  1791. script_reload_entity_code // Execute all of this entitys VScripts, replacing existing functions with the functions in the run scripts
  1792. script_reload_think // Execute an activation script, replacing existing functions with the functions in the run script
  1793. sensitivity 2 // Mouse sensitivity.
  1794. server_game_time // Gives the game time in seconds (servers curtime)
  1795. servercfgfile 0 //
  1796. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  1797. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  1798. setinfo // Adds a new user info value
  1799. setmaster // add/remove/enable/disable master servers
  1800. setmodel // Changess players model
  1801. setpause // Set the pause state of the server.
  1802. setpos // Move player to specified origin (must have sv_cheats).
  1803. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  1804. setpos_player // Move specified player to specified origin (must have sv_cheats).
  1805. sf_ui_tint 1 // The current tint applied to the Scaleform UI
  1806. shake // Shake the screen.
  1807. shake_stop // Stops all active screen shakes.
  1808. shake_testpunch // Test a punch-style screen shake.
  1809. show_loadout_toggle // Toggles loadout display
  1810. showbudget_texture 0 // Enable the texture budget panel.
  1811. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  1812. showconsole // Show the console.
  1813. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
  1814. showpanel // Shows a viewport panel <name>
  1815. showtriggers 0 // Shows trigger brushes
  1816. showtriggers_toggle // Toggle show triggers
  1817. singlestep 0 // Run engine in single step mode ( set next to 1 to advance a frame )
  1818. sk_autoaim_mode 1 //
  1819. skill 1 // Game skill level (1-3).
  1820. skip_next_map // Skips the next map in the map rotation for the server.
  1821. slot0 //
  1822. slot1 //
  1823. slot10 //
  1824. slot11 //
  1825. slot2 //
  1826. slot3 //
  1827. slot4 //
  1828. slot5 //
  1829. slot6 //
  1830. slot7 //
  1831. slot8 //
  1832. slot9 //
  1833. snapto //
  1834. snd_async_flush // Flush all unlocked async audio data
  1835. snd_async_showmem // Show async memory stats
  1836. snd_async_showmem_music // Show async memory stats for just non-streamed music
  1837. snd_async_showmem_summary // Show brief async memory stats
  1838. snd_debug_panlaw 0 // Visualize panning crossfade curves
  1839. snd_disable_mixer_duck 0 //
  1840. snd_disable_mixer_solo 0 //
  1841. snd_duckerattacktime 0 //
  1842. snd_duckerreleasetime 2 //
  1843. snd_duckerthreshold 0 //
  1844. snd_ducking_off 1 //
  1845. snd_ducktovolume 0 //
  1846. snd_dump_filepaths //
  1847. snd_dumpclientsounds // Dump sounds to console
  1848. snd_dvar_dist_max 1320 // Play full far sound at this distance
  1849. snd_dvar_dist_min 240 // Play full near sound at this distance
  1850. snd_filter 0 //
  1851. snd_foliage_db_loss 4 // foliage dB loss per 1200 units
  1852. snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
  1853. snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  1854. snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  1855. snd_gain 1 //
  1856. snd_gain_max 1 //
  1857. snd_gain_min 0 //
  1858. snd_getmixer // Get data related to mix group matching string
  1859. snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
  1860. snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
  1861. snd_legacy_surround 0 //
  1862. snd_list 0 //
  1863. snd_max_same_sounds 4 //
  1864. snd_max_same_weapon_sounds 3 //
  1865. snd_mixahead 0 //
  1866. snd_mixer_master_dsp 1 //
  1867. snd_mixer_master_level 1 //
  1868. snd_music_selection 3 // Temporary convar to choose which music kit to use for this player.
  1869. snd_musicvolume 0 // Music volume
  1870. snd_musicvolume_multiplier_inoverlay 0 // Music volume multiplier when Steam Overlay is active
  1871. snd_mute_losefocus 0 //
  1872. snd_obscured_gain_dB -2 //
  1873. snd_op_test_convar 1 //
  1874. snd_pause_all 1 // Specifies to pause all sounds and not just voice
  1875. snd_pitchquality 0 //
  1876. snd_playsounds // Play sounds from the game sounds txt file at a given location
  1877. snd_pre_gain_dist_falloff 1 //
  1878. snd_prefetch_common 1 // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  1879. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
  1880. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
  1881. snd_print_channels // Prints all the active channel.
  1882. snd_print_dsp_effect // Prints the content of a dsp effect.
  1883. snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
  1884. snd_rear_speaker_scale 1 // How much to scale rear speaker contribution to front stereo output
  1885. snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  1886. snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  1887. snd_rebuildaudiocache // rebuild audio cache for current language
  1888. snd_refdb 60 // Reference dB at snd_refdist
  1889. snd_refdist 36 // Reference distance for snd_refdb
  1890. snd_report_format_sound 0 // If set to 1, report all sound formats.
  1891. snd_report_loop_sound 0 // If set to 1, report all sounds that just looped.
  1892. snd_report_start_sound 0 // If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
  1893. snd_report_stop_sound 0 // If set to 1, report all sounds stopped with S_StopSound().
  1894. snd_report_verbose_error 0 // If set to 1, report more error found when playing sounds.
  1895. snd_restart // Restart sound system.
  1896. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
  1897. snd_setmixer // Set named Mixgroup of current mixer to mix vol, mute, solo.
  1898. snd_setmixlayer // Set named Mixgroup of named mix layer to mix vol, mute, solo.
  1899. snd_setmixlayer_amount // Set named mix layer mix amount.
  1900. snd_setsoundparam // Set a sound paramater
  1901. snd_show 0 // Show sounds info
  1902. snd_showclassname 0 //
  1903. snd_showmixer 0 //
  1904. snd_showstart 0 //
  1905. snd_sos_flush_operators // Flush and re-parse the sound operator system
  1906. snd_sos_list_operator_updates 0 //
  1907. snd_sos_print_operators // Prints a list of currently available operators
  1908. snd_sos_show_block_debug 0 // Spew data about the list of block entries.
  1909. snd_sos_show_client_rcv 0 //
  1910. snd_sos_show_client_xmit 0 //
  1911. snd_sos_show_operator_entry_filter 0 //
  1912. snd_sos_show_operator_init 0 //
  1913. snd_sos_show_operator_parse 0 //
  1914. snd_sos_show_operator_prestart 0 //
  1915. snd_sos_show_operator_shutdown 0 //
  1916. snd_sos_show_operator_start 0 //
  1917. snd_sos_show_operator_stop_entry 0 //
  1918. snd_sos_show_operator_updates 0 //
  1919. snd_sos_show_queuetotrack 0 //
  1920. snd_sos_show_server_xmit 0 //
  1921. snd_sos_show_startqueue 0 //
  1922. snd_soundmixer_flush // Reload soundmixers.txt file.
  1923. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
  1924. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
  1925. snd_soundmixer_list_mixers // List all mixers to dev console.
  1926. snd_soundmixer_set_trigger_factor // Set named mix layer / mix group, trigger amount.
  1927. snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  1928. snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  1929. snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  1930. snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  1931. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  1932. snd_visualize 0 // Show sounds location in world
  1933. snd_writemanifest // If running a game, outputs the precache manifest for the current level
  1934. sndplaydelay //
  1935. soundfade // Fade client volume.
  1936. soundinfo // Describe the current sound device.
  1937. soundlist // List all known sounds.
  1938. soundscape_debug 0 // When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
  1939. soundscape_dumpclient // Dumps the clients soundscape data.
  1940. soundscape_fadetime 3 // Time to crossfade sound effects between soundscapes
  1941. soundscape_flush // Flushes the server & client side soundscapes
  1942. soundscape_radius_debug 0 // Prints current volume of radius sounds
  1943. speak // Play a constructed sentence.
  1944. spec_allow_roaming 0 // If nonzero, allow free-roaming spectator camera.
  1945. spec_freeze_cinematiclight_b 1 //
  1946. spec_freeze_cinematiclight_g 1 //
  1947. spec_freeze_cinematiclight_r 1 //
  1948. spec_freeze_cinematiclight_scale 2 //
  1949. spec_freeze_deathanim_time 0 // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
  1950. spec_freeze_distance_max 80 // Maximum random distance from the target to stop when framing them in observer freeze cam.
  1951. spec_freeze_distance_min 60 // Minimum random distance from the target to stop when framing them in observer freeze cam.
  1952. spec_freeze_panel_extended_time 0 // Time spent with the freeze panel still up after observer freeze cam is done.
  1953. spec_freeze_target_fov 42 // The target FOV that the deathcam should use.
  1954. spec_freeze_target_fov_long 90 // The target FOV that the deathcam should use when the cam zoom far away on the target.
  1955. spec_freeze_time 5 // Time spend frozen in observer freeze cam.
  1956. spec_freeze_time_lock 2 // Time players are prevented from skipping the freeze cam
  1957. spec_freeze_traveltime 0 // Time taken to zoom in to frame a target in observer freeze cam.
  1958. spec_freeze_traveltime_long 0 // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
  1959. spec_gui // Shows or hides the spectator bar
  1960. spec_hide_players 0 // Toggle the visibility of scoreboard players.
  1961. spec_menu // Activates spectator menu
  1962. spec_mode // Set spectator mode
  1963. spec_next // Spectate next player
  1964. spec_player // Spectate player by index
  1965. spec_player_by_name // Spectate player by name
  1966. spec_pos // dump position and angles to the console
  1967. spec_prev // Spectate previous player ( valid values are 3 to 6 )
  1968. spec_show_xray 1 // If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode
  1969. spike // generates a fake spike
  1970. spincycle // Cause the engine to spincycle (Debug!!)
  1971. ss_enable 0 // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
  1972. ss_map // Start playing on specified map with max allowed splitscreen players.
  1973. ss_reloadletterbox // ss_reloadletterbox
  1974. ss_splitmode 0 // Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescr
  1975. star_memory // Dump memory stats
  1976. startdemos // Play demos in demo sequence.
  1977. startmovie // Start recording movie frames.
  1978. startupmenu // Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and were not in developer
  1979. stats // Prints server performance variables
  1980. status // Display map and connection status.
  1981. stop // Finish recording demo.
  1982. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
  1983. stopdemo // Stop playing back a demo.
  1984. stopsound //
  1985. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  1986. stopvideos // Stops all videos playing to the screen
  1987. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
  1988. stringtabledictionary // Create dictionary for current strings.
  1989. stuffcmds // Parses and stuffs command line + commands to command buffer.
  1990. suitvolume 0 //
  1991. surfaceprop // Reports the surface properties at the cursor
  1992. sv_accelerate 5 //
  1993. sv_airaccelerate 10 //
  1994. sv_allow_votes 1 // Allow voting?
  1995. sv_allow_wait_command 1 // Allow or disallow the wait command on clients connected to this server.
  1996. sv_alltalk 0 // Players can hear all enemy communication (voice, chat)
  1997. sv_alternateticks 0 // If set, server only simulates entities on even numbered ticks.
  1998. sv_arms_race_vote_to_restart_disallowed_after 0 // Arms Race gun level after which vote to restart is disallowed
  1999. 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.
  2000. sv_bounce 0 // Bounce multiplier for when physically simulated objects collide with other objects.
  2001. sv_broadcast_ugc_download_progress_interval 4 //
  2002. sv_broadcast_ugc_downloads 1 //
  2003. sv_cheats 0 // Allow cheats on server
  2004. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2005. 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
  2006. sv_clockcorrection_msecs 30 // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  2007. sv_competitive_minspec 1 // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
  2008. sv_competitive_official_5v5 0 // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
  2009. sv_consistency 0 // Whether the server enforces file consistency for critical files
  2010. sv_contact 0 // Contact email for server sysop
  2011. sv_damage_print_enable 1 // Turn this off to disable the players damage feed in the console after getting killed.
  2012. sv_dc_friends_reqd 0 // Set this to 0 to allow direct connects to a game in progress even if no presents are present
  2013. sv_deadtalk 0 // Dead players can speak (voice, text) to the living
  2014. sv_debug_ugc_downloads 1 //
  2015. sv_downloadurl 0 // Location from which clients can download missing files
  2016. sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
  2017. sv_dumpstringtables 0 //
  2018. sv_footstep_sound_frequency 0 // How frequent to hear the players step sound or how fast they appear to be running from first person.
  2019. sv_forcepreload 0 // Force server side preloading.
  2020. sv_friction 4 // World friction.
  2021. sv_full_alltalk 0 // Any player (including Spectator team) can speak to any other player
  2022. sv_game_mode_convars // Display the values of the convars for the current game_mode.
  2023. sv_gameinstructor_disable 0 // Force all clients to disable their game instructors.
  2024. sv_gravity 800 // World gravity.
  2025. sv_grenade_trajectory 0 // Shows grenade trajectory visualization in-game.
  2026. sv_grenade_trajectory_dash 0 // Dot-dash style grenade trajectory arc
  2027. sv_grenade_trajectory_thickness 0 // Visible thickness of grenade trajectory arc
  2028. sv_grenade_trajectory_time 20 // Length of time grenade trajectory remains visible.
  2029. sv_grenade_trajectory_time_spectator 4 // Length of time grenade trajectory remains visible as a spectator.
  2030. sv_hibernate_ms 20 // # of milliseconds to sleep per frame while hibernating
  2031. sv_hibernate_ms_vgui 20 // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
  2032. sv_hibernate_postgame_delay 5 // # of seconds to wait after final client leaves before hibernating.
  2033. sv_hibernate_punt_tv_clients 0 // When enabled will punt all GOTV clients during hibernation
  2034. sv_hibernate_when_empty 1 // Puts the server into extremely low CPU usage mode when no clients connected
  2035. sv_ignoregrenaderadio 0 // Turn off Fire in the hole messages
  2036. 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
  2037. sv_kick_ban_duration 15 // How long should a kick ban from the server should last (in minutes)
  2038. sv_kick_players_with_cooldown 1 // (0: do not kick; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
  2039. sv_lagcompensationforcerestore 1 // Dont test validity of a lag comp restore, just do it.
  2040. sv_lan 0 // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
  2041. sv_log_onefile 0 // Log server information to only one file.
  2042. sv_logbans 0 // Log server bans in the server logs.
  2043. sv_logecho 1 // Echo log information to the console.
  2044. sv_logfile 1 // Log server information in the log file.
  2045. sv_logflush 0 // Flush the log file to disk on each write (slow).
  2046. sv_logsdir 0 // Folder in the game directory where server logs will be stored.
  2047. sv_maxrate 0 // Max bandwidth rate allowed on server, 0 == unlimited
  2048. sv_maxspeed 320 //
  2049. sv_maxuptimelimit 0 // If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.
  2050. sv_maxusrcmdprocessticks 16 // Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions
  2051. sv_maxusrcmdprocessticks_warning -1 // Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negat
  2052. sv_maxvelocity 3500 // Maximum speed any ballistically moving object is allowed to attain per axis.
  2053. sv_memlimit 0 // If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
  2054. sv_mincmdrate 10 // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2055. sv_minrate 5000 // Min bandwidth rate allowed on server, 0 == unlimited
  2056. sv_minupdaterate 10 // Minimum updates per second that the server will allow
  2057. sv_minuptimelimit 0 // If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardle
  2058. sv_noclipaccelerate 5 //
  2059. sv_noclipduringpause 0 // If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
  2060. sv_noclipspeed 5 //
  2061. sv_password 0 // Server password for entry into multiplayer games
  2062. sv_pausable 0 // Is the server pausable.
  2063. sv_precacheinfo // Show precache info.
  2064. sv_pure // Show user data.
  2065. sv_pure_checkvpk // CheckPureServerVPKFiles
  2066. sv_pure_consensus 100000000 // Minimum number of file hashes to agree to form a consensus.
  2067. sv_pure_finduserfiles // ListPureServerFiles
  2068. sv_pure_kick_clients 1 // If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
  2069. sv_pure_listfiles // ListPureServerFiles
  2070. sv_pure_listuserfiles // ListPureServerFiles
  2071. sv_pure_retiretime 900 // Seconds of server idle time to flush the sv_pure file hash cache.
  2072. sv_pure_trace 0 // If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
  2073. sv_pushaway_hostage_force 20000 // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
  2074. sv_pushaway_max_hostage_force 1000 // Maximum of how hard the hostage is pushed away from physics objects.
  2075. sv_pvsskipanimation 1 // Skips SetupBones when npcs are outside the PVS
  2076. sv_querycache_stats // Display status of the query cache (client only)
  2077. sv_rcon_whitelist_address 0 // When set, rcon failed authentications will never ban this address, e.g. 127.0.0.1
  2078. sv_regeneration_force_on 0 // Cheat to test regenerative health systems
  2079. sv_region -1 // The region of the world to report this server in.
  2080. sv_remove_old_ugc_downloads 1 //
  2081. sv_reservation_tickrate_adjustment 0 // Adjust server tickrate upon reservation
  2082. sv_reservation_timeout 45 // Time in seconds before lobby reservation expires.
  2083. sv_search_key 0 // When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
  2084. sv_search_team_key 0 // When initiating team search, set this key to match with known opponents team
  2085. sv_showimpacts 0 // Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
  2086. sv_showimpacts_time 4 // Duration bullet impact indicators remain before disappearing
  2087. sv_showlagcompensation 0 // Show lag compensated hitboxes whenever a player is lag compensated.
  2088. sv_showtags // Describe current gametags.
  2089. sv_shutdown // Sets the server to shutdown when all games have completed
  2090. sv_skyname 0 // Current name of the skybox texture
  2091. sv_soundemitter_reload // Flushes the sounds.txt system
  2092. sv_soundscape_printdebuginfo // print soundscapes
  2093. sv_spawn_afk_bomb_drop_time 15 // Players that have never moved since they spawned will drop the bomb after this amount of time.
  2094. sv_spec_hear 1 // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
  2095. sv_specaccelerate 5 //
  2096. sv_specnoclip 1 //
  2097. sv_specspeed 3 //
  2098. sv_staminajumpcost 0 // Stamina penalty for jumping
  2099. sv_staminalandcost 0 // Stamina penalty for landing
  2100. sv_staminamax 80 // Maximum stamina penalty
  2101. sv_staminarecoveryrate 60 // Rate at which stamina recovers (units/sec)
  2102. 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
  2103. sv_steamgroup_exclusive 0 // If set, only members of Steam group will be able to join the server when its empty, public people will be able to join the ser
  2104. sv_stopspeed 75 // Minimum stopping speed when on ground.
  2105. sv_tags 0 // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2106. sv_ugc_manager_max_new_file_check_interval_secs 600 //
  2107. sv_unlockedchapters 1 // Highest unlocked game chapter.
  2108. sv_visiblemaxplayers -1 // Overrides the max players reported to prospective clients
  2109. sv_voiceenable 0 //
  2110. sv_vote_allow_in_warmup 0 // Allow voting during warmup?
  2111. sv_vote_allow_spectators 0 // Allow spectators to vote?
  2112. sv_vote_command_delay 2 // How long after a vote passes until the action happens
  2113. sv_vote_creation_timer 120 // How often someone can individually call a vote.
  2114. sv_vote_failure_timer 300 // A vote that fails cannot be re-submitted for this long
  2115. sv_vote_issue_kick_allowed 1 // Can people hold votes to kick players from the server?
  2116. sv_vote_kick_ban_duration 15 // How long should a kick vote ban someone from the server? (in minutes)
  2117. sv_vote_quorum_ratio 0 // The minimum ratio of players needed to vote on an issue to resolve it.
  2118. sv_vote_timer_duration 15 // How long to allow voting on an issue
  2119. sv_workshop_allow_other_maps 1 // When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into th
  2120. sys_antialiasing 0 // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
  2121. sys_aspectratio 1 // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
  2122. sys_minidumpspewlines 500 // Lines of crash dump console spew to keep.
  2123. sys_refldetail 0 // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
  2124. sys_sound_quality -1 // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
  2125. teammenu // Show team selection window
  2126. test_dispatcheffect // Test a clientside dispatch effect.
  2127. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2128. test_freezeframe // Test the freeze frame code.
  2129. test_outtro_stats //
  2130. testhudanim // Test a hud element animation.
  2131. texture_budget_background_alpha 128 // how translucent the budget panel is
  2132. texture_budget_panel_bottom_of_history_fraction 0 // number between 0 and 1
  2133. texture_budget_panel_height 284 // height in pixels of the budget panel
  2134. texture_budget_panel_width 512 // width in pixels of the budget panel
  2135. texture_budget_panel_x 0 // number of pixels from the left side of the game screen to draw the budget panel
  2136. texture_budget_panel_y 450 // number of pixels from the top side of the game screen to draw the budget panel
  2137. think_limit 10 // Maximum think time in milliseconds, warning is printed if this is exceeded.
  2138. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2139. thread_test_tslist //
  2140. thread_test_tsqueue //
  2141. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  2142. threadpool_run_tests //
  2143. timedemo // Play a demo and report performance info.
  2144. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  2145. timedemoquit // Play a demo, report performance info, and then exit
  2146. timeleft // prints the time remaining in the match
  2147. timerefresh // Profile the renderer.
  2148. toggle // Toggles a convar on or off, or cycles through a set of values.
  2149. toggleconsole // Show/hide the console.
  2150. togglescores // Toggles score panel
  2151. toolload // Load a tool.
  2152. toolunload // Unload a tool.
  2153. tv_advertise_watchable 0 // GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
  2154. tv_allow_camera_man 1 // Auto director allows spectators to become camera man
  2155. tv_allow_static_shots 1 // Auto director uses fixed level cameras for shots
  2156. tv_autorecord 0 // Automatically records all games as GOTV demos.
  2157. tv_autoretry 1 // Relay proxies retry connection after network timeout
  2158. tv_chatgroupsize 0 // Set the default chat group size
  2159. tv_chattimelimit 8 // Limits spectators to chat only every n seconds
  2160. tv_clients // Shows list of connected GOTV clients.
  2161. tv_debug 0 // GOTV debug info.
  2162. tv_delay 10 // GOTV broadcast delay in seconds
  2163. tv_delaymapchange 1 // Delays map change until broadcast is complete
  2164. tv_deltacache 2 // Enable delta entity bit stream cache
  2165. tv_dispatchmode 1 // Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
  2166. tv_enable 0 // Activates GOTV on server (0=off;1=on;2=on when reserved)
  2167. tv_encryptdata_key 0 // When set to a valid key communication messages will be encrypted for GOTV
  2168. tv_encryptdata_key_pub 0 // When set to a valid key public communication messages will be encrypted for GOTV
  2169. tv_maxclients 128 // Maximum client number on GOTV server.
  2170. tv_maxrate 20000 // Max GOTV spectator bandwidth rate allowed, 0 == unlimited
  2171. tv_msg // Send a screen message to all clients.
  2172. tv_name 0 // GOTV host name
  2173. tv_nochat 0 // Dont receive chat messages from other GOTV spectators
  2174. tv_overridemaster 0 // Overrides the GOTV master root address.
  2175. tv_password 0 // GOTV password for all clients
  2176. tv_port 27020 // Host GOTV port
  2177. tv_record // Starts GOTV demo recording.
  2178. tv_relay // Connect to GOTV server and relay broadcast.
  2179. tv_relaypassword 0 // GOTV password for relay proxies
  2180. tv_relayradio 0 // Relay team radio commands to TV: 0=off, 1=on
  2181. tv_relaytextchat 1 // Relay text chat data: 0=off, 1=say, 2=say+say_team
  2182. tv_relayvoice 1 // Relay voice data: 0=off, 1=on
  2183. tv_retry // Reconnects the GOTV relay proxy.
  2184. tv_snapshotrate 16 // Snapshots broadcasted per second
  2185. tv_status // Show GOTV server status.
  2186. tv_stop // Stops the GOTV broadcast.
  2187. tv_stoprecord // Stops GOTV demo recording.
  2188. tv_time_remaining // Print remaining tv broadcast time
  2189. tv_timeout 30 // GOTV connection timeout in seconds.
  2190. tv_title 0 // Set title for GOTV spectator UI
  2191. tv_transmitall 1 // Transmit all entities (not only director view)
  2192. tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
  2193. ui_posedebug_fade_in_time 0 // Time during which a new pose activity layer is shown in green in +posedebug UI
  2194. ui_posedebug_fade_out_time 0 // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2195. ui_reloadscheme // Reloads the resource files for the active UI window
  2196. ui_steam_overlay_notification_position 0 // Steam overlay notification position
  2197. ui_workshop_games_expire_minutes 3 //
  2198. unbind // Unbind a key.
  2199. unbindall // Unbind all keys.
  2200. unbindalljoystick // Unbind all joystick keys.
  2201. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
  2202. unload_all_addons // Reloads the search paths for game addons.
  2203. unpause // Unpause the game.
  2204. update_addon_paths // Reloads the search paths for game addons.
  2205. use // Use a particular weapon
  2206. user // Show user data.
  2207. users // Show user info for players on server.
  2208. vcollide_wireframe 0 // Render physics collision models in wireframe
  2209. vehicle_flushscript // Flush and reload all vehicle scripts
  2210. version // Print version info string.
  2211. vgui_drawtree 0 // Draws the vgui panel hiearchy to the specified depth level.
  2212. vgui_drawtree_clear //
  2213. vgui_dump_panels // vgui_dump_panels [visible]
  2214. vgui_message_dialog_modal 1 //
  2215. vgui_spew_fonts //
  2216. vgui_togglepanel // show/hide vgui panel by name.
  2217. view_punch_decay 18 // Decay factor exponent for view punch
  2218. view_recoil_tracking 0 // How closely the view tracks with the aim punch from weapon recoil
  2219. viewanim_addkeyframe //
  2220. viewanim_create // viewanim_create
  2221. viewanim_load // load animation from file
  2222. viewanim_reset // reset view angles!
  2223. viewanim_save // Save current animation to file
  2224. viewanim_test // test view animation
  2225. viewmodel_fov 60 //
  2226. viewmodel_offset_x 1 //
  2227. viewmodel_offset_y 1 //
  2228. viewmodel_offset_z -1 //
  2229. viewmodel_presetpos 1 // 1:Desktop, 2:Couch, 3:Classic
  2230. vis_force 0 //
  2231. vismon_poll_frequency 0 //
  2232. vismon_trace_limit 12 //
  2233. vm_debug 0 //
  2234. vm_draw_always 0 // 1 - Always draw view models, 2 - Never draw view models. Should be done before map launches.
  2235. voice_enable 1 // Toggle voice transmit and receive.
  2236. voice_forcemicrecord 1 //
  2237. voice_inputfromfile 0 // Get voice input from voice_input.wav rather than from the microphone.
  2238. voice_loopback 0 //
  2239. voice_mixer_boost 0 //
  2240. voice_mixer_mute 0 //
  2241. voice_mixer_volume 1 //
  2242. voice_modenable 1 // Enable/disable voice in this mod.
  2243. voice_mute // Mute a specific Steam user
  2244. voice_player_speaking_delay_threshold 0 //
  2245. voice_recordtofile 0 // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2246. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  2247. voice_scale 1 //
  2248. voice_show_mute // Show whether current players are muted.
  2249. voice_threshold 2000 //
  2250. voice_unmute // Unmute a specific Steam user, or `all` to unmute all connected players.
  2251. voicerecord_toggle //
  2252. volume 0 // Sound volume
  2253. vox_reload // Reload sentences.txt file
  2254. voxeltree_box // View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
  2255. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2256. voxeltree_sphere // View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
  2257. voxeltree_view // View entities in the voxel-tree.
  2258. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  2259. vprof // Toggle VProf profiler
  2260. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2261. vprof_cachemiss // Toggle VProf cache miss checking
  2262. vprof_cachemiss_off // Turn off VProf cache miss checking
  2263. vprof_cachemiss_on // Turn on VProf cache miss checking
  2264. vprof_child //
  2265. vprof_collapse_all // Collapse the whole vprof tree
  2266. vprof_dump_counters // Dump vprof counters to the console
  2267. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2268. vprof_expand_all // Expand the whole vprof tree
  2269. vprof_expand_group // Expand a budget group in the vprof tree by name
  2270. vprof_generate_report // Generate a report to the console.
  2271. vprof_generate_report_AI // Generate a report to the console.
  2272. vprof_generate_report_AI_only // Generate a report to the console.
  2273. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2274. vprof_generate_report_hierarchy // Generate a report to the console.
  2275. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  2276. vprof_generate_report_map_load // Generate a report to the console.
  2277. vprof_graphheight 256 //
  2278. vprof_graphwidth 512 //
  2279. vprof_nextsibling //
  2280. vprof_off // Turn off VProf profiler
  2281. vprof_on // Turn on VProf profiler
  2282. vprof_parent //
  2283. vprof_playback_average // Average the next N frames.
  2284. vprof_playback_start // Start playing back a recorded .vprof file.
  2285. vprof_playback_step // While playing back a .vprof file, step to the next tick.
  2286. vprof_playback_stepback // While playing back a .vprof file, step to the previous tick.
  2287. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2288. vprof_prevsibling //
  2289. vprof_record_start // Start recording vprof data for playback later.
  2290. vprof_record_stop // Stop recording vprof data
  2291. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2292. vprof_remote_stop // Stop an existing remote VProf data request
  2293. vprof_reset // Reset the stats in VProf profiler
  2294. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2295. vprof_to_csv // Convert a recorded .vprof file to .csv.
  2296. vprof_unaccounted_limit 0 // number of milliseconds that a node must exceed to turn red in the vprof panel
  2297. vprof_verbose 1 // Set to one to show average and peak times
  2298. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2299. vprof_warningmsec 10 // Above this many milliseconds render the label red to indicate slow code.
  2300. vtune // Controls VTunes sampling.
  2301. vx_model_list // Dump models to VXConsole
  2302. wc_air_edit_further // When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from play
  2303. wc_air_edit_nearer // When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player
  2304. wc_air_node_edit // When in WC edit mode, toggles laying down or air nodes instead of ground nodes
  2305. wc_create // When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select
  2306. wc_destroy // When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  2307. wc_destroy_undo // When in WC edit mode restores the last deleted node
  2308. wc_link_edit //
  2309. weapon_accuracy_nospread 0 // Disable weapon inaccuracy spread
  2310. weapon_debug_spread_gap 0 //
  2311. weapon_debug_spread_show 0 // Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair
  2312. weapon_recoil_cooldown 0 // Amount of time needed between shots before restarting recoil
  2313. weapon_recoil_decay1_exp 3 // Decay factor exponent for weapon recoil
  2314. weapon_recoil_decay2_exp 8 // Decay factor exponent for weapon recoil
  2315. weapon_recoil_decay2_lin 18 // Decay factor (linear term) for weapon recoil
  2316. weapon_recoil_scale 2 // Overall scale factor for recoil. Used to reduce recoil on specific platforms
  2317. weapon_recoil_scale_motion_controller 1 // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
  2318. weapon_recoil_suppression_factor 0 // Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
  2319. weapon_recoil_suppression_shots 4 // Number of shots before weapon uses full recoil
  2320. weapon_recoil_variance 0 // Amount of variance per recoil impulse
  2321. weapon_recoil_vel_decay 4 // Decay factor for weapon recoil velocity
  2322. weapon_recoil_view_punch_extra 0 // Additional (non-aim) punch added to view from recoil
  2323. weapon_reload_database // Reload the weapon database
  2324. whitelistcmd // Runs a whitelisted command.
  2325. windows_speaker_config 1 //
  2326. wipe_nav_attributes // Clear all nav attributes of selected area.
  2327. 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.
  2328. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2329. writeip // Save the ban list to banned_ip.cfg.
  2330. xbox_autothrottle 1 //
  2331. xbox_throttlebias 100 //
  2332. xbox_throttlespoof 200 //
  2333. xload // Load a saved game from a console storage device.
  2334. xlook //
  2335. xmove //
  2336. xsave // Saves current game to a console storage device.
  2337. zoom_sensitivity_ratio_joystick 0 // Additional controller sensitivity scale factor applied when FOV is zoomed in.
  2338. zoom_sensitivity_ratio_mouse 1 // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
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