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- +alt1 //
- +alt2 //
- +attack //
- +attack2 //
- +back //
- +break //
- +camdistance //
- +camin //
- +cammousemove //
- +camout //
- +campitchdown //
- +campitchup //
- +camyawleft //
- +camyawright //
- +commandermousemove //
- +csm_rot_x_neg //
- +csm_rot_x_plus //
- +csm_rot_y_neg //
- +csm_rot_y_plus //
- +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
- +duck //
- +forward //
- +graph //
- +grenade1 //
- +grenade2 //
- +jlook //
- +jump //
- +klook //
- +left //
- +lookdown //
- +lookspin //
- +lookup //
- +mat_texture_list //
- +movedown //
- +moveleft //
- +moveright //
- +moveup //
- +posedebug // Turn on pose debugger or add ents to pose debugger UI
- +reload //
- +right //
- +score //
- +showbudget //
- +showbudget_texture //
- +showbudget_texture_global //
- +showscores //
- +showvprof //
- +speed //
- +strafe //
- +use //
- +vgui_drawtree //
- +voicerecord //
- +walk //
- +zoom //
- +zoom_in //
- +zoom_out //
- -alt1 //
- -alt2 //
- -attack //
- -attack2 //
- -back //
- -break //
- -camdistance //
- -camin //
- -cammousemove //
- -camout //
- -campitchdown //
- -campitchup //
- -camyawleft //
- -camyawright //
- -commandermousemove //
- -csm_rot_x_neg //
- -csm_rot_x_plus //
- -csm_rot_y_neg //
- -csm_rot_y_plus //
- -demoui2 // Send the advanced demo player UI (demoui2) to background.
- -duck //
- -forward //
- -graph //
- -grenade1 //
- -grenade2 //
- -jlook //
- -jump //
- -klook //
- -left //
- -lookdown //
- -lookspin //
- -lookup //
- -mat_texture_list //
- -movedown //
- -moveleft //
- -moveright //
- -moveup //
- -posedebug // Turn off pose debugger or hide ents from pose debugger UI
- -reload //
- -right //
- -score //
- -showbudget //
- -showbudget_texture //
- -showbudget_texture_global //
- -showscores //
- -showvprof //
- -speed //
- -strafe //
- -use //
- -vgui_drawtree //
- -voicerecord //
- -walk //
- -zoom //
- -zoom_in //
- -zoom_out //
- BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
- CS_WarnFriendlyDamageInterval 3 // Defines how frequently the server notifies clients that a player damaged a friend
- CreatePredictionError // Create a prediction error
- Name Value // Help Text
- Test_CreateEntity //
- Test_EHandle //
- Test_InitRandomEntitySpawner //
- Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
- Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
- Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
- Test_ProxyToggle_EnableProxy //
- Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
- Test_ProxyToggle_SetValue //
- Test_RandomChance // Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
- Test_RandomPlayerPosition //
- Test_RandomizeInPVS //
- Test_RemoveAllRandomEntities //
- Test_RunFrame //
- Test_SendKey //
- Test_SpawnRandomEntities //
- Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
- Test_StartScript // Start a test script running..
- Test_Wait //
- Test_WaitForCheckPoint //
- _autosave // Autosave
- _autosavedangerous // AutoSaveDangerous
- _bugreporter_restart // Restarts bug reporter .dll
- _record // Record a demo incrementally.
- _resetgamestats // Erases current game stats and writes out a blank stats file
- _restart // Shutdown and restart the engine.
- achievement_debug 0 // Turn on achievement debug msgs.
- achievement_disable 0 // Turn off achievements.
- addip // Add an IP address to the ban list.
- adsp_debug 0 //
- adsp_reset_nodes //
- ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
- 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
- ai_debug_node_connect // Debug the attempted connection between two nodes
- ai_debug_shoot_positions 0 //
- 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
- ai_drawbattlelines 0 //
- ai_drop_hint // Drop an ai_hint at the players current eye position.
- ai_dump_hints //
- ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
- ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
- ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
- ai_report_task_timings_on_limit 0 //
- ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
- ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
- ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
- ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
- ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
- ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
- ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
- 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
- ai_show_grid // Draw a grid on the floor where looking.
- ai_show_hints // Displays all hints as small boxes
- ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
- ai_show_node // Highlight the specified node
- 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
- ai_step // NPCs will freeze after completing their current task. To complete the next task, use ai_step again. To resume processing no
- ai_test_los // Test AI LOS from the players POV
- ai_think_limit_label 0 //
- ai_vehicle_avoidance 1 //
- ainet_generate_report // Generate a report to the console.
- ainet_generate_report_only // Generate a report to the console.
- air_density // Changes the density of air for drag computations.
- alias // Alias a command.
- ammo_338mag_max 30 //
- ammo_357sig_max 52 //
- ammo_45acp_max 100 //
- ammo_50AE_max 35 //
- ammo_556mm_box_max 200 //
- ammo_556mm_max 90 //
- ammo_57mm_max 100 //
- ammo_762mm_max 90 //
- ammo_9mm_max 120 //
- ammo_buckshot_max 32 //
- ammo_grenade_limit_default 1 //
- ammo_grenade_limit_flashbang 1 //
- ammo_grenade_limit_total 3 //
- askconnect_accept // Accept a redirect request by the server.
- asw_engine_finished_building_map // Notify engine that weve finished building a map
- async_resume //
- async_suspend //
- audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
- autobuy // Attempt to purchase items with the order listed in cl_autobuy
- autosave // Autosave
- autosavedangerous // AutoSaveDangerous
- autosavedangerousissafe //
- banid // Add a user ID to the ban list.
- banip // Add an IP address to the ban list.
- bench_end // Ends gathering of info.
- bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
- bench_start // Starts gathering of info. Arguments: filename to write results into
- bench_upload // Uploads most recent benchmark stats to the Valve servers.
- benchframe // Takes a snapshot of a particular frame in a time demo.
- bind // Bind a key.
- bind_osx // Bind a key for OSX only.
- blackbox_dump // Dump the contents of the blackbox
- blackbox_record // Record an entry into the blackbox
- bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
- bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
- bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
- bot_all_weapons // Allows the bots to use all weapons
- bot_autodifficulty_threshold_high 2 // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
- bot_autodifficulty_threshold_low -6 // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
- bot_chatter 0 // Control how bots talk. Allowed values: off, radio, minimal, or normal.
- bot_crouch 0 //
- bot_debug 0 // For internal testing purposes.
- bot_debug_target 0 // For internal testing purposes.
- bot_defer_to_human_goals 0 // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
- bot_defer_to_human_items 1 // If nonzero and there is a human on the team, the bots will not get scenario items.
- bot_difficulty 1 // Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
- bot_dont_shoot 0 // If nonzero, bots will not fire weapons (for debugging).
- bot_freeze 0 //
- bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
- bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
- bot_join_after_player 1 // If nonzero, bots wait until a player joins before entering the game.
- bot_join_team 0 // Determines the team bots will join into. Allowed values: any, T, or CT.
- bot_kick // bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
- bot_kill // bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
- bot_knives_only // Restricts the bots to only using knives
- bot_loadout 0 // bots are given these items at round start
- bot_mimic 0 //
- bot_mimic_yaw_offset 180 //
- bot_pistols_only // Restricts the bots to only using pistols
- bot_place // bot_place - Places a bot from the map at where the local player is pointing.
- bot_quota 10 // Determines the total number of bots in the game.
- bot_quota_mode 0 // Determines the type of quota.
- bot_randombuy 0 // should bots ignore their prefered weapons and just buy weapons at random?
- bot_show_battlefront 0 // Show areas where rushing players will initially meet.
- bot_show_nav 0 // For internal testing purposes.
- bot_show_occupy_time 0 // Show when each nav area can first be reached by each team.
- bot_snipers_only // Restricts the bots to only using sniper rifles
- bot_stop 0 // If nonzero, immediately stops all bot processing.
- bot_traceview 0 // For internal testing purposes.
- bot_zombie 0 // If nonzero, bots will stay in idle mode and not attack.
- box // Draw a debug box.
- buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
- budget_averages_window 30 // number of frames to look at when figuring out average frametimes
- budget_background_alpha 128 // how translucent the budget panel is
- budget_bargraph_background_alpha 128 // how translucent the budget panel is
- budget_bargraph_range_ms 16 // budget bargraph range in milliseconds
- 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
- budget_history_range_ms 66 // budget history range in milliseconds
- budget_panel_bottom_of_history_fraction 0 // number between 0 and 1
- budget_panel_height 384 // height in pixels of the budget panel
- budget_panel_width 512 // width in pixels of the budget panel
- budget_panel_x 0 // number of pixels from the left side of the game screen to draw the budget panel
- budget_panel_y 50 // number of pixels from the top side of the game screen to draw the budget panel
- budget_peaks_window 30 // number of frames to look at when figuring out peak frametimes
- budget_show_averages 0 // enable/disable averages in the budget panel
- budget_show_history 1 // turn history graph off and on. . good to turn off on low end
- budget_show_peaks 1 // enable/disable peaks in the budget panel
- budget_toggle_group // Turn a budget group on/off
- bug // Show the bug reporting UI.
- bug_swap // Automatically swaps the current weapon for the bug bait and back again.
- bugreporter_uploadasync 0 // Upload attachments asynchronously
- bugreporter_username 0 // Username to use for bugreporter
- buildcubemaps // Rebuild cubemaps.
- building_cubemaps 0 // Indicates were building cubemaps
- buildmodelforworld // buildmodelforworld
- buy_stamps // Temporary solution for Pinion to kick back to community map makers.
- buymenu // Show or hide main buy menu
- buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
- c_maxdistance 200 //
- c_maxpitch 90 //
- c_maxyaw 135 //
- c_mindistance 30 //
- c_minpitch 0 //
- c_minyaw -135 //
- c_orthoheight 100 //
- c_orthowidth 100 //
- c_thirdpersonshoulder 0 //
- c_thirdpersonshoulderaimdist 120 //
- c_thirdpersonshoulderdist 40 //
- c_thirdpersonshoulderheight 5 //
- c_thirdpersonshoulderoffset 20 //
- cache_print // cache_print [section]
- cache_print_lru // cache_print_lru [section]
- cache_print_summary // cache_print_summary [section]
- callvote // Start a vote on an issue.
- 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.
- cam_command // Tells camera to change modes
- cam_idealdelta 4 // Controls the speed when matching offset to ideal angles in thirdperson view
- cam_idealdist 150 //
- cam_idealdistright 0 //
- cam_idealdistup 0 //
- cam_ideallag 4 // Amount of lag used when matching offset to ideal angles in thirdperson view
- cam_idealpitch 0 //
- cam_idealyaw 0 //
- cam_showangles 0 // When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
- cam_snapto 0 //
- cancelselect //
- cash_player_bomb_defused 300 //
- cash_player_bomb_planted 300 //
- cash_player_damage_hostage -30 //
- cash_player_get_killed 0 //
- cash_player_interact_with_hostage 150 //
- cash_player_killed_enemy_default 300 //
- cash_player_killed_enemy_factor 1 //
- cash_player_killed_hostage -1000 //
- cash_player_killed_teammate -3300 //
- cash_player_rescued_hostage 1000 //
- cash_player_respawn_amount 0 //
- cash_team_elimination_bomb_map 3250 //
- cash_team_elimination_hostage_map_ct 2000 //
- cash_team_elimination_hostage_map_t 1000 //
- cash_team_hostage_alive 0 //
- cash_team_hostage_interaction 500 //
- cash_team_loser_bonus 1400 //
- cash_team_loser_bonus_consecutive_rounds 500 //
- cash_team_planted_bomb_but_defused 800 //
- cash_team_rescued_hostage 0 //
- cash_team_terrorist_win_bomb 3500 //
- cash_team_win_by_defusing_bomb 3250 //
- cash_team_win_by_hostage_rescue 3500 //
- cash_team_win_by_time_running_out_bomb 3250 //
- cash_team_win_by_time_running_out_hostage 3250 //
- cast_hull // Tests hull collision detection
- cast_ray // Tests collision detection
- cc_emit // Emits a closed caption
- cc_findsound // Searches for soundname which emits specified text.
- cc_flush // Flushes asyncd captions.
- cc_lang 0 // Current close caption language (emtpy = use game UI language)
- cc_linger_time 1 // Close caption linger time.
- cc_predisplay_time 0 // Close caption delay before showing caption.
- cc_random // Emits a random caption
- cc_showblocks // Toggles showing which blocks are pending/loaded async.
- cc_subtitles 0 // If set, dont show sound effect captions, just voice overs (i.e., wont help hearing impaired players).
- centerview //
- ch_createairboat // Spawn airboat in front of the player.
- ch_createjeep // Spawn jeep in front of the player.
- changelevel // Change server to the specified map
- changelevel2 // Transition to the specified map in single player
- chet_debug_idle 0 // If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
- cl_allowdownload 1 // Client downloads customization files
- cl_allowupload 1 // Client uploads customization files
- cl_animationinfo // Hud element to examine.
- cl_autobuy 0 // The order in which autobuy will attempt to purchase items
- cl_autohelp 0 // Auto-help
- cl_autowepswitch 0 // Automatically switch to picked up weapons (if more powerful)
- cl_backspeed 450 //
- cl_bob_lower_amt 5 // The amount the viewmodel lowers when running
- cl_bob_version 0 //
- cl_bobamt_lat 0 // The amount the viewmodel moves side to side when running
- cl_bobamt_vert 0 // The amount the viewmodel moves up and down when running
- cl_bobcycle 0 // the frequency at which the viewmodel bobs.
- cl_bobup 0 //
- cl_brushfastpath 1 //
- cl_buy_favorite // Purchase a favorite weapon/equipment loadout
- cl_buy_favorite_nowarn 0 // Skips the error prompt when saving an invalid buy favorite
- cl_buy_favorite_quiet 0 // Skips the prompt when saving a buy favorite in the buy menu
- cl_buy_favorite_reset // Reset favorite loadouts to the default
- cl_buy_favorite_set // Saves the current loadout as a favorite
- cl_camera_follow_bone_index -2 // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
- cl_chatfilters 63 // Stores the chat filter settings
- cl_class 0 // Default class when joining a game
- cl_clearhinthistory // Clear memory of client side hints displayed to the player.
- cl_clock_correction 1 // Enable/disable clock correction on the client.
- 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
- 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
- cl_clock_correction_adjustment_min_offset 10 // If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
- cl_clock_correction_force_server_tick 999 // Force clock correction to match the server tick + this offset (-999 disables it).
- cl_clock_showdebuginfo 0 // Show debugging info about the clock drift.
- cl_clockdrift_max_ms 150 // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
- 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.
- cl_cmdrate 128 // Max number of command packets sent to server per second
- cl_crosshair_drawoutline 0 // Draws a black outline around the crosshair for better visibility
- cl_crosshair_outlinethickness 1 // Set how thick you want your crosshair outline to draw (0.1-3)
- cl_crosshairalpha 255 //
- cl_crosshaircolor 1 // Set crosshair color as defined in game_options.consoles.txt
- cl_crosshaircolor_b 255 //
- cl_crosshaircolor_g 0 //
- cl_crosshaircolor_r 255 //
- cl_crosshairdot 0 //
- cl_crosshairgap 0 //
- cl_crosshairscale 0 // Crosshair scaling factor (deprecated)
- cl_crosshairsize 2 //
- cl_crosshairstyle 2 //
- cl_crosshairthickness 1 //
- cl_crosshairusealpha 1 //
- cl_csm_server_status // Usage:
- cl_csm_status // Usage:
- cl_debug_ugc_downloads 1 //
- cl_debugrumble 0 // Turn on rumble debugging spew
- cl_decryptdata_key 0 // Key to decrypt encrypted GOTV messages
- cl_decryptdata_key_pub 0 // Key to decrypt public encrypted GOTV messages
- cl_detail_avoid_force 0 // force with which to avoid players ( in units, percentage of the width of the detail sprite )
- cl_detail_avoid_radius 64 // radius around detail sprite to avoid players
- cl_detail_avoid_recover_speed 0 // how fast to recover position after avoiding players
- cl_detail_max_sway 5 // Amplitude of the detail prop sway
- cl_detail_multiplier 1 // extra details to create
- cl_disable_ragdolls 0 //
- cl_disablefreezecam 1 // Turn on/off freezecam on client
- cl_disablehtmlmotd 0 // Disable HTML motds.
- 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
- cl_download_demoplayer 1 // Determines whether downloads of external resources are allowed during demo playback (0:no,1:workshop,2:all)
- cl_downloadfilter 0 // Determines which files can be downloaded from the server (all, none, nosounds)
- cl_drawhud 1 // Enable the rendering of the hud
- cl_drawleaf -1 //
- cl_drawmaterial 0 // Draw a particular material over the frame
- cl_drawshadowtexture 0 //
- cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
- cl_dumpplayer // Dumps info about a player
- cl_dumpsplithacks // Dump split screen workarounds.
- cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
- cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
- cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
- cl_entityreport 0 // For debugging, draw entity states to console
- cl_extrapolate 1 // Enable/disable extrapolation if interpolation history runs out.
- cl_extrapolate_amount 0 // Set how many seconds the client will extrapolate entities for.
- cl_fastdetailsprites 1 // whether to use new detail sprite system
- cl_find_ent // Find and list all client entities with classnames that contain the specified substring.
- cl_find_ent_index // Display data for clientside entity matching specified index.
- cl_fixedcrosshairgap 3 // How big to make the gap between the pips in the fixed crosshair
- cl_flushentitypacket 0 // For debugging. Force the engine to flush an entity packet.
- cl_forcepreload 1 // Whether we should force preloading.
- cl_forwardspeed 450 //
- cl_freezecameffects_showholiday 0 // Happy holidays from the CS:GO team and Valve!
- cl_freezecampanel_position_dynamic 1 // Turn on/off freezecams kill panel dynamic Y movement
- cl_fullupdate // Forces the server to send a full update packet
- cl_game_mode_convars // Display the values of the convars for the current game_mode.
- cl_idealpitchscale 0 //
- cl_ignorepackets 0 // Force client to ignore packets (for debugging).
- cl_interp 0 // Sets the interpolation amount (bounded on low side by server interp ratio settings).
- cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- cl_interpolate 1 // Enables or disables interpolation on listen servers or during demo playback
- cl_inv_showdividerline 0 // If 1, will show a divider line above the grenades in the inventory panel.
- cl_jiggle_bone_debug 0 // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_pitch_constraints 0 // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_yaw_constraints 0 // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_invert 0 //
- cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
- cl_language 0 // Language (from Steam API)
- cl_leafsystemvis 0 //
- cl_leveloverview 0 //
- cl_leveloverviewmarker 0 //
- cl_logofile 0 // Spraypoint logo decal.
- cl_mainmenu_show_datagraph 0 //
- cl_maxrenderable_dist 3000 // Max distance from the camera at which things will be rendered
- cl_minimal_rtt_shadows 1 //
- cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
- cl_mouseenable 0 //
- cl_mouselook 1 // Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
- cl_observercrosshair 1 //
- cl_overdraw_test 0 //
- cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
- cl_particle_retire_cost 0 //
- cl_particles_dump_effects //
- cl_particles_dumplist // Dump all new particles, optional name substring.
- cl_particles_show_bbox 0 //
- cl_particles_show_controlpoints 0 //
- cl_pclass 0 // Dump entity by prediction classname.
- cl_pdump -1 // Dump info about this entity to screen.
- cl_phys_show_active 0 //
- cl_phys_timescale 1 // Sets the scale of time for client-side physics (ragdolls)
- cl_pitchdown 89 //
- cl_pitchup 89 //
- cl_portal_use_new_dissolve 1 // Use new dissolve effect
- cl_precacheinfo // Show precache info (client).
- cl_pred_track // <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
- cl_predict 1 // Perform client side prediction.
- cl_predictioncopy_describe // Describe datamap_t for entindex
- cl_predictionlist 0 // Show which entities are predicting
- cl_predictweapons 1 // Perform client side prediction of weapon effects.
- cl_radar_always_centered 1 // If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.
- cl_radar_icon_scale_min 0 // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
- cl_radar_rotate 1 // 1
- cl_radar_scale 0 // Sets the radar scale. Valid values are 0.25 to 1.0.
- cl_ragdoll_gravity 600 // Sets the gravity client-side ragdolls
- cl_rebuy 0 // The order in which rebuy will attempt to repurchase items
- cl_reloadpostprocessparams //
- cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
- cl_remove_old_ugc_downloads 1 //
- cl_removedecals // Remove the decals from the entity under the crosshair.
- cl_report_soundpatch // reports client-side sound patch count
- cl_resend 6 // Delay in seconds before the client will resend the connect attempt
- cl_resend_timeout 60 // Total time allowed for the client to resend the connect attempt
- cl_righthand 1 // Use right-handed view models.
- cl_rumblescale 1 // Scale sensitivity of rumble effects (0 to 1.0)
- cl_scalecrosshair 1 // Enable crosshair scaling (deprecated)
- cl_shadowtextureoverlaysize 256 //
- cl_showanimstate_activities 0 // Show activities in the (client) animation state display.
- cl_showbackpackrarities 0 // Show item rarities within the backpack.
- cl_showents // Dump entity list to console.
- cl_showerror 0 // Show prediction errors, 2 for above plus detailed field deltas.
- cl_showevents 0 // Print event firing info in the console
- cl_showfps 0 // Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, +10 = detailed )
- cl_showhelp 0 // Set to 0 to not show on-screen help
- cl_showloadout 0 // Toggles display of current loadout.
- cl_showpluginmessages 1 // Allow plugins to display messages to you
- cl_showpos 0 // Draw current position at top of screen
- cl_sidespeed 450 //
- cl_skipfastpath 0 // Set to 1 to stop all models that go through the model fast path from rendering
- cl_skipslowpath 0 // Set to 1 to skip any models that dont go through the model fast path
- cl_sos_test_get_opvar //
- cl_sos_test_set_opvar //
- cl_soundemitter_flush // Flushes the sounds.txt system (server only)
- cl_soundemitter_reload // Flushes the sounds.txt system
- cl_soundfile 0 // Jingle sound file.
- cl_soundscape_flush // Flushes the client side soundscapes
- cl_soundscape_printdebuginfo // print soundscapes
- cl_spec_mode 5 // Saves the last viewed spectator mode for use next time we start to spectate
- cl_spec_show_bindings 1 // Toggle the visibility of the spectator bindings.
- cl_sporeclipdistance 512 //
- cl_ss_origin // print origin in script format
- cl_steamscreenshots // Enable/disable saving screenshots to Steam
- cl_sun_decay_rate 0 //
- cl_sunlight_ortho_size 0 // Set to values greater than 0 for ortho view render projections.
- cl_team 0 // Default team when joining a game
- cl_teamid_overhead 1 // Shows teamID over players heads. 0 = off, 1 = on
- cl_teamid_overhead_maxdist 3000 // max distance at which the overhead team id icons will show
- cl_teamid_overhead_maxdist_spec 1600 // max distance at which the overhead team id icons will show when a spectator
- cl_teamid_overhead_name_alpha 240 // The max alpha the overhead ID names will draw as.
- cl_teamid_overhead_name_fadetime 0 // How long it takes for the overhad name to fade out once your crosshair has left the target.
- cl_timeout 30 // After this many seconds without receiving a packet from the server, the client will disconnect itself
- cl_tree_sway_dir // sets tree sway wind direction and strength
- cl_updaterate 128 // Number of packets per second of updates you are requesting from the server
- cl_updatevisibility // Updates visibility bits.
- cl_upspeed 320 //
- cl_use_new_headbob 1 //
- cl_view // Set the view entity index.
- cl_viewmodel_shift_left_amt 0 // The amount the viewmodel shifts to the left when shooting accuracy increases.
- cl_viewmodel_shift_right_amt 0 // The amount the viewmodel shifts to the right when shooting accuracy decreases.
- cl_winddir 0 // Weather effects wind direction angle
- cl_windspeed 0 // Weather effects wind speed scalar
- cl_wpn_sway_scale 1 //
- clear // Clear all console output.
- clear_anim_cache // Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested).
- clear_debug_overlays // clears debug overlays
- clientport 27005 // Host game client port
- closecaption 0 // Enable close captioning.
- closeonbuy 0 // Set non-zero to close the buy menu after buying something
- cmd // Forward command to server.
- cmd1 // sets userinfo string for split screen player in slot 1
- cmd2 // sets userinfo string for split screen player in slot 2
- cmd3 // sets userinfo string for split screen player in slot 3
- cmd4 // sets userinfo string for split screen player in slot 4
- collision_test // Tests collision system
- colorcorrectionui // Show/hide the color correction tools UI.
- commentary_cvarsnotchanging //
- commentary_finishnode //
- commentary_firstrun 0 //
- commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
- commentary_testfirstrun //
- con_enable 1 // Allows the console to be activated.
- 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
- con_filter_text 0 // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
- con_filter_text_out 0 // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
- con_logfile 0 // Console output gets written to this file
- 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.
- condump // dump the text currently in the console to condumpXX.log
- connect // Connect to specified server.
- crash // Cause the engine to crash (Debug!!)
- create_flashlight //
- creditsdone //
- crosshair 1 //
- cs_ShowStateTransitions -2 // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
- cs_enable_player_physics_box 0 //
- cs_hostage_near_rescue_music_distance 2000 //
- cs_make_vip // Marks a player as the VIP
- cursortimeout 60 // Seconds before mouse cursor hides itself due to inactivity
- custom_bot_difficulty 0 // Bot difficulty for offline play.
- cvarlist // Show the list of convars/concommands.
- dbghist_addline // Add a line to the debug history. Format: <category id> <line>
- dbghist_dump // Dump the debug history to the console. Format: <category id>
- debug_visibility_monitor 0 //
- debugsystemui // Show/hide the debug system UI.
- default_fov 90 //
- demo_gototick // Skips to a tick in demo.
- demo_pause // Pauses demo playback.
- demo_recordcommands 1 // Record commands typed at console into .dem files.
- demo_resume // Resumes demo playback.
- demo_timescale // Sets demo replay speed.
- demo_togglepause // Toggles demo playback.
- demolist // Print demo sequence list.
- demos // Demo demo file sequence.
- demoui // Show/hide the demo player UI.
- demoui2 // Show/hide the advanced demo player UI (demoui2).
- developer 0 // Set developer message level
- devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
- devshots_screenshot // Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the screenshot command instead.
- differences // Show all convars which are not at their default values.
- disable_static_prop_loading 0 // If non-zero when a map loads, static props wont be loaded
- disconnect // Disconnect game from server.
- disp_list_all_collideable // List all collideable displacements
- display_elapsedtime // Displays how much time has elapsed since the game started
- display_game_events 0 //
- dlight_debug // Creates a dlight in front of the player
- dm_reset_spawns //
- dm_togglerandomweapons // Turns random weapons in deathmatch on/off
- drawcross // Draws a cross at the given location
- drawline // Draws line between two 3D Points.
- drawoverviewmap // Draws the overview map
- drawradar // Draws HUD radar
- 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
- dsp_db_min 80 //
- dsp_db_mixdrop 0 //
- dsp_dist_max 1440 //
- dsp_dist_min 0 //
- dsp_enhance_stereo 0 //
- dsp_mix_max 0 //
- dsp_mix_min 0 //
- dsp_off 0 //
- dsp_player 0 //
- dsp_reload //
- dsp_slow_cpu 0 //
- dsp_volume 0 //
- dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
- dump_entity_sizes // Print sizeof(entclass)
- dump_globals // Dump all global entities/states
- dump_particlemanifest // Dump the list of particles loaded.
- dumpentityfactories // Lists all entity factory names.
- dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
- dumpgamestringtable // Dump the contents of the game string table to the console.
- dumpstringtables // Print string tables to console.
- echo // Echo text to console.
- econ_show_items_with_tag // Lists the item definitions that have a specified tag.
- editdemo // Edit a recorded demo file (.dem ).
- editor_toggle // Disables the simulation and returns focus to the editor
- enable_debug_overlays 1 // Enable rendering of debug overlays
- enable_skeleton_draw 0 // Render skeletons in wireframe
- endmatch_votenextmap // Votes for the next map at the end of the match
- endmovie // Stop recording movie frames.
- endround // End the current round.
- english 1 // If set to 1, running the english language set of assets.
- ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
- ent_attachments // Displays the attachment points on an entity.
- ent_autoaim // Displays the entitys autoaim radius.
- ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
- ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- ent_create // Creates an entity of the given type where the player is looking.
- ent_dump // Usage:
- ent_fire // Usage:
- ent_info // Usage:
- ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID.
- 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
- ent_messages_draw 0 // Visualizes all entity input/output activity.
- ent_name //
- ent_orient // Orient the specified entity to match the players angles. By default, only orients target entitys YAW. Use the allangles opt
- ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
- ent_pivot // Displays the pivot for the given entity(ies).
- ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
- ent_remove // Removes the given entity(s)
- ent_remove_all // Removes all entities of the specified type
- ent_rotate // Rotates an entity by a specified # of degrees
- ent_script_dump // Dumps the names and values of this entitys script scope to the console
- ent_setang // Set entity angles
- ent_setname // Sets the targetname of the given entity(s)
- ent_setpos // Move entity to position
- ent_show_response_criteria // Print, to the console, an entitys current criteria set used to select responses.
- ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
- ent_teleport // Teleport the specified entity to where the player is looking.
- ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
- ent_viewoffset // Displays the eye position for the given entity(ies) in red.
- envmap //
- escape // Escape key pressed.
- exec // Execute script file.
- execifexists // Execute script file if file exists.
- execwithwhitelist // Execute script file, only execing convars on a whitelist.
- exit // Exit the engine.
- explode // Kills the player with explosive damage
- explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- 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
- 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
- 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
- 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
- find // Find concommands with the specified string in their name/help text.
- find_ent // Find and list all entities with classnames or targetnames that contain the specified substring.
- find_ent_index // Display data for entity matching specified index.
- findflags // Find concommands by flags.
- firetarget //
- firstperson // Switch to firstperson camera.
- fish_debug 0 // Show debug info for fish
- fish_dormant 0 // Turns off interactive fish behavior. Fish become immobile and unresponsive.
- flush // Flush unlocked cache memory.
- flush_locked // Flush unlocked and locked cache memory.
- fog_color -1 //
- fog_colorskybox -1 //
- fog_enable 1 //
- fog_enable_water_fog 1 //
- fog_enableskybox 1 //
- fog_end -1 //
- fog_endskybox -1 //
- fog_hdrcolorscale -1 //
- fog_hdrcolorscaleskybox -1 //
- fog_maxdensity -1 //
- fog_maxdensityskybox -1 //
- fog_override 0 // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
- fog_start -1 //
- fog_startskybox -1 //
- fogui // Show/hide fog control UI.
- force_audio_english 0 // Keeps track of whether were forcing english in a localized language.
- force_centerview //
- forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
- foundry_engine_get_mouse_control // Give the engine control of the mouse.
- foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
- foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
- foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
- foundry_update_entity // Updates the entitys position/angles when in edit mode
- fov_cs_debug 0 // Sets the view fov if cheats are on.
- fps_max 200 // Frame rate limiter
- fps_max_menu 120 // Frame rate limiter, main menu
- 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
- fps_screenshot_threshold -1 // Dump a screenshot when the FPS drops below the given value.
- fs_clear_open_duplicate_times // Clear the list of files that have been opened.
- 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
- fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
- fs_fios_flush_cache // Flushes the FIOS HDD cache.
- fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>.
- fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>.
- fs_fios_print_prefetches // Displays all the prefetches currently in progress.
- fs_printopenfiles // Show all files currently opened by the engine.
- fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
- fs_warning_level // Set the filesystem warning level.
- func_break_max_pieces 15 //
- fx_new_sparks 1 // Use new style sparks.
- g15_dumpplayer // Spew player data.
- g15_reload // Reloads the Logitech G-15 Keyboard configs.
- g15_update_msec 250 // Logitech G-15 Keyboard update interval.
- g_debug_angularsensor 0 //
- g_debug_constraint_sounds 0 // Enable debug printing about constraint sounds.
- g_debug_ragdoll_removal 0 //
- g_debug_ragdoll_visualize 0 //
- g_debug_trackpather 0 //
- g_debug_vehiclebase 0 //
- g_debug_vehicledriver 0 //
- g_debug_vehicleexit 0 //
- g_debug_vehiclesound 0 //
- g_jeepexitspeed 100 //
- game_mode 0 // The current game mode (based on game type). See GameModes.txt.
- game_type 0 // The current game type. See GameModes.txt.
- gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
- gameinstructor_enable 0 // Display in game lessons that teach new players.
- gameinstructor_find_errors 0 // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
- gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
- gameinstructor_reset_counts // Resets all display and success counts to zero.
- gameinstructor_save_restore_lessons 1 // Set to 0 to disable save/load of open lesson opportunities in single player.
- gameinstructor_verbose 0 // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
- gameinstructor_verbose_lesson 0 // Display more verbose information for lessons have this name.
- gamemenucommand // Issue game menu command.
- gamepadslot1 //
- gamepadslot2 //
- gamepadslot3 //
- gamepadslot4 //
- gamepadslot5 //
- gamepadslot6 //
- gameui_activate // Shows the game UI
- gameui_allowescape // Escape key allowed to hide game UI
- gameui_allowescapetoshow // Escape key allowed to show game UI
- gameui_hide // Hides the game UI
- gameui_preventescape // Escape key doesnt hide game UI
- gameui_preventescapetoshow // Escape key doesnt show game UI
- getpos // dump position and angles to the console
- getpos_exact // dump origin and angles to the console
- give // Give item to player.
- givecurrentammo // Give a supply of ammo for current weapon..
- gl_clear_randomcolor 0 // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
- global_event_log_enabled 0 // Enables the global event log system
- global_set // global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
- glow_outline_effect_enable 1 // Enable entity outline glow effects.
- glow_outline_width 6 // Width of glow outline effect in screen space.
- god // Toggle. Player becomes invulnerable.
- gods // Toggle. All players become invulnerable.
- groundlist // Display ground entity list <index>
- hammer_update_entity // Updates the entitys position/angles when in edit mode
- 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
- heartbeat // Force heartbeat of master servers
- help // Find help about a convar/concommand.
- hideconsole // Hide the console.
- hidehud 0 //
- hideoverviewmap // Hides the overview map
- hidepanel // Hides a viewport panel <name>
- hideradar // Hides HUD radar
- hidescores // Forcibly hide score panel
- host_flush_threshold 12 // Memory threshold below which the host should flush caches between server instances
- host_map 0 // Current map name.
- host_reset_config // reset config (for testing) with param as splitscreen index.
- host_runofftime // Run off some time without rendering/updating sounds
- host_sleep 0 // Force the host to sleep a certain number of milliseconds each frame.
- host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
- host_timescale 1 // Prescale the clock by this amount.
- host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
- host_workshop_map // Get the latest version of the map and host it on this server.
- host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
- host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
- hostage_debug 0 // Show hostage AI debug information
- hostfile 0 // The HOST file to load.
- hostip -1062728384.000 // Host game server ip
- hostname 0 // Hostname for server.
- hostport 27015 // Host game server port
- hud_reloadscheme // Reloads hud layout and animation scripts.
- hud_scaling 0 // Scales hud elements
- hud_showtargetid 1 // Enables display of target names
- hud_subtitles // Plays the Subtitles: <filename>
- hud_takesshots 0 // Auto-save a scoreboard screenshot at the end of a map.
- hunk_print_allocations //
- hunk_track_allocation_types 1 //
- hurtme // Hurts the player.
- impulse //
- in_forceuser 0 // Force user input to this split screen player.
- incrementvar // Increment specified convar value.
- inferno_child_spawn_interval_multiplier 0 // Amount spawn interval increases for each child
- inferno_child_spawn_max_depth 4 //
- inferno_damage 40 // Damage per second
- inferno_debug 0 //
- inferno_dlight_spacing 200 // Inferno dlights are at least this far apart
- inferno_flame_lifetime 7 // Average lifetime of each flame in seconds
- inferno_flame_spacing 42 // Minimum distance between separate flame spawns
- inferno_forward_reduction_factor 0 //
- inferno_friendly_fire_duration 6 // For this long, FF is credited back to the thrower.
- inferno_initial_spawn_interval 0 // Time between spawning flames for first fire
- inferno_max_child_spawn_interval 0 // Largest time interval for child flame spawning
- inferno_max_flames 16 // Maximum number of flames that can be created
- inferno_max_range 150 // Maximum distance flames can spread from their initial ignition point
- inferno_per_flame_spawn_duration 3 // Duration each new flame will attempt to spawn new flames
- inferno_scorch_decals 1 //
- inferno_spawn_angle 45 // Angular change from parent
- inferno_surface_offset 20 //
- inferno_velocity_decay_factor 0 //
- inferno_velocity_factor 0 //
- inferno_velocity_normal_factor 0 //
- invnext //
- invnextgrenade //
- invnextitem //
- invnextnongrenade //
- invprev //
- ip 0 // Overrides IP for multihomed hosts
- item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
- joinsplitscreen // join split screen
- joy_accelmax 1 //
- joy_accelscale 0 //
- joy_accelscalepoly 0 //
- joy_advanced 0 //
- joy_advaxisr 0 //
- joy_advaxisu 0 //
- joy_advaxisv 0 //
- joy_advaxisx 0 //
- joy_advaxisy 0 //
- joy_advaxisz 0 //
- joy_autoAimDampenMethod 0 //
- joy_autoaimdampen 0 // How much to scale user stick input when the gun is pointing at a valid target.
- joy_autoaimdampenrange 0 // The stick range where autoaim dampening is applied. 0 = off
- joy_axisbutton_threshold 0 // Analog axis range before a button press is registered.
- joy_cfg_preset 1 //
- joy_circle_correct 1 //
- joy_curvepoint_1 0 //
- joy_curvepoint_2 0 //
- joy_curvepoint_3 0 //
- joy_curvepoint_4 1 //
- joy_curvepoint_end 2 //
- joy_diagonalpov 0 // POV manipulator operates on diagonal axes, too.
- joy_display_input 0 //
- joy_forwardsensitivity -1 //
- joy_forwardthreshold 0 //
- joy_gamma 0 //
- joy_inverty 0 // Whether to invert the Y axis of the joystick for looking.
- joy_lowend 1 //
- joy_lowend_linear 0 //
- joy_lowmap 1 //
- joy_movement_stick 0 // Which stick controls movement (0 is left stick)
- joy_name 0 //
- joy_no_accel_jump 0 //
- joy_pitchsensitivity -1 // joystick pitch sensitivity
- joy_pitchthreshold 0 //
- joy_response_look 0 // Look stick response mode: 0=Default, 1=Acceleration Promotion
- joy_response_look_pitch 1 // Look stick response mode for pitch: 0=Default, 1=Acceleration Promotion
- 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
- joy_sensitive_step0 0 //
- joy_sensitive_step1 0 //
- joy_sensitive_step2 0 //
- joy_sidesensitivity 1 //
- joy_sidethreshold 0 //
- joy_wingmanwarrior_centerhack 0 // Wingman warrior centering hack.
- joy_wingmanwarrior_turnhack 0 // Wingman warrior hack related to turn axes.
- joy_yawsensitivity -1 // joystick yaw sensitivity
- joy_yawthreshold 0 //
- joyadvancedupdate //
- joystick 0 // True if the joystick is enabled, false otherwise.
- 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
- joystick_force_disabled_set 0 // Sets controllers enabled/disabled just before the config is written.
- jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
- kdtree_test // Tests spatial partition for entities queries.
- key_findbinding // Find key bound to specified command string.
- key_listboundkeys // List bound keys with bindings.
- key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
- kick // Kick a player by name.
- kickid // Kick a player by userid or uniqueid, with a message.
- kickid_ex // Kick a player by userid or uniqueid, provide a force-the-kick flag and also assign a message.
- kill // Kills the player with generic damage
- killserver // Shutdown the server.
- killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- lastinv //
- light_crosshair // Show texture color at crosshair
- lightcache_maxmiss 2 //
- lightprobe // Samples the lighting environment.
- linefile // Parses map leak data from .lin file
- listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
- listdemo // List demo file contents.
- listid // Lists banned users.
- listip // List IP addresses on the ban list.
- listissues // List all the issues that can be voted on.
- listmodels // List loaded models.
- load // Load a saved game.
- loadcommentary //
- loader_dump_table //
- locator_split_len 0 //
- locator_split_maxwide_percent 0 //
- lockMoveControllerRet 0 //
- log // Enables logging to file, console, and udp < on | off >.
- log_color // Set the color of a logging channel.
- log_dumpchannels // Dumps information about all logging channels.
- log_flags // Set the flags on a logging channel.
- log_level // Set the spew level of a logging channel.
- logaddress_add // Set address and port for remote host <ip:port>.
- logaddress_del // Remove address and port for remote host <ip:port>.
- logaddress_delall // Remove all udp addresses being logged to
- logaddress_list // List all addresses currently being used by logaddress.
- lookspring 0 //
- lookstrafe 0 //
- loopsingleplayermaps 0 //
- m_customaccel 0 // Custom mouse acceleration:
- m_customaccel_exponent 1 // Mouse move is raised to this power before being scaled by scale factor.
- m_customaccel_max 0 // Max mouse move scale factor, 0 for no limit
- m_customaccel_scale 0 // Custom mouse acceleration value.
- m_forward 1 // Mouse forward factor.
- m_mouseaccel1 0 // Windows mouse acceleration initial threshold (2x movement).
- m_mouseaccel2 0 // Windows mouse acceleration secondary threshold (4x movement).
- m_mousespeed 0 // Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold
- m_pitch 0 // Mouse pitch factor.
- m_rawinput 1 // Use Raw Input for mouse input.
- m_side 0 // Mouse side factor.
- m_yaw 0 // Mouse yaw factor.
- map // Start playing on specified map.
- map_background // Runs a map as the background to the main menu.
- map_commentary // Start playing, with commentary, on a specified map.
- map_edit //
- map_setbombradius // Sets the bomb radius for the map.
- map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
- map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
- mapcycledisabled 0 // repeats the same map after each match instead of using the map cycle
- mapgroup // Specify a map group
- mapoverview_allow_client_draw 0 // Allow a client to draw on the map overview
- maps // Displays list of maps.
- mat_accelerate_adjust_exposure_down 40 //
- mat_aniso_disable 0 // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
- mat_autoexposure_max 2 //
- mat_autoexposure_max_multiplier 1 //
- mat_autoexposure_min 0 //
- mat_bloomamount_rate 0 //
- mat_bumpbasis 0 //
- mat_camerarendertargetoverlaysize 128 //
- mat_colcorrection_forceentitiesclientside 0 // Forces color correction entities to be updated on the client
- mat_colorcorrection 1 //
- mat_configcurrent // show the current video control panel config for the material system
- mat_crosshair // Display the name of the material under the crosshair
- mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
- mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
- mat_crosshair_printmaterial // print the material under the crosshair
- mat_crosshair_reloadmaterial // reload the material under the crosshair
- mat_debug_bloom 0 //
- 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
- mat_debugalttab 0 //
- mat_disable_bloom 0 //
- mat_displacementmap 1 //
- mat_drawflat 0 //
- mat_drawwater 1 //
- mat_dynamicPaintmaps 0 //
- mat_dynamic_tonemapping 1 //
- mat_dynamiclightmaps 0 //
- mat_edit // Bring up the material under the crosshair in the editor
- mat_exposure_center_region_x 0 //
- mat_exposure_center_region_y 0 //
- mat_fastclip 0 //
- mat_fastnobump 0 //
- mat_fillrate 0 //
- mat_force_bloom 0 //
- mat_force_tonemap_min_avglum -1 // Override. Old default was 3.0
- mat_force_tonemap_percent_bright_pixels -1 // Override. Old value was 2.0
- mat_force_tonemap_percent_target -1 // Override. Old default was 60.
- mat_force_tonemap_scale 0 //
- mat_forcedynamic 0 //
- mat_frame_sync_enable 1 //
- mat_frame_sync_force_texture 0 // Force frame syncing to lock a managed texture.
- mat_fullbright 0 //
- mat_hdr_enabled // Report if HDR is enabled for debugging
- mat_hdr_uncapexposure 0 //
- mat_hsv 0 //
- mat_info // Shows material system info
- 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
- mat_loadtextures 1 //
- mat_local_contrast_edge_scale_override -1000 //
- mat_local_contrast_midtone_mask_override -1 //
- mat_local_contrast_scale_override 0 //
- mat_local_contrast_vignette_end_override -1 //
- mat_local_contrast_vignette_start_override -1 //
- mat_lpreview_mode -1 //
- mat_luxels 0 //
- mat_measurefillrate 0 //
- mat_monitorgamma 1 // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- mat_monitorgamma_tv_enabled 0 //
- mat_morphstats 0 //
- mat_norendering 0 //
- mat_normalmaps 0 //
- mat_normals 0 //
- mat_postprocess_enable 1 //
- mat_powersavingsmode 0 // Power Savings Mode
- mat_proxy 0 //
- 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
- mat_queue_priority 1 //
- mat_reloadallmaterials // Reloads all materials
- mat_reloadmaterial // Reloads a single material
- mat_reloadtextures // Reloads all textures
- mat_remoteshadercompile 0 //
- 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
- 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
- mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
- mat_reversedepth 0 //
- mat_savechanges // saves current video configuration to the registry
- mat_setvideomode // sets the width, height, windowed state of the material system
- mat_shadercount // display count of all shaders and reset that count
- mat_show_histogram 0 //
- mat_show_texture_memory_usage 0 // Display the texture memory usage on the HUD.
- mat_showcamerarendertarget 0 //
- mat_showframebuffertexture 0 //
- mat_showlowresimage 0 //
- mat_showmaterials // Show materials.
- mat_showmaterialsverbose // Show materials (verbose version).
- mat_showmiplevels 0 // color-code miplevels 2: normalmaps, 1: everything else
- mat_showtextures // Show used textures.
- mat_showwatertextures 0 //
- mat_softwareskin 0 //
- mat_spewalloc 0 //
- mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
- mat_stub 0 //
- mat_surfaceid 0 //
- mat_surfacemat 0 //
- mat_tessellation_accgeometrytangents 0 //
- mat_tessellation_cornertangents 1 //
- mat_tessellation_update_buffers 1 //
- mat_tessellationlevel 6 //
- 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
- mat_texture_list_exclude // load - loads the exclude list file, reset - resets all loaded exclude information, save - saves exclude list file
- mat_texture_list_txlod // Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
- mat_texture_list_txlod_sync // reset - resets all run-time changes to LOD overrides, save - saves all changes to material content files
- mat_tonemap_algorithm 1 // 0 = Original Algorithm 1 = New Algorithm
- mat_updateconvars // updates the video config convars
- mat_viewportscale 1 // Scale down the main viewport (to reduce GPU impact on CPU profiling)
- mat_wireframe 0 //
- mat_yuv 0 //
- maxplayers // Change the maximum number of players allowed on this server.
- mc_accel_band_size 2 // Percentage of half the screen width or height.
- 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.
- mc_max_pitchrate 100 // (degrees/sec)
- mc_max_yawrate 230 // (degrees/sec)
- mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
- mem_compact //
- mem_dump // Dump memory stats to text file.
- mem_dumpvballocs // Dump VB memory allocation stats.
- mem_eat //
- mem_incremental_compact //
- mem_incremental_compact_rate 0 // Rate at which to attempt internal heap compation
- mem_test //
- mem_vcollide // Dumps the memory used by vcollides
- mem_verify // Verify the validity of the heap
- memory // Print memory stats.
- menuselect // menuselect
- minisave // Saves game (for current level only!)
- mm_csgo_community_search_players_min 3 // When performing CSGO community matchmaking look for servers with at least so many human players
- mm_datacenter_debugprint // Shows information retrieved from data center
- mm_debugprint // Show debug information about current matchmaking session
- 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.
- mm_dedicated_search_maxping 137 // Longest preferred ping to dedicated servers for games
- mm_dlc_debugprint // Shows information about dlc
- mm_queue_show_stats // Display global server stats
- 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.
- mm_session_search_ping_buckets 4 //
- mm_session_search_qos_timeout 15 //
- mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
- mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
- molotov_throw_detonate_time 2 //
- motdfile 0 // The MOTD file to load.
- movie_fixwave // Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
- mp_afterroundmoney 0 // amount of money awared to every player after each round
- mp_autokick 1 // Kick idle/team-killing/team-damaging players
- mp_autoteambalance 1 //
- 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
- mp_backup_restore_load_file // Loads player cash, KDA, scores and team scores; resets to the next round after the backup
- 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
- 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.
- 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%_
- mp_buy_allow_grenades 1 // Whether players can purchase grenades from the buy menu or not.
- mp_buytime 90 // How many seconds after round start players can buy items for.
- mp_c4timer 45 // how long from when the C4 is armed until it blows
- mp_competitive_endofmatch_extra_time 15 // After a competitive match finishes rematch voting extra time is given for rankings.
- 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
- 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
- mp_ct_default_primary 0 // The default primary (rifle) weapon that the CTs will spawn with
- mp_ct_default_secondary 0 // The default secondary (pistol) weapon that the CTs will spawn with
- mp_death_drop_c4 1 // Whether c4 is droppable
- mp_death_drop_defuser 1 // Drop defuser on player death
- mp_death_drop_grenade 2 // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
- mp_death_drop_gun 1 // Which gun to drop on player death: 0=none, 1=best, 2=current or best
- 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
- mp_defuser_allocation 0 // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
- mp_disable_autokick // Prevents a userid from being auto-kicked
- mp_display_kill_assists 1 // Whether to display and score player assists
- mp_dm_bonus_length_max 30 // Maximum time the bonus time will last (in seconds)
- mp_dm_bonus_length_min 30 // Minimum time the bonus time will last (in seconds)
- mp_dm_bonus_percent 50 // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
- 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)
- 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)
- mp_do_warmup_offine 0 // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
- mp_do_warmup_period 1 // Whether or not to do a warmup period at the start of a match.
- mp_dump_timers // Prints round timers to the console for debugging
- mp_endmatch_votenextleveltime 20 // If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
- 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
- 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
- mp_force_pick_time 15 // The amount of time a player has on the team screen to make a selection before being auto-teamed
- mp_forcecamera 1 // Restricts spectator modes for dead players
- mp_forcerespawnplayers // Force all players to respawn.
- mp_forcewin // Forces team to win
- mp_free_armor 0 // Determines whether armor and helmet are given automatically.
- mp_freezetime 6 // how many seconds to keep players frozen when the round starts
- mp_friendlyfire 0 // Allows team members to injure other members of their team
- mp_ggprogressive_round_restart_delay 15 // Number of seconds to delay before restarting a round after a win in gungame progessive
- mp_ggtr_bomb_defuse_bonus 1 // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
- mp_ggtr_bomb_detonation_bonus 1 // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
- mp_ggtr_bomb_pts_for_flash 4 // Kill points required in a round to get a bonus flash grenade
- mp_ggtr_bomb_pts_for_he 3 // Kill points required in a round to get a bonus HE grenade
- mp_ggtr_bomb_pts_for_molotov 5 // Kill points required in a round to get a bonus molotov cocktail
- mp_ggtr_bomb_pts_for_upgrade 2 // Kill points required to upgrade a players weapon
- mp_ggtr_bomb_respawn_delay 0 // Number of seconds to delay before making the bomb available to a respawner in gun game
- mp_ggtr_end_round_kill_bonus 1 // Number of bonus points awarded in Demolition Mode when knife kill ends round
- mp_ggtr_halftime_delay 0 // Number of seconds to delay during TR Mode halftime
- 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
- mp_give_player_c4 1 // Whether this map should spawn a c4 bomb for a player or not.
- mp_halftime 0 // Determines whether the match switches sides in a halftime event.
- mp_halftime_duration 15 // Number of seconds that halftime lasts
- mp_halftime_pausetimer 0 // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
- mp_hostages_max 2 // Maximum number of hostages to spawn.
- mp_hostages_rescuetime 1 // Additional time added to round time if a hostage is reached by a CT.
- mp_hostages_run_speed_modifier 1 // Default is 1.0, slow down hostages by setting this to < 1.0.
- mp_hostages_spawn_farthest 0 // When enabled will consistently force the farthest hostages to spawn.
- mp_hostages_spawn_force_positions 0 // Comma separated list of zero based indices to force spawn positions, e.g. 0,2 or 1,6
- mp_hostages_spawn_same_every_round 1 // 0 = spawn hostages randomly every round, 1 = same spawns for entire match.
- mp_hostages_takedamage 0 // Whether or not hostages can be hurt.
- mp_humanteam 0 // Restricts human players to a single team {any, CT, T}
- mp_ignore_round_win_conditions 0 // Ignore conditions which would end the current round
- mp_join_grace_time 2 // Number of seconds after round start to allow a player to join a game
- mp_limitteams 2 // Max # of players 1 team can have over another (0 disables check)
- mp_logdetail 0 // Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
- 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?
- mp_match_end_changelevel 0 // At the end of the match, perform a changelevel even if next map is the same
- mp_match_end_restart 0 // At the end of the match, perform a restart instead of loading a new map
- mp_match_restart_delay 15 // Time (in seconds) until a match restarts.
- mp_maxmoney 16000 // maximum amount of money allowed in a players account
- mp_maxrounds 0 // max number of rounds to play before server changes maps
- mp_molotovusedelay 15 // Number of seconds to delay before the molotov can be used after acquiring it
- mp_overtime_enable 0 // If a match ends in a tie, use overtime rules to determine winner
- 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
- mp_overtime_maxrounds 6 // When overtime is enabled play additional rounds to determine winner
- mp_overtime_startmoney 10000 // Money assigned to all players at start of every overtime half
- mp_playercashawards 1 // Players can earn money by performing in-game actions
- mp_playerid 0 // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
- mp_playerid_delay 0 // Number of seconds to delay showing information in the status bar
- mp_playerid_hold 0 // Number of seconds to keep showing old information in the status bar
- mp_radar_showall 0 // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_randomspawn 0 // Determines whether to ignore the map spawns and spawn randomly.
- mp_randomspawn_los 1 // If using mp_randomspawn, determines whether to test Line of Sight when spawning.
- mp_respawn_immunitytime 4 // How many seconds after respawn immunity lasts.
- mp_respawn_on_death_ct 0 // When set to 1, counter-terrorists will respawn after dying.
- mp_respawn_on_death_t 0 // When set to 1, terrorists will respawn after dying.
- mp_respawnwavetime_ct 10 // Time between respawn waves for CTs.
- mp_respawnwavetime_t 10 // Time between respawn waves for Terrorists.
- mp_restartgame 0 // If non-zero, game will restart in the specified number of seconds
- mp_round_restart_delay 7 // Number of seconds to delay before restarting a round after a win
- mp_roundtime 5 // How many minutes each round takes.
- mp_roundtime_defuse 0 // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
- mp_roundtime_hostage 0 // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
- mp_scrambleteams // Scramble the teams and restart the game
- mp_solid_teammates 1 // Determines whether teammates are solid or not.
- mp_spawnprotectiontime 5 // Kick players who team-kill within this many seconds of a round restart.
- 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.
- mp_spectators_max 2 // How many spectators are allowed in a match.
- mp_startmoney 800 // amount of money each player gets when they reset
- mp_swapteams // Swap the teams and restart the game
- mp_switchteams // Switch teams and restart the game
- 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
- mp_t_default_melee 0 // The default melee weapon that the Ts will spawn with
- mp_t_default_primary 0 // The default primary (rifle) weapon that the Ts will spawn with
- mp_t_default_secondary 0 // The default secondary (pistol) weapon that the Ts will spawn with
- mp_td_dmgtokick 300 // The damage threshhold players have to exceed in a match to get kicked.
- mp_td_dmgtowarn 200 // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
- mp_td_spawndmgthreshold 50 // The damage threshold players have to exceed at the start of the round to be warned/kick.
- mp_teamcashawards 1 // Teams can earn money by performing in-game actions
- mp_teamflag_1 0 // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
- mp_teamflag_2 0 // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
- mp_teammates_are_enemies 0 // When set, your teammates act as enemies and all players are valid targets.
- mp_teamname_1 0 // A non-empty string overrides the first teams name.
- mp_teamname_2 0 // A non-empty string overrides the second teams name.
- mp_timelimit 5 // game time per map in minutes
- mp_tkpunish 0 // Will TKers and team damagers be punished in the next round? {0=no, 1=yes}
- mp_tournament_restart // Restart Tournament Mode on the current level.
- mp_use_respawn_waves 0 // When set to 1, and that players team is set to respawn, they will respawn in waves.
- mp_verbose_changelevel_spew 1 //
- mp_warmup_end // End warmup immediately.
- mp_warmup_pausetimer 0 // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
- mp_warmup_start // Start warmup.
- mp_warmuptime 30 // How long the warmup period lasts. Changing this value resets warmup.
- 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.
- mp_weapons_allow_randomize 0 // Set >0 to allow X random weapons from each category.
- mp_weapons_allow_zeus 1 // Determines whether the Zeus is purchasable or not.
- mp_weapons_glow_on_ground 0 // If this convar is set, weapons on the ground will have a glow around them.
- mp_win_panel_display_time 3 // The amount of time to show the win panel between matches / halfs
- ms_player_dump_properties // Prints a dump the current players property data
- multvar // Multiply specified convar value.
- muzzleflash_light 1 //
- name 0 // Current user name
- nav_add_to_selected_set // Add current area to the selected set.
- nav_add_to_selected_set_by_id // Add specified area id to the selected set.
- nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
- nav_area_bgcolor 503316480 // RGBA color to draw as the background color for nav areas while editing.
- nav_area_max_size 50 // Max area size created in nav generation
- nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
- 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
- nav_begin_deselecting // Start continuously removing from the selected set.
- nav_begin_drag_deselecting // Start dragging a selection area.
- nav_begin_drag_selecting // Start dragging a selection area.
- nav_begin_selecting // Start continuously adding to the selected set.
- nav_begin_shift_xy // Begin shifting the Selected Set.
- nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
- 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).
- nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
- nav_check_floor // Updates the blocked/unblocked status for every nav area.
- nav_check_stairs // Update the nav mesh STAIRS attribute
- nav_chop_selected // Chops all selected areas into their component 1x1 areas
- nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
- nav_clear_selected_set // Clear the selected set.
- nav_clear_walkable_marks // Erase any previously placed walkable positions.
- nav_compress_id // Re-orders area and ladder IDs so they are continuous.
- nav_connect // To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
- nav_coplanar_slope_limit 0 //
- nav_coplanar_slope_limit_displacement 0 //
- nav_corner_adjust_adjacent 18 // radius used to raise/lower corners in nearby areas when raising/lowering corners.
- nav_corner_lower // Lower the selected corner of the currently marked Area.
- nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
- nav_corner_raise // Raise the selected corner of the currently marked Area.
- nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
- nav_create_area_at_feet 0 // Anchor nav_begin_area Z to editing players feet
- nav_create_place_on_ground 0 // If true, nav areas will be placed flush with the ground when created by hand.
- nav_crouch // Toggles the must crouch in this area flag used by the AI system.
- nav_debug_blocked 0 //
- nav_delete // Deletes the currently highlighted Area.
- nav_delete_marked // Deletes the currently marked Area (if any).
- nav_disconnect // To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
- nav_displacement_test 10000 // Checks for nodes embedded in displacements (useful for in-development maps)
- nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
- nav_draw_limit 500 // The maximum number of areas to draw in edit mode
- nav_edit 0 // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
- nav_end_deselecting // Stop continuously removing from the selected set.
- nav_end_drag_deselecting // Stop dragging a selection area.
- nav_end_drag_selecting // Stop dragging a selection area.
- nav_end_selecting // Stop continuously adding to the selected set.
- nav_end_shift_xy // Finish shifting the Selected Set.
- nav_flood_select // Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
- nav_gen_cliffs_approx // Mark cliff areas, post-processing approximation
- nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_fencetops 1 // Autogenerate nav areas on fence and obstacle tops
- nav_generate_fixup_jump_areas 1 // Convert obsolete jump areas into 2-way connections
- nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_incremental_range 2000 //
- nav_generate_incremental_tolerance 0 // Z tolerance for adding new nav areas.
- nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
- nav_ladder_flip // Flips the selected ladders direction.
- nav_load // Loads the Navigation Mesh for the current map.
- nav_lower_drag_volume_max // Lower the top of the drag select volume.
- nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
- nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
- nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- nav_mark_attribute // Set nav attribute for all areas in the selected set.
- nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
- nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
- nav_max_view_distance 0 // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- nav_max_vis_delta_list_length 64 //
- 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
- nav_merge_mesh // Merges a saved selected set into the current mesh.
- nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
- nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
- 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
- nav_place_list // Lists all place names used in the map.
- nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
- nav_place_replace // Replaces all instances of the first place with the second place.
- nav_place_set // Sets the Place of all selected areas to the current Place.
- nav_potentially_visible_dot_tolerance 0 //
- nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
- nav_quicksave 0 // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
- nav_raise_drag_volume_max // Raise the top of the drag select volume.
- nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
- nav_recall_selected_set // Re-selects the stored selected set.
- nav_remove_from_selected_set // Remove current area from the selected set.
- nav_remove_jump_areas // Removes legacy jump areas, replacing them with connections.
- nav_run // Toggles the traverse this area by running flag used by the AI system.
- nav_save // Saves the current Navigation Mesh to disk.
- nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
- nav_select_blocked_areas // Adds all blocked areas to the selected set
- nav_select_damaging_areas // Adds all damaging areas to the selected set
- nav_select_half_space // Selects any areas that intersect the given half-space.
- nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
- nav_select_obstructed_areas // Adds all obstructed areas to the selected set
- nav_select_overlapping // Selects nav areas that are overlapping others.
- nav_select_radius // Adds all areas in a radius to the selection set
- nav_select_stairs // Adds all stairway areas to the selected set
- nav_selected_set_border_color -16751516 // Color used to draw the selected set borders while editing.
- nav_selected_set_color 1623785472.000 // Color used to draw the selected set background while editing.
- nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
- nav_shift // Shifts the selected areas by the specified amount
- nav_show_approach_points 0 // Show Approach Points in the Navigation Mesh.
- nav_show_area_info 0 // Duration in seconds to show nav area ID and attributes while editing
- nav_show_compass 0 //
- nav_show_continguous 0 // Highlight non-contiguous connections
- nav_show_danger 0 // Show current danger levels.
- nav_show_light_intensity 0 //
- nav_show_node_grid 0 //
- nav_show_node_id 0 //
- nav_show_nodes 0 //
- nav_show_player_counts 0 // Show current player counts in each area.
- nav_show_potentially_visible 0 // Show areas that are potentially visible from the current nav area
- nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
- nav_slope_limit 0 // The ground unit normals Z component must be greater than this for nav areas to be generated.
- nav_slope_tolerance 0 // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
- nav_snap_to_grid 0 // Snap to the nav generation grid when creating new nav areas
- nav_solid_props 0 // Make props solid to nav generation/editing
- nav_splice // To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
- nav_split // To split an Area into two, align the split line using your cursor and invoke the split command.
- nav_split_place_on_ground 0 // If true, nav areas will be placed flush with the ground when split.
- nav_stand // Toggles the stand while hiding flag used by the AI system.
- nav_stop // Toggles the must stop when entering this area flag used by the AI system.
- nav_store_selected_set // Stores the current selected set for later retrieval.
- nav_strip // Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
- nav_subdivide // Subdivides all selected areas.
- nav_test_node 0 //
- nav_test_node_crouch 0 //
- nav_test_node_crouch_dir 4 //
- nav_test_stairs // Test the selected set for being on stairs
- nav_toggle_deselecting // Start or stop continuously removing from the selected set.
- nav_toggle_in_selected_set // Remove current area from the selected set.
- nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
- nav_toggle_place_painting // Toggles Place Painting mode. When Place Painting, pointing at an Area will paint it with the current Place.
- nav_toggle_selected_set // Toggles all areas into/out of the selected set.
- nav_toggle_selecting // Start or stop continuously adding to the selected set.
- nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
- nav_unmark // Clears the marked Area or Ladder.
- nav_update_blocked // Updates the blocked/unblocked status for every nav area.
- nav_update_lighting // Recomputes lighting values
- nav_update_visibility_on_edit 0 // If nonzero editing the mesh will incrementally recompue visibility
- nav_use_place // If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
- nav_walk // Toggles the traverse this area by walking flag used by the AI system.
- nav_warp_to_mark // Warps the player to the marked area.
- nav_world_center // Centers the nav mesh in the world
- net_allow_multicast 1 //
- net_blockmsg 0 // Discards incoming message: <0|1|name>
- net_channels // Shows net channel info
- net_droppackets 0 // Drops next n packets on client
- net_dumpeventstats // Dumps out a report of game event network usage
- net_earliertempents 0 //
- net_fakejitter 0 // Jitter fakelag packet time
- net_fakelag 0 // Lag all incoming network data (including loopback) by this many milliseconds.
- net_fakeloss 0 // Simulate packet loss as a percentage (negative means drop 1/n packets)
- net_graph 0 // Draw the network usage data, = 2 prints in/out data, = 3 draws data on payload,
- net_graphheight 64 // Height of netgraph panel
- net_graphmsecs 400 // The latency graph represents this many milliseconds.
- net_graphpos 2 //
- net_graphproportionalfont 1 // Determines whether netgraph font is proportional or not
- net_graphshowinterp 1 // Draw the interpolation graph.
- net_graphshowlatency 1 // Draw the ping/packet loss graph.
- net_graphshowsvframerate 0 // Draw the server framerate graph.
- net_graphsolid 1 //
- net_graphtext 1 // Draw text fields
- net_maxroutable 1200 // Requested max packet size before packets are split.
- 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
- net_scale 5 //
- net_showreliablesounds 0 //
- net_showsplits 0 // Show info about packet splits
- net_showudp 0 // Dump UDP packets summary to console
- net_showudp_oob 0 // Dump OOB UDP packets summary to console
- net_showudp_remoteonly 0 // Dump non-loopback udp only
- net_splitpacket_maxrate 15000 // Max bytes per second when queueing splitpacket chunks
- net_splitrate 1 // Number of fragments for a splitpacket that can be sent per frame
- net_start // Inits multiplayer network sockets
- net_status // Shows current network status
- net_steamcnx_allowrelay 1 // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
- net_steamcnx_enabled 1 // Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.
- net_steamcnx_status // Print status of steam connection sockets.
- next 0 // Set to 1 to advance to next frame ( when singlestep == 1 )
- nextdemo // Play next demo in sequence.
- nextlevel 0 // If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
- noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
- noclip_fixup 1 //
- notarget // Toggle. Player becomes hidden to NPCs.
- npc_ally_deathmessage 1 //
- npc_ammo_deplete // Subtracts half of the targets ammo
- npc_bipass // Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s
- npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
- npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text.
- npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).
- 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
- npc_destroy // Removes the given NPC(s) from the universe
- npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
- npc_enemies // Shows memory of NPC. Draws an X on top of each memory.
- npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one)
- npc_freeze // Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
- npc_freeze_unselected // Freeze all NPCs not selected
- npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box)
- npc_go_random // Sends all selected NPC(s) to a random node.
- npc_heal // Heals the target back to full health
- npc_height_adjust 1 // Enable test mode for ik height adjustment
- npc_kill // Kills the given NPC(s)
- npc_nearest // Draws a while box around the NPC(s) nearest node
- npc_relationships // Displays the relationships between this NPC and all others.
- npc_reset // Reloads schedules for all NPCs from their script files
- 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
- npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box
- npc_set_freeze // Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
- npc_set_freeze_unselected // Freeze all NPCs not selected
- npc_squads // Obsolete. Replaced by npc_combat
- npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance)
- npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
- npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
- npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
- npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box)
- npc_thinknow // Trigger NPC to think
- npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
- observer_use //
- option_duck_method 0 //
- option_speed_method 0 //
- paintsplat_bias 0 // Change bias value for computing circle buffer
- paintsplat_max_alpha_noise 0 // Max noise value of circle alpha
- paintsplat_noise_enabled 1 //
- panel_test_title_safe 0 // Test vgui panel positioning with title safe indentation
- particle_simulateoverflow 0 // Used for stress-testing particle systems. Randomly denies creation of particles.
- particle_test_attach_attachment 0 // Attachment index for attachment mode
- particle_test_attach_mode 0 // Possible Values: start_at_attachment, follow_attachment, start_at_origin, follow_origin
- particle_test_file 0 // Name of the particle system to dynamically spawn
- particle_test_start // Dispatches the test particle system with the parameters specified in particle_test_file,
- particle_test_stop // Stops all particle systems on the selected entities.
- password 0 // Current server access password
- path // Show the engine filesystem path.
- pause // Toggle the server pause state.
- perfui // Show/hide the level performance tools UI.
- perfvisualbenchmark //
- perfvisualbenchmark_abort //
- phys_debug_check_contacts 0 //
- phys_show_active 0 //
- physics_budget // Times the cost of each active object
- physics_constraints // Highlights constraint system graph for an entity
- physics_debug_entity // Dumps debug info for an entity
- physics_highlight_active // Turns on the absbox for all active physics objects
- physics_report_active // Lists all active physics objects
- physics_select // Dumps debug info for an entity
- picker // Toggles picker mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
- ping // Display ping to server.
- pingserver // Ping a server for info
- pixelvis_debug // Dump debug info
- play // Play a sound.
- play_distance 1 // Set to 1:2 foot or 2:10 foot presets.
- play_with_friends_enabled 1 //
- playdemo // Play a recorded demo file (.dem ).
- player_botdifflast_s 2 //
- player_competitive_maplist2 0 //
- player_debug_print_damage 0 // When true, print amount and type of all damage received by player to console.
- player_gamemodelast_m 1 //
- player_gamemodelast_s 2 //
- player_gametypelast_m 0 //
- player_gametypelast_s 1 //
- player_last_leaderboards_filter 1 // Last mode setting in the Leaderboards screen
- player_last_leaderboards_mode 1 // Last mode setting in the Leaderboards screen
- player_last_leaderboards_panel 1 // Last opened panel in the Leaderboards screen
- player_last_medalstats_category 3 // Last selected category on the Medals panel in the Medals & Stats screen
- player_last_medalstats_panel 0 // Last opened panel in the Medals & Stats screen
- player_maplast_m 0 //
- player_maplast_s 2 //
- player_medalstats_most_recent_time 1372476672 // Timestamp of most recently earned achievement displayed on Medals & Stats screen
- player_medalstats_recent_range 432000 // Window (in seconds of recent achievements to show
- player_nevershow_communityservermessage 1 //
- player_teamplayedlast 3 //
- playflush // Play a sound, reloading from disk in case of changes.
- playgamesound // Play a sound from the game sounds txt file
- playsoundscape // Forces a soundscape to play
- playvideo // Plays a video: <filename> [width height]
- playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
- playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
- playvol // Play a sound at a specified volume.
- plugin_load // plugin_load <filename> : loads a plugin
- plugin_pause // plugin_pause <index> : pauses a loaded plugin
- plugin_pause_all // pauses all loaded plugins
- plugin_print // Prints details about loaded plugins
- plugin_unload // plugin_unload <index> : unloads a plugin
- plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
- plugin_unpause_all // unpauses all disabled plugins
- 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
- 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])
- print_colorcorrection // Display the color correction layer information.
- print_mapgroup // Prints the current mapgroup and the contained maps
- print_mapgroup_sv // Prints the current mapgroup and the contained maps
- progress_enable //
- prop_crosshair // Shows name for prop looking at
- prop_debug // Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
- prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
- prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking.
- pwatchent -1 // Entity to watch for prediction system changes.
- pwatchvar 0 // Entity variable to watch in prediction system for changes.
- quit // Exit the engine.
- r_AirboatViewDampenDamp 1 //
- r_AirboatViewDampenFreq 7 //
- r_AirboatViewZHeight 0 //
- r_ClipAreaFrustums 1 //
- r_ClipAreaPortals 1 //
- r_DispBuildable 0 //
- r_DispWalkable 0 //
- r_DrawBeams 1 // 0=Off, 1=Normal, 2=Wireframe
- r_DrawDisp 1 // Toggles rendering of displacment maps
- r_DrawModelLightOrigin 0 //
- r_DrawPortals 0 //
- r_DrawRain 1 // Enable/disable rain rendering.
- r_JeepFOV 90 //
- r_JeepViewBlendTo 1 //
- r_JeepViewBlendToScale 0 //
- r_JeepViewBlendToTime 1 //
- r_JeepViewDampenDamp 1 //
- r_JeepViewDampenFreq 7 //
- r_JeepViewZHeight 10 //
- r_PortalTestEnts 1 // Clip entities against portal frustums.
- r_RainCheck 0 // Enable/disable IsInAir() check for rain drops?
- r_RainDebugDuration 0 // Shows rain tracelines for this many seconds (0 disables)
- r_RainHack 0 //
- r_RainProfile 0 // Enable/disable rain profiling.
- r_RainRadius 1500 //
- r_RainSideVel 130 // How much sideways velocity rain gets.
- r_RainSimulate 1 // Enable/disable rain simulation.
- r_RainSplashPercentage 20 //
- r_SnowDebugBox 0 // Snow Debug Boxes.
- r_SnowEnable 1 // Snow Enable
- r_SnowEndAlpha 255 // Snow.
- r_SnowEndSize 0 // Snow.
- r_SnowFallSpeed 1 // Snow fall speed scale.
- r_SnowInsideRadius 256 // Snow.
- r_SnowOutsideRadius 1024 // Snow.
- r_SnowParticles 500 // Snow.
- r_SnowPosScale 1 // Snow.
- r_SnowRayEnable 1 // Snow.
- r_SnowRayLength 8192 // Snow.
- r_SnowRayRadius 256 // Snow.
- r_SnowSpeedScale 1 // Snow.
- r_SnowStartAlpha 25 // Snow.
- r_SnowStartSize 1 // Snow.
- r_SnowWindScale 0 // Snow.
- r_SnowZoomOffset 384 // Snow.
- r_SnowZoomRadius 512 // Snow.
- r_VehicleViewClamp 1 //
- r_VehicleViewDampen 1 //
- r_alphafade_usefov 1 // Account for FOV when computing an entitys distance-based alpha fade
- r_ambientfraction 0 // Fraction of direct lighting used to boost lighting when model requests
- r_ambientlightingonly 0 // Set this to 1 to light models with only ambient lighting (and no static lighting).
- r_avglight 1 //
- r_avglightmap 0 //
- r_brush_queue_mode 0 //
- r_cheapwaterend //
- r_cheapwaterstart //
- r_cleardecals // Usage r_cleardecals <permanent>.
- r_colorstaticprops 0 //
- r_debugcheapwater 0 //
- r_debugrandomstaticlighting 0 // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
- r_depthoverlay 0 // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
- r_disable_distance_fade_on_big_props 0 // Completely disable distance fading on large props
- r_disable_distance_fade_on_big_props_thresh 48000 // Distance prop fade disable threshold size
- r_disable_update_shadow 1 //
- r_dlightsenable 1 //
- r_drawallrenderables 0 // Draw all renderables, even ones inside solid leaves.
- r_drawbrushmodels 1 // Render brush models. 0=Off, 1=Normal, 2=Wireframe
- r_drawclipbrushes 0 // Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
- r_drawdecals 1 // Render decals.
- r_drawentities 1 //
- r_drawfuncdetail 1 // Render func_detail
- r_drawleaf -1 // Draw the specified leaf.
- r_drawlightcache 0 // 0: off
- r_drawlightinfo 0 //
- r_drawlights 0 //
- r_drawmodelstatsoverlay 0 //
- r_drawmodelstatsoverlaydistance 500 //
- r_drawmodelstatsoverlayfilter -1 //
- r_drawmodelstatsoverlaymax 1 // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
- r_drawmodelstatsoverlaymin 0 // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
- r_drawopaquerenderables 1 //
- r_drawopaqueworld 1 //
- r_drawothermodels 1 // 0=Off, 1=Normal, 2=Wireframe
- r_drawparticles 1 // Enable/disable particle rendering
- 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
- r_drawropes 1 //
- r_drawscreenoverlay 0 //
- r_drawskybox 1 //
- r_drawsprites 1 //
- r_drawstaticprops 1 // 0=Off, 1=Normal, 2=Wireframe
- r_drawtracers 1 //
- r_drawtracers_firstperson 1 // Toggle visibility of first person weapon tracers
- r_drawtracers_movetonotintersect 1 //
- r_drawtranslucentrenderables 1 //
- r_drawtranslucentworld 1 //
- r_drawunderwateroverlay 0 //
- r_drawvgui 1 // Enable the rendering of vgui panels
- r_drawviewmodel 1 //
- r_drawworld 1 // Render the world.
- r_dscale_basefov 90 //
- r_dscale_fardist 2000 //
- r_dscale_farscale 4 //
- r_dscale_neardist 100 //
- r_dscale_nearscale 1 //
- r_dynamic 1 //
- r_dynamiclighting 1 //
- r_eyegloss 1 //
- r_eyemove 1 //
- r_eyeshift_x 0 //
- r_eyeshift_y 0 //
- r_eyeshift_z 0 //
- r_eyesize 0 //
- r_eyewaterepsilon 7 //
- r_farz -1 // Override the far clipping plane. -1 means to use the value in env_fog_controller.
- r_flashlightambient 0 //
- r_flashlightbacktraceoffset 0 //
- r_flashlightbrightness 0 //
- r_flashlightclip 0 //
- r_flashlightconstant 0 //
- r_flashlightdrawclip 0 //
- r_flashlightfar 750 //
- r_flashlightfov 53 //
- r_flashlightladderdist 40 //
- r_flashlightlinear 100 //
- r_flashlightlockposition 0 //
- r_flashlightmuzzleflashfov 120 //
- r_flashlightnear 4 //
- r_flashlightnearoffsetscale 1 //
- r_flashlightoffsetforward 0 //
- r_flashlightoffsetright 5 //
- r_flashlightoffsetup -5 //
- r_flashlightquadratic 0 //
- r_flashlightshadowatten 0 //
- r_flashlightvisualizetrace 0 //
- r_flushlod // Flush and reload LODs.
- r_hwmorph 0 //
- r_itemblinkmax 0 //
- r_itemblinkrate 4 //
- r_lightcache_invalidate //
- r_lightcache_numambientsamples 162 // number of random directions to fire rays when computing ambient lighting
- r_lightcache_radiusfactor 1000 // Allow lights to influence lightcaches beyond the lights radii
- r_lightcachecenter 1 //
- r_lightcachemodel -1 //
- r_lightinterp 5 // Controls the speed of light interpolation, 0 turns off interpolation
- r_lightmap -1 //
- r_lightstyle -1 //
- r_lightwarpidentity 0 //
- r_lockpvs 0 // Lock the PVS so you can fly around and inspect what is being drawn.
- r_mapextents 16384 // Set the max dimension for the map. This determines the far clipping plane
- r_modelAmbientMin 0 // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
- r_modelwireframedecal 0 //
- r_nohw 0 //
- r_nosw 0 //
- r_novis 0 // Turn off the PVS.
- r_occlusionspew 0 // Activate/deactivates spew about what the occlusion system is doing.
- r_oldlightselection 0 // Set this to revert to HL2s method of selecting lights
- r_particle_demo 0 //
- r_partition_level -1 // Displays a particular level of the spatial partition system. Use -1 to disable it.
- r_portalsopenall 0 // Open all portals
- r_printdecalinfo //
- r_proplightingpooling -1 // 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
- r_radiosity 4 // 0: no radiosity
- r_rainalpha 0 //
- r_rainalphapow 0 //
- r_raindensity 0 //
- r_rainlength 0 //
- r_rainspeed 600 //
- r_rainwidth 0 //
- r_randomflex 0 //
- r_rimlight 1 //
- r_screenoverlay // Draw specified material as an overlay
- r_shadow_debug_spew 0 //
- r_shadow_deferred 0 // Toggle deferred shadow rendering
- r_shadowangles // Set shadow angles
- r_shadowblobbycutoff // some shadow stuff
- r_shadowcolor // Set shadow color
- r_shadowdir // Set shadow direction
- r_shadowdist // Set shadow distance
- r_shadowfromanyworldlight 0 //
- r_shadowfromworldlights_debug 0 //
- r_shadowids 0 //
- r_shadows_gamecontrol -1 //
- r_shadowwireframe 0 //
- r_showenvcubemap 0 //
- r_showz_power 1 //
- r_skin 0 //
- r_skybox 1 // Enable the rendering of sky boxes
- r_slowpathwireframe 0 //
- r_swingflashlight 1 //
- r_updaterefracttexture 1 //
- r_vehicleBrakeRate 1 //
- r_visocclusion 0 // Activate/deactivate wireframe rendering of what the occlusion system is doing.
- r_visualizelighttraces 0 //
- r_visualizelighttracesshowfulltrace 0 //
- r_visualizetraces 0 //
- radarvisdistance 1000 // at this distance and beyond you need to be point right at someone to see them
- radarvismaxdot 0 // how closely you have to point at someone to see them beyond max distance
- radarvismethod 1 // 0 for traditional method, 1 for more realistic method
- radarvispow 0 // the degree to which you can point away from a target, and still see them on radar.
- radio1 // Opens a radio menu
- radio2 // Opens a radio menu
- radio3 // Opens a radio menu
- rate 128000 // Max bytes/sec the host can receive data
- rcon // Issue an rcon command.
- rcon_address 0 // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
- rcon_password 0 // remote console password.
- rebuy // Attempt to repurchase items with the order listed in cl_rebuy
- recompute_speed // Recomputes clock speed (for debugging purposes).
- record // Record a demo.
- reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
- reload_vjobs // reload vjobs module
- remote_bug // Starts a bug report with data from the currently connected rcon machine
- removeallids // Remove all user IDs from the ban list.
- removeid // Remove a user ID from the ban list.
- removeip // Remove an IP address from the ban list.
- render_blanks // render N blank frames
- report_cliententitysim 0 // List all clientside simulations and time - will report and turn itself off.
- report_clientthinklist 0 // List all clientside entities thinking and time - will report and turn itself off.
- report_entities // Lists all entities
- report_simthinklist // Lists all simulating/thinking entities
- report_soundpatch // reports sound patch count
- report_touchlinks // Lists all touchlinks
- reset_expo // Reset player scores, player controls, team scores, and end the round
- reset_gameconvars // Reset a bunch of game convars to default values
- respawn_entities // Respawn all the entities in the map.
- restart // Restart the game on the same level (add setpos to jump to current view position on restart).
- retry // Retry connection to last server.
- rope_min_pixel_diameter 2 //
- rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
- rr_followup_maxdist 1800 // then ANY or then ALL response followups will be dispatched only to characters within this distance.
- rr_forceconcept // fire a response concept directly at a given character.
- rr_reloadresponsesystems // Reload all response system scripts.
- rr_remarkable_max_distance 1200 // AIs will not even consider remarkarbles that are more than this many units away.
- rr_remarkable_world_entities_replay_limit 1 // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
- rr_remarkables_enabled 1 // If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
- 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
- safezonex 1 // The percentage of the screen width that is considered safe from overscan
- safezoney 1 // The percentage of the screen height that is considered safe from overscan
- save // Saves current game.
- save_finish_async //
- say // Display player message
- say_team // Display player message to team
- scene_flush // Flush all .vcds from the cache and reload from disk.
- scene_playvcd // Play the given VCD as an instanced scripted scene.
- scene_showfaceto 0 // When playing back, show the directions of faceto events.
- scene_showlook 0 // When playing back, show the directions of look events.
- scene_showmoveto 0 // When moving, show the end location.
- scene_showunlock 0 // Show when a vcd is playing but normal AI is running.
- screenshot // Take a screenshot.
- script // Run the text as a script
- script_client // Run the text as a script
- script_debug // Connect the vscript VM to the script debugger
- script_debug_client // Connect the vscript VM to the script debugger
- script_dump_all // Dump the state of the VM to the console
- script_dump_all_client // Dump the state of the VM to the console
- script_execute // Run a vscript file
- script_execute_client // Run a vscript file
- script_help // Output help for script functions, optionally with a search string
- script_help_client // Output help for script functions, optionally with a search string
- script_reload_code // Execute a vscript file, replacing existing functions with the functions in the run script
- script_reload_entity_code // Execute all of this entitys VScripts, replacing existing functions with the functions in the run scripts
- script_reload_think // Execute an activation script, replacing existing functions with the functions in the run script
- sensitivity 2 // Mouse sensitivity.
- server_game_time // Gives the game time in seconds (servers curtime)
- servercfgfile 0 //
- setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- setinfo // Adds a new user info value
- setmaster // add/remove/enable/disable master servers
- setmodel // Changess players model
- setpause // Set the pause state of the server.
- setpos // Move player to specified origin (must have sv_cheats).
- setpos_exact // Move player to an exact specified origin (must have sv_cheats).
- setpos_player // Move specified player to specified origin (must have sv_cheats).
- sf_ui_tint 1 // The current tint applied to the Scaleform UI
- shake // Shake the screen.
- shake_stop // Stops all active screen shakes.
- shake_testpunch // Test a punch-style screen shake.
- show_loadout_toggle // Toggles loadout display
- showbudget_texture 0 // Enable the texture budget panel.
- showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
- showconsole // Show the console.
- showinfo // Shows a info panel: <type> <title> <message> [<command number>]
- showpanel // Shows a viewport panel <name>
- showtriggers 0 // Shows trigger brushes
- showtriggers_toggle // Toggle show triggers
- singlestep 0 // Run engine in single step mode ( set next to 1 to advance a frame )
- sk_autoaim_mode 1 //
- skill 1 // Game skill level (1-3).
- skip_next_map // Skips the next map in the map rotation for the server.
- slot0 //
- slot1 //
- slot10 //
- slot11 //
- slot2 //
- slot3 //
- slot4 //
- slot5 //
- slot6 //
- slot7 //
- slot8 //
- slot9 //
- snapto //
- snd_async_flush // Flush all unlocked async audio data
- snd_async_showmem // Show async memory stats
- snd_async_showmem_music // Show async memory stats for just non-streamed music
- snd_async_showmem_summary // Show brief async memory stats
- snd_debug_panlaw 0 // Visualize panning crossfade curves
- snd_disable_mixer_duck 0 //
- snd_disable_mixer_solo 0 //
- snd_duckerattacktime 0 //
- snd_duckerreleasetime 2 //
- snd_duckerthreshold 0 //
- snd_ducking_off 1 //
- snd_ducktovolume 0 //
- snd_dump_filepaths //
- snd_dumpclientsounds // Dump sounds to console
- snd_dvar_dist_max 1320 // Play full far sound at this distance
- snd_dvar_dist_min 240 // Play full near sound at this distance
- snd_filter 0 //
- snd_foliage_db_loss 4 // foliage dB loss per 1200 units
- snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
- snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_gain 1 //
- snd_gain_max 1 //
- snd_gain_min 0 //
- snd_getmixer // Get data related to mix group matching string
- snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
- snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
- snd_legacy_surround 0 //
- snd_list 0 //
- snd_max_same_sounds 4 //
- snd_max_same_weapon_sounds 3 //
- snd_mixahead 0 //
- snd_mixer_master_dsp 1 //
- snd_mixer_master_level 1 //
- snd_music_selection 3 // Temporary convar to choose which music kit to use for this player.
- snd_musicvolume 0 // Music volume
- snd_musicvolume_multiplier_inoverlay 0 // Music volume multiplier when Steam Overlay is active
- snd_mute_losefocus 0 //
- snd_obscured_gain_dB -2 //
- snd_op_test_convar 1 //
- snd_pause_all 1 // Specifies to pause all sounds and not just voice
- snd_pitchquality 0 //
- snd_playsounds // Play sounds from the game sounds txt file at a given location
- snd_pre_gain_dist_falloff 1 //
- snd_prefetch_common 1 // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
- snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
- snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
- snd_print_channels // Prints all the active channel.
- snd_print_dsp_effect // Prints the content of a dsp effect.
- snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
- snd_rear_speaker_scale 1 // How much to scale rear speaker contribution to front stereo output
- snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rebuildaudiocache // rebuild audio cache for current language
- snd_refdb 60 // Reference dB at snd_refdist
- snd_refdist 36 // Reference distance for snd_refdb
- snd_report_format_sound 0 // If set to 1, report all sound formats.
- snd_report_loop_sound 0 // If set to 1, report all sounds that just looped.
- 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
- snd_report_stop_sound 0 // If set to 1, report all sounds stopped with S_StopSound().
- snd_report_verbose_error 0 // If set to 1, report more error found when playing sounds.
- snd_restart // Restart sound system.
- snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
- snd_setmixer // Set named Mixgroup of current mixer to mix vol, mute, solo.
- snd_setmixlayer // Set named Mixgroup of named mix layer to mix vol, mute, solo.
- snd_setmixlayer_amount // Set named mix layer mix amount.
- snd_setsoundparam // Set a sound paramater
- snd_show 0 // Show sounds info
- snd_showclassname 0 //
- snd_showmixer 0 //
- snd_showstart 0 //
- snd_sos_flush_operators // Flush and re-parse the sound operator system
- snd_sos_list_operator_updates 0 //
- snd_sos_print_operators // Prints a list of currently available operators
- snd_sos_show_block_debug 0 // Spew data about the list of block entries.
- snd_sos_show_client_rcv 0 //
- snd_sos_show_client_xmit 0 //
- snd_sos_show_operator_entry_filter 0 //
- snd_sos_show_operator_init 0 //
- snd_sos_show_operator_parse 0 //
- snd_sos_show_operator_prestart 0 //
- snd_sos_show_operator_shutdown 0 //
- snd_sos_show_operator_start 0 //
- snd_sos_show_operator_stop_entry 0 //
- snd_sos_show_operator_updates 0 //
- snd_sos_show_queuetotrack 0 //
- snd_sos_show_server_xmit 0 //
- snd_sos_show_startqueue 0 //
- snd_soundmixer_flush // Reload soundmixers.txt file.
- snd_soundmixer_list_mix_groups // List all mix groups to dev console.
- snd_soundmixer_list_mix_layers // List all mix layers to dev console.
- snd_soundmixer_list_mixers // List all mixers to dev console.
- snd_soundmixer_set_trigger_factor // Set named mix layer / mix group, trigger amount.
- snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
- snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
- snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
- snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
- snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
- snd_visualize 0 // Show sounds location in world
- snd_writemanifest // If running a game, outputs the precache manifest for the current level
- sndplaydelay //
- soundfade // Fade client volume.
- soundinfo // Describe the current sound device.
- soundlist // List all known sounds.
- soundscape_debug 0 // When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
- soundscape_dumpclient // Dumps the clients soundscape data.
- soundscape_fadetime 3 // Time to crossfade sound effects between soundscapes
- soundscape_flush // Flushes the server & client side soundscapes
- soundscape_radius_debug 0 // Prints current volume of radius sounds
- speak // Play a constructed sentence.
- spec_allow_roaming 0 // If nonzero, allow free-roaming spectator camera.
- spec_freeze_cinematiclight_b 1 //
- spec_freeze_cinematiclight_g 1 //
- spec_freeze_cinematiclight_r 1 //
- spec_freeze_cinematiclight_scale 2 //
- spec_freeze_deathanim_time 0 // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
- spec_freeze_distance_max 80 // Maximum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_distance_min 60 // Minimum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_panel_extended_time 0 // Time spent with the freeze panel still up after observer freeze cam is done.
- spec_freeze_target_fov 42 // The target FOV that the deathcam should use.
- spec_freeze_target_fov_long 90 // The target FOV that the deathcam should use when the cam zoom far away on the target.
- spec_freeze_time 5 // Time spend frozen in observer freeze cam.
- spec_freeze_time_lock 2 // Time players are prevented from skipping the freeze cam
- spec_freeze_traveltime 0 // Time taken to zoom in to frame a target in observer freeze cam.
- spec_freeze_traveltime_long 0 // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
- spec_gui // Shows or hides the spectator bar
- spec_hide_players 0 // Toggle the visibility of scoreboard players.
- spec_menu // Activates spectator menu
- spec_mode // Set spectator mode
- spec_next // Spectate next player
- spec_player // Spectate player by index
- spec_player_by_name // Spectate player by name
- spec_pos // dump position and angles to the console
- spec_prev // Spectate previous player ( valid values are 3 to 6 )
- 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
- spike // generates a fake spike
- spincycle // Cause the engine to spincycle (Debug!!)
- ss_enable 0 // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
- ss_map // Start playing on specified map with max allowed splitscreen players.
- ss_reloadletterbox // ss_reloadletterbox
- ss_splitmode 0 // Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescr
- star_memory // Dump memory stats
- startdemos // Play demos in demo sequence.
- startmovie // Start recording movie frames.
- startupmenu // Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and were not in developer
- stats // Prints server performance variables
- status // Display map and connection status.
- stop // Finish recording demo.
- stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
- stopdemo // Stop playing back a demo.
- stopsound //
- stopsoundscape // Stops all soundscape processing and fades current looping sounds
- stopvideos // Stops all videos playing to the screen
- stopvideos_fadeout // Fades out all videos playing to the screen: <time>
- stringtabledictionary // Create dictionary for current strings.
- stuffcmds // Parses and stuffs command line + commands to command buffer.
- suitvolume 0 //
- surfaceprop // Reports the surface properties at the cursor
- sv_accelerate 5 //
- sv_airaccelerate 10 //
- sv_allow_votes 1 // Allow voting?
- sv_allow_wait_command 1 // Allow or disallow the wait command on clients connected to this server.
- sv_alltalk 0 // Players can hear all enemy communication (voice, chat)
- sv_alternateticks 0 // If set, server only simulates entities on even numbered ticks.
- sv_arms_race_vote_to_restart_disallowed_after 0 // Arms Race gun level after which vote to restart is disallowed
- 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.
- sv_bounce 0 // Bounce multiplier for when physically simulated objects collide with other objects.
- sv_broadcast_ugc_download_progress_interval 4 //
- sv_broadcast_ugc_downloads 1 //
- sv_cheats 0 // Allow cheats on server
- sv_clearhinthistory // Clear memory of server side hints displayed to the player.
- 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
- sv_clockcorrection_msecs 30 // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
- sv_competitive_minspec 1 // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
- sv_competitive_official_5v5 0 // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
- sv_consistency 0 // Whether the server enforces file consistency for critical files
- sv_contact 0 // Contact email for server sysop
- sv_damage_print_enable 1 // Turn this off to disable the players damage feed in the console after getting killed.
- sv_dc_friends_reqd 0 // Set this to 0 to allow direct connects to a game in progress even if no presents are present
- sv_deadtalk 0 // Dead players can speak (voice, text) to the living
- sv_debug_ugc_downloads 1 //
- sv_downloadurl 0 // Location from which clients can download missing files
- sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
- sv_dumpstringtables 0 //
- sv_footstep_sound_frequency 0 // How frequent to hear the players step sound or how fast they appear to be running from first person.
- sv_forcepreload 0 // Force server side preloading.
- sv_friction 4 // World friction.
- sv_full_alltalk 0 // Any player (including Spectator team) can speak to any other player
- sv_game_mode_convars // Display the values of the convars for the current game_mode.
- sv_gameinstructor_disable 0 // Force all clients to disable their game instructors.
- sv_gravity 800 // World gravity.
- sv_grenade_trajectory 0 // Shows grenade trajectory visualization in-game.
- sv_grenade_trajectory_dash 0 // Dot-dash style grenade trajectory arc
- sv_grenade_trajectory_thickness 0 // Visible thickness of grenade trajectory arc
- sv_grenade_trajectory_time 20 // Length of time grenade trajectory remains visible.
- sv_grenade_trajectory_time_spectator 4 // Length of time grenade trajectory remains visible as a spectator.
- sv_hibernate_ms 20 // # of milliseconds to sleep per frame while hibernating
- sv_hibernate_ms_vgui 20 // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
- sv_hibernate_postgame_delay 5 // # of seconds to wait after final client leaves before hibernating.
- sv_hibernate_punt_tv_clients 0 // When enabled will punt all GOTV clients during hibernation
- sv_hibernate_when_empty 1 // Puts the server into extremely low CPU usage mode when no clients connected
- sv_ignoregrenaderadio 0 // Turn off Fire in the hole messages
- 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
- sv_kick_ban_duration 15 // How long should a kick ban from the server should last (in minutes)
- 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)
- sv_lagcompensationforcerestore 1 // Dont test validity of a lag comp restore, just do it.
- sv_lan 0 // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
- sv_log_onefile 0 // Log server information to only one file.
- sv_logbans 0 // Log server bans in the server logs.
- sv_logecho 1 // Echo log information to the console.
- sv_logfile 1 // Log server information in the log file.
- sv_logflush 0 // Flush the log file to disk on each write (slow).
- sv_logsdir 0 // Folder in the game directory where server logs will be stored.
- sv_maxrate 0 // Max bandwidth rate allowed on server, 0 == unlimited
- sv_maxspeed 320 //
- sv_maxuptimelimit 0 // If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.
- sv_maxusrcmdprocessticks 16 // Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions
- sv_maxusrcmdprocessticks_warning -1 // Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negat
- sv_maxvelocity 3500 // Maximum speed any ballistically moving object is allowed to attain per axis.
- 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.
- sv_mincmdrate 10 // This sets the minimum value for cl_cmdrate. 0 == unlimited.
- sv_minrate 5000 // Min bandwidth rate allowed on server, 0 == unlimited
- sv_minupdaterate 10 // Minimum updates per second that the server will allow
- 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
- sv_noclipaccelerate 5 //
- sv_noclipduringpause 0 // If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
- sv_noclipspeed 5 //
- sv_password 0 // Server password for entry into multiplayer games
- sv_pausable 0 // Is the server pausable.
- sv_precacheinfo // Show precache info.
- sv_pure // Show user data.
- sv_pure_checkvpk // CheckPureServerVPKFiles
- sv_pure_consensus 100000000 // Minimum number of file hashes to agree to form a consensus.
- sv_pure_finduserfiles // ListPureServerFiles
- 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.
- sv_pure_listfiles // ListPureServerFiles
- sv_pure_listuserfiles // ListPureServerFiles
- sv_pure_retiretime 900 // Seconds of server idle time to flush the sv_pure file hash cache.
- sv_pure_trace 0 // If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
- sv_pushaway_hostage_force 20000 // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
- sv_pushaway_max_hostage_force 1000 // Maximum of how hard the hostage is pushed away from physics objects.
- sv_pvsskipanimation 1 // Skips SetupBones when npcs are outside the PVS
- sv_querycache_stats // Display status of the query cache (client only)
- sv_rcon_whitelist_address 0 // When set, rcon failed authentications will never ban this address, e.g. 127.0.0.1
- sv_regeneration_force_on 0 // Cheat to test regenerative health systems
- sv_region -1 // The region of the world to report this server in.
- sv_remove_old_ugc_downloads 1 //
- sv_reservation_tickrate_adjustment 0 // Adjust server tickrate upon reservation
- sv_reservation_timeout 45 // Time in seconds before lobby reservation expires.
- sv_search_key 0 // When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
- sv_search_team_key 0 // When initiating team search, set this key to match with known opponents team
- sv_showimpacts 0 // Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
- sv_showimpacts_time 4 // Duration bullet impact indicators remain before disappearing
- sv_showlagcompensation 0 // Show lag compensated hitboxes whenever a player is lag compensated.
- sv_showtags // Describe current gametags.
- sv_shutdown // Sets the server to shutdown when all games have completed
- sv_skyname 0 // Current name of the skybox texture
- sv_soundemitter_reload // Flushes the sounds.txt system
- sv_soundscape_printdebuginfo // print soundscapes
- sv_spawn_afk_bomb_drop_time 15 // Players that have never moved since they spawned will drop the bomb after this amount of time.
- sv_spec_hear 1 // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
- sv_specaccelerate 5 //
- sv_specnoclip 1 //
- sv_specspeed 3 //
- sv_staminajumpcost 0 // Stamina penalty for jumping
- sv_staminalandcost 0 // Stamina penalty for landing
- sv_staminamax 80 // Maximum stamina penalty
- sv_staminarecoveryrate 60 // Rate at which stamina recovers (units/sec)
- 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
- 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
- sv_stopspeed 75 // Minimum stopping speed when on ground.
- sv_tags 0 // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
- sv_ugc_manager_max_new_file_check_interval_secs 600 //
- sv_unlockedchapters 1 // Highest unlocked game chapter.
- sv_visiblemaxplayers -1 // Overrides the max players reported to prospective clients
- sv_voiceenable 0 //
- sv_vote_allow_in_warmup 0 // Allow voting during warmup?
- sv_vote_allow_spectators 0 // Allow spectators to vote?
- sv_vote_command_delay 2 // How long after a vote passes until the action happens
- sv_vote_creation_timer 120 // How often someone can individually call a vote.
- sv_vote_failure_timer 300 // A vote that fails cannot be re-submitted for this long
- sv_vote_issue_kick_allowed 1 // Can people hold votes to kick players from the server?
- sv_vote_kick_ban_duration 15 // How long should a kick vote ban someone from the server? (in minutes)
- sv_vote_quorum_ratio 0 // The minimum ratio of players needed to vote on an issue to resolve it.
- sv_vote_timer_duration 15 // How long to allow voting on an issue
- 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
- sys_antialiasing 0 // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
- sys_aspectratio 1 // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
- sys_minidumpspewlines 500 // Lines of crash dump console spew to keep.
- sys_refldetail 0 // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
- sys_sound_quality -1 // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
- teammenu // Show team selection window
- test_dispatcheffect // Test a clientside dispatch effect.
- test_entity_blocker // Test command that drops an entity blocker out in front of the player.
- test_freezeframe // Test the freeze frame code.
- test_outtro_stats //
- testhudanim // Test a hud element animation.
- texture_budget_background_alpha 128 // how translucent the budget panel is
- texture_budget_panel_bottom_of_history_fraction 0 // number between 0 and 1
- texture_budget_panel_height 284 // height in pixels of the budget panel
- texture_budget_panel_width 512 // width in pixels of the budget panel
- texture_budget_panel_x 0 // number of pixels from the left side of the game screen to draw the budget panel
- texture_budget_panel_y 450 // number of pixels from the top side of the game screen to draw the budget panel
- think_limit 10 // Maximum think time in milliseconds, warning is printed if this is exceeded.
- thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
- thread_test_tslist //
- thread_test_tsqueue //
- threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
- threadpool_run_tests //
- timedemo // Play a demo and report performance info.
- timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
- timedemoquit // Play a demo, report performance info, and then exit
- timeleft // prints the time remaining in the match
- timerefresh // Profile the renderer.
- toggle // Toggles a convar on or off, or cycles through a set of values.
- toggleconsole // Show/hide the console.
- togglescores // Toggles score panel
- toolload // Load a tool.
- toolunload // Unload a tool.
- tv_advertise_watchable 0 // GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
- tv_allow_camera_man 1 // Auto director allows spectators to become camera man
- tv_allow_static_shots 1 // Auto director uses fixed level cameras for shots
- tv_autorecord 0 // Automatically records all games as GOTV demos.
- tv_autoretry 1 // Relay proxies retry connection after network timeout
- tv_chatgroupsize 0 // Set the default chat group size
- tv_chattimelimit 8 // Limits spectators to chat only every n seconds
- tv_clients // Shows list of connected GOTV clients.
- tv_debug 0 // GOTV debug info.
- tv_delay 10 // GOTV broadcast delay in seconds
- tv_delaymapchange 1 // Delays map change until broadcast is complete
- tv_deltacache 2 // Enable delta entity bit stream cache
- tv_dispatchmode 1 // Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
- tv_enable 0 // Activates GOTV on server (0=off;1=on;2=on when reserved)
- tv_encryptdata_key 0 // When set to a valid key communication messages will be encrypted for GOTV
- tv_encryptdata_key_pub 0 // When set to a valid key public communication messages will be encrypted for GOTV
- tv_maxclients 128 // Maximum client number on GOTV server.
- tv_maxrate 20000 // Max GOTV spectator bandwidth rate allowed, 0 == unlimited
- tv_msg // Send a screen message to all clients.
- tv_name 0 // GOTV host name
- tv_nochat 0 // Dont receive chat messages from other GOTV spectators
- tv_overridemaster 0 // Overrides the GOTV master root address.
- tv_password 0 // GOTV password for all clients
- tv_port 27020 // Host GOTV port
- tv_record // Starts GOTV demo recording.
- tv_relay // Connect to GOTV server and relay broadcast.
- tv_relaypassword 0 // GOTV password for relay proxies
- tv_relayradio 0 // Relay team radio commands to TV: 0=off, 1=on
- tv_relaytextchat 1 // Relay text chat data: 0=off, 1=say, 2=say+say_team
- tv_relayvoice 1 // Relay voice data: 0=off, 1=on
- tv_retry // Reconnects the GOTV relay proxy.
- tv_snapshotrate 16 // Snapshots broadcasted per second
- tv_status // Show GOTV server status.
- tv_stop // Stops the GOTV broadcast.
- tv_stoprecord // Stops GOTV demo recording.
- tv_time_remaining // Print remaining tv broadcast time
- tv_timeout 30 // GOTV connection timeout in seconds.
- tv_title 0 // Set title for GOTV spectator UI
- tv_transmitall 1 // Transmit all entities (not only director view)
- tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
- ui_posedebug_fade_in_time 0 // Time during which a new pose activity layer is shown in green in +posedebug UI
- ui_posedebug_fade_out_time 0 // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
- ui_reloadscheme // Reloads the resource files for the active UI window
- ui_steam_overlay_notification_position 0 // Steam overlay notification position
- ui_workshop_games_expire_minutes 3 //
- unbind // Unbind a key.
- unbindall // Unbind all keys.
- unbindalljoystick // Unbind all joystick keys.
- unbindallmousekeyboard // Unbind all mouse / keyboard keys.
- unload_all_addons // Reloads the search paths for game addons.
- unpause // Unpause the game.
- update_addon_paths // Reloads the search paths for game addons.
- use // Use a particular weapon
- user // Show user data.
- users // Show user info for players on server.
- vcollide_wireframe 0 // Render physics collision models in wireframe
- vehicle_flushscript // Flush and reload all vehicle scripts
- version // Print version info string.
- vgui_drawtree 0 // Draws the vgui panel hiearchy to the specified depth level.
- vgui_drawtree_clear //
- vgui_dump_panels // vgui_dump_panels [visible]
- vgui_message_dialog_modal 1 //
- vgui_spew_fonts //
- vgui_togglepanel // show/hide vgui panel by name.
- view_punch_decay 18 // Decay factor exponent for view punch
- view_recoil_tracking 0 // How closely the view tracks with the aim punch from weapon recoil
- viewanim_addkeyframe //
- viewanim_create // viewanim_create
- viewanim_load // load animation from file
- viewanim_reset // reset view angles!
- viewanim_save // Save current animation to file
- viewanim_test // test view animation
- viewmodel_fov 60 //
- viewmodel_offset_x 1 //
- viewmodel_offset_y 1 //
- viewmodel_offset_z -1 //
- viewmodel_presetpos 1 // 1:Desktop, 2:Couch, 3:Classic
- vis_force 0 //
- vismon_poll_frequency 0 //
- vismon_trace_limit 12 //
- vm_debug 0 //
- vm_draw_always 0 // 1 - Always draw view models, 2 - Never draw view models. Should be done before map launches.
- voice_enable 1 // Toggle voice transmit and receive.
- voice_forcemicrecord 1 //
- voice_inputfromfile 0 // Get voice input from voice_input.wav rather than from the microphone.
- voice_loopback 0 //
- voice_mixer_boost 0 //
- voice_mixer_mute 0 //
- voice_mixer_volume 1 //
- voice_modenable 1 // Enable/disable voice in this mod.
- voice_mute // Mute a specific Steam user
- voice_player_speaking_delay_threshold 0 //
- voice_recordtofile 0 // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
- voice_reset_mutelist // Reset all mute information for all players who were ever muted.
- voice_scale 1 //
- voice_show_mute // Show whether current players are muted.
- voice_threshold 2000 //
- voice_unmute // Unmute a specific Steam user, or `all` to unmute all connected players.
- voicerecord_toggle //
- volume 0 // Sound volume
- vox_reload // Reload sentences.txt file
- voxeltree_box // View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
- voxeltree_playerview // View entities in the voxel-tree at the player position.
- voxeltree_sphere // View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
- voxeltree_view // View entities in the voxel-tree.
- vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
- vprof // Toggle VProf profiler
- vprof_adddebuggroup1 // add a new budget group dynamically for debugging
- vprof_cachemiss // Toggle VProf cache miss checking
- vprof_cachemiss_off // Turn off VProf cache miss checking
- vprof_cachemiss_on // Turn on VProf cache miss checking
- vprof_child //
- vprof_collapse_all // Collapse the whole vprof tree
- vprof_dump_counters // Dump vprof counters to the console
- vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
- vprof_expand_all // Expand the whole vprof tree
- vprof_expand_group // Expand a budget group in the vprof tree by name
- vprof_generate_report // Generate a report to the console.
- vprof_generate_report_AI // Generate a report to the console.
- vprof_generate_report_AI_only // Generate a report to the console.
- vprof_generate_report_budget // Generate a report to the console based on budget group.
- vprof_generate_report_hierarchy // Generate a report to the console.
- vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
- vprof_generate_report_map_load // Generate a report to the console.
- vprof_graphheight 256 //
- vprof_graphwidth 512 //
- vprof_nextsibling //
- vprof_off // Turn off VProf profiler
- vprof_on // Turn on VProf profiler
- vprof_parent //
- vprof_playback_average // Average the next N frames.
- vprof_playback_start // Start playing back a recorded .vprof file.
- vprof_playback_step // While playing back a .vprof file, step to the next tick.
- vprof_playback_stepback // While playing back a .vprof file, step to the previous tick.
- vprof_playback_stop // Stop playing back a recorded .vprof file.
- vprof_prevsibling //
- vprof_record_start // Start recording vprof data for playback later.
- vprof_record_stop // Stop recording vprof data
- vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
- vprof_remote_stop // Stop an existing remote VProf data request
- vprof_reset // Reset the stats in VProf profiler
- vprof_reset_peaks // Reset just the peak time in VProf profiler
- vprof_to_csv // Convert a recorded .vprof file to .csv.
- vprof_unaccounted_limit 0 // number of milliseconds that a node must exceed to turn red in the vprof panel
- vprof_verbose 1 // Set to one to show average and peak times
- vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
- vprof_warningmsec 10 // Above this many milliseconds render the label red to indicate slow code.
- vtune // Controls VTunes sampling.
- vx_model_list // Dump models to VXConsole
- 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
- 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
- wc_air_node_edit // When in WC edit mode, toggles laying down or air nodes instead of ground nodes
- 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
- 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).
- wc_destroy_undo // When in WC edit mode restores the last deleted node
- wc_link_edit //
- weapon_accuracy_nospread 0 // Disable weapon inaccuracy spread
- weapon_debug_spread_gap 0 //
- weapon_debug_spread_show 0 // Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair
- weapon_recoil_cooldown 0 // Amount of time needed between shots before restarting recoil
- weapon_recoil_decay1_exp 3 // Decay factor exponent for weapon recoil
- weapon_recoil_decay2_exp 8 // Decay factor exponent for weapon recoil
- weapon_recoil_decay2_lin 18 // Decay factor (linear term) for weapon recoil
- weapon_recoil_scale 2 // Overall scale factor for recoil. Used to reduce recoil on specific platforms
- weapon_recoil_scale_motion_controller 1 // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
- weapon_recoil_suppression_factor 0 // Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
- weapon_recoil_suppression_shots 4 // Number of shots before weapon uses full recoil
- weapon_recoil_variance 0 // Amount of variance per recoil impulse
- weapon_recoil_vel_decay 4 // Decay factor for weapon recoil velocity
- weapon_recoil_view_punch_extra 0 // Additional (non-aim) punch added to view from recoil
- weapon_reload_database // Reload the weapon database
- whitelistcmd // Runs a whitelisted command.
- windows_speaker_config 1 //
- wipe_nav_attributes // Clear all nav attributes of selected area.
- 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.
- writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
- writeip // Save the ban list to banned_ip.cfg.
- xbox_autothrottle 1 //
- xbox_throttlebias 100 //
- xbox_throttlespoof 200 //
- xload // Load a saved game from a console storage device.
- xlook //
- xmove //
- xsave // Saves current game to a console storage device.
- zoom_sensitivity_ratio_joystick 0 // Additional controller sensitivity scale factor applied when FOV is zoomed in.
- zoom_sensitivity_ratio_mouse 1 // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
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