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- 1. +alt1
- 2. +alt2
- 3. +attack
- 4. +attack2
- 5. +back
- 6. +break
- 7. +camdistance
- 8. +camin
- 9. +cammousemove
- 10. +camout
- 11. +campitchdown
- 12. +campitchup
- 13. +camyawleft
- 14. +camyawright
- 15. +commandermousemove
- 16. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
- 17. +duck
- 18. +forward
- 19. +graph
- 20. +grenade1
- 21. +grenade2
- 22. +jlook
- 23. +jump
- 24. +klook
- 25. +left
- 26. +lookdown
- 27. +lookspin
- 28. +lookup
- 29. +mat_texture_list
- 30. +movedown
- 31. +moveleft
- 32. +moveright
- 33. +moveup
- 34. +posedebug // Turn on pose debugger or add ents to pose debugger UI
- 35. +reload
- 36. +right
- 37. +score
- 38. +showbudget
- 39. +showbudget_texture
- 40. +showbudget_texture_global
- 41. +showscores
- 42. +showvprof
- 43. +sixense_left_point_gesture
- 44. +sixense_ratchet
- 45. +sixense_right_point_gesture
- 46. +speed
- 47. +strafe
- 48. +use
- 49. +vgui_drawtree
- 50. +voicerecord
- 51. +walk
- 52. +zoom
- 53. +zoom_in
- 54. +zoom_out
- 55. -alt1
- 56. -alt2
- 57. -attack
- 58. -attack2
- 59. -back
- 60. -break
- 61. -camdistance
- 62. -camin
- 63. -cammousemove
- 64. -camout
- 65. -campitchdown
- 66. -campitchup
- 67. -camyawleft
- 68. -camyawright
- 69. -commandermousemove
- 70. -demoui2 // Send the advanced demo player UI (demoui2) to background.
- 71. -duck
- 72. -forward
- 73. -graph
- 74. -grenade1
- 75. -grenade2
- 76. -jlook
- 77. -jump
- 78. -klook
- 79. -left
- 80. -lookdown
- 81. -lookspin
- 82. -lookup
- 83. -mat_texture_list
- 84. -movedown
- 85. -moveleft
- 86. -moveright
- 87. -moveup
- 88. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
- 89. -reload
- 90. -right
- 91. -score
- 92. -showbudget
- 93. -showbudget_texture
- 94. -showbudget_texture_global
- 95. -showscores
- 96. -showvprof
- 97. -sixense_left_point_gesture
- 98. -sixense_ratchet
- 99. -sixense_right_point_gesture
- 100. -speed
- 101. -strafe
- 102. -use
- 103. -vgui_drawtree
- 104. -voicerecord
- 105. -walk
- 106. -zoom
- 107. -zoom_in
- 108. -zoom_out
- 109. achievement_debug "0" // Turn on achievement debug msgs.
- 110. achievement_disable "0" // Turn off achievements.
- 111. addip // Add an IP address to the ban list.
- 112. adsp_debug "0"
- 113. ainet_generate_report // Generate a report to the console.
- 114. ainet_generate_report_only // Generate a report to the console.
- 115. air_density // Changes the density of air for drag computations.
- 116. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
- 117. ai_debug_los "0" // itl
- 118. ai_debug_node_connect // Debug the attempted connection between two nodes
- 119. ai_debug_shoot_positions "0"
- 120. 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
- 121. ai_drawbattlelines "0"
- 122. ai_drop_hint // Drop an ai_hint at the players current eye position.
- 123. ai_dump_hints
- 124. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
- 125. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
- 126. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
- 127. ai_report_task_timings_on_limit "0"
- 128. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
- 129. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
- 130. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
- 131. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- 132. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- 133. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- 134. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- 135. 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
- 136. ai_show_grid // Draw a grid on the floor where looking.
- 137. ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
- 138. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
- 139. ai_show_node // Highlight the specified node
- 140. 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
- 141. ai_step // use ai_step again. To resume processing no
- 142. ai_test_los // Test AI LOS from the players POV
- 143. ai_think_limit_label "0"
- 144. ai_vehicle_avoidance "1"
- 145. alias // Alias a command.
- 146. ammo_338mag_max "30"
- 147. ammo_357sig_max "52"
- 148. ammo_45acp_max "100"
- 149. ammo_50AE_max "35"
- 150. ammo_556mm_box_max "200"
- 151. ammo_556mm_max "90"
- 152. ammo_57mm_max "100"
- 153. ammo_762mm_max "90"
- 154. ammo_9mm_max "120"
- 155. ammo_buckshot_max "32"
- 156. ammo_decoy_max "1"
- 157. ammo_flashbang_max "1"
- 158. ammo_hegrenade_max "1"
- 159. ammo_molotov_max "1"
- 160. ammo_smokegrenade_max "1"
- 161. askconnect_accept // Accept a redirect request by the server.
- 162. asw_engine_finished_building_map // Notify engine that weve finished building a map
- 163. async_resume
- 164. async_suspend
- 165. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
- 166. autobuy // Attempt to purchase items with the order listed in cl_autobuy
- 167. autosave // Autosave
- 168. autosavedangerous // AutoSaveDangerous
- 169. autosavedangerousissafe
- 170. banid // Add a user ID to the ban list.
- 171. banip // Add an IP address to the ban list.
- 172. benchframe // Takes a snapshot of a particular frame in a time demo.
- 173. bench_end // Ends gathering of info.
- 174. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
- 175. bench_start // Starts gathering of info. Arguments: filename to write results into
- 176. bench_upload // Uploads most recent benchmark stats to the Valve servers.
- 177. bind // Bind a key.
- 178. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
- 179. bind_osx // Bind a key for OSX only.
- 180. bink_dump_precached_movies // Dumps information about all precached Bink movies
- 181. blackbox_dump // Dump the contents of the blackbox
- 182. blackbox_record // Record an entry into the blackbox
- 183. bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
- 184. bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
- 185. bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
- 186. bot_all_weapons // Allows the bots to use all weapons
- 187. bot_autodifficulty_threshold "0" // Percentage of Contribution Score that a bot must be outside of to change its difficulty (i.e. Contrib Score in the range [human
- 188. bot_chatter "0" // or normal.
- 189. bot_crouch "0"
- 190. bot_debug "0" // For internal testing purposes.
- 191. bot_debug_target "0" // For internal testing purposes.
- 192. bot_defer_to_human "0" // the bots will not do the scenario tasks.
- 193. bot_difficulty "1" // 3=expert.
- 194. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
- 195. bot_freeze "0"
- 196. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
- 197. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
- 198. bot_join_after_player "1" // bots wait until a player joins before entering the game.
- 199. bot_join_team "0" // or CT.
- 200. bot_kick // matching the given criteria.
- 201. bot_kill // matching the given criteria.
- 202. bot_knives_only // Restricts the bots to only using knives
- 203. bot_loadout "0" // bots are given these items at round start
- 204. bot_mimic "0"
- 205. bot_mimic_yaw_offset "180"
- 206. bot_pistols_only // Restricts the bots to only using pistols
- 207. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
- 208. bot_quota "0" // Determines the total number of bots in the game.
- 209. bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
- 210. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
- 211. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
- 212. bot_show_nav "0" // For internal testing purposes.
- 213. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
- 214. bot_snipers_only // Restricts the bots to only using sniper rifles
- 215. bot_stop "0" // immediately stops all bot processing.
- 216. bot_stop_control // Release control of a bot.
- 217. bot_take_control // Take control of a bot.
- 218. bot_traceview "0" // For internal testing purposes.
- 219. bot_zombie "0" // bots will stay in idle mode and not attack.
- 220. box // Draw a debug box.
- 221. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
- 222. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
- 223. budget_background_alpha "128" // how translucent the budget panel is
- 224. budget_bargraph_background_alpha "128" // how translucent the budget panel is
- 225. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
- 226. 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
- 227. budget_history_range_ms "66" // budget history range in milliseconds
- 228. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- 229. budget_panel_height "384" // height in pixels of the budget panel
- 230. budget_panel_width "512" // width in pixels of the budget panel
- 231. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- 232. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
- 233. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
- 234. budget_show_averages "0" // enable/disable averages in the budget panel
- 235. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
- 236. budget_show_peaks "1" // enable/disable peaks in the budget panel
- 237. budget_toggle_group // Turn a budget group on/off
- 238. bug // Show the bug reporting UI.
- 239. bugreporter_uploadasync "0" // Upload attachments asynchronously
- 240. bugreporter_username "0" // Username to use for bugreporter
- 241. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
- 242. buildcubemaps // Rebuild cubemaps.
- 243. buildmodelforworld // buildmodelforworld
- 244. buymenu // Show or hide main buy menu
- 245. cache_print // cache_print [section] Print out contents of cache memory.
- 246. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
- 247. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
- 248. camortho // Switch to orthographic camera.
- 249. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
- 250. cam_command // Tells camera to change modes
- 251. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
- 252. cam_idealdist "150"
- 253. cam_idealdistright "0"
- 254. cam_idealdistup "0"
- 255. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
- 256. cam_idealpitch "0"
- 257. cam_idealyaw "0"
- 258. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
- 259. cam_snapto "0"
- 260. cancelselect
- 261. cast_hull // Tests hull collision detection
- 262. cast_ray // Tests collision detection
- 263. cc_emit // Emits a closed caption
- 264. cc_findsound // Searches for soundname which emits specified text.
- 265. cc_flush // Flushes asyncd captions.
- 266. cc_lang "0" // Current close caption language (emtpy = use game UI language)
- 267. cc_linger_time "1" // Close caption linger time.
- 268. cc_predisplay_time "0" // Close caption delay before showing caption.
- 269. cc_random // Emits a random caption
- 270. cc_showblocks // Toggles showing which blocks are pending/loaded async.
- 271. cc_subtitles "0" // wont help hearing impaired players).
- 272. centerview
- 273. changelevel // Change server to the specified map
- 274. changelevel2 // Transition to the specified map in single player
- 275. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
- 276. ch_createairboat // Spawn airboat in front of the player.
- 277. ch_createjeep // Spawn jeep in front of the player.
- 278. clear // Clear all console output.
- 279. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
- 280. clear_debug_overlays // clears debug overlays
- 281. clientport "27005" // Host game client port
- 282. closecaption "0" // Enable close captioning.
- 283. cl_allowdownload "0" // Client downloads customization files
- 284. cl_allowupload "0" // Client uploads customization files
- 285. cl_animationinfo // Hud element to examine.
- 286. cl_autobuy "0" // The order in which autobuy will attempt to purchase items
- 287. cl_autohelp "0" // Auto-help
- 288. cl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful)
- 289. cl_backspeed "450"
- 290. cl_bob "0"
- 291. cl_bobamt_lat "0"
- 292. cl_bobamt_vert "0"
- 293. cl_bobcycle "1"
- 294. cl_bobup "0"
- 295. cl_bob_lower_amt "21"
- 296. cl_brushfastpath "1"
- 297. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
- 298. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
- 299. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
- 300. cl_buy_favorite_reset // Reset favorite loadouts to the default
- 301. cl_buy_favorite_set // Saves the current loadout as a favorite
- 302. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
- 303. cl_chatfilters "63" // Stores the chat filter settings
- 304. cl_class "0" // Default class when joining a game
- 305. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
- 306. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
- 307. 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.
- 308. cl_clock_correction "1" // Enable/disable clock correction on the client.
- 309. 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
- 310. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
- 311. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
- 312. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
- 313. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
- 314. cl_cmdrate "66" // Max number of command packets sent to server per second
- 315. cl_crosshairalpha "255"
- 316. cl_crosshaircolor "1" // Set crosshair color as defined in game_options.360.txt
- 317. cl_crosshaircolor_b "250"
- 318. cl_crosshaircolor_g "250"
- 319. cl_crosshaircolor_r "50"
- 320. cl_crosshairdot "0"
- 321. cl_crosshairscale "768" // Crosshair scaling factor (deprecated)
- 322. cl_crosshairsize "7"
- 323. cl_crosshairthickness "0"
- 324. cl_crosshairusealpha "1"
- 325. cl_debugrumble "0" // Turn on rumble debugging spew
- 326. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
- 327. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
- 328. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
- 329. cl_detail_max_sway "5" // Amplitude of the detail prop sway
- 330. cl_detail_multiplier "1" // extra details to create
- 331. cl_disablefreezecam "1" // Turn on/off freezecam on client
- 332. cl_disable_ragdolls "0"
- 333. cl_downloadfilter "0" // nosounds)
- 334. cl_drawhud "1" // Enable the rendering of the hud
- 335. cl_drawleaf "-1"
- 336. cl_drawmaterial "0" // Draw a particular material over the frame
- 337. cl_drawshadowtexture "0"
- 338. cl_dumpplayer // Dumps info about a player
- 339. cl_dumpsplithacks // Dump split screen workarounds.
- 340. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
- 341. cl_dynamiccrosshair "0"
- 342. cl_enable_weapon_voiceover "1" // Enable/Disable weapon name voice over.
- 343. cl_entityreport "0" // draw entity states to console
- 344. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
- 345. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
- 346. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
- 347. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
- 348. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
- 349. cl_fastdetailsprites "1" // whether to use new detail sprite system
- 350. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
- 351. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
- 352. cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
- 353. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
- 354. cl_forcepreload "1" // Whether we should force preloading.
- 355. cl_forwardspeed "450"
- 356. cl_fullupdate // Forces the server to send a full update packet
- 357. cl_game_mode_convars // Display the values of the convars for the current game_mode.
- 358. cl_idealpitchscale "0"
- 359. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
- 360. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
- 361. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- 362. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
- 363. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
- 364. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
- 365. cl_jiggle_bone_invert "0"
- 366. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
- 367. cl_language "0" // Language (from Steam API)
- 368. cl_leafsystemvis "0"
- 369. cl_leveloverview "0"
- 370. cl_leveloverviewmarker "0"
- 371. cl_logofile "0" // Spraypoint logo decal.
- 372. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
- 373. cl_minimal_rtt_shadows "1"
- 374. cl_mouseenable "0"
- 375. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
- 376. cl_observercrosshair "1"
- 377. cl_overdraw_test "0"
- 378. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
- 379. cl_particles_dumplist // optional name substring.
- 380. cl_particles_dump_effects
- 381. cl_particles_show_bbox "0"
- 382. cl_particles_show_controlpoints "0"
- 383. cl_particle_retire_cost "0"
- 384. cl_pclass "0" // Dump entity by prediction classname.
- 385. cl_pdump "-1" // Dump info about this entity to screen.
- 386. cl_phys_show_active "0"
- 387. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
- 388. cl_pitchdown "89"
- 389. cl_pitchup "89"
- 390. cl_playerspraydisable "1" // Disable player sprays.
- 391. cl_portal_use_new_dissolve "1" // Use new dissolve effect
- 392. cl_precacheinfo // Show precache info (client).
- 393. cl_predict "1" // Perform client side prediction.
- 394. cl_predictioncopy_describe // Describe datamap_t for entindex
- 395. cl_predictionlist "0" // Show which entities are predicting
- 396. cl_predictweapons "1" // Perform client side prediction of weapon effects.
- 397. cl_pred_track // for field fieldname.
- 398. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
- 399. cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
- 400. cl_reloadpostprocessparams
- 401. cl_removedecals // Remove the decals from the entity under the crosshair.
- 402. cl_report_soundpatch // reports client-side sound patch count
- 403. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
- 404. cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
- 405. cl_righthand "1" // Use right-handed view models.
- 406. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
- 407. cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
- 408. cl_shadowtextureoverlaysize "256"
- 409. cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
- 410. cl_showents // Dump entity list to console.
- 411. cl_showerror "0" // 2 for above plus detailed field deltas.
- 412. cl_showevents "0" // Print event firing info in the console
- 413. cl_showfps "0" // +10 = detailed )
- 414. cl_showhelp "0" // Set to 0 to not show on-screen help
- 415. cl_showloadout "1" // Toggles display of current loadout.
- 416. cl_showncustomtabhelp "0"
- 417. cl_showpluginmessages "0" // Allow plugins to display messages to you
- 418. cl_showpos "0" // Draw current position at top of screen
- 419. cl_show_scaleform_achievement_popups "1"
- 420. cl_sidespeed "450"
- 421. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
- 422. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
- 423. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
- 424. cl_soundemitter_reload // Flushes the sounds.txt system
- 425. cl_soundfile "0" // Jingle sound file.
- 426. cl_soundscape_flush // Flushes the client side soundscapes
- 427. cl_soundscape_printdebuginfo // print soundscapes
- 428. cl_spec_mode "4" // Saves the last viewed spectator mode for use next time we start to spectate
- 429. cl_sporeclipdistance "512"
- 430. cl_ss_origin // print origin in script format
- 431. cl_steamscreenshots // Enable/disable saving screenshots to Steam
- 432. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
- 433. cl_sun_decay_rate "0"
- 434. cl_team "0" // Default team when joining a game
- 435. cl_timeout "35" // the client will disconnect itself
- 436. cl_tree_sway_dir // sets tree sway wind direction and strength
- 437. cl_updaterate "66" // Number of packets per second of updates you are requesting from the server
- 438. cl_updatevisibility // Updates visibility bits.
- 439. cl_upspeed "320"
- 440. cl_use_new_headbob "1"
- 441. cl_view // Set the view entity index.
- 442. cl_viewmodel_shift_left_amt "1"
- 443. cl_viewmodel_shift_right_amt "0"
- 444. cl_winddir "0" // Weather effects wind direction angle
- 445. cl_windspeed "0" // Weather effects wind speed scalar
- 446. cl_wpn_sway_scale "1"
- 447. cmd // Forward command to server.
- 448. cmd1 // sets userinfo string for split screen player in slot 1
- 449. cmd2 // sets userinfo string for split screen player in slot 2
- 450. cmd3 // sets userinfo string for split screen player in slot 3
- 451. cmd4 // sets userinfo string for split screen player in slot 4
- 452. collision_test // Tests collision system
- 453. colorcorrectionui // Show/hide the color correction tools UI.
- 454. commentary_cvarsnotchanging
- 455. commentary_finishnode
- 456. commentary_firstrun "0"
- 457. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
- 458. commentary_testfirstrun
- 459. condump // dump the text currently in the console to condumpXX.log
- 460. connect // Connect to specified server.
- 461. con_enable "1" // Allows the console to be activated.
- 462. crash // Cause the engine to crash (Debug!!)
- 463. CreatePredictionError // Create a prediction error
- 464. create_flashlight
- 465. creditsdone
- 466. crosshair "1"
- 467. cs_make_vip // Marks a player as the VIP
- 468. cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
- 469. CS_WarnFriendlyDamageInterval "1" // Defines how frequently the server notifies clients that a player damaged a friend
- 470. cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
- 471. cvarlist // Show the list of convars/concommands.
- 472. c_maxdistance "200"
- 473. c_maxpitch "90"
- 474. c_maxyaw "135"
- 475. c_mindistance "30"
- 476. c_minpitch "0"
- 477. c_minyaw "-135"
- 478. c_orthoheight "100"
- 479. c_orthowidth "100"
- 480. c_thirdpersonshoulder "0"
- 481. c_thirdpersonshoulderaimdist "120"
- 482. c_thirdpersonshoulderdist "40"
- 483. c_thirdpersonshoulderheight "5"
- 484. c_thirdpersonshoulderoffset "20"
- 485. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
- 486. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
- 487. dbg_testdynamicwearablegib
- 488. debugsystemui // Show/hide the debug system UI.
- 489. debug_visibility_monitor "0"
- 490. default_fov "90"
- 491. demolist // Print demo sequence list.
- 492. demos // Demo demo file sequence.
- 493. demoui // Show/hide the demo player UI.
- 494. demoui2 // Show/hide the advanced demo player UI (demoui2).
- 495. demo_gototick // Skips to a tick in demo.
- 496. demo_pause // Pauses demo playback.
- 497. demo_recordcommands "1" // Record commands typed at console into .dem files.
- 498. demo_resume // Resumes demo playback.
- 499. demo_timescale // Sets demo replay speed.
- 500. demo_togglepause // Toggles demo playback.
- 501. developer "0" // Set developer message level
- 502. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
- 503. devshots_screenshot // use the screenshot command instead.
- 504. differences // Show all convars which are not at their default values.
- 505. disable_static_prop_loading "0" // static props wont be loaded
- 506. disconnect // Disconnect game from server.
- 507. display_elapsedtime // Displays how much time has elapsed since the game started
- 508. display_game_events "0"
- 509. disp_list_all_collideable // List all collideable displacements
- 510. dlight_debug // Creates a dlight in front of the player
- 511. drawcross // Draws a cross at the given location Arguments: x y z
- 512. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
- 513. drawradar // Draws HUD radar
- 514. dsp_dist_max "1440"
- 515. dsp_dist_min "0"
- 516. dsp_enhance_stereo "0"
- 517. dsp_off "0"
- 518. dsp_player "0"
- 519. dsp_reload
- 520. dsp_slow_cpu "1"
- 521. dsp_volume "0"
- 522. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
- 523. dumpentityfactories // Lists all entity factory names.
- 524. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
- 525. dumpgamestringtable // Dump the contents of the game string table to the console.
- 526. dumpstringtables // Print string tables to console.
- 527. dump_entity_sizes // Print sizeof(entclass)
- 528. dump_globals // Dump all global entities/states
- 529. dump_particlemanifest // Dump the list of particles loaded.
- 530. echo // Echo text to console.
- 531. editdemo // Edit a recorded demo file (.dem ).
- 532. editor_toggle // Disables the simulation and returns focus to the editor
- 533. enable_debug_overlays "1" // Enable rendering of debug overlays
- 534. enable_skeleton_draw "0" // Render skeletons in wireframe
- 535. endmovie // Stop recording movie frames.
- 536. endround // End the current round.
- 537. english "1" // running the english language set of assets.
- 538. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- 539. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
- 540. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- 541. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
- 542. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- 543. ent_create // Creates an entity of the given type where the player is looking.
- 544. ent_dump // Usage: ent_dump <entity name>
- 545. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
- 546. ent_info // Usage: ent_info <class name>
- 547. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
- 548. 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
- 549. ent_messages_draw "0" // Visualizes all entity input/output activity.
- 550. ent_name
- 551. ent_orient // only orients target entitys YAW. Use the allangles opt
- 552. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
- 553. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
- 554. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- 555. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- 556. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- 557. ent_rotate // Rotates an entity by a specified # of degrees
- 558. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
- 559. ent_setang // Set entity angles
- 560. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
- 561. ent_setpos // Move entity to position
- 562. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
- 563. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
- 564. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
- 565. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
- 566. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
- 567. envmap
- 568. escape // Escape key pressed.
- 569. exec // Execute script file.
- 570. execifexists // Execute script file if file exists.
- 571. exit // Exit the engine.
- 572. explode // Kills the player with explosive damage
- 573. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- 574. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- 575. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- 576. 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
- 577. 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
- 578. 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
- 579. 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
- 580. find // Find concommands with the specified string in their name/help text.
- 581. findflags // Find concommands by flags.
- 582. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
- 583. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
- 584. firetarget
- 585. firstperson // Switch to firstperson camera.
- 586. fish_debug "0" // Show debug info for fish
- 587. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
- 588. flush // Flush unlocked cache memory.
- 589. flush_locked // Flush unlocked and locked cache memory.
- 590. fogui // Show/hide fog control UI.
- 591. fog_color "-1"
- 592. fog_colorskybox "-1"
- 593. fog_enable "1"
- 594. fog_enableskybox "1"
- 595. fog_enable_water_fog "1"
- 596. fog_end "-1"
- 597. fog_endskybox "-1"
- 598. fog_hdrcolorscale "-1"
- 599. fog_hdrcolorscaleskybox "-1"
- 600. fog_maxdensity "-1"
- 601. fog_maxdensityskybox "-1"
- 602. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
- 603. fog_start "-1"
- 604. fog_startskybox "-1"
- 605. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
- 606. force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
- 607. force_centerview
- 608. foundry_engine_get_mouse_control // Give the engine control of the mouse.
- 609. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
- 610. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
- 611. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
- 612. foundry_update_entity // Updates the entitys position/angles when in edit mode
- 613. 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
- 614. fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
- 615. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
- 616. 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
- 617. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
- 618. fs_fios_flush_cache // Flushes the FIOS HDD cache.
- 619. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
- 620. fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
- 621. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
- 622. fs_printopenfiles // Show all files currently opened by the engine.
- 623. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
- 624. fs_warning_level // Set the filesystem warning level.
- 625. func_break_max_pieces "15"
- 626. fx_new_sparks "1" // Use new style sparks.
- 627. g15_dumpplayer // Spew player data.
- 628. g15_reload // Reloads the Logitech G-15 Keyboard configs.
- 629. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
- 630. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
- 631. gameinstructor_enable "0" // Display in game lessons that teach new players.
- 632. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
- 633. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
- 634. gameinstructor_reset_counts // Resets all display and success counts to zero.
- 635. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
- 636. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
- 637. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
- 638. gamemenucommand // Issue game menu command.
- 639. gamepadslot1
- 640. gamepadslot2
- 641. gamepadslot3
- 642. gamepadslot4
- 643. gamepadslot5
- 644. gamepadslot6
- 645. gameui_activate // Shows the game UI
- 646. gameui_allowescape // Escape key allowed to hide game UI
- 647. gameui_allowescapetoshow // Escape key allowed to show game UI
- 648. gameui_hide // Hides the game UI
- 649. gameui_preventescape // Escape key doesnt hide game UI
- 650. gameui_preventescapetoshow // Escape key doesnt show game UI
- 651. getpos // dump position and angles to the console
- 652. getpos_exact // dump origin and angles to the console
- 653. give // Give item to player. Arguments: <item_name>
- 654. givecurrentammo // Give a supply of ammo for current weapon..
- 655. global_event_log_enabled "0" // Enables the global event log system
- 656. global_set // 2 = DEAD).
- 657. glow_outline_effect_enable "1" // Enable entity outline glow effects.
- 658. glow_outline_width "6" // Width of glow outline effect in screen space.
- 659. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
- 660. god // Toggle. Player becomes invulnerable.
- 661. gods // Toggle. All players become invulnerable.
- 662. groundlist // Display ground entity list <index>
- 663. g_debug_angularsensor "0"
- 664. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
- 665. g_debug_ragdoll_removal "0"
- 666. g_debug_ragdoll_visualize "0"
- 667. g_debug_trackpather "0"
- 668. g_debug_vehiclebase "0"
- 669. g_debug_vehicledriver "0"
- 670. g_debug_vehicleexit "0"
- 671. g_debug_vehiclesound "0"
- 672. g_jeepexitspeed "100"
- 673. hammer_update_entity // Updates the entitys position/angles when in edit mode
- 674. 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
- 675. heartbeat // Force heartbeat of master servers
- 676. help // Find help about a convar/concommand.
- 677. hideconsole // Hide the console.
- 678. hidehud "0"
- 679. hidepanel // Hides a viewport panel <name>
- 680. hideradar // Hides HUD radar
- 681. hidescores // Forcibly hide score panel
- 682. hide_main_menu // Hide the main menu
- 683. hide_sf_main_menu // Hide the Scaleform main menu
- 684. hostage_debug "0" // Show hostage AI debug information
- 685. hostfile "0" // The HOST file to load.
- 686. hostip "-1062731136.000" // Host game server ip
- 687. hostname "0" // Hostname for server.
- 688. hostport "27015" // Host game server port
- 689. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
- 690. host_map "0" // Current map name.
- 691. host_reset_config // reset config (for testing) with param as splitscreen index.
- 692. host_runofftime // Run off some time without rendering/updating sounds
- 693. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
- 694. host_timescale "1" // Prescale the clock by this amount.
- 695. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
- 696. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
- 697. hud_fastswitch "1"
- 698. hud_reloadscheme // Reloads hud layout and animation scripts.
- 699. hud_scaling "0" // Scales hud elements
- 700. hud_showtargetid "1" // Enables display of target names
- 701. hud_subtitles // Plays the Subtitles: <filename>
- 702. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
- 703. hunk_print_allocations
- 704. hunk_track_allocation_types "1"
- 705. hurtme // Hurts the player. Arguments: <health to lose>
- 706. impulse
- 707. incrementvar // Increment specified convar value.
- 708. inferno_child_spawn_interval_multiplier "1" // Amount spawn interval increases for each child
- 709. inferno_child_spawn_max_depth "4"
- 710. inferno_damage "40" // Damage per second
- 711. inferno_debug "0"
- 712. inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
- 713. inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
- 714. inferno_flame_spacing "50" // Minimum distance between separate flame spawns
- 715. inferno_forward_reduction_factor "0"
- 716. inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
- 717. inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
- 718. inferno_max_child_spawn_interval "1" // Largest time interval for child flame spawning
- 719. inferno_max_flames "32" // Maximum number of flames that can be created
- 720. inferno_max_range "300" // Maximum distance flames can spread from their initial ignition point
- 721. inferno_per_flame_spawn_duration "5" // Duration each new flame will attempt to spawn new flames
- 722. inferno_scorch_decals "1"
- 723. inferno_spawn_angle "45" // Angular change from parent
- 724. inferno_surface_offset "20"
- 725. inferno_velocity_decay_factor "0"
- 726. inferno_velocity_factor "0"
- 727. inferno_velocity_normal_factor "0"
- 728. invnext
- 729. invnextgrenade
- 730. invnextnongrenade
- 731. invprev
- 732. in_forceuser "0" // Force user input to this split screen player.
- 733. ip "0" // Overrides IP for multihomed hosts
- 734. items_game_use_local "1" // items_game.txt will not be stomped by the GC.
- 735. item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
- 736. joinsplitscreen // join split screen
- 737. joyadvancedupdate
- 738. joystick "0" // false otherwise.
- 739. joy_accelmax "1"
- 740. joy_accelscale "0"
- 741. joy_advanced "0"
- 742. joy_advaxisr "0"
- 743. joy_advaxisu "0"
- 744. joy_advaxisv "0"
- 745. joy_advaxisx "0"
- 746. joy_advaxisy "0"
- 747. joy_advaxisz "0"
- 748. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
- 749. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
- 750. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
- 751. joy_cfg_preset "1"
- 752. joy_circle_correct "1"
- 753. joy_diagonalpov "0" // too.
- 754. joy_display_input "0"
- 755. joy_forwardsensitivity "-1"
- 756. joy_forwardthreshold "0"
- 757. joy_gamma "0"
- 758. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
- 759. joy_lowend "1"
- 760. joy_lowmap "1"
- 761. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
- 762. joy_name "0"
- 763. joy_no_accel_jump "0"
- 764. joy_pitchsensitivity "0" // joystick pitch sensitivity
- 765. joy_pitchthreshold "0"
- 766. joy_response_look "0" // 1=Acceleration Promotion
- 767. joy_response_look_pitch "1" // 1=Acceleration Promotion
- 768. joy_response_move "1" // 1/sensitivity
- 769. joy_sensitive_step0 "0"
- 770. joy_sensitive_step1 "0"
- 771. joy_sensitive_step2 "0"
- 772. joy_sidesensitivity "1"
- 773. joy_sidethreshold "0"
- 774. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
- 775. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
- 776. joy_yawsensitivity "-1" // joystick yaw sensitivity
- 777. joy_yawthreshold "0"
- 778. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
- 779. kdtree_test // Tests spatial partition for entities queries.
- 780. key_findbinding // Find key bound to specified command string.
- 781. key_listboundkeys // List bound keys with bindings.
- 782. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
- 783. kick // Kick a player by name.
- 784. kickid // with a message.
- 785. kill // Kills the player with generic damage
- 786. killserver // Shutdown the server.
- 787. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- 788. lastinv
- 789. lightcache_maxmiss "2"
- 790. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
- 791. light_crosshair // Show texture color at crosshair
- 792. linefile // Parses map leak data from .lin file
- 793. listdemo // List demo file contents.
- 794. listid // Lists banned users.
- 795. listip // List IP addresses on the ban list.
- 796. listmodels // List loaded models.
- 797. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
- 798. load // Load a saved game.
- 799. loadcommentary
- 800. loader_dump_table
- 801. locator_split_len "0"
- 802. locator_split_maxwide_percent "0"
- 803. log // and udp < on | off >.
- 804. logaddress_add // Set address and port for remote host <ip:port>.
- 805. logaddress_del // Remove address and port for remote host <ip:port>.
- 806. logaddress_delall // Remove all udp addresses being logged to
- 807. logaddress_list // List all addresses currently being used by logaddress.
- 808. log_color // Set the color of a logging channel.
- 809. log_dumpchannels // Dumps information about all logging channels.
- 810. log_flags // Set the flags on a logging channel.
- 811. log_level // Set the spew level of a logging channel.
- 812. lookspring "0"
- 813. lookstrafe "0"
- 814. loopsingleplayermaps "0"
- 815. map // Start playing on specified map.
- 816. maps // Displays list of maps.
- 817. map_background // Runs a map as the background to the main menu.
- 818. map_commentary // on a specified map.
- 819. map_edit
- 820. map_setbombradius // Sets the bomb radius for the map.
- 821. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
- 822. map_showspawnpoints // Shows player spawn points (red=invalid)
- 823. mat_accelerate_adjust_exposure_down "40"
- 824. mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
- 825. mat_bloomamount_rate "0"
- 826. mat_bloom_scalefactor_scalar "0"
- 827. mat_bumpbasis "0"
- 828. mat_camerarendertargetoverlaysize "128"
- 829. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
- 830. mat_configcurrent // show the current video control panel config for the material system
- 831. mat_crosshair // Display the name of the material under the crosshair
- 832. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
- 833. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
- 834. mat_crosshair_printmaterial // print the material under the crosshair
- 835. mat_crosshair_reloadmaterial // reload the material under the crosshair
- 836. mat_debug // Activates debugging spew for a specific material.
- 837. mat_debugalttab "0"
- 838. mat_debug_bloom "0"
- 839. mat_displacementmap "1"
- 840. mat_drawflat "0"
- 841. mat_drawwater "1"
- 842. mat_dynamiclightmaps "0"
- 843. mat_dynamicPaintmaps "0"
- 844. mat_dynamic_tonemapping "1"
- 845. mat_edit // Bring up the material under the crosshair in the editor
- 846. mat_exposure_center_region_x "0"
- 847. mat_exposure_center_region_y "0"
- 848. mat_fastclip "0"
- 849. mat_fastnobump "0"
- 850. mat_fillrate "0"
- 851. mat_forcedynamic "0"
- 852. mat_force_bloom "0"
- 853. mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
- 854. mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
- 855. mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
- 856. mat_force_tonemap_scale "0"
- 857. mat_frame_sync_enable "1"
- 858. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
- 859. mat_fullbright "0"
- 860. mat_hdr_enabled // Report if HDR is enabled for debugging
- 861. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
- 862. mat_hdr_uncapexposure "0"
- 863. mat_hsv "0"
- 864. mat_info // Shows material system info
- 865. mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
- 866. mat_loadtextures "1"
- 867. mat_lpreview_mode "-1"
- 868. mat_luxels "0"
- 869. mat_measurefillrate "0"
- 870. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- 871. mat_monitorgamma_tv_enabled "1"
- 872. mat_morphstats "0"
- 873. mat_norendering "0"
- 874. mat_normalmaps "0"
- 875. mat_normals "0"
- 876. mat_postprocess_enable "1"
- 877. mat_powersavingsmode "0" // Power Savings Mode
- 878. mat_proxy "0"
- 879. mat_queue_mode "-1" // 2=queued
- 880. mat_queue_priority "1"
- 881. mat_reloadallmaterials // Reloads all materials
- 882. mat_reloadmaterial // Reloads a single material
- 883. mat_reloadtextures // Reloads all textures
- 884. mat_remoteshadercompile "0"
- 885. 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
- 886. 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
- 887. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
- 888. mat_resetdefaults // resets the video config options to their defaults
- 889. mat_reversedepth "0"
- 890. mat_savechanges // saves current video configuration to the registry
- 891. mat_setvideomode // windowed state of the material system
- 892. mat_shadercount // display count of all shaders and reset that count
- 893. mat_showcamerarendertarget "0"
- 894. mat_showframebuffertexture "0"
- 895. mat_showlowresimage "0"
- 896. mat_showmaterials // Show materials.
- 897. mat_showmaterialsverbose // Show materials (verbose version).
- 898. mat_showmiplevels "0" // 1: everything else
- 899. mat_showtextures // Show used textures.
- 900. mat_showwatertextures "0"
- 901. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
- 902. mat_softwareskin "0"
- 903. mat_spewalloc "0"
- 904. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
- 905. mat_stub "0"
- 906. mat_suppress // Supress a material from drawing
- 907. mat_surfaceid "0"
- 908. mat_surfacemat "0"
- 909. mat_tessellationlevel "6"
- 910. mat_tessellation_accgeometrytangents "0"
- 911. mat_tessellation_cornertangents "1"
- 912. mat_tessellation_update_buffers "1"
- 913. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
- 914. mat_texture_list_exclude // save - saves exclude list file
- 915. mat_texture_list_txlod // -1 to dec resolution
- 916. mat_texture_list_txlod_sync // save - saves all changes to material content files
- 917. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
- 918. mat_updateconvars // updates the video config convars
- 919. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
- 920. mat_wireframe "0"
- 921. mat_yuv "0"
- 922. maxplayers // Change the maximum number of players allowed on this server.
- 923. mc_accel_band_size "34" // (degrees)
- 924. mc_aim_heading_multiplier "1"
- 925. mc_aim_pitch_multiplier "1"
- 926. mc_dead_zone_radius "10" // (degrees)
- 927. mc_max_turnrate "210" // (degrees/sec)
- 928. memory // Print memory stats.
- 929. mem_compact
- 930. mem_dump // Dump memory stats to text file.
- 931. mem_dumpvballocs // Dump VB memory allocation stats.
- 932. mem_eat
- 933. mem_incremental_compact
- 934. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
- 935. mem_test
- 936. mem_vcollide // Dumps the memory used by vcollides
- 937. mem_verify // Verify the validity of the heap
- 938. menuselect // menuselect
- 939. minisave // Saves game (for current level only!)
- 940. mm_datacenter_debugprint // Shows information retrieved from data center
- 941. mm_debugprint // Show debug information about current matchmaking session
- 942. mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
- 943. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
- 944. mm_dlc_debugprint // Shows information about dlc
- 945. 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.
- 946. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
- 947. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
- 948. motdfile "0" // The MOTD file to load.
- 949. movie_fixwave // etc.
- 950. mp_afterroundmoney "0" // amount of money awared to every player after each round
- 951. mp_autokick "1" // Kick idle/team-killing players
- 952. mp_buytime "90" // How many seconds after round start players can buy items for.
- 953. mp_death_drop_defuser "1" // Drop defuser on player death
- 954. mp_death_drop_grenade "2" // 2=current or best
- 955. mp_death_drop_gun "1" // 2=current or best
- 956. mp_defuser_allocation "0" // 2=everyone
- 957. mp_disable_autokick // Prevents a userid from being auto-kicked
- 958. mp_dump_timers // Prints round timers to the console for debugging
- 959. mp_forcerespawnplayers // Force all players to respawn.
- 960. mp_forcewin // Forces team to win
- 961. mp_force_pick_time "10" // The amount of time a player has on the team screen to make a selection before being auto-teamed
- 962. mp_freezetime "6" // how many seconds to keep players frozen when the round starts
- 963. mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
- 964. mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
- 965. mp_halftime_duration "15" // Number of seconds that halftime lasts
- 966. mp_join_grace_time "20" // Number of seconds after round start to allow a player to join a game
- 967. mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
- 968. mp_match_end_restart "1" // perform a restart instead of loading a new map
- 969. mp_maxmoney "16000" // maximum amount of money allowed in a players account
- 970. mp_playercashawards "1" // Players can earn money by performing in-game actions
- 971. mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
- 972. mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
- 973. mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
- 974. mp_required_voters "3" // The number of human players required for a vote
- 975. mp_required_vote_majority "0" // The percentage of human players that need to vote yes for a vote to pass
- 976. mp_restartgame "0" // game will restart in the specified number of seconds
- 977. mp_roundtime "5" // How many minutes each round takes.
- 978. mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
- 979. mp_scrambleteams // Scramble the teams and restart the game
- 980. mp_startmoney "800" // amount of money each player gets when they reset
- 981. mp_switchteams // Switch teams and restart the game
- 982. mp_teamcashawards "1" // Teams can earn money by performing in-game actions
- 983. mp_tkpunish "0" // 1=yes}
- 984. mp_tournament_restart // Restart Tournament Mode on the current level.
- 985. mp_win_panel_display_time "5" // The amount of time to show the win panel between matches / halfs
- 986. ms_player_dump_properties // Prints a dump the current players property data
- 987. multvar // Multiply specified convar value.
- 988. muzzleflash_light "1"
- 989. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
- 990. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
- 991. m_customaccel_max "0" // 0 for no limit
- 992. m_customaccel_scale "0" // Custom mouse acceleration value.
- 993. m_forward "1" // Mouse forward factor.
- 994. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
- 995. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
- 996. m_mousespeed "1" // 2 to enable secondary threshold
- 997. m_pitch "0" // Mouse pitch factor.
- 998. m_rawinput "0" // Use Raw Input for mouse input.
- 999. m_side "0" // Mouse side factor.
- 1000. m_yaw "0" // Mouse yaw factor.
- 1001. name "0" // Current user name
- 1002. nav_add_to_selected_set // Add current area to the selected set.
- 1003. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
- 1004. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
- 1005. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
- 1006. nav_area_max_size "50" // Max area size created in nav generation
- 1007. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
- 1008. nav_begin_area // drag the opposite corner to the desired location and
- 1009. nav_begin_deselecting // Start continuously removing from the selected set.
- 1010. nav_begin_drag_deselecting // Start dragging a selection area.
- 1011. nav_begin_drag_selecting // Start dragging a selection area.
- 1012. nav_begin_selecting // Start continuously adding to the selected set.
- 1013. nav_begin_shift_xy // Begin shifting the Selected Set.
- 1014. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
- 1015. 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).
- 1016. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
- 1017. nav_check_floor // Updates the blocked/unblocked status for every nav area.
- 1018. nav_check_stairs // Update the nav mesh STAIRS attribute
- 1019. nav_chop_selected // Chops all selected areas into their component 1x1 areas
- 1020. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
- 1021. nav_clear_selected_set // Clear the selected set.
- 1022. nav_clear_walkable_marks // Erase any previously placed walkable positions.
- 1023. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
- 1024. nav_connect // then invoke the connect command. Note that this creates a
- 1025. nav_coplanar_slope_limit "0"
- 1026. nav_coplanar_slope_limit_displacement "0"
- 1027. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
- 1028. nav_corner_lower // Lower the selected corner of the currently marked Area.
- 1029. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
- 1030. nav_corner_raise // Raise the selected corner of the currently marked Area.
- 1031. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
- 1032. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
- 1033. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
- 1034. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
- 1035. nav_debug_blocked "0"
- 1036. nav_delete // Deletes the currently highlighted Area.
- 1037. nav_delete_marked // Deletes the currently marked Area (if any).
- 1038. nav_disconnect // then invoke the disconnect command. This will remove all connec
- 1039. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
- 1040. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
- 1041. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
- 1042. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- 1043. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
- 1044. nav_end_deselecting // Stop continuously removing from the selected set.
- 1045. nav_end_drag_deselecting // Stop dragging a selection area.
- 1046. nav_end_drag_selecting // Stop dragging a selection area.
- 1047. nav_end_selecting // Stop continuously adding to the selected set.
- 1048. nav_end_shift_xy // Finish shifting the Selected Set.
- 1049. nav_flood_select // use this command again.
- 1050. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
- 1051. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
- 1052. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
- 1053. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
- 1054. nav_generate_incremental_range "2000"
- 1055. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
- 1056. nav_gen_cliffs_approx // post-processing approximation
- 1057. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
- 1058. nav_ladder_flip // Flips the selected ladders direction.
- 1059. nav_load // Loads the Navigation Mesh for the current map.
- 1060. nav_lower_drag_volume_max // Lower the top of the drag select volume.
- 1061. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
- 1062. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
- 1063. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- 1064. nav_mark_attribute // Set nav attribute for all areas in the selected set.
- 1065. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
- 1066. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
- 1067. nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- 1068. nav_max_vis_delta_list_length "64"
- 1069. nav_merge // and invoke the merge comm
- 1070. nav_merge_mesh // Merges a saved selected set into the current mesh.
- 1071. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
- 1072. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
- 1073. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
- 1074. nav_place_list // Lists all place names used in the map.
- 1075. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
- 1076. nav_place_replace // Replaces all instances of the first place with the second place.
- 1077. nav_place_set // Sets the Place of all selected areas to the current Place.
- 1078. nav_potentially_visible_dot_tolerance "0"
- 1079. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
- 1080. nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
- 1081. nav_raise_drag_volume_max // Raise the top of the drag select volume.
- 1082. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
- 1083. nav_recall_selected_set // Re-selects the stored selected set.
- 1084. nav_remove_from_selected_set // Remove current area from the selected set.
- 1085. nav_remove_jump_areas // replacing them with connections.
- 1086. nav_run // Toggles the traverse this area by running flag used by the AI system.
- 1087. nav_save // Saves the current Navigation Mesh to disk.
- 1088. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
- 1089. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
- 1090. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
- 1091. nav_select_blocked_areas // Adds all blocked areas to the selected set
- 1092. nav_select_damaging_areas // Adds all damaging areas to the selected set
- 1093. nav_select_half_space // Selects any areas that intersect the given half-space.
- 1094. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
- 1095. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
- 1096. nav_select_overlapping // Selects nav areas that are overlapping others.
- 1097. nav_select_radius // Adds all areas in a radius to the selection set
- 1098. nav_select_stairs // Adds all stairway areas to the selected set
- 1099. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
- 1100. nav_shift // Shifts the selected areas by the specified amount
- 1101. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
- 1102. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
- 1103. nav_show_compass "0"
- 1104. nav_show_continguous "0" // Highlight non-contiguous connections
- 1105. nav_show_danger "0" // Show current danger levels.
- 1106. nav_show_light_intensity "0"
- 1107. nav_show_nodes "0"
- 1108. nav_show_node_grid "0"
- 1109. nav_show_node_id "0"
- 1110. nav_show_player_counts "0" // Show current player counts in each area.
- 1111. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
- 1112. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
- 1113. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
- 1114. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
- 1115. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
- 1116. nav_solid_props "0" // Make props solid to nav generation/editing
- 1117. nav_splice // connected area between them.
- 1118. nav_split // align the split line using your cursor and invoke the split command.
- 1119. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
- 1120. nav_stand // Toggles the stand while hiding flag used by the AI system.
- 1121. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
- 1122. nav_store_selected_set // Stores the current selected set for later retrieval.
- 1123. nav_strip // and Encounter Spots from the current Area.
- 1124. nav_subdivide // Subdivides all selected areas.
- 1125. nav_test_node "0"
- 1126. nav_test_node_crouch "0"
- 1127. nav_test_node_crouch_dir "4"
- 1128. nav_test_stairs // Test the selected set for being on stairs
- 1129. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
- 1130. nav_toggle_in_selected_set // Remove current area from the selected set.
- 1131. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
- 1132. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
- 1133. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
- 1134. nav_toggle_selecting // Start or stop continuously adding to the selected set.
- 1135. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
- 1136. nav_unmark // Clears the marked Area or Ladder.
- 1137. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
- 1138. nav_update_lighting // Recomputes lighting values
- 1139. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
- 1140. nav_use_place // the current Place is set.
- 1141. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
- 1142. nav_warp_to_mark // Warps the player to the marked area.
- 1143. nav_world_center // Centers the nav mesh in the world
- 1144. net_allow_multicast "1"
- 1145. net_blockmsg "0" // Discards incoming message: <0|1|name>
- 1146. net_channels // Shows net channel info
- 1147. net_droppackets "0" // Drops next n packets on client
- 1148. net_dumpeventstats // Dumps out a report of game event network usage
- 1149. net_earliertempents "1"
- 1150. net_fakejitter "0" // Jitter fakelag packet time
- 1151. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
- 1152. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
- 1153. net_graph "1" // = 3 draws payload legend.
- 1154. net_graphheight "64" // Height of netgraph panel
- 1155. net_graphmsecs "400" // The latency graph represents this many milliseconds.
- 1156. net_graphpos "2"
- 1157. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
- 1158. net_graphshowinterp "1" // Draw the interpolation graph.
- 1159. net_graphshowlatency "1" // Draw the ping/packet loss graph.
- 1160. net_graphsolid "1"
- 1161. net_graphtext "1" // Draw text fields
- 1162. net_maxroutable "1200" // Requested max packet size before packets are split.
- 1163. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
- 1164. net_scale "5"
- 1165. net_showreliablesounds "0"
- 1166. net_showsplits "0" // Show info about packet splits
- 1167. net_showudp "0" // Dump UDP packets summary to console
- 1168. net_showudp_oob "0" // Dump OOB UDP packets summary to console
- 1169. net_showudp_remoteonly "0" // Dump non-loopback udp only
- 1170. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
- 1171. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
- 1172. net_start // Inits multiplayer network sockets
- 1173. net_status // Shows current network status
- 1174. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
- 1175. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
- 1176. net_steamcnx_status // Print status of steam connection sockets.
- 1177. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
- 1178. nextdemo // Play next demo in sequence.
- 1179. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
- 1180. noclip_fixup "1"
- 1181. notarget // Toggle. Player becomes hidden to NPCs.
- 1182. npc_ally_deathmessage "1"
- 1183. npc_ammo_deplete // Subtracts half of the targets ammo
- 1184. npc_bipass // s
- 1185. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
- 1186. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
- 1187. npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
- 1188. 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
- 1189. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
- 1190. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
- 1191. npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
- 1192. npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
- 1193. npc_freeze // uses the NPC under the crosshair. Arguments
- 1194. npc_freeze_unselected // Freeze all NPCs not selected
- 1195. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
- 1196. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
- 1197. npc_heal // Heals the target back to full health
- 1198. npc_height_adjust "1" // Enable test mode for ik height adjustment
- 1199. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
- 1200. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
- 1201. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
- 1202. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
- 1203. 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
- 1204. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
- 1205. npc_set_freeze // uses the NPC under the crosshair. Arguments
- 1206. npc_set_freeze_unselected // Freeze all NPCs not selected
- 1207. npc_squads // Obsolete. Replaced by npc_combat
- 1208. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
- 1209. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
- 1210. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
- 1211. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
- 1212. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
- 1213. npc_thinknow // Trigger NPC to think
- 1214. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
- 1215. option_duck_method "0"
- 1216. option_speed_method "0"
- 1217. paintsplat_bias "0" // Change bias value for computing circle buffer
- 1218. paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
- 1219. paintsplat_noise_enabled "1"
- 1220. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
- 1221. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
- 1222. particle_test_attach_attachment "0" // Attachment index for attachment mode
- 1223. particle_test_attach_mode "0" // follow_origin
- 1224. particle_test_file "0" // Name of the particle system to dynamically spawn
- 1225. particle_test_start // particle_test_attach_mode and particl
- 1226. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
- 1227. password "0" // Current server access password
- 1228. path // Show the engine filesystem path.
- 1229. pause // Toggle the server pause state.
- 1230. perfui // Show/hide the level performance tools UI.
- 1231. perfvisualbenchmark
- 1232. perfvisualbenchmark_abort
- 1233. physics_budget // Times the cost of each active object
- 1234. physics_constraints // Highlights constraint system graph for an entity
- 1235. physics_debug_entity // Dumps debug info for an entity
- 1236. physics_highlight_active // Turns on the absbox for all active physics objects
- 1237. physics_report_active // Lists all active physics objects
- 1238. physics_select // Dumps debug info for an entity
- 1239. phys_debug_check_contacts "0"
- 1240. phys_show_active "0"
- 1241. picker // pivot and debugging text is displayed for whatever entity the play
- 1242. ping // Display ping to server.
- 1243. pingserver // Ping a server for info
- 1244. pixelvis_debug // Dump debug info
- 1245. play // Play a sound.
- 1246. playdemo // Play a recorded demo file (.dem ).
- 1247. player_botdifflast_s "0"
- 1248. player_classplayedlast "0"
- 1249. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
- 1250. player_gamemodelast_m "0"
- 1251. player_gamemodelast_s "1"
- 1252. player_gametypelast_m "0"
- 1253. player_gametypelast_s "0"
- 1254. player_last_leaderboards_filter "0" // Last mode setting in the Leaderboards screen
- 1255. player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
- 1256. player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
- 1257. player_last_medalstats_access_time1 "0" // Last year/month/day we accessed this screen - packed as a uint32 of year:16-month:8-day:8
- 1258. player_last_medalstats_access_time2 "0" // Last hour/min/sec we accessed this screen - packed as a uint32 of hour:8-min:8-sec:8
- 1259. player_last_medalstats_category "0" // Last selected category on the Medals panel in the Medals & Stats screen
- 1260. player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
- 1261. player_maplast_m "0"
- 1262. player_maplast_s "1"
- 1263. player_mmprivacylast_m "0"
- 1264. player_teamplayedlast "3"
- 1265. playflush // reloading from disk in case of changes.
- 1266. playgamesound // Play a sound from the game sounds txt file
- 1267. playsoundscape // Forces a soundscape to play
- 1268. playvideo // Plays a video: <filename> [width height]
- 1269. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
- 1270. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
- 1271. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
- 1272. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
- 1273. playvol // Play a sound at a specified volume.
- 1274. plugin_load // plugin_load <filename> : loads a plugin
- 1275. plugin_pause // plugin_pause <index> : pauses a loaded plugin
- 1276. plugin_pause_all // pauses all loaded plugins
- 1277. plugin_print // Prints details about loaded plugins
- 1278. plugin_unload // plugin_unload <index> : unloads a plugin
- 1279. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
- 1280. plugin_unpause_all // unpauses all disabled plugins
- 1281. post_jump_crouch "0" // This determines how long the player character will crouch for after landing a jump. This only affects the third person animati
- 1282. press_x360_button // d[own])
- 1283. print_colorcorrection // Display the color correction layer information.
- 1284. progress_enable
- 1285. prop_crosshair // Shows name for prop looking at
- 1286. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
- 1287. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- 1288. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- 1289. pwatchent "-1" // Entity to watch for prediction system changes.
- 1290. pwatchvar "0" // Entity variable to watch in prediction system for changes.
- 1291. quit // Exit the engine.
- 1292. radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
- 1293. radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
- 1294. radarvismethod "1" // 1 for more realistic method
- 1295. radarvispow "0" // and still see them on radar.
- 1296. radio1 // Opens a radio menu
- 1297. radio2 // Opens a radio menu
- 1298. radio3 // Opens a radio menu
- 1299. rate "20000" // Max bytes/sec the host can receive data
- 1300. rcon // Issue an rcon command.
- 1301. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
- 1302. rcon_password "0" // remote console password.
- 1303. rebuy // Attempt to repurchase items with the order listed in cl_rebuy
- 1304. recompute_speed // Recomputes clock speed (for debugging purposes).
- 1305. record // Record a demo.
- 1306. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
- 1307. reload_vjobs // reload vjobs module
- 1308. remote_bug // Starts a bug report with data from the currently connected rcon machine
- 1309. removeid // Remove a user ID from the ban list.
- 1310. removeip // Remove an IP address from the ban list.
- 1311. render_blanks // render N blank frames
- 1312. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
- 1313. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
- 1314. report_entities // Lists all entities
- 1315. report_simthinklist // Lists all simulating/thinking entities
- 1316. report_soundpatch // reports sound patch count
- 1317. report_touchlinks // Lists all touchlinks
- 1318. reset_expo // and end the round
- 1319. reset_gameconvars // Reset a bunch of game convars to default values
- 1320. respawn_entities // Respawn all the entities in the map.
- 1321. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
- 1322. rope_min_pixel_diameter "2"
- 1323. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
- 1324. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
- 1325. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
- 1326. rr_reloadresponsesystems // Reload all response system scripts.
- 1327. rr_remarkables_enabled "0" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
- 1328. rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
- 1329. rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
- 1330. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
- 1331. r_AirboatViewDampenDamp "1"
- 1332. r_AirboatViewDampenFreq "7"
- 1333. r_AirboatViewZHeight "0"
- 1334. r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
- 1335. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
- 1336. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
- 1337. r_avglight "1"
- 1338. r_avglightmap "0"
- 1339. r_brush_queue_mode "0"
- 1340. r_cheapwaterend
- 1341. r_cheapwaterstart
- 1342. r_cleardecals // Usage r_cleardecals <permanent>.
- 1343. r_ClipAreaFrustums "1"
- 1344. r_ClipAreaPortals "1"
- 1345. r_colorstaticprops "0"
- 1346. r_debugcheapwater "0"
- 1347. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
- 1348. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
- 1349. r_DispBuildable "0"
- 1350. r_DispWalkable "0"
- 1351. r_dlightsenable "1"
- 1352. r_drawallrenderables "0" // even ones inside solid leaves.
- 1353. r_DrawBeams "1" // 2=Wireframe
- 1354. r_drawbrushmodels "1" // 2=Wireframe
- 1355. r_drawclipbrushes "0" // purple=NPC)
- 1356. r_drawdecals "1" // Render decals.
- 1357. r_DrawDisp "1" // Toggles rendering of displacment maps
- 1358. r_drawentities "1"
- 1359. r_drawfuncdetail "1" // Render func_detail
- 1360. r_drawleaf "-1" // Draw the specified leaf.
- 1361. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
- 1362. r_drawlightinfo "0"
- 1363. r_drawlights "0"
- 1364. r_DrawModelLightOrigin "0"
- 1365. r_drawmodelstatsoverlay "0"
- 1366. r_drawmodelstatsoverlaydistance "500"
- 1367. r_drawmodelstatsoverlayfilter "-1"
- 1368. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
- 1369. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
- 1370. r_drawopaquerenderables "1"
- 1371. r_drawopaqueworld "1"
- 1372. r_drawothermodels "1" // 2=Wireframe
- 1373. r_drawparticles "1" // Enable/disable particle rendering
- 1374. r_DrawPortals "0"
- 1375. r_DrawRain "1" // Enable/disable rain rendering.
- 1376. 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
- 1377. r_drawropes "1"
- 1378. r_drawscreenoverlay "0"
- 1379. r_drawskybox "1"
- 1380. r_drawsprites "1"
- 1381. r_drawstaticprops "1" // 2=Wireframe
- 1382. r_drawtracers "1"
- 1383. r_drawtranslucentrenderables "1"
- 1384. r_drawtranslucentworld "1"
- 1385. r_drawunderwateroverlay "0"
- 1386. r_drawvgui "1" // Enable the rendering of vgui panels
- 1387. r_drawviewmodel "1"
- 1388. r_drawworld "1" // Render the world.
- 1389. r_dscale_basefov "90"
- 1390. r_dscale_fardist "2000"
- 1391. r_dscale_farscale "4"
- 1392. r_dscale_neardist "100"
- 1393. r_dscale_nearscale "1"
- 1394. r_dynamic "1"
- 1395. r_dynamiclighting "1"
- 1396. r_eyegloss "0"
- 1397. r_eyemove "0"
- 1398. r_eyeshift_x "0"
- 1399. r_eyeshift_y "0"
- 1400. r_eyeshift_z "0"
- 1401. r_eyesize "0"
- 1402. r_eyewaterepsilon "7"
- 1403. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
- 1404. r_flashlightambient "0"
- 1405. r_flashlightbacktraceoffset "0"
- 1406. r_flashlightbrightness "0"
- 1407. r_flashlightclip "0"
- 1408. r_flashlightconstant "0"
- 1409. r_flashlightdrawclip "0"
- 1410. r_flashlightfar "750"
- 1411. r_flashlightfov "53"
- 1412. r_flashlightladderdist "40"
- 1413. r_flashlightlinear "100"
- 1414. r_flashlightlockposition "0"
- 1415. r_flashlightmuzzleflashfov "120"
- 1416. r_flashlightnear "4"
- 1417. r_flashlightnearoffsetscale "1"
- 1418. r_flashlightoffsetforward "0"
- 1419. r_flashlightoffsetright "5"
- 1420. r_flashlightoffsetup "-5"
- 1421. r_flashlightquadratic "0"
- 1422. r_flashlightscissor "0"
- 1423. r_flashlightshadowatten "0"
- 1424. r_flashlightvisualizetrace "0"
- 1425. r_flushlod // Flush and reload LODs.
- 1426. r_hwmorph "0"
- 1427. r_itemblinkmax "0"
- 1428. r_itemblinkrate "4"
- 1429. r_JeepFOV "90"
- 1430. r_JeepViewBlendTo "1"
- 1431. r_JeepViewBlendToScale "0"
- 1432. r_JeepViewBlendToTime "1"
- 1433. r_JeepViewDampenDamp "1"
- 1434. r_JeepViewDampenFreq "7"
- 1435. r_JeepViewZHeight "10"
- 1436. r_lightcachecenter "1"
- 1437. r_lightcachemodel "-1"
- 1438. r_lightcache_invalidate
- 1439. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
- 1440. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
- 1441. r_lightinterp "5" // 0 turns off interpolation
- 1442. r_lightmap "-1"
- 1443. r_lightstyle "-1"
- 1444. r_lightwarpidentity "0"
- 1445. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
- 1446. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
- 1447. r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
- 1448. r_modelwireframedecal "0"
- 1449. r_nohw "0"
- 1450. r_nosw "0"
- 1451. r_novis "0" // Turn off the PVS.
- 1452. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
- 1453. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
- 1454. r_particle_demo "0"
- 1455. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
- 1456. r_portalsopenall "0" // Open all portals
- 1457. r_PortalTestEnts "1" // Clip entities against portal frustums.
- 1458. r_printdecalinfo
- 1459. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
- 1460. r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
- 1461. r_rainalpha "0"
- 1462. r_rainalphapow "0"
- 1463. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
- 1464. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
- 1465. r_raindensity "0"
- 1466. r_RainHack "0"
- 1467. r_rainlength "0"
- 1468. r_RainProfile "0" // Enable/disable rain profiling.
- 1469. r_RainRadius "1500"
- 1470. r_RainSideVel "130" // How much sideways velocity rain gets.
- 1471. r_RainSimulate "1" // Enable/disable rain simulation.
- 1472. r_rainspeed "600"
- 1473. r_RainSplashPercentage "20"
- 1474. r_rainwidth "0"
- 1475. r_randomflex "0"
- 1476. r_rimlight "1"
- 1477. r_screenoverlay // Draw specified material as an overlay
- 1478. r_shadowangles // Set shadow angles
- 1479. r_shadowblobbycutoff // some shadow stuff
- 1480. r_shadowcolor // Set shadow color
- 1481. r_shadowdir // Set shadow direction
- 1482. r_shadowdist // Set shadow distance
- 1483. r_shadowfromanyworldlight "0"
- 1484. r_shadowfromworldlights_debug "0"
- 1485. r_shadowids "0"
- 1486. r_shadows_gamecontrol "-1"
- 1487. r_shadowwireframe "0"
- 1488. r_shadow_debug_spew "0"
- 1489. r_shadow_deferred "0" // Toggle deferred shadow rendering
- 1490. r_showenvcubemap "0"
- 1491. r_showz_power "1"
- 1492. r_skin "0"
- 1493. r_skybox "1" // Enable the rendering of sky boxes
- 1494. r_slowpathwireframe "0"
- 1495. r_SnowDebugBox "0" // Snow Debug Boxes.
- 1496. r_SnowEnable "1" // Snow Enable
- 1497. r_SnowEndAlpha "255" // Snow.
- 1498. r_SnowEndSize "0" // Snow.
- 1499. r_SnowFallSpeed "1" // Snow fall speed scale.
- 1500. r_SnowInsideRadius "256" // Snow.
- 1501. r_SnowOutsideRadius "1024" // Snow.
- 1502. r_SnowParticles "500" // Snow.
- 1503. r_SnowPosScale "1" // Snow.
- 1504. r_SnowRayEnable "1" // Snow.
- 1505. r_SnowRayLength "8192" // Snow.
- 1506. r_SnowRayRadius "256" // Snow.
- 1507. r_SnowSpeedScale "1" // Snow.
- 1508. r_SnowStartAlpha "25" // Snow.
- 1509. r_SnowStartSize "1" // Snow.
- 1510. r_SnowWindScale "0" // Snow.
- 1511. r_SnowZoomOffset "384" // Snow.
- 1512. r_SnowZoomRadius "512" // Snow.
- 1513. r_swingflashlight "1"
- 1514. r_updaterefracttexture "1"
- 1515. r_vehicleBrakeRate "1"
- 1516. r_VehicleViewClamp "1"
- 1517. r_VehicleViewDampen "1"
- 1518. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
- 1519. r_visualizelighttraces "0"
- 1520. r_visualizelighttracesshowfulltrace "0"
- 1521. r_visualizetraces "0"
- 1522. safezonex "1" // The percentage of the screen width that is considered safe from overscan
- 1523. safezoney "1" // The percentage of the screen height that is considered safe from overscan
- 1524. save // Saves current game.
- 1525. save_finish_async
- 1526. say // Display player message
- 1527. say_team // Display player message to team
- 1528. scene_flush // Flush all .vcds from the cache and reload from disk.
- 1529. scene_playvcd // Play the given VCD as an instanced scripted scene.
- 1530. scene_showfaceto "0" // show the directions of faceto events.
- 1531. scene_showlook "0" // show the directions of look events.
- 1532. scene_showmoveto "0" // show the end location.
- 1533. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
- 1534. screenshot // Take a screenshot.
- 1535. script // Run the text as a script
- 1536. script_client // Run the text as a script
- 1537. script_debug // Connect the vscript VM to the script debugger
- 1538. script_debug_client // Connect the vscript VM to the script debugger
- 1539. script_dump_all // Dump the state of the VM to the console
- 1540. script_dump_all_client // Dump the state of the VM to the console
- 1541. script_execute // Run a vscript file
- 1542. script_execute_client // Run a vscript file
- 1543. script_help // optionally with a search string
- 1544. script_help_client // optionally with a search string
- 1545. script_reload_code // replacing existing functions with the functions in the run script
- 1546. script_reload_entity_code // replacing existing functions with the functions in the run scripts
- 1547. script_reload_think // replacing existing functions with the functions in the run script
- 1548. sensitivity "1" // Mouse sensitivity.
- 1549. server_game_time // Gives the game time in seconds (servers curtime)
- 1550. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- 1551. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- 1552. setinfo // Adds a new user info value
- 1553. setmodel // Changess players model
- 1554. setpause // Set the pause state of the server.
- 1555. setpos // Move player to specified origin (must have sv_cheats).
- 1556. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
- 1557. setpos_player // Move specified player to specified origin (must have sv_cheats).
- 1558. sfcrosshair "0"
- 1559. sf_ui_tint "1" // The current tint applied to the Scaleform UI
- 1560. shake // Shake the screen.
- 1561. shake_stop // Stops all active screen shakes.
- 1562. shake_testpunch // Test a punch-style screen shake.
- 1563. showbudget_texture "0" // Enable the texture budget panel.
- 1564. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
- 1565. showconsole // Show the console.
- 1566. showpanel // Shows a viewport panel <name>
- 1567. showtriggers "0" // Shows trigger brushes
- 1568. showtriggers_toggle // Toggle show triggers
- 1569. show_loadout_toggle // Toggles loadout display
- 1570. show_main_menu // Show the main menu
- 1571. show_sf_main_menu // Show the Scaleform main menu
- 1572. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
- 1573. sixense_aim_1to1_heading_multiplier "3"
- 1574. sixense_aim_1to1_pitch_multiplier "3"
- 1575. sixense_aim_1to1_ratchet_vertical "1"
- 1576. sixense_aim_freeaim_accel_band_exponent "1"
- 1577. sixense_aim_freeaim_accel_band_size "15"
- 1578. sixense_aim_freeaim_auto_level_rate "1"
- 1579. sixense_aim_freeaim_dead_zone_radius "0"
- 1580. sixense_aim_freeaim_heading_multiplier "1"
- 1581. sixense_aim_freeaim_max_speed "12"
- 1582. sixense_aim_freeaim_pitch_multiplier "1"
- 1583. sixense_aim_freeaim_spin_disabled
- 1584. sixense_aim_freeaim_switch_blend_time_enter "0"
- 1585. sixense_aim_freeaim_switch_blend_time_exit "0"
- 1586. sixense_aim_scope_heading_multiplier "0"
- 1587. sixense_aim_scope_pitch_multiplier "0"
- 1588. sixense_always_draw_crosshair "1"
- 1589. sixense_base_offset_x "0"
- 1590. sixense_base_offset_y "0"
- 1591. sixense_base_offset_z "-20"
- 1592. sixense_bind // Bind a concommand to a button.
- 1593. sixense_clear_bindings // Clear all sixense bindings.
- 1594. sixense_controller_angle_mode "0"
- 1595. sixense_create_default_bindings // Erase all current bindings and load the default bindings for this game.
- 1596. sixense_crosshair_horiz_multiplier "1"
- 1597. sixense_crosshair_vert_multiplier "1"
- 1598. sixense_crouch_sensitivity "1"
- 1599. sixense_delete_binding // Delete a single binding by index.
- 1600. sixense_disable_gestures
- 1601. sixense_enabled "0"
- 1602. sixense_exit_metroid_blend "0"
- 1603. sixense_exit_one_to_one_dot "0"
- 1604. sixense_feet_angles_offset_stick_spin_exponent "1"
- 1605. sixense_feet_angles_offset_stick_spin_horiz_multiplier "7"
- 1606. sixense_feet_angles_offset_stick_spin_invert_pitch "1"
- 1607. sixense_feet_angles_offset_stick_spin_vert_multiplier "4"
- 1608. sixense_filter_level "0"
- 1609. sixense_jump_sensitivity "1"
- 1610. sixense_left_handed "0"
- 1611. sixense_list_bindings // List the sixense bindings.
- 1612. sixense_max_charge_spin "3"
- 1613. sixense_melee_pitch_blend_val "0"
- 1614. sixense_mode "0"
- 1615. sixense_mouse_enabled "1"
- 1616. sixense_mouse_sensitivity "1"
- 1617. sixense_point_gesture_angle_threshold "15"
- 1618. sixense_reload_sensitivity "1"
- 1619. sixense_roll_correct_blend "0"
- 1620. sixense_select_grenade
- 1621. sixense_select_machinegun
- 1622. sixense_select_melee
- 1623. sixense_select_pistol
- 1624. sixense_sensitivity_level "2"
- 1625. sixense_set_base_offset
- 1626. sixense_set_filter_params
- 1627. sixense_show_frame // Show/hide Sixense UI.
- 1628. sixense_spring_view_enabled "1"
- 1629. sixense_spring_view_max_angle "45"
- 1630. sixense_spring_view_max_spring "0"
- 1631. sixense_spring_view_min_angle "1"
- 1632. sixense_spring_view_min_spring "0"
- 1633. sixense_teleport_metroid_blend_time "3"
- 1634. sixense_teleport_wait_to_blend_time "0"
- 1635. sixense_tilt_gesture_angle_threshold "35"
- 1636. sixense_trigger_threshold "0"
- 1637. sixense_walking_dead_zone_percent "10"
- 1638. sixense_walking_exponent "1"
- 1639. sixense_weapon_select_sensitivity "1"
- 1640. sixense_write_bindings // Save the sixense bindings to a file.
- 1641. sixense_zoom_momentary_time "500"
- 1642. skill "1" // Game skill level (1-3).
- 1643. skip_next_map // Skips the next map in the map rotation for the server.
- 1644. sk_autoaim_mode "1"
- 1645. slot0
- 1646. slot1
- 1647. slot10
- 1648. slot11
- 1649. slot2
- 1650. slot3
- 1651. slot4
- 1652. slot5
- 1653. slot6
- 1654. slot7
- 1655. slot8
- 1656. slot9
- 1657. snapto
- 1658. sndplaydelay
- 1659. snd_async_flush // Flush all unlocked async audio data
- 1660. snd_async_showmem // Show async memory stats
- 1661. snd_async_showmem_music // Show async memory stats for just non-streamed music
- 1662. snd_async_showmem_summary // Show brief async memory stats
- 1663. snd_duckerattacktime "0"
- 1664. snd_duckerreleasetime "2"
- 1665. snd_duckerthreshold "0"
- 1666. snd_ducking_off "1"
- 1667. snd_ducktovolume "0"
- 1668. snd_dumpclientsounds // Dump sounds to console
- 1669. snd_dump_filepaths
- 1670. snd_filter "0"
- 1671. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
- 1672. snd_gain "1"
- 1673. snd_gain_max "1"
- 1674. snd_gain_min "0"
- 1675. snd_getmixer // Get data related to mix group matching string
- 1676. snd_legacy_surround "0"
- 1677. snd_mixahead "0"
- 1678. snd_musicvolume "0" // Music volume
- 1679. snd_mute_losefocus "1"
- 1680. snd_obscured_gain_dB "-2"
- 1681. snd_op_test_convar "1"
- 1682. snd_pause_all "1" // Specifies to pause all sounds and not just voice
- 1683. snd_pitchquality "1"
- 1684. snd_playsounds // Play sounds from the game sounds txt file at a given location
- 1685. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
- 1686. snd_pre_gain_dist_falloff "1"
- 1687. snd_print_channels // Prints all the active channel.
- 1688. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
- 1689. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
- 1690. snd_print_dsp_effect // Prints the content of a dsp effect.
- 1691. snd_rebuildaudiocache // rebuild audio cache for current language
- 1692. snd_refdb "60" // Reference dB at snd_refdist
- 1693. snd_refdist "36" // Reference distance for snd_refdb
- 1694. snd_restart // Restart sound system.
- 1695. snd_setmixer // solo.
- 1696. snd_setmixlayer // solo.
- 1697. snd_setmixlayer_amount // Set named mix layer mix amount.
- 1698. snd_setsoundparam // Set a sound paramater
- 1699. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
- 1700. snd_showstart "0"
- 1701. snd_sos_flush_operators // Flush and re-parse the sound operator system
- 1702. snd_sos_list_operator_updates "0"
- 1703. snd_sos_show_client_xmit "0"
- 1704. snd_sos_show_operator_entry_filter "0"
- 1705. snd_sos_show_operator_init "0"
- 1706. snd_sos_show_operator_prestart "0"
- 1707. snd_sos_show_operator_shutdown "0"
- 1708. snd_sos_show_operator_start "0"
- 1709. snd_sos_show_operator_stop_entry "0"
- 1710. snd_sos_show_operator_updates "0"
- 1711. snd_sos_show_queuetotrack "0"
- 1712. snd_sos_show_server_xmit "0"
- 1713. snd_sos_show_startqueue "0"
- 1714. snd_soundmixer_flush // Reload soundmixers.txt file.
- 1715. snd_soundmixer_list_mixers // List all mixers to dev console.
- 1716. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
- 1717. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
- 1718. snd_soundmixer_set_trigger_factor // trigger amount.
- 1719. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
- 1720. snd_visualize "0" // Show sounds location in world
- 1721. snd_writemanifest // outputs the precache manifest for the current level
- 1722. soundfade // Fade client volume.
- 1723. soundinfo // Describe the current sound device.
- 1724. soundlist // List all known sounds.
- 1725. soundscape_debug "0" // red lines show soundscapes that ar
- 1726. soundscape_dumpclient // Dumps the clients soundscape data.
- 1727. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
- 1728. soundscape_flush // Flushes the server & client side soundscapes
- 1729. soundscape_radius_debug "0" // Prints current volume of radius sounds
- 1730. speak // Play a constructed sentence.
- 1731. spec_freeze_cinematiclight_b "1"
- 1732. spec_freeze_cinematiclight_g "1"
- 1733. spec_freeze_cinematiclight_r "1"
- 1734. spec_freeze_cinematiclight_scale "2"
- 1735. spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
- 1736. spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
- 1737. spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
- 1738. spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
- 1739. spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
- 1740. spec_freeze_time "5" // Time spend frozen in observer freeze cam.
- 1741. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
- 1742. spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
- 1743. spec_gui // Shows or hides the spectator bar
- 1744. spec_menu // Activates spectator menu
- 1745. spec_pos // dump position and angles to the console
- 1746. spike // generates a fake spike
- 1747. ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
- 1748. ss_map // Start playing on specified map with max allowed splitscreen players.
- 1749. ss_reloadletterbox // ss_reloadletterbox
- 1750. ss_splitmode "0" // 2 - vertical (only allowed in widescr
- 1751. startdemos // Play demos in demo sequence.
- 1752. startmovie // Start recording movie frames.
- 1753. startupmenu // and were not in developer
- 1754. star_memory // Dump memory stats
- 1755. stats // Prints server performance variables
- 1756. status // Display map and connection status.
- 1757. stop // Finish recording demo.
- 1758. stopdemo // Stop playing back a demo.
- 1759. stopsound
- 1760. stopsoundscape // Stops all soundscape processing and fades current looping sounds
- 1761. stopvideos // Stops all videos playing to the screen
- 1762. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
- 1763. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
- 1764. stringtabledictionary // Create dictionary for current strings.
- 1765. stuffcmds // Parses and stuffs command line + commands to command buffer.
- 1766. suitvolume "0"
- 1767. surfaceprop // Reports the surface properties at the cursor
- 1768. sv_accelerate "10"
- 1769. sv_allow_lobby_connect_only "0" // may not connect directly.
- 1770. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
- 1771. sv_alltalk "0" // no team restrictions
- 1772. sv_alternateticks "1" // server only simulates entities on even numbered ticks.
- 1773. 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.
- 1774. sv_cheats "0" // Allow cheats on server
- 1775. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
- 1776. sv_consistency "0" // Whether the server enforces file consistency for critical files
- 1777. sv_contact "0" // Contact email for server sysop
- 1778. sv_deadtalk "0" // text) to the living
- 1779. sv_downloadurl "0" // Location from which clients can download missing files
- 1780. sv_dumpstringtables "0"
- 1781. sv_forcepreload "1" // Force server side preloading.
- 1782. sv_friction "4" // World friction.
- 1783. sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
- 1784. sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
- 1785. sv_game_mode_convars // Display the values of the convars for the current game_mode.
- 1786. sv_infinite_ammo "0" // Players active weapon will never run out of ammo
- 1787. sv_lagcompensationforcerestore "1" // just do it.
- 1788. sv_lan "0" // no non-class C addresses )
- 1789. sv_logbans "0" // Log server bans in the server logs.
- 1790. sv_logecho "1" // Echo log information to the console.
- 1791. sv_logfile "1" // Log server information in the log file.
- 1792. sv_logflush "0" // Flush the log file to disk on each write (slow).
- 1793. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
- 1794. sv_log_onefile "0" // Log server information to only one file.
- 1795. sv_maxcmdrate "102" // this sets the maximum value for cl_cmdrate.
- 1796. sv_maxrate "0" // 0 == unlimited
- 1797. sv_memlimit "0" // the server will exit.
- 1798. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
- 1799. sv_minrate "5000" // 0 == unlimited
- 1800. sv_noclipaccelerate "5"
- 1801. sv_noclipduringpause "0" // etc.).
- 1802. sv_noclipspeed "5"
- 1803. sv_password "0" // Server password for entry into multiplayer games
- 1804. sv_pausable "0" // Is the server pausable.
- 1805. sv_precacheinfo // Show precache info.
- 1806. sv_pure // Show user data.
- 1807. sv_pure_kick_clients "1" // it will issue a warning to the client.
- 1808. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
- 1809. sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
- 1810. sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
- 1811. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
- 1812. sv_querycache_stats // Display status of the query cache (client only)
- 1813. sv_regeneration_force_on "0" // Cheat to test regenerative health systems
- 1814. sv_region "-1" // The region of the world to report this server in.
- 1815. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
- 1816. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
- 1817. sv_search_team_key "0" // set this key to match with known opponents team
- 1818. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
- 1819. sv_showtags // Describe current gametags.
- 1820. sv_shutdown // Sets the server to shutdown when all games have completed
- 1821. sv_skyname "0" // Current name of the skybox texture
- 1822. sv_soundemitter_reload // Flushes the sounds.txt system
- 1823. sv_soundscape_printdebuginfo // print soundscapes
- 1824. sv_specaccelerate "5"
- 1825. sv_specnoclip "1"
- 1826. sv_specspeed "3"
- 1827. 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
- 1828. sv_steamgroup_exclusive "0" // public people will be able to join the ser
- 1829. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
- 1830. sv_timescale // Change the speed of the game.
- 1831. sv_unlockedchapters "1" // Highest unlocked game chapter.
- 1832. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
- 1833. sv_voiceenable "1"
- 1834. sys_antialiasing "0" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
- 1835. sys_aspectratio "-1" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
- 1836. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
- 1837. sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
- 1838. sys_vsync "0" // Convar used exclusively by the options screen to set vsync. Changing this convar manually will have no effect.
- 1839. teammenu // Show team selection window
- 1840. testhudanim // Test a hud element animation. Arguments: <anim name>
- 1841. Test_CreateEntity
- 1842. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
- 1843. Test_EHandle
- 1844. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
- 1845. test_freezeframe // Test the freeze frame code.
- 1846. Test_InitRandomEntitySpawner
- 1847. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
- 1848. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
- 1849. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
- 1850. test_outtro_stats
- 1851. Test_ProxyToggle_EnableProxy
- 1852. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
- 1853. Test_ProxyToggle_SetValue
- 1854. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
- 1855. Test_RandomizeInPVS
- 1856. Test_RandomPlayerPosition
- 1857. Test_RemoveAllRandomEntities
- 1858. Test_RunFrame
- 1859. Test_SendKey
- 1860. Test_SpawnRandomEntities
- 1861. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
- 1862. Test_StartScript // Start a test script running..
- 1863. Test_Wait
- 1864. Test_WaitForCheckPoint
- 1865. texture_budget_background_alpha "128" // how translucent the budget panel is
- 1866. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- 1867. texture_budget_panel_height "284" // height in pixels of the budget panel
- 1868. texture_budget_panel_width "512" // width in pixels of the budget panel
- 1869. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- 1870. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
- 1871. tf_escort_score_rate "1" // in points per second
- 1872. think_limit "10" // warning is printed if this is exceeded.
- 1873. thirdperson // Switch to thirdperson camera.
- 1874. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
- 1875. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
- 1876. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
- 1877. threadpool_run_tests
- 1878. thread_test_tslist
- 1879. thread_test_tsqueue
- 1880. timedemo // Play a demo and report performance info.
- 1881. timedemoquit // and then exit
- 1882. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
- 1883. timeleft // prints the time remaining in the match
- 1884. timerefresh // Profile the renderer.
- 1885. toggle // or cycles through a set of values.
- 1886. toggleconsole // Show/hide the console.
- 1887. togglescores // Toggles score panel
- 1888. toolload // Load a tool.
- 1889. toolunload // Unload a tool.
- 1890. tv_clients // Shows list of connected SourceTV clients.
- 1891. tv_msg // Send a screen message to all clients.
- 1892. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
- 1893. tv_port "27020" // Host SourceTV port
- 1894. tv_record // Starts SourceTV demo recording.
- 1895. tv_relay // Connect to SourceTV server and relay broadcast.
- 1896. tv_retry // Reconnects the SourceTV relay proxy.
- 1897. tv_status // Show SourceTV server status.
- 1898. tv_stop // Stops the SourceTV broadcast.
- 1899. tv_stoprecord // Stops SourceTV demo recording.
- 1900. tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
- 1901. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
- 1902. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
- 1903. ui_reloadscheme // Reloads the resource files for the active UI window
- 1904. unbind // Unbind a key.
- 1905. unbindall // Unbind all keys.
- 1906. unbindalljoystick // Unbind all joystick keys.
- 1907. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
- 1908. unload_all_addons // Reloads the search paths for game addons.
- 1909. unpause // Unpause the game.
- 1910. update_addon_paths // Reloads the search paths for game addons.
- 1911. use // Use a particular weapon Arguments: <weapon_name>
- 1912. user // Show user data.
- 1913. users // Show user info for players on server.
- 1914. vcollide_wireframe "0" // Render physics collision models in wireframe
- 1915. vehicle_flushscript // Flush and reload all vehicle scripts
- 1916. version // Print version info string.
- 1917. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
- 1918. vgui_drawtree_clear
- 1919. vgui_dump_panels // vgui_dump_panels [visible]
- 1920. vgui_message_dialog_modal "1"
- 1921. vgui_spew_fonts
- 1922. vgui_togglepanel // show/hide vgui panel by name.
- 1923. viewanim_addkeyframe
- 1924. viewanim_create // viewanim_create
- 1925. viewanim_load // load animation from file
- 1926. viewanim_reset // reset view angles!
- 1927. viewanim_save // Save current animation to file
- 1928. viewanim_test // test view animation
- 1929. viewmodel_fov "54"
- 1930. viewmodel_offset_x "0"
- 1931. viewmodel_offset_y "0"
- 1932. viewmodel_offset_z "0"
- 1933. vismon_poll_frequency "0"
- 1934. vismon_trace_limit "12"
- 1935. vis_force "0"
- 1936. vm_debug "0"
- 1937. vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
- 1938. voicerecord_toggle
- 1939. voice_enable "1" // Toggle voice transmit and receive.
- 1940. voice_forcemicrecord "1"
- 1941. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
- 1942. voice_loopback "0"
- 1943. voice_mixer_boost "0"
- 1944. voice_mixer_mute "0"
- 1945. voice_mixer_volume "1"
- 1946. voice_modenable "1" // Enable/disable voice in this mod.
- 1947. voice_mute // Mute a specific Steam user
- 1948. voice_player_speaking_delay_threshold "0"
- 1949. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
- 1950. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
- 1951. voice_scale "1"
- 1952. voice_show_mute // Show whether current players are muted.
- 1953. voice_threshold "2000"
- 1954. voice_unmute // or `all` to unmute all connected players.
- 1955. volume "1" // Sound volume
- 1956. voxeltree_box // Vector(max)>.
- 1957. voxeltree_playerview // View entities in the voxel-tree at the player position.
- 1958. voxeltree_sphere // float(radius)>.
- 1959. voxeltree_view // View entities in the voxel-tree.
- 1960. vox_reload // Reload sentences.txt file
- 1961. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
- 1962. vprof // Toggle VProf profiler
- 1963. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
- 1964. vprof_cachemiss // Toggle VProf cache miss checking
- 1965. vprof_cachemiss_off // Turn off VProf cache miss checking
- 1966. vprof_cachemiss_on // Turn on VProf cache miss checking
- 1967. vprof_child
- 1968. vprof_collapse_all // Collapse the whole vprof tree
- 1969. vprof_dump_counters // Dump vprof counters to the console
- 1970. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
- 1971. vprof_expand_all // Expand the whole vprof tree
- 1972. vprof_expand_group // Expand a budget group in the vprof tree by name
- 1973. vprof_generate_report // Generate a report to the console.
- 1974. vprof_generate_report_AI // Generate a report to the console.
- 1975. vprof_generate_report_AI_only // Generate a report to the console.
- 1976. vprof_generate_report_budget // Generate a report to the console based on budget group.
- 1977. vprof_generate_report_hierarchy // Generate a report to the console.
- 1978. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
- 1979. vprof_generate_report_map_load // Generate a report to the console.
- 1980. vprof_graphheight "256"
- 1981. vprof_graphwidth "512"
- 1982. vprof_nextsibling
- 1983. vprof_off // Turn off VProf profiler
- 1984. vprof_on // Turn on VProf profiler
- 1985. vprof_parent
- 1986. vprof_playback_average // Average the next N frames.
- 1987. vprof_playback_start // Start playing back a recorded .vprof file.
- 1988. vprof_playback_step // step to the next tick.
- 1989. vprof_playback_stepback // step to the previous tick.
- 1990. vprof_playback_stop // Stop playing back a recorded .vprof file.
- 1991. vprof_prevsibling
- 1992. vprof_record_start // Start recording vprof data for playback later.
- 1993. vprof_record_stop // Stop recording vprof data
- 1994. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
- 1995. vprof_remote_stop // Stop an existing remote VProf data request
- 1996. vprof_reset // Reset the stats in VProf profiler
- 1997. vprof_reset_peaks // Reset just the peak time in VProf profiler
- 1998. vprof_to_csv // Convert a recorded .vprof file to .csv.
- 1999. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
- 2000. vprof_verbose "1" // Set to one to show average and peak times
- 2001. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
- 2002. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
- 2003. vtune // Controls VTunes sampling.
- 2004. vx_model_list // Dump models to VXConsole
- 2005. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
- 2006. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
- 2007. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
- 2008. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
- 2009. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
- 2010. wc_destroy_undo // When in WC edit mode restores the last deleted node
- 2011. wc_link_edit
- 2012. weapon_debug_spread_gap "0"
- 2013. weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
- 2014. windows_speaker_config "6"
- 2015. wipe_nav_attributes // Clear all nav attributes of selected area.
- 2016. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
- 2017. writeip // Save the ban list to banned_ip.cfg.
- 2018. xbox_autothrottle "1"
- 2019. xbox_throttlebias "100"
- 2020. xbox_throttlespoof "200"
- 2021. xload // Load a saved game from a console storage device.
- 2022. xlook
- 2023. xmove
- 2024. xsave // Saves current game to a console storage device.
- 2025. zoom_sensitivity_ratio_joystick "0" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
- 2026. zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
- 2027. _autosave // Autosave
- 2028. _autosavedangerous // AutoSaveDangerous
- 2029. _bugreporter_restart // Restarts bug reporter .dll
- 2030. _record // Record a demo incrementally.
- 2031. _resetgamestats // Erases current game stats and writes out a blank stats file
- 2032. _restart // Shutdown and restart the engine.
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