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CS:GO Console Command List

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  1. CS:GO Console Command List. Enjoy.
  2. -Nat0
  3.  
  4. +alt1
  5. +alt2
  6. +attack
  7. +attack2
  8. +back
  9. +break
  10. +camdistance
  11. +camin
  12. +cammousemove
  13. +camout
  14. +campitchdown
  15. +campitchup
  16. +camyawleft
  17. +camyawright
  18. +commandermousemove
  19. +csm_rot_x_neg
  20. +csm_rot_x_plus
  21. +csm_rot_y_neg
  22. +csm_rot_y_plus
  23. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  24. +duck
  25. +forward
  26. +graph
  27. +grenade1
  28. +grenade2
  29. +jlook
  30. +jump
  31. +klook
  32. +left
  33. +lookdown
  34. +lookspin
  35. +lookup
  36. +mat_texture_list
  37. +movedown
  38. +moveleft
  39. +moveright
  40. +moveup
  41. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  42. +reload
  43. +right
  44.  
  45. +score
  46. +showbudget
  47. +showbudget_texture
  48. +showbudget_texture_global
  49. +showscores
  50. +showvprof
  51. +speed
  52. +strafe
  53. +use
  54. +vgui_drawtree
  55. +voicerecord
  56. +walk
  57. +zoom
  58. +zoom_in
  59. +zoom_out
  60. -alt1
  61. -alt2
  62. -attack
  63. -attack2
  64. -back
  65. -break
  66. -camdistance
  67. -camin
  68. -cammousemove
  69. -camout
  70. -campitchdown
  71. -campitchup
  72. -camyawleft
  73. -camyawright
  74. -commandermousemove
  75. -csm_rot_x_neg
  76. -csm_rot_x_plus
  77. -csm_rot_y_neg
  78. -csm_rot_y_plus
  79. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  80. -duck
  81. -forward
  82. -graph
  83. -grenade1
  84. -grenade2
  85. -jlook
  86. -jump
  87. -klook
  88. -left
  89. -lookdown
  90. -lookspin
  91. -lookup
  92. -mat_texture_list
  93. -movedown
  94. -moveleft
  95. -moveright
  96. -moveup
  97. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  98. -reload
  99. -right
  100. -score
  101. -showbudget
  102. -showbudget_texture
  103. -showbudget_texture_global
  104. -showscores
  105. -showvprof
  106. -speed
  107. -strafe
  108. -use
  109. -vgui_drawtree
  110. -voicerecord
  111. -walk
  112. -zoom
  113. -zoom_in
  114. -zoom_out
  115. achievement_debug "0" // Turn on achievement debug msgs.
  116. achievement_disable "0" // Turn off achievements.
  117. addip // Add an IP address to the ban list.
  118. adsp_debug "0"
  119. adsp_reset_nodes
  120. ainet_generate_report // Generate a report to the console.
  121. ainet_generate_report_only // Generate a report to the console.
  122. air_density // Changes the density of air for drag computations.
  123. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
  124. ai_debug_los "0" // itl
  125. ai_debug_node_connect // Debug the attempted connection between two nodes
  126. ai_debug_shoot_positions "0"
  127. 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
  128. ai_drawbattlelines "0"
  129. ai_drop_hint // Drop an ai_hint at the players current eye position.
  130. ai_dump_hints
  131. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
  132. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
  133. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
  134. ai_report_task_timings_on_limit "0"
  135. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
  136. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
  137. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  138. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  139. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  140. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  141. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  142. 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
  143. ai_show_grid // Draw a grid on the floor where looking.
  144. 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 -
  145. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
  146. ai_show_node // Highlight the specified node
  147. 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
  148. ai_step // use ai_step again. To resume processing no
  149. ai_test_los // Test AI LOS from the players POV
  150. ai_think_limit_label "0"
  151. ai_vehicle_avoidance "1"
  152. alias // Alias a command.
  153. ammo_338mag_max "30"
  154. ammo_357sig_max "52"
  155. ammo_357sig_small_max "24"
  156. ammo_45acp_max "100"
  157. ammo_50AE_max "35"
  158. ammo_556mm_box_max "200"
  159. ammo_556mm_max "90"
  160. ammo_556mm_small_max "40"
  161. ammo_57mm_max "100"
  162. ammo_762mm_max "90"
  163. ammo_9mm_max "120"
  164. ammo_buckshot_max "32"
  165. ammo_grenade_limit_default "1"
  166. ammo_grenade_limit_flashbang "1"
  167. ammo_grenade_limit_total "3"
  168. askconnect_accept // Accept a redirect request by the server.
  169. asw_engine_finished_building_map // Notify engine that weve finished building a map
  170. async_resume
  171. async_suspend
  172. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  173. autobuy // Attempt to purchase items with the order listed in cl_autobuy
  174. autosave // Autosave
  175. autosavedangerous // AutoSaveDangerous
  176. autosavedangerousissafe
  177. banid // Add a user ID to the ban list.
  178. banip // Add an IP address to the ban list.
  179. benchframe // Takes a snapshot of a particular frame in a time demo.
  180. bench_end // Ends gathering of info.
  181. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
  182. bench_start // Starts gathering of info. Arguments: filename to write results into
  183. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  184. bind // Bind a key.
  185. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  186. bind_osx // Bind a key for OSX only.
  187. blackbox_dump // Dump the contents of the blackbox
  188. blackbox_record // Record an entry into the blackbox
  189. bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
  190. bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
  191. bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
  192. bot_all_weapons // Allows the bots to use all weapons
  193. bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
  194. bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
  195. bot_chatter "0" // or normal.
  196. bot_crouch "0"
  197. bot_debug "0" // For internal testing purposes.
  198. bot_debug_target "0" // For internal testing purposes.
  199. bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
  200. bot_defer_to_human_items "1" // the bots will not get scenario items.
  201. bot_difficulty "1" // 3=expert.
  202. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
  203. bot_freeze "0"
  204. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
  205. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
  206. bot_join_after_player "1" // bots wait until a player joins before entering the game.
  207. bot_join_team "0" // or CT.
  208. bot_kick // matching the given criteria.
  209. bot_kill // matching the given criteria.
  210. bot_knives_only // Restricts the bots to only using knives
  211. bot_loadout "0" // bots are given these items at round start
  212. bot_mimic "0"
  213. bot_mimic_yaw_offset "180"
  214. bot_pistols_only // Restricts the bots to only using pistols
  215. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
  216. bot_quota "10" // Determines the total number of bots in the game.
  217. 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
  218. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
  219. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
  220. bot_show_nav "0" // For internal testing purposes.
  221. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
  222. bot_snipers_only // Restricts the bots to only using sniper rifles
  223. bot_stop "0" // immediately stops all bot processing.
  224. bot_traceview "0" // For internal testing purposes.
  225. bot_zombie "0" // bots will stay in idle mode and not attack.
  226. box // Draw a debug box.
  227. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  228. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  229. budget_background_alpha "128" // how translucent the budget panel is
  230. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  231. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  232. 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
  233. budget_history_range_ms "66" // budget history range in milliseconds
  234. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  235. budget_panel_height "384" // height in pixels of the budget panel
  236. budget_panel_width "512" // width in pixels of the budget panel
  237. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  238. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  239. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  240. budget_show_averages "0" // enable/disable averages in the budget panel
  241. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  242. budget_show_peaks "1" // enable/disable peaks in the budget panel
  243. budget_toggle_group // Turn a budget group on/off
  244. bug // Show the bug reporting UI.
  245. bugreporter_uploadasync "0" // Upload attachments asynchronously
  246. bugreporter_username "0" // Username to use for bugreporter
  247. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  248. buildcubemaps // Rebuild cubemaps.
  249. building_cubemaps "0" // Indicates were building cubemaps
  250. buildmodelforworld // buildmodelforworld
  251. buymenu // Show or hide main buy menu
  252. buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
  253. buy_stamps // Temporary solution for Pinion to kick back to community map makers.
  254. cache_print // cache_print [section] Print out contents of cache memory.
  255. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  256. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  257. callvote // Start a vote on an issue.
  258. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  259. cam_command // Tells camera to change modes
  260. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  261. cam_idealdist "150"
  262. cam_idealdistright "0"
  263. cam_idealdistup "0"
  264. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  265. cam_idealpitch "0"
  266. cam_idealyaw "0"
  267. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  268. cam_snapto "0"
  269. cancelselect
  270. cash_player_bomb_defused "300"
  271. cash_player_bomb_planted "300"
  272. cash_player_damage_hostage "-30"
  273. cash_player_get_killed "0"
  274. cash_player_interact_with_hostage "150"
  275. cash_player_killed_enemy_default "300"
  276. cash_player_killed_enemy_factor "1"
  277. cash_player_killed_hostage "-1000"
  278. cash_player_killed_teammate "-3300"
  279. cash_player_rescued_hostage "1000"
  280. cash_player_respawn_amount "0"
  281. cash_team_elimination_bomb_map "3250"
  282. cash_team_elimination_hostage_map_ct "2000"
  283. cash_team_elimination_hostage_map_t "1000"
  284. cash_team_hostage_alive "0"
  285. cash_team_hostage_interaction "500"
  286. cash_team_loser_bonus "1400"
  287. cash_team_loser_bonus_consecutive_rounds "500"
  288. cash_team_planted_bomb_but_defused "800"
  289. cash_team_rescued_hostage "0"
  290. cash_team_terrorist_win_bomb "3500"
  291. cash_team_win_by_defusing_bomb "3250"
  292. cash_team_win_by_hostage_rescue "3500"
  293. cash_team_win_by_time_running_out_bomb "3250"
  294. cash_team_win_by_time_running_out_hostage "3250"
  295. cast_hull // Tests hull collision detection
  296. cast_ray // Tests collision detection
  297. cc_emit // Emits a closed caption
  298. cc_findsound // Searches for soundname which emits specified text.
  299. cc_flush // Flushes asyncd captions.
  300. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  301. cc_linger_time "1" // Close caption linger time.
  302. cc_predisplay_time "0" // Close caption delay before showing caption.
  303. cc_random // Emits a random caption
  304. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  305. cc_subtitles "0" // wont help hearing impaired players).
  306. centerview
  307. changelevel // Change server to the specified map
  308. changelevel2 // Transition to the specified map in single player
  309. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  310. ch_createairboat // Spawn airboat in front of the player.
  311. ch_createjeep // Spawn jeep in front of the player.
  312. clear // Clear all console output.
  313. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
  314. clear_debug_overlays // clears debug overlays
  315. clientport "27005" // Host game client port
  316. closecaption "0" // Enable close captioning.
  317. closeonbuy "0" // Set non-zero to close the buy menu after buying something
  318. cl_allowdownload "1" // Client downloads customization files
  319. cl_allowupload "1" // Client uploads customization files
  320. cl_animationinfo // Hud element to examine.
  321. cl_autobuy "0" // The order in which autobuy will attempt to purchase items
  322. cl_autohelp "0" // Auto-help
  323. cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
  324. cl_backspeed "450"
  325. cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
  326. cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
  327. cl_bobcycle "0" // the frequency at which the viewmodel bobs.
  328. cl_bobup "0"
  329. cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
  330. cl_bob_version "0"
  331. cl_brushfastpath "1"
  332. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
  333. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
  334. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
  335. cl_buy_favorite_reset // Reset favorite loadouts to the default
  336. cl_buy_favorite_set // Saves the current loadout as a favorite
  337. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  338. cl_chatfilters "63" // Stores the chat filter settings
  339. cl_class "0" // Default class when joining a game
  340. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  341. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  342. 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.
  343. cl_clock_correction "1" // Enable/disable clock correction on the client.
  344. 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
  345. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  346. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  347. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  348. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  349. cl_cmdrate "128" // Max number of command packets sent to server per second
  350. cl_crosshairalpha "200"
  351. cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
  352. cl_crosshaircolor_b "50"
  353. cl_crosshaircolor_g "250"
  354. cl_crosshaircolor_r "50"
  355. cl_crosshairdot "0"
  356. cl_crosshairgap "0"
  357. cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
  358. cl_crosshairsize "5"
  359. cl_crosshairstyle "1"
  360. cl_crosshairthickness "0"
  361. cl_crosshairusealpha "1"
  362. cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
  363. cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
  364. cl_csm_server_status // Usage: cl_csm_server_status
  365. cl_csm_status // Usage: cl_csm_status
  366. cl_custommaterial_debug_graph "0"
  367. cl_debugrumble "0" // Turn on rumble debugging spew
  368. cl_debug_ugc_downloads "1"
  369. cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages
  370. cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages
  371. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
  372. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
  373. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
  374. cl_detail_max_sway "5" // Amplitude of the detail prop sway
  375. cl_detail_multiplier "1" // extra details to create
  376. cl_disablefreezecam "0" // Turn on/off freezecam on client
  377. cl_disablehtmlmotd "0" // Disable HTML motds.
  378. cl_disable_ragdolls "0"
  379. cl_dm_buyrandomweapons "1" // they will receive the
  380. cl_downloadfilter "0" // nosounds)
  381. cl_download_demoplayer "1" // 2:all)
  382. cl_drawhud "1" // Enable the rendering of the hud
  383. cl_drawleaf "-1"
  384. cl_drawmaterial "0" // Draw a particular material over the frame
  385. cl_drawshadowtexture "0"
  386. cl_dumpplayer // Dumps info about a player
  387. cl_dumpsplithacks // Dump split screen workarounds.
  388. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  389. cl_entityreport "0" // draw entity states to console
  390. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  391. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  392. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  393. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  394. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  395. cl_fastdetailsprites "1" // whether to use new detail sprite system
  396. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  397. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  398. cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
  399. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  400. cl_forcepreload "0" // Whether we should force preloading.
  401. cl_forwardspeed "450"
  402. cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!
  403. cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
  404. cl_fullupdate // Forces the server to send a full update packet
  405. cl_game_mode_convars // Display the values of the convars for the current game_mode.
  406. cl_idealpitchscale "0"
  407. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  408. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  409. cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback
  410. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  411. cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
  412. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  413. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  414. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  415. cl_jiggle_bone_invert "0"
  416. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  417. cl_language "0" // Language (from Steam API)
  418. cl_leafsystemvis "0"
  419. cl_leveloverview "0"
  420. cl_leveloverviewmarker "0"
  421. cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
  422. cl_logofile "0" // Spraypoint logo decal.
  423. cl_mainmenu_show_datagraph "0"
  424. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  425. cl_minimal_rtt_shadows "1"
  426. cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
  427. cl_mouseenable "0"
  428. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  429. cl_observercrosshair "1"
  430. cl_overdraw_test "0"
  431. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  432. cl_particles_dumplist // optional name substring.
  433. cl_particles_dump_effects
  434. cl_particles_show_bbox "0"
  435. cl_particles_show_controlpoints "0"
  436. cl_particle_retire_cost "0"
  437. cl_pclass "0" // Dump entity by prediction classname.
  438. cl_pdump "-1" // Dump info about this entity to screen.
  439. cl_phys_show_active "0"
  440. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  441. cl_pitchdown "89"
  442. cl_pitchup "89"
  443. cl_portal_use_new_dissolve "1" // Use new dissolve effect
  444. cl_precacheinfo // Show precache info (client).
  445. cl_predict "1" // Perform client side prediction.
  446. cl_predictioncopy_describe // Describe datamap_t for entindex
  447. cl_predictionlist "0" // Show which entities are predicting
  448. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  449. cl_pred_track // for field fieldname.
  450. cl_radar_always_centered "1" // even at map extents.
  451. cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
  452. cl_radar_rotate "1" // 1
  453. cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.
  454. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
  455. cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
  456. cl_reloadpostprocessparams
  457. cl_removedecals // Remove the decals from the entity under the crosshair.
  458. cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
  459. cl_remove_old_ugc_downloads "1"
  460. cl_report_soundpatch // reports client-side sound patch count
  461. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  462. cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
  463. cl_righthand "1" // Use right-handed view models.
  464. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
  465. cl_saveweaponcustomtextures // Save custom textures of current weapon.
  466. cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
  467. cl_shadowtextureoverlaysize "256"
  468. cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
  469. cl_showbackpackrarities "0" // Show item rarities within the backpack.
  470. cl_showents // Dump entity list to console.
  471. cl_showerror "0" // 2 for above plus detailed field deltas.
  472. cl_showevents "0" // Print event firing info in the console
  473. cl_showfps "0" // +10 = detailed )
  474. cl_showhelp "1" // Set to 0 to not show on-screen help
  475. cl_showloadout "1" // Toggles display of current loadout.
  476. cl_showpluginmessages "1" // Allow plugins to display messages to you
  477. cl_showpos "0" // Draw current position at top of screen
  478. cl_sidespeed "450"
  479. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
  480. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
  481. cl_sos_test_get_opvar
  482. cl_sos_test_set_opvar
  483. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
  484. cl_soundemitter_reload // Flushes the sounds.txt system
  485. cl_soundfile "0" // Jingle sound file.
  486. cl_soundscape_flush // Flushes the client side soundscapes
  487. cl_soundscape_printdebuginfo // print soundscapes
  488. cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate
  489. cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
  490. cl_sporeclipdistance "512"
  491. cl_ss_origin // print origin in script format
  492. cl_steamscreenshots // Enable/disable saving screenshots to Steam
  493. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
  494. cl_sun_decay_rate "0"
  495. cl_team "0" // Default team when joining a game
  496. cl_teamid_overhead "1" // 1 = on
  497. cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
  498. cl_teamid_overhead_maxdist_spec "1600" // max distance at which the overhead team id icons will show when a spectator
  499. cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
  500. cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
  501. cl_timeout "30" // the client will disconnect itself
  502. cl_tree_sway_dir // sets tree sway wind direction and strength
  503. cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
  504. cl_updatevisibility // Updates visibility bits.
  505. cl_upspeed "320"
  506. cl_use_new_headbob "1"
  507. cl_view // Set the view entity index.
  508. cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
  509. cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
  510. cl_winddir "0" // Weather effects wind direction angle
  511. cl_windspeed "0" // Weather effects wind speed scalar
  512. cl_wpn_sway_scale "1"
  513. cmd // Forward command to server.
  514. cmd1 // sets userinfo string for split screen player in slot 1
  515. cmd2 // sets userinfo string for split screen player in slot 2
  516. cmd3 // sets userinfo string for split screen player in slot 3
  517. cmd4 // sets userinfo string for split screen player in slot 4
  518. collision_test // Tests collision system
  519. colorcorrectionui // Show/hide the color correction tools UI.
  520. commentary_cvarsnotchanging
  521. commentary_finishnode
  522. commentary_firstrun "0"
  523. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  524. commentary_testfirstrun
  525. condump // dump the text currently in the console to condumpXX.log
  526. connect // Connect to specified server.
  527. con_enable "0" // Allows the console to be activated.
  528. con_filter_enable "0" // 2 displays filtered text brighter than ot
  529. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  530. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  531. con_logfile "0" // Console output gets written to this file
  532. con_min_severity // LS_ERROR=3.
  533. crash // Cause the engine to crash (Debug!!)
  534. CreatePredictionError // Create a prediction error
  535. create_flashlight
  536. creditsdone
  537. crosshair "1"
  538. cs_enable_player_physics_box "0"
  539. cs_hostage_near_rescue_music_distance "2000"
  540. cs_make_vip // Marks a player as the VIP
  541. cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
  542. CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend
  543. cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
  544. custom_bot_difficulty "0" // Bot difficulty for offline play.
  545. cvarlist // Show the list of convars/concommands.
  546. c_maxdistance "200"
  547. c_maxpitch "90"
  548. c_maxyaw "135"
  549. c_mindistance "30"
  550. c_minpitch "0"
  551. c_minyaw "-135"
  552. c_orthoheight "100"
  553. c_orthowidth "100"
  554. c_thirdpersonshoulder "0"
  555. c_thirdpersonshoulderaimdist "120"
  556. c_thirdpersonshoulderdist "40"
  557. c_thirdpersonshoulderheight "5"
  558. c_thirdpersonshoulderoffset "20"
  559. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  560. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  561. debugsystemui // Show/hide the debug system UI.
  562. debug_visibility_monitor "0"
  563. default_fov "90"
  564. demolist // Print demo sequence list.
  565. demos // Demo demo file sequence.
  566. demoui // Show/hide the demo player UI.
  567. demoui2 // Show/hide the advanced demo player UI (demoui2).
  568. demo_gototick // Skips to a tick in demo.
  569. demo_pause // Pauses demo playback.
  570. demo_recordcommands "1" // Record commands typed at console into .dem files.
  571. demo_resume // Resumes demo playback.
  572. demo_timescale // Sets demo replay speed.
  573. demo_togglepause // Toggles demo playback.
  574. developer "0" // Set developer message level
  575. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  576. devshots_screenshot // use the screenshot command instead.
  577. differences // Show all convars which are not at their default values.
  578. disable_static_prop_loading "0" // static props wont be loaded
  579. disconnect // Disconnect game from server.
  580. display_elapsedtime // Displays how much time has elapsed since the game started
  581. display_game_events "0"
  582. disp_list_all_collideable // List all collideable displacements
  583. dlight_debug // Creates a dlight in front of the player
  584. dm_reset_spawns
  585. dm_togglerandomweapons // Turns random weapons in deathmatch on/off
  586. drawcross // Draws a cross at the given location Arguments: x y z
  587. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  588. drawoverviewmap // Draws the overview map
  589. drawradar // Draws HUD radar
  590. dsp_db_min "80"
  591. dsp_db_mixdrop "0"
  592. dsp_dist_max "1440"
  593. dsp_dist_min "0"
  594. dsp_enhance_stereo "1"
  595. dsp_mix_max "0"
  596. dsp_mix_min "0"
  597. dsp_off "0"
  598. dsp_player "0"
  599. dsp_reload
  600. dsp_slow_cpu "0"
  601. dsp_volume "0"
  602. ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
  603. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  604. dumpentityfactories // Lists all entity factory names.
  605. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  606. dumpgamestringtable // Dump the contents of the game string table to the console.
  607. dumpstringtables // Print string tables to console.
  608. dump_entity_sizes // Print sizeof(entclass)
  609. dump_globals // Dump all global entities/states
  610. dump_particlemanifest // Dump the list of particles loaded.
  611. echo // Echo text to console.
  612. econ_clear_inventory_images // clear the local inventory images (they will regenerate)
  613. econ_highest_baseitem_seen "61"
  614. econ_show_items_with_tag // Lists the item definitions that have a specified tag.
  615. editdemo // Edit a recorded demo file (.dem ).
  616. editor_toggle // Disables the simulation and returns focus to the editor
  617. enable_debug_overlays "1" // Enable rendering of debug overlays
  618. enable_skeleton_draw "0" // Render skeletons in wireframe
  619. endmatch_votenextmap // Votes for the next map at the end of the match
  620. endmovie // Stop recording movie frames.
  621. endround // End the current round.
  622. english "0" // running the english language set of assets.
  623. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  624. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  625. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  626. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  627. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  628. ent_create // Creates an entity of the given type where the player is looking.
  629. ent_dump // Usage: ent_dump <entity name>
  630. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  631. ent_info // Usage: ent_info <class name>
  632. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  633. 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
  634. ent_messages_draw "0" // Visualizes all entity input/output activity.
  635. ent_name
  636. ent_orient // only orients target entitys YAW. Use the allangles opt
  637. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  638. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  639. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  640. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  641. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  642. ent_rotate // Rotates an entity by a specified # of degrees
  643. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
  644. ent_setang // Set entity angles
  645. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  646. ent_setpos // Move entity to position
  647. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  648. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  649. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  650. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  651. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  652. envmap
  653. escape // Escape key pressed.
  654. exec // Execute script file.
  655. execifexists // Execute script file if file exists.
  656. execwithwhitelist // only execing convars on a whitelist.
  657. exit // Exit the engine.
  658. explode // Kills the player with explosive damage
  659. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  660. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  661. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  662. 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
  663. 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
  664. 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
  665. 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
  666. find // Find concommands with the specified string in their name/help text.
  667. findflags // Find concommands by flags.
  668. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  669. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  670. firetarget
  671. firstperson // Switch to firstperson camera.
  672. fish_debug "0" // Show debug info for fish
  673. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  674. flush // Flush unlocked cache memory.
  675. flush_locked // Flush unlocked and locked cache memory.
  676. fogui // Show/hide fog control UI.
  677. fog_color "-1"
  678. fog_colorskybox "-1"
  679. fog_enable "1"
  680. fog_enableskybox "1"
  681. fog_enable_water_fog "1"
  682. fog_end "-1"
  683. fog_endskybox "-1"
  684. fog_hdrcolorscale "-1"
  685. fog_hdrcolorscaleskybox "-1"
  686. fog_maxdensity "-1"
  687. fog_maxdensityskybox "-1"
  688. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  689. fog_start "-1"
  690. fog_startskybox "-1"
  691. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  692. force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  693. force_centerview
  694. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  695. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  696. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  697. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  698. foundry_update_entity // Updates the entitys position/angles when in edit mode
  699. fov_cs_debug "0" // Sets the view fov if cheats are on.
  700. fps_max "300" // Frame rate limiter
  701. fps_max_menu "120" // main menu
  702. 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
  703. fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
  704. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
  705. 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
  706. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
  707. fs_fios_flush_cache // Flushes the FIOS HDD cache.
  708. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
  709. 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
  710. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
  711. fs_printopenfiles // Show all files currently opened by the engine.
  712. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
  713. fs_warning_level // Set the filesystem warning level.
  714. func_break_max_pieces "0"
  715. fx_new_sparks "1" // Use new style sparks.
  716. g15_dumpplayer // Spew player data.
  717. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  718. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  719. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  720. gameinstructor_enable "1" // Display in game lessons that teach new players.
  721. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  722. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  723. gameinstructor_reset_counts // Resets all display and success counts to zero.
  724. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
  725. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  726. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
  727. gamemenucommand // Issue game menu command.
  728. gamepadslot1
  729. gamepadslot2
  730. gamepadslot3
  731. gamepadslot4
  732. gamepadslot5
  733. gamepadslot6
  734. gameui_activate // Shows the game UI
  735. gameui_allowescape // Escape key allowed to hide game UI
  736. gameui_allowescapetoshow // Escape key allowed to show game UI
  737. gameui_hide // Hides the game UI
  738. gameui_preventescape // Escape key doesnt hide game UI
  739. gameui_preventescapetoshow // Escape key doesnt show game UI
  740. game_mode "0" // The current game mode (based on game type). See GameModes.txt.
  741. game_type "0" // The current game type. See GameModes.txt.
  742. getpos // dump position and angles to the console
  743. getpos_exact // dump origin and angles to the console
  744. give // Give item to player. Arguments: <item_name>
  745. givecurrentammo // Give a supply of ammo for current weapon..
  746. global_event_log_enabled "0" // Enables the global event log system
  747. global_set // 2 = DEAD).
  748. glow_outline_effect_enable "1" // Enable entity outline glow effects.
  749. glow_outline_width "6" // Width of glow outline effect in screen space.
  750. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  751. god // Toggle. Player becomes invulnerable.
  752. gods // Toggle. All players become invulnerable.
  753. groundlist // Display ground entity list <index>
  754. g_debug_angularsensor "0"
  755. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  756. g_debug_ragdoll_removal "0"
  757. g_debug_ragdoll_visualize "0"
  758. g_debug_trackpather "0"
  759. g_debug_vehiclebase "0"
  760. g_debug_vehicledriver "0"
  761. g_debug_vehicleexit "0"
  762. g_debug_vehiclesound "0"
  763. g_jeepexitspeed "100"
  764. hammer_update_entity // Updates the entitys position/angles when in edit mode
  765. 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
  766. heartbeat // Force heartbeat of master servers
  767. help // Find help about a convar/concommand.
  768. hideconsole // Hide the console.
  769. hidehud "0"
  770. hideoverviewmap // Hides the overview map
  771. hidepanel // Hides a viewport panel <name>
  772. hideradar // Hides HUD radar
  773. hidescores // Forcibly hide score panel
  774. hostage_debug "0" // Show hostage AI debug information
  775. hostfile "0" // The HOST file to load.
  776. hostip "-1062686208.000" // Host game server ip
  777. hostname "0" // Hostname for server.
  778. hostport "27015" // Host game server port
  779. host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
  780. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
  781. host_map "0" // Current map name.
  782. host_reset_config // reset config (for testing) with param as splitscreen index.
  783. host_runofftime // Run off some time without rendering/updating sounds
  784. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  785. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
  786. host_timescale "1" // Prescale the clock by this amount.
  787. host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
  788. host_workshop_map // Get the latest version of the map and host it on this server.
  789. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  790. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  791. hud_reloadscheme // Reloads hud layout and animation scripts.
  792. hud_scaling "0" // Scales hud elements
  793. hud_showtargetid "1" // Enables display of target names
  794. hud_subtitles // Plays the Subtitles: <filename>
  795. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  796. hunk_print_allocations
  797. hunk_track_allocation_types "1"
  798. hurtme // Hurts the player. Arguments: <health to lose>
  799. impulse
  800. incrementvar // Increment specified convar value.
  801. inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child
  802. inferno_child_spawn_max_depth "4"
  803. inferno_damage "40" // Damage per second
  804. inferno_debug "0"
  805. inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
  806. inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
  807. inferno_flame_spacing "42" // Minimum distance between separate flame spawns
  808. inferno_forward_reduction_factor "0"
  809. inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
  810. inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
  811. inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning
  812. inferno_max_flames "16" // Maximum number of flames that can be created
  813. inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point
  814. inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames
  815. inferno_scorch_decals "1"
  816. inferno_spawn_angle "45" // Angular change from parent
  817. inferno_surface_offset "20"
  818. inferno_velocity_decay_factor "0"
  819. inferno_velocity_factor "0"
  820. inferno_velocity_normal_factor "0"
  821. invnext
  822. invnextgrenade
  823. invnextitem
  824. invnextnongrenade
  825. invprev
  826. in_forceuser "0" // Force user input to this split screen player.
  827. ip "0" // Overrides IP for multihomed hosts
  828. joinsplitscreen // join split screen
  829. joyadvancedupdate
  830. joystick "0" // false otherwise.
  831. joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
  832. joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
  833. joy_accelmax "1"
  834. joy_accelscale "3"
  835. joy_accelscalepoly "0"
  836. joy_advanced "0"
  837. joy_advaxisr "0"
  838. joy_advaxisu "0"
  839. joy_advaxisv "0"
  840. joy_advaxisx "0"
  841. joy_advaxisy "0"
  842. joy_advaxisz "0"
  843. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  844. joy_autoAimDampenMethod "0"
  845. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  846. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  847. joy_cfg_preset "1"
  848. joy_circle_correct "1"
  849. joy_curvepoint_1 "0"
  850. joy_curvepoint_2 "0"
  851. joy_curvepoint_3 "0"
  852. joy_curvepoint_4 "1"
  853. joy_curvepoint_end "2"
  854. joy_diagonalpov "0" // too.
  855. joy_display_input "0"
  856. joy_forwardsensitivity "-1"
  857. joy_forwardthreshold "0"
  858. joy_gamma "0"
  859. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  860. joy_lowend "1"
  861. joy_lowend_linear "0"
  862. joy_lowmap "1"
  863. joy_movement_stick "0" // 2 = legacy controls
  864. joy_name "0"
  865. joy_no_accel_jump "0"
  866. joy_pitchsensitivity "-1" // joystick pitch sensitivity
  867. joy_pitchthreshold "0"
  868. joy_response_look "0" // 1=Acceleration Promotion
  869. joy_response_look_pitch "1" // 1=Acceleration Promotion
  870. joy_response_move "1" // 1/sensitivity
  871. joy_sensitive_step0 "0"
  872. joy_sensitive_step1 "0"
  873. joy_sensitive_step2 "0"
  874. joy_sidesensitivity "1"
  875. joy_sidethreshold "0"
  876. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  877. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  878. joy_yawsensitivity "-1" // joystick yaw sensitivity
  879. joy_yawthreshold "0"
  880. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  881. kdtree_test // Tests spatial partition for entities queries.
  882. key_findbinding // Find key bound to specified command string.
  883. key_listboundkeys // List bound keys with bindings.
  884. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  885. kick // Kick a player by name.
  886. kickid // with a message.
  887. kickid_ex // provide a force-the-kick flag and also assign a message.
  888. kill // Kills the player with generic damage
  889. killserver // Shutdown the server.
  890. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  891. lastinv
  892. lightcache_maxmiss "2"
  893. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  894. light_crosshair // Show texture color at crosshair
  895. linefile // Parses map leak data from .lin file
  896. listdemo // List demo file contents.
  897. listid // Lists banned users.
  898. listip // List IP addresses on the ban list.
  899. listissues // List all the issues that can be voted on.
  900. listmodels // List loaded models.
  901. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  902. load // Load a saved game.
  903. loadcommentary
  904. loader_dump_table
  905. locator_split_len "0"
  906. locator_split_maxwide_percent "0"
  907. lockMoveControllerRet "0"
  908. log // and udp < on | off >.
  909. logaddress_add // Set address and port for remote host <ip:port>.
  910. logaddress_del // Remove address and port for remote host <ip:port>.
  911. logaddress_delall // Remove all udp addresses being logged to
  912. logaddress_list // List all addresses currently being used by logaddress.
  913. log_color // Set the color of a logging channel.
  914. log_dumpchannels // Dumps information about all logging channels.
  915. log_flags // Set the flags on a logging channel.
  916. log_level // Set the spew level of a logging channel.
  917. lookspring "0"
  918. lookstrafe "0"
  919. loopsingleplayermaps "0"
  920. map // Start playing on specified map.
  921. mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle
  922. mapgroup // Specify a map group
  923. mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview
  924. maps // Displays list of maps.
  925. map_background // Runs a map as the background to the main menu.
  926. map_commentary // on a specified map.
  927. map_edit
  928. map_setbombradius // Sets the bomb radius for the map.
  929. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
  930. map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
  931. mat_accelerate_adjust_exposure_down "40"
  932. mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
  933. mat_autoexposure_max "2"
  934. mat_autoexposure_max_multiplier "1"
  935. mat_autoexposure_min "0"
  936. mat_bloomamount_rate "0"
  937. mat_bumpbasis "0"
  938. mat_camerarendertargetoverlaysize "128"
  939. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
  940. mat_colorcorrection "1"
  941. mat_configcurrent // show the current video control panel config for the material system
  942. mat_crosshair // Display the name of the material under the crosshair
  943. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  944. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  945. mat_crosshair_printmaterial // print the material under the crosshair
  946. mat_crosshair_reloadmaterial // reload the material under the crosshair
  947. mat_custommaterialusage // Show memory usage for custom weapon materials.
  948. mat_debugalttab "0"
  949. mat_debug_bloom "0"
  950. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  951. mat_disable_bloom "0"
  952. mat_displacementmap "1"
  953. mat_drawflat "0"
  954. mat_drawgray "0"
  955. mat_drawwater "1"
  956. mat_dynamiclightmaps "0"
  957. mat_dynamicPaintmaps "0"
  958. mat_dynamic_tonemapping "1"
  959. mat_edit // Bring up the material under the crosshair in the editor
  960. mat_exposure_center_region_x "0"
  961. mat_exposure_center_region_y "0"
  962. mat_fastclip "0"
  963. mat_fastnobump "0"
  964. mat_fillrate "0"
  965. mat_forcedynamic "0"
  966. mat_force_bloom "0"
  967. mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
  968. mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
  969. mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
  970. mat_force_tonemap_scale "0"
  971. mat_frame_sync_enable "1"
  972. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  973. mat_fullbright "0"
  974. mat_hdr_enabled // Report if HDR is enabled for debugging
  975. mat_hdr_uncapexposure "0"
  976. mat_hsv "0"
  977. mat_info // Shows material system info
  978. mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
  979. mat_loadtextures "1"
  980. mat_local_contrast_edge_scale_override "-1000"
  981. mat_local_contrast_midtone_mask_override "-1"
  982. mat_local_contrast_scale_override "0"
  983. mat_local_contrast_vignette_end_override "-1"
  984. mat_local_contrast_vignette_start_override "-1"
  985. mat_lpreview_mode "-1"
  986. mat_luxels "0"
  987. mat_measurefillrate "0"
  988. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  989. mat_monitorgamma_tv_enabled "0"
  990. mat_morphstats "0"
  991. mat_norendering "0"
  992. mat_normalmaps "0"
  993. mat_normals "0"
  994. mat_postprocess_enable "1"
  995. mat_powersavingsmode "0" // Power Savings Mode
  996. mat_proxy "0"
  997. mat_queue_mode "-1" // 2=queued
  998. mat_queue_priority "1"
  999. mat_reloadallcustommaterials // Reloads all custom materials
  1000. mat_reloadallmaterials // Reloads all materials
  1001. mat_reloadmaterial // Reloads a single material
  1002. mat_reloadtextures // Reloads all textures
  1003. mat_remoteshadercompile "0"
  1004. 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
  1005. 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
  1006. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1007. mat_reversedepth "0"
  1008. mat_savechanges // saves current video configuration to the registry
  1009. mat_setvideomode // windowed state of the material system
  1010. mat_shadercount // display count of all shaders and reset that count
  1011. mat_showcamerarendertarget "0"
  1012. mat_showframebuffertexture "0"
  1013. mat_showlowresimage "0"
  1014. mat_showmaterials // Show materials.
  1015. mat_showmaterialsverbose // Show materials (verbose version).
  1016. mat_showmiplevels "0" // 1: everything else
  1017. mat_showtextures // Show used textures.
  1018. mat_showwatertextures "0"
  1019. mat_show_histogram "0"
  1020. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  1021. mat_softwareskin "0"
  1022. mat_spewalloc "0"
  1023. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1024. mat_stub "0"
  1025. mat_surfaceid "0"
  1026. mat_surfacemat "0"
  1027. mat_tessellationlevel "6"
  1028. mat_tessellation_accgeometrytangents "0"
  1029. mat_tessellation_cornertangents "1"
  1030. mat_tessellation_update_buffers "1"
  1031. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  1032. mat_texture_list_exclude // save - saves exclude list file
  1033. mat_texture_list_txlod // -1 to dec resolution
  1034. mat_texture_list_txlod_sync // save - saves all changes to material content files
  1035. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  1036. mat_updateconvars // updates the video config convars
  1037. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1038. mat_wireframe "0"
  1039. mat_yuv "0"
  1040. maxplayers // Change the maximum number of players allowed on this server.
  1041. mc_accel_band_size "0" // Percentage of half the screen width or height.
  1042. mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
  1043. mc_max_pitchrate "100" // (degrees/sec)
  1044. mc_max_yawrate "230" // (degrees/sec)
  1045. mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
  1046. memory // Print memory stats.
  1047. mem_compact
  1048. mem_dump // Dump memory stats to text file.
  1049. mem_dumpvballocs // Dump VB memory allocation stats.
  1050. mem_eat
  1051. mem_incremental_compact
  1052. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
  1053. mem_test
  1054. mem_vcollide // Dumps the memory used by vcollides
  1055. mem_verify // Verify the validity of the heap
  1056. menuselect // menuselect
  1057. minisave // Saves game (for current level only!)
  1058. mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
  1059. mm_datacenter_debugprint // Shows information retrieved from data center
  1060. mm_debugprint // Show debug information about current matchmaking session
  1061. 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
  1062. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
  1063. mm_dlc_debugprint // Shows information about dlc
  1064. mm_queue_show_stats // Display global server stats
  1065. 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.
  1066. mm_session_search_ping_buckets "4"
  1067. mm_session_search_qos_timeout "15"
  1068. mod_combiner_info // debug spew for Combiner Info
  1069. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
  1070. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
  1071. molotov_throw_detonate_time "2"
  1072. motdfile "0" // The MOTD file to load.
  1073. movie_fixwave // etc.
  1074. mp_afterroundmoney "0" // amount of money awared to every player after each round
  1075. mp_autokick "1" // Kick idle/team-killing/team-damaging players
  1076. mp_autoteambalance "1"
  1077. mp_backup_restore_list_files // accepts a numeric parameter to limit the number o
  1078. mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup
  1079. mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
  1080. mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
  1081. mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_
  1082. mp_buytime "90" // How many seconds after round start players can buy items for.
  1083. mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
  1084. mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  1085. mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  1086. mp_c4timer "45" // how long from when the C4 is armed until it blows
  1087. mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.
  1088. mp_ct_default_grenades "0" // separate each weapon class with a space like thi
  1089. mp_ct_default_melee "0" // it shou
  1090. mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with
  1091. mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with
  1092. mp_death_drop_c4 "1" // Whether c4 is droppable
  1093. mp_death_drop_defuser "1" // Drop defuser on player death
  1094. mp_death_drop_grenade "2" // 2=current or best
  1095. mp_death_drop_gun "1" // 2=current or best
  1096. mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run
  1097. mp_defuser_allocation "0" // 2=everyone
  1098. mp_disable_autokick // Prevents a userid from being auto-kicked
  1099. mp_display_kill_assists "1" // Whether to display and score player assists
  1100. mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)
  1101. mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)
  1102. mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
  1103. mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
  1104. mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
  1105. mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
  1106. mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.
  1107. mp_dump_timers // Prints round timers to the console for debugging
  1108. mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.
  1109. mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
  1110. mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the
  1111. mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
  1112. mp_forcerespawnplayers // Force all players to respawn.
  1113. mp_forcewin // Forces team to win
  1114. mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed
  1115. mp_freezetime "6" // how many seconds to keep players frozen when the round starts
  1116. mp_free_armor "0" // Determines whether armor and helmet are given automatically.
  1117. mp_friendlyfire "0" // Allows team members to injure other members of their team
  1118. mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
  1119. mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
  1120. mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
  1121. mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade
  1122. mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade
  1123. mp_ggtr_bomb_pts_for_molotov "5" // Kill points required in a round to get a bonus molotov cocktail
  1124. mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon
  1125. mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game
  1126. mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round
  1127. mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime
  1128. mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon
  1129. mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not.
  1130. mp_halftime "0" // Determines whether the match switches sides in a halftime event.
  1131. mp_halftime_duration "15" // Number of seconds that halftime lasts
  1132. mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
  1133. mp_hostages_max "2" // Maximum number of hostages to spawn.
  1134. mp_hostages_rescuetime "1" // Additional time added to round time if a hostage is reached by a CT.
  1135. mp_hostages_run_speed_modifier "1" // slow down hostages by setting this to < 1.0.
  1136. mp_hostages_spawn_farthest "0" // When enabled will consistently force the farthest hostages to spawn.
  1137. mp_hostages_spawn_force_positions "0" // 6
  1138. mp_hostages_spawn_same_every_round "1" // 1 = same spawns for entire match.
  1139. mp_hostages_takedamage "0" // Whether or not hostages can be hurt.
  1140. mp_humanteam "0" // T}
  1141. mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
  1142. mp_join_grace_time "2" // Number of seconds after round start to allow a player to join a game
  1143. mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
  1144. mp_logdetail "0" // 3=both)
  1145. mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
  1146. mp_match_end_changelevel "0" // perform a changelevel even if next map is the same
  1147. mp_match_end_restart "0" // perform a restart instead of loading a new map
  1148. mp_match_restart_delay "15" // Time (in seconds) until a match restarts.
  1149. mp_maxmoney "16000" // maximum amount of money allowed in a players account
  1150. mp_maxrounds "0" // max number of rounds to play before server changes maps
  1151. mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it
  1152. mp_overtime_enable "0" // use overtime rules to determine winner
  1153. mp_overtime_halftime_pausetimer "0" // If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t
  1154. mp_overtime_maxrounds "6" // When overtime is enabled play additional rounds to determine winner
  1155. mp_overtime_startmoney "10000" // Money assigned to all players at start of every overtime half
  1156. mp_playercashawards "1" // Players can earn money by performing in-game actions
  1157. mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
  1158. mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
  1159. mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
  1160. mp_radar_showall "0" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  1161. mp_randomspawn "0" // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
  1162. mp_randomspawn_los "1" // determines whether to test Line of Sight when spawning.
  1163. mp_respawnwavetime_ct "10" // Time between respawn waves for CTs.
  1164. mp_respawnwavetime_t "10" // Time between respawn waves for Terrorists.
  1165. mp_respawn_immunitytime "4" // How many seconds after respawn immunity lasts.
  1166. mp_respawn_on_death_ct "0" // counter-terrorists will respawn after dying.
  1167. mp_respawn_on_death_t "0" // terrorists will respawn after dying.
  1168. mp_restartgame "0" // game will restart in the specified number of seconds
  1169. mp_roundtime "5" // How many minutes each round takes.
  1170. mp_roundtime_defuse "0" // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
  1171. mp_roundtime_hostage "0" // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
  1172. mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
  1173. mp_scrambleteams // Scramble the teams and restart the game
  1174. mp_solid_teammates "1" // Determines whether teammates are solid or not.
  1175. mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
  1176. mp_spectators_max "2" // How many spectators are allowed in a match.
  1177. mp_spec_swapplayersides "0" // Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
  1178. mp_startmoney "800" // amount of money each player gets when they reset
  1179. mp_swapteams // Swap the teams and restart the game
  1180. mp_switchteams // Switch teams and restart the game
  1181. mp_td_dmgtokick "300" // The damage threshhold players have to exceed in a match to get kicked.
  1182. mp_td_dmgtowarn "200" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
  1183. mp_td_spawndmgthreshold "50" // The damage threshold players have to exceed at the start of the round to be warned/kick.
  1184. mp_teamcashawards "1" // Teams can earn money by performing in-game actions
  1185. mp_teamflag_1 "0" // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
  1186. mp_teamflag_2 "0" // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
  1187. mp_teammates_are_enemies "0" // your teammates act as enemies and all players are valid targets.
  1188. mp_teamname_1 "0" // A non-empty string overrides the first teams name.
  1189. mp_teamname_2 "0" // A non-empty string overrides the second teams name.
  1190. mp_timelimit "5" // game time per map in minutes
  1191. mp_tkpunish "0" // 1=yes}
  1192. mp_tournament_restart // Restart Tournament Mode on the current level.
  1193. mp_t_default_grenades "0" // separate each weapon class with a space like this
  1194. mp_t_default_melee "0" // The default melee weapon that the Ts will spawn with
  1195. mp_t_default_primary "0" // The default primary (rifle) weapon that the Ts will spawn with
  1196. mp_t_default_secondary "0" // The default secondary (pistol) weapon that the Ts will spawn with
  1197. mp_use_respawn_waves "0" // they will respawn in waves.
  1198. mp_verbose_changelevel_spew "1"
  1199. mp_warmuptime "30" // How long the warmup period lasts. Changing this value resets warmup.
  1200. mp_warmup_end // End warmup immediately.
  1201. mp_warmup_pausetimer "0" // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
  1202. mp_warmup_start // Start warmup.
  1203. mp_weapons_allow_map_placed "0" // the game will not delete weapons placed in the map.
  1204. mp_weapons_allow_randomize "0" // If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon
  1205. mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not.
  1206. mp_weapons_glow_on_ground "0" // weapons on the ground will have a glow around them.
  1207. mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs
  1208. ms_player_dump_properties // Prints a dump the current players property data
  1209. multvar // Multiply specified convar value.
  1210. muzzleflash_light "1"
  1211. m_customaccel "3" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1212. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1213. m_customaccel_max "0" // 0 for no limit
  1214. m_customaccel_scale "0" // Custom mouse acceleration value.
  1215. m_forward "1" // Mouse forward factor.
  1216. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1217. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1218. m_mousespeed "1" // 2 to enable secondary threshold
  1219. m_pitch "0" // Mouse pitch factor.
  1220. m_rawinput "1" // Use Raw Input for mouse input.
  1221. m_side "0" // Mouse side factor.
  1222. m_yaw "0" // Mouse yaw factor.
  1223. name "0" // Current user name
  1224. nav_add_to_selected_set // Add current area to the selected set.
  1225. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1226. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1227. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
  1228. nav_area_max_size "50" // Max area size created in nav generation
  1229. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1230. nav_begin_area // drag the opposite corner to the desired location and
  1231. nav_begin_deselecting // Start continuously removing from the selected set.
  1232. nav_begin_drag_deselecting // Start dragging a selection area.
  1233. nav_begin_drag_selecting // Start dragging a selection area.
  1234. nav_begin_selecting // Start continuously adding to the selected set.
  1235. nav_begin_shift_xy // Begin shifting the Selected Set.
  1236. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1237. 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).
  1238. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1239. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1240. nav_check_stairs // Update the nav mesh STAIRS attribute
  1241. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1242. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1243. nav_clear_selected_set // Clear the selected set.
  1244. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1245. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1246. nav_connect // then invoke the connect command. Note that this creates a
  1247. nav_coplanar_slope_limit "0"
  1248. nav_coplanar_slope_limit_displacement "0"
  1249. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1250. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1251. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1252. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1253. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1254. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1255. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1256. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1257. nav_debug_blocked "0"
  1258. nav_delete // Deletes the currently highlighted Area.
  1259. nav_delete_marked // Deletes the currently marked Area (if any).
  1260. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1261. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1262. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1263. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1264. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1265. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1266. nav_end_deselecting // Stop continuously removing from the selected set.
  1267. nav_end_drag_deselecting // Stop dragging a selection area.
  1268. nav_end_drag_selecting // Stop dragging a selection area.
  1269. nav_end_selecting // Stop continuously adding to the selected set.
  1270. nav_end_shift_xy // Finish shifting the Selected Set.
  1271. nav_flood_select // use this command again.
  1272. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1273. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1274. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1275. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1276. nav_generate_incremental_range "2000"
  1277. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1278. nav_gen_cliffs_approx // post-processing approximation
  1279. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1280. nav_ladder_flip // Flips the selected ladders direction.
  1281. nav_load // Loads the Navigation Mesh for the current map.
  1282. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1283. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1284. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1285. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1286. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1287. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1288. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1289. nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1290. nav_max_vis_delta_list_length "64"
  1291. nav_merge // and invoke the merge comm
  1292. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1293. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1294. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1295. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1296. nav_place_list // Lists all place names used in the map.
  1297. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1298. nav_place_replace // Replaces all instances of the first place with the second place.
  1299. nav_place_set // Sets the Place of all selected areas to the current Place.
  1300. nav_potentially_visible_dot_tolerance "0"
  1301. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1302. nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1303. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1304. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1305. nav_recall_selected_set // Re-selects the stored selected set.
  1306. nav_remove_from_selected_set // Remove current area from the selected set.
  1307. nav_remove_jump_areas // replacing them with connections.
  1308. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1309. nav_save // Saves the current Navigation Mesh to disk.
  1310. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1311. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
  1312. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
  1313. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1314. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1315. nav_select_half_space // Selects any areas that intersect the given half-space.
  1316. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1317. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1318. nav_select_overlapping // Selects nav areas that are overlapping others.
  1319. nav_select_radius // Adds all areas in a radius to the selection set
  1320. nav_select_stairs // Adds all stairway areas to the selected set
  1321. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1322. nav_shift // Shifts the selected areas by the specified amount
  1323. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1324. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1325. nav_show_compass "0"
  1326. nav_show_continguous "0" // Highlight non-contiguous connections
  1327. nav_show_danger "0" // Show current danger levels.
  1328. nav_show_light_intensity "0"
  1329. nav_show_nodes "0"
  1330. nav_show_node_grid "0"
  1331. nav_show_node_id "0"
  1332. nav_show_player_counts "0" // Show current player counts in each area.
  1333. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  1334. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1335. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1336. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1337. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1338. nav_solid_props "0" // Make props solid to nav generation/editing
  1339. nav_splice // connected area between them.
  1340. nav_split // align the split line using your cursor and invoke the split command.
  1341. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1342. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1343. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1344. nav_store_selected_set // Stores the current selected set for later retrieval.
  1345. nav_strip // and Encounter Spots from the current Area.
  1346. nav_subdivide // Subdivides all selected areas.
  1347. nav_test_node "0"
  1348. nav_test_node_crouch "0"
  1349. nav_test_node_crouch_dir "4"
  1350. nav_test_stairs // Test the selected set for being on stairs
  1351. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1352. nav_toggle_in_selected_set // Remove current area from the selected set.
  1353. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1354. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1355. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1356. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1357. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1358. nav_unmark // Clears the marked Area or Ladder.
  1359. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1360. nav_update_lighting // Recomputes lighting values
  1361. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1362. nav_use_place // the current Place is set.
  1363. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1364. nav_warp_to_mark // Warps the player to the marked area.
  1365. nav_world_center // Centers the nav mesh in the world
  1366. net_allow_multicast "1"
  1367. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1368. net_channels // Shows net channel info
  1369. net_droppackets "0" // Drops next n packets on client
  1370. net_dumpeventstats // Dumps out a report of game event network usage
  1371. net_earliertempents "0"
  1372. net_fakejitter "0" // Jitter fakelag packet time
  1373. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1374. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1375. net_graph "0"
  1376. net_graphheight "65" // Height of netgraph panel
  1377. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1378. net_graphpos "1"
  1379. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1380. net_graphshowinterp "1" // Draw the interpolation graph.
  1381. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1382. net_graphshowsvframerate "0" // Draw the server framerate graph.
  1383. net_graphsolid "1"
  1384. net_graphtext "1" // Draw text fields
  1385. net_maxroutable "1200" // Requested max packet size before packets are split.
  1386. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
  1387. net_scale "5"
  1388. net_showreliablesounds "0"
  1389. net_showsplits "0" // Show info about packet splits
  1390. net_showudp "0" // Dump UDP packets summary to console
  1391. net_showudp_oob "0" // Dump OOB UDP packets summary to console
  1392. net_showudp_remoteonly "0" // Dump non-loopback udp only
  1393. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1394. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1395. net_start // Inits multiplayer network sockets
  1396. net_status // Shows current network status
  1397. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1398. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
  1399. net_steamcnx_status // Print status of steam connection sockets.
  1400. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1401. nextdemo // Play next demo in sequence.
  1402. nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
  1403. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1404. noclip_fixup "1"
  1405. notarget // Toggle. Player becomes hidden to NPCs.
  1406. npc_ally_deathmessage "1"
  1407. npc_ammo_deplete // Subtracts half of the targets ammo
  1408. npc_bipass // s
  1409. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
  1410. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
  1411. 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
  1412. 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
  1413. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
  1414. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
  1415. 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
  1416. 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
  1417. npc_freeze // uses the NPC under the crosshair. Arguments
  1418. npc_freeze_unselected // Freeze all NPCs not selected
  1419. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
  1420. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
  1421. npc_heal // Heals the target back to full health
  1422. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1423. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
  1424. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
  1425. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
  1426. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
  1427. 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
  1428. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
  1429. npc_set_freeze // uses the NPC under the crosshair. Arguments
  1430. npc_set_freeze_unselected // Freeze all NPCs not selected
  1431. npc_squads // Obsolete. Replaced by npc_combat
  1432. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
  1433. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
  1434. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
  1435. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
  1436. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
  1437. npc_thinknow // Trigger NPC to think
  1438. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
  1439. observer_use
  1440. option_duck_method "0"
  1441. option_speed_method "0"
  1442. paintsplat_bias "0" // Change bias value for computing circle buffer
  1443. paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
  1444. paintsplat_noise_enabled "1"
  1445. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1446. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1447. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1448. particle_test_attach_mode "0" // follow_origin
  1449. particle_test_file "0" // Name of the particle system to dynamically spawn
  1450. particle_test_start // particle_test_attach_mode and particl
  1451. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1452. password "0" // Current server access password
  1453. path // Show the engine filesystem path.
  1454. pause // Toggle the server pause state.
  1455. perfui // Show/hide the level performance tools UI.
  1456. perfvisualbenchmark
  1457. perfvisualbenchmark_abort
  1458. physics_budget // Times the cost of each active object
  1459. physics_constraints // Highlights constraint system graph for an entity
  1460. physics_debug_entity // Dumps debug info for an entity
  1461. physics_highlight_active // Turns on the absbox for all active physics objects
  1462. physics_report_active // Lists all active physics objects
  1463. physics_select // Dumps debug info for an entity
  1464. phys_debug_check_contacts "0"
  1465. phys_show_active "0"
  1466. picker // pivot and debugging text is displayed for whatever entity the play
  1467. ping // Display ping to server.
  1468. pingserver // Ping a server for info
  1469. pixelvis_debug // Dump debug info
  1470. play // Play a sound.
  1471. playdemo // Play a recorded demo file (.dem ).
  1472. player_botdifflast_s "1"
  1473. player_competitive_maplist2 "0"
  1474. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1475. player_gamemodelast_m "0"
  1476. player_gamemodelast_s "2"
  1477. player_gametypelast_m "1"
  1478. player_gametypelast_s "1"
  1479. player_last_leaderboards_filter "0" // Last mode setting in the Leaderboards screen
  1480. player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
  1481. player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
  1482. player_last_medalstats_category "3" // Last selected category on the Medals panel in the Medals & Stats screen
  1483. player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
  1484. player_maplast_m "0"
  1485. player_maplast_s "0"
  1486. player_medalstats_most_recent_time "1354610432" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
  1487. player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
  1488. player_nevershow_communityservermessage "0"
  1489. player_teamplayedlast "3"
  1490. playflush // reloading from disk in case of changes.
  1491. playgamesound // Play a sound from the game sounds txt file
  1492. playsoundscape // Forces a soundscape to play
  1493. playvideo // Plays a video: <filename> [width height]
  1494. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
  1495. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1496. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1497. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
  1498. playvol // Play a sound at a specified volume.
  1499. play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
  1500. play_with_friends_enabled "1"
  1501. plugin_load // plugin_load <filename> : loads a plugin
  1502. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1503. plugin_pause_all // pauses all loaded plugins
  1504. plugin_print // Prints details about loaded plugins
  1505. plugin_unload // plugin_unload <index> : unloads a plugin
  1506. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1507. plugin_unpause_all // unpauses all disabled plugins
  1508. post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
  1509. press_x360_button // d[own])
  1510. print_colorcorrection // Display the color correction layer information.
  1511. print_mapgroup // Prints the current mapgroup and the contained maps
  1512. print_mapgroup_sv // Prints the current mapgroup and the contained maps
  1513. progress_enable
  1514. prop_crosshair // Shows name for prop looking at
  1515. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1516. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1517. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1518. pwatchent "-1" // Entity to watch for prediction system changes.
  1519. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1520. quit // Exit the engine.
  1521. radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
  1522. radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
  1523. radarvismethod "1" // 1 for more realistic method
  1524. radarvispow "0" // and still see them on radar.
  1525. radio1 // Opens a radio menu
  1526. radio2 // Opens a radio menu
  1527. radio3 // Opens a radio menu
  1528. rate "80000" // Max bytes/sec the host can receive data
  1529. rcon // Issue an rcon command.
  1530. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  1531. rcon_password "0" // remote console password.
  1532. rebuy // Attempt to repurchase items with the order listed in cl_rebuy
  1533. recompute_speed // Recomputes clock speed (for debugging purposes).
  1534. record // Record a demo.
  1535. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1536. reload_vjobs // reload vjobs module
  1537. remote_bug // Starts a bug report with data from the currently connected rcon machine
  1538. removeallids // Remove all user IDs from the ban list.
  1539. removeid // Remove a user ID from the ban list.
  1540. removeip // Remove an IP address from the ban list.
  1541. render_blanks // render N blank frames
  1542. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
  1543. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
  1544. report_entities // Lists all entities
  1545. report_simthinklist // Lists all simulating/thinking entities
  1546. report_soundpatch // reports sound patch count
  1547. report_touchlinks // Lists all touchlinks
  1548. reset_expo // and end the round
  1549. reset_gameconvars // Reset a bunch of game convars to default values
  1550. respawn_entities // Respawn all the entities in the map.
  1551. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1552. retry // Retry connection to last server.
  1553. rope_min_pixel_diameter "2"
  1554. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
  1555. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  1556. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
  1557. rr_reloadresponsesystems // Reload all response system scripts.
  1558. rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
  1559. rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
  1560. rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  1561. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
  1562. r_AirboatViewDampenDamp "1"
  1563. r_AirboatViewDampenFreq "7"
  1564. r_AirboatViewZHeight "0"
  1565. r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
  1566. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
  1567. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1568. r_avglight "1"
  1569. r_avglightmap "0"
  1570. r_brush_queue_mode "0"
  1571. r_cheapwaterend
  1572. r_cheapwaterstart
  1573. r_cleardecals // Usage r_cleardecals <permanent>.
  1574. r_ClipAreaFrustums "1"
  1575. r_ClipAreaPortals "1"
  1576. r_colorstaticprops "0"
  1577. r_debugcheapwater "0"
  1578. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1579. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1580. r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
  1581. r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
  1582. r_disable_update_shadow "1"
  1583. r_DispBuildable "0"
  1584. r_DispWalkable "0"
  1585. r_dlightsenable "1"
  1586. r_drawallrenderables "0" // even ones inside solid leaves.
  1587. r_DrawBeams "1" // 2=Wireframe
  1588. r_drawbrushmodels "1" // 2=Wireframe
  1589. r_drawclipbrushes "0" // purple=NPC)
  1590. r_drawdecals "1" // Render decals.
  1591. r_DrawDisp "1" // Toggles rendering of displacment maps
  1592. r_drawentities "1"
  1593. r_drawfuncdetail "1" // Render func_detail
  1594. r_drawleaf "-1" // Draw the specified leaf.
  1595. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  1596. r_drawlightinfo "0"
  1597. r_drawlights "0"
  1598. r_DrawModelLightOrigin "0"
  1599. r_drawmodelstatsoverlay "0"
  1600. r_drawmodelstatsoverlaydistance "500"
  1601. r_drawmodelstatsoverlayfilter "-1"
  1602. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1603. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1604. r_drawopaquerenderables "1"
  1605. r_drawopaqueworld "1"
  1606. r_drawothermodels "1" // 2=Wireframe
  1607. r_drawparticles "1" // Enable/disable particle rendering
  1608. r_DrawPortals "0"
  1609. r_DrawRain "1" // Enable/disable rain rendering.
  1610. 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
  1611. r_drawropes "1"
  1612. r_drawscreenoverlay "0"
  1613. r_drawskybox "1"
  1614. r_drawsprites "1"
  1615. r_drawstaticprops "1" // 2=Wireframe
  1616. r_drawtracers "1"
  1617. r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
  1618. r_drawtracers_movetonotintersect "1"
  1619. r_drawtranslucentrenderables "1"
  1620. r_drawtranslucentworld "1"
  1621. r_drawunderwateroverlay "0"
  1622. r_drawvgui "1" // Enable the rendering of vgui panels
  1623. r_drawviewmodel "1"
  1624. r_drawworld "1" // Render the world.
  1625. r_dscale_basefov "90"
  1626. r_dscale_fardist "2000"
  1627. r_dscale_farscale "4"
  1628. r_dscale_neardist "100"
  1629. r_dscale_nearscale "1"
  1630. r_dynamic "1"
  1631. r_dynamiclighting "1"
  1632. r_eyegloss "1"
  1633. r_eyemove "1"
  1634. r_eyeshift_x "0"
  1635. r_eyeshift_y "0"
  1636. r_eyeshift_z "0"
  1637. r_eyesize "0"
  1638. r_eyewaterepsilon "7"
  1639. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1640. r_flashlightambient "0"
  1641. r_flashlightbacktraceoffset "0"
  1642. r_flashlightbrightness "0"
  1643. r_flashlightclip "0"
  1644. r_flashlightconstant "0"
  1645. r_flashlightdrawclip "0"
  1646. r_flashlightfar "750"
  1647. r_flashlightfov "53"
  1648. r_flashlightladderdist "40"
  1649. r_flashlightlinear "100"
  1650. r_flashlightlockposition "0"
  1651. r_flashlightmuzzleflashfov "120"
  1652. r_flashlightnear "4"
  1653. r_flashlightnearoffsetscale "1"
  1654. r_flashlightoffsetforward "0"
  1655. r_flashlightoffsetright "5"
  1656. r_flashlightoffsetup "-5"
  1657. r_flashlightquadratic "0"
  1658. r_flashlightshadowatten "0"
  1659. r_flashlightvisualizetrace "0"
  1660. r_flushlod // Flush and reload LODs.
  1661. r_hwmorph "0"
  1662. r_itemblinkmax "0"
  1663. r_itemblinkrate "4"
  1664. r_JeepFOV "90"
  1665. r_JeepViewBlendTo "1"
  1666. r_JeepViewBlendToScale "0"
  1667. r_JeepViewBlendToTime "1"
  1668. r_JeepViewDampenDamp "1"
  1669. r_JeepViewDampenFreq "7"
  1670. r_JeepViewZHeight "10"
  1671. r_lightcachecenter "1"
  1672. r_lightcachemodel "-1"
  1673. r_lightcache_invalidate
  1674. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  1675. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
  1676. r_lightinterp "5" // 0 turns off interpolation
  1677. r_lightmap "-1"
  1678. r_lightstyle "-1"
  1679. r_lightwarpidentity "0"
  1680. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  1681. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  1682. r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
  1683. r_modelwireframedecal "0"
  1684. r_nohw "0"
  1685. r_nosw "0"
  1686. r_novis "0" // Turn off the PVS.
  1687. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  1688. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  1689. r_particle_demo "0"
  1690. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1691. r_portalsopenall "0" // Open all portals
  1692. r_PortalTestEnts "1" // Clip entities against portal frustums.
  1693. r_printdecalinfo
  1694. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1695. 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
  1696. r_rainalpha "0"
  1697. r_rainalphapow "0"
  1698. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
  1699. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
  1700. r_raindensity "0"
  1701. r_RainHack "0"
  1702. r_rainlength "0"
  1703. r_RainProfile "0" // Enable/disable rain profiling.
  1704. r_RainRadius "1500"
  1705. r_RainSideVel "130" // How much sideways velocity rain gets.
  1706. r_RainSimulate "1" // Enable/disable rain simulation.
  1707. r_rainspeed "600"
  1708. r_RainSplashPercentage "20"
  1709. r_rainwidth "0"
  1710. r_randomflex "0"
  1711. r_rimlight "1"
  1712. r_screenoverlay // Draw specified material as an overlay
  1713. r_shadowangles // Set shadow angles
  1714. r_shadowblobbycutoff // some shadow stuff
  1715. r_shadowcolor // Set shadow color
  1716. r_shadowdir // Set shadow direction
  1717. r_shadowdist // Set shadow distance
  1718. r_shadowfromanyworldlight "0"
  1719. r_shadowfromworldlights_debug "0"
  1720. r_shadowids "0"
  1721. r_shadows_gamecontrol "-1"
  1722. r_shadowwireframe "0"
  1723. r_shadow_debug_spew "0"
  1724. r_shadow_deferred "0" // Toggle deferred shadow rendering
  1725. r_showenvcubemap "0"
  1726. r_showz_power "1"
  1727. r_skin "0"
  1728. r_skybox "1" // Enable the rendering of sky boxes
  1729. r_slowpathwireframe "0"
  1730. r_SnowDebugBox "0" // Snow Debug Boxes.
  1731. r_SnowEnable "1" // Snow Enable
  1732. r_SnowEndAlpha "255" // Snow.
  1733. r_SnowEndSize "0" // Snow.
  1734. r_SnowFallSpeed "1" // Snow fall speed scale.
  1735. r_SnowInsideRadius "256" // Snow.
  1736. r_SnowOutsideRadius "1024" // Snow.
  1737. r_SnowParticles "500" // Snow.
  1738. r_SnowPosScale "1" // Snow.
  1739. r_SnowRayEnable "1" // Snow.
  1740. r_SnowRayLength "8192" // Snow.
  1741. r_SnowRayRadius "256" // Snow.
  1742. r_SnowSpeedScale "1" // Snow.
  1743. r_SnowStartAlpha "25" // Snow.
  1744. r_SnowStartSize "1" // Snow.
  1745. r_SnowWindScale "0" // Snow.
  1746. r_SnowZoomOffset "384" // Snow.
  1747. r_SnowZoomRadius "512" // Snow.
  1748. r_swingflashlight "1"
  1749. r_updaterefracttexture "1"
  1750. r_vehicleBrakeRate "1"
  1751. r_VehicleViewClamp "1"
  1752. r_VehicleViewDampen "1"
  1753. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1754. r_visualizelighttraces "0"
  1755. r_visualizelighttracesshowfulltrace "0"
  1756. r_visualizetraces "0"
  1757. safezonex "1" // The percentage of the screen width that is considered safe from overscan
  1758. safezoney "1" // The percentage of the screen height that is considered safe from overscan
  1759. save // Saves current game.
  1760. save_finish_async
  1761. say // Display player message
  1762. say_team // Display player message to team
  1763. scene_flush // Flush all .vcds from the cache and reload from disk.
  1764. scene_playvcd // Play the given VCD as an instanced scripted scene.
  1765. scene_showfaceto "0" // show the directions of faceto events.
  1766. scene_showlook "0" // show the directions of look events.
  1767. scene_showmoveto "0" // show the end location.
  1768. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  1769. screenshot // Take a screenshot.
  1770. script // Run the text as a script
  1771. script_client // Run the text as a script
  1772. script_debug // Connect the vscript VM to the script debugger
  1773. script_debug_client // Connect the vscript VM to the script debugger
  1774. script_dump_all // Dump the state of the VM to the console
  1775. script_dump_all_client // Dump the state of the VM to the console
  1776. script_execute // Run a vscript file
  1777. script_execute_client // Run a vscript file
  1778. script_help // optionally with a search string
  1779. script_help_client // optionally with a search string
  1780. script_reload_code // replacing existing functions with the functions in the run script
  1781. script_reload_entity_code // replacing existing functions with the functions in the run scripts
  1782. script_reload_think // replacing existing functions with the functions in the run script
  1783. sensitivity "6" // Mouse sensitivity.
  1784. servercfgfile "0"
  1785. server_game_time // Gives the game time in seconds (servers curtime)
  1786. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  1787. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  1788. setinfo // Adds a new user info value
  1789. setmaster // add/remove/enable/disable master servers
  1790. setmodel // Changess players model
  1791. setpause // Set the pause state of the server.
  1792. setpos // Move player to specified origin (must have sv_cheats).
  1793. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  1794. setpos_player // Move specified player to specified origin (must have sv_cheats).
  1795. sf4_meshcache_stats // Outputs Scaleform 4 mesh cache stats
  1796. sf_ui_tint "1" // The current tint applied to the Scaleform UI
  1797. shake // Shake the screen.
  1798. shake_stop // Stops all active screen shakes.
  1799. shake_testpunch // Test a punch-style screen shake.
  1800. showbudget_texture "0" // Enable the texture budget panel.
  1801. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  1802. showconsole // Show the console.
  1803. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
  1804. showpanel // Shows a viewport panel <name>
  1805. showtriggers "0" // Shows trigger brushes
  1806. showtriggers_toggle // Toggle show triggers
  1807. show_loadout_toggle // Toggles loadout display
  1808. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  1809. skill "1" // Game skill level (1-3).
  1810. skip_next_map // Skips the next map in the map rotation for the server.
  1811. sk_autoaim_mode "1"
  1812. slot0
  1813. slot1
  1814. slot10
  1815. slot11
  1816. slot2
  1817. slot3
  1818. slot4
  1819. slot5
  1820. slot6
  1821. slot7
  1822. slot8
  1823. slot9
  1824. snapto
  1825. sndplaydelay
  1826. snd_async_flush // Flush all unlocked async audio data
  1827. snd_async_showmem // Show async memory stats
  1828. snd_async_showmem_music // Show async memory stats for just non-streamed music
  1829. snd_async_showmem_summary // Show brief async memory stats
  1830. snd_debug_panlaw "0" // Visualize panning crossfade curves
  1831. snd_disable_mixer_duck "0"
  1832. snd_disable_mixer_solo "0"
  1833. snd_duckerattacktime "0"
  1834. snd_duckerreleasetime "2"
  1835. snd_duckerthreshold "0"
  1836. snd_ducking_off "1"
  1837. snd_ducktovolume "0"
  1838. snd_dumpclientsounds // Dump sounds to console
  1839. snd_dump_filepaths
  1840. snd_dvar_dist_max "1320" // Play full far sound at this distance
  1841. snd_dvar_dist_min "240" // Play full near sound at this distance
  1842. snd_filter "0"
  1843. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
  1844. snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
  1845. snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  1846. snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  1847. snd_gain "1"
  1848. snd_gain_max "1"
  1849. snd_gain_min "0"
  1850. snd_getmixer // Get data related to mix group matching string
  1851. snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
  1852. snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
  1853. snd_legacy_surround "0"
  1854. snd_list "0"
  1855. snd_max_same_sounds "4"
  1856. snd_max_same_weapon_sounds "3"
  1857. snd_mixahead "0"
  1858. snd_mixer_master_dsp "1"
  1859. snd_mixer_master_level "1"
  1860. snd_musicvolume "0" // Music volume
  1861. snd_musicvolume_multiplier_inoverlay "0" // Music volume multiplier when Steam Overlay is active
  1862. snd_music_selection "1" // Temporary convar to choose which music kit to use for this player.
  1863. snd_mute_losefocus "1"
  1864. snd_obscured_gain_dB "-2"
  1865. snd_op_test_convar "1"
  1866. snd_pause_all "1" // Specifies to pause all sounds and not just voice
  1867. snd_pitchquality "1"
  1868. snd_playsounds // Play sounds from the game sounds txt file at a given location
  1869. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  1870. snd_pre_gain_dist_falloff "1"
  1871. snd_print_channels // Prints all the active channel.
  1872. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
  1873. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
  1874. snd_print_dsp_effect // Prints the content of a dsp effect.
  1875. snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
  1876. snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
  1877. snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  1878. snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  1879. snd_rebuildaudiocache // rebuild audio cache for current language
  1880. snd_refdb "60" // Reference dB at snd_refdist
  1881. snd_refdist "36" // Reference distance for snd_refdb
  1882. snd_report_format_sound "0" // report all sound formats.
  1883. snd_report_loop_sound "0" // report all sounds that just looped.
  1884. snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
  1885. snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
  1886. snd_report_verbose_error "0" // report more error found when playing sounds.
  1887. snd_restart // Restart sound system.
  1888. snd_setmixer // solo.
  1889. snd_setmixlayer // solo.
  1890. snd_setmixlayer_amount // Set named mix layer mix amount.
  1891. snd_setsoundparam // Set a sound paramater
  1892. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
  1893. snd_show "0" // Show sounds info
  1894. snd_showclassname "0"
  1895. snd_showmixer "0"
  1896. snd_showstart "0"
  1897. snd_sos_flush_operators // Flush and re-parse the sound operator system
  1898. snd_sos_list_operator_updates "0"
  1899. snd_sos_print_operators // Prints a list of currently available operators
  1900. snd_sos_show_block_debug "0" // Spew data about the list of block entries.
  1901. snd_sos_show_client_rcv "0"
  1902. snd_sos_show_client_xmit "0"
  1903. snd_sos_show_operator_entry_filter "0"
  1904. snd_sos_show_operator_init "0"
  1905. snd_sos_show_operator_parse "0"
  1906. snd_sos_show_operator_prestart "0"
  1907. snd_sos_show_operator_shutdown "0"
  1908. snd_sos_show_operator_start "0"
  1909. snd_sos_show_operator_stop_entry "0"
  1910. snd_sos_show_operator_updates "0"
  1911. snd_sos_show_queuetotrack "0"
  1912. snd_sos_show_server_xmit "0"
  1913. snd_sos_show_startqueue "0"
  1914. snd_soundmixer_flush // Reload soundmixers.txt file.
  1915. snd_soundmixer_list_mixers // List all mixers to dev console.
  1916. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
  1917. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
  1918. snd_soundmixer_set_trigger_factor // trigger amount.
  1919. snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  1920. snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  1921. snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  1922. snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  1923. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  1924. snd_visualize "0" // Show sounds location in world
  1925. snd_writemanifest // outputs the precache manifest for the current level
  1926. soundfade // Fade client volume.
  1927. soundinfo // Describe the current sound device.
  1928. soundlist // List all known sounds.
  1929. soundscape_debug "0" // red lines show soundscapes that ar
  1930. soundscape_dumpclient // Dumps the clients soundscape data.
  1931. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  1932. soundscape_flush // Flushes the server & client side soundscapes
  1933. soundscape_radius_debug "0" // Prints current volume of radius sounds
  1934. speak // Play a constructed sentence.
  1935. spec_allow_roaming "0" // allow free-roaming spectator camera.
  1936. spec_freeze_cinematiclight_b "1"
  1937. spec_freeze_cinematiclight_g "1"
  1938. spec_freeze_cinematiclight_r "1"
  1939. spec_freeze_cinematiclight_scale "2"
  1940. spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
  1941. spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  1942. spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  1943. spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
  1944. spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
  1945. spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
  1946. spec_freeze_time "5" // Time spend frozen in observer freeze cam.
  1947. spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
  1948. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  1949. spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
  1950. spec_gui // Shows or hides the spectator bar
  1951. spec_hide_players "0" // Toggle the visibility of scoreboard players.
  1952. spec_menu // Activates spectator menu
  1953. spec_mode // Set spectator mode
  1954. spec_next // Spectate next player
  1955. spec_player // Spectate player by index
  1956. spec_player_by_name // Spectate player by name
  1957. spec_pos // dump position and angles to the console
  1958. spec_prev // Spectate previous player ( valid values are 3 to 6 )
  1959. spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
  1960. spike // generates a fake spike
  1961. spincycle // Cause the engine to spincycle (Debug!!)
  1962. ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
  1963. ss_map // Start playing on specified map with max allowed splitscreen players.
  1964. ss_reloadletterbox // ss_reloadletterbox
  1965. ss_splitmode "0" // 2 - vertical (only allowed in widescr
  1966. startdemos // Play demos in demo sequence.
  1967. startmovie // Start recording movie frames.
  1968. startupmenu // and were not in developer
  1969. star_memory // Dump memory stats
  1970. stats // Prints server performance variables
  1971. status // Display map and connection status.
  1972. stop // Finish recording demo.
  1973. stopdemo // Stop playing back a demo.
  1974. stopsound
  1975. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  1976. stopvideos // Stops all videos playing to the screen
  1977. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
  1978. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
  1979. stringtabledictionary // Create dictionary for current strings.
  1980. stuffcmds // Parses and stuffs command line + commands to command buffer.
  1981. suitvolume "0"
  1982. surfaceprop // Reports the surface properties at the cursor
  1983. sv_accelerate "5"
  1984. sv_airaccelerate "10"
  1985. sv_allow_votes "1" // Allow voting?
  1986. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  1987. sv_alltalk "0" // chat)
  1988. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  1989. sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
  1990. 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.
  1991. sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
  1992. sv_broadcast_ugc_downloads "1"
  1993. sv_broadcast_ugc_download_progress_interval "4"
  1994. sv_cheats "0" // Allow cheats on server
  1995. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  1996. sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
  1997. sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  1998. sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
  1999. sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
  2000. sv_consistency "0" // Whether the server enforces file consistency for critical files
  2001. sv_contact "0" // Contact email for server sysop
  2002. sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
  2003. sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
  2004. sv_deadtalk "0" // text) to the living
  2005. sv_debug_ugc_downloads "1"
  2006. sv_downloadurl "0" // Location from which clients can download missing files
  2007. sv_dumpstringtables "0"
  2008. sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
  2009. sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
  2010. sv_forcepreload "1" // Force server side preloading.
  2011. sv_friction "4" // World friction.
  2012. sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
  2013. sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
  2014. sv_game_mode_convars // Display the values of the convars for the current game_mode.
  2015. sv_gravity "800" // World gravity.
  2016. sv_grenade_trajectory "0" // Shows grenade trajectory visualization in-game.
  2017. sv_grenade_trajectory_dash "0" // Dot-dash style grenade trajectory arc
  2018. sv_grenade_trajectory_thickness "0" // Visible thickness of grenade trajectory arc
  2019. sv_grenade_trajectory_time "20" // Length of time grenade trajectory remains visible.
  2020. sv_grenade_trajectory_time_spectator "4" // Length of time grenade trajectory remains visible as a spectator.
  2021. sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
  2022. sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
  2023. sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
  2024. sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
  2025. sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
  2026. sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
  2027. sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
  2028. sv_kick_ban_duration "15" // How long should a kick ban from the server should last (in minutes)
  2029. sv_kick_players_with_cooldown "1" // (0: do not kick; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
  2030. sv_lagcompensationforcerestore "1" // just do it.
  2031. sv_lan "0" // no non-class C addresses )
  2032. sv_logbans "0" // Log server bans in the server logs.
  2033. sv_logecho "1" // Echo log information to the console.
  2034. sv_logfile "1" // Log server information in the log file.
  2035. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2036. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2037. sv_log_onefile "0" // Log server information to only one file.
  2038. sv_maxrate "0" // 0 == unlimited
  2039. sv_maxspeed "320"
  2040. sv_maxuptimelimit "0" // the server will exit.
  2041. sv_maxusrcmdprocessticks "16" // 0 to allow no restrictions
  2042. sv_maxusrcmdprocessticks_warning "-1" // negat
  2043. sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
  2044. sv_memlimit "0" // the server will exit.
  2045. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2046. sv_minrate "5000" // 0 == unlimited
  2047. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  2048. sv_minuptimelimit "0" // the server will continue running regardle
  2049. sv_noclipaccelerate "5"
  2050. sv_noclipduringpause "0" // etc.).
  2051. sv_noclipspeed "5"
  2052. sv_password "0" // Server password for entry into multiplayer games
  2053. sv_pausable "0" // Is the server pausable.
  2054. sv_precacheinfo // Show precache info.
  2055. sv_pure // Show user data.
  2056. sv_pure_checkvpk // CheckPureServerVPKFiles
  2057. sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
  2058. sv_pure_finduserfiles // ListPureServerFiles
  2059. sv_pure_kick_clients "1" // it will issue a warning to the client.
  2060. sv_pure_listfiles // ListPureServerFiles
  2061. sv_pure_listuserfiles // ListPureServerFiles
  2062. sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
  2063. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  2064. sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
  2065. sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
  2066. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  2067. sv_querycache_stats // Display status of the query cache (client only)
  2068. sv_rcon_whitelist_address "0" // e.g. 127.0.0.1
  2069. sv_regeneration_force_on "0" // Cheat to test regenerative health systems
  2070. sv_region "-1" // The region of the world to report this server in.
  2071. sv_remove_old_ugc_downloads "1"
  2072. sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
  2073. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
  2074. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
  2075. sv_search_team_key "0" // set this key to match with known opponents team
  2076. sv_showimpacts "0" // 3=server-only)
  2077. sv_showimpacts_time "4" // Duration bullet impact indicators remain before disappearing
  2078. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2079. sv_showtags // Describe current gametags.
  2080. sv_shutdown // Sets the server to shutdown when all games have completed
  2081. sv_skyname "0" // Current name of the skybox texture
  2082. sv_soundemitter_reload // Flushes the sounds.txt system
  2083. sv_soundscape_printdebuginfo // print soundscapes
  2084. sv_spawn_afk_bomb_drop_time "15" // Players that have never moved since they spawned will drop the bomb after this amount of time.
  2085. sv_specaccelerate "5"
  2086. sv_specnoclip "1"
  2087. sv_specspeed "3"
  2088. sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
  2089. sv_staminajumpcost "0" // Stamina penalty for jumping
  2090. sv_staminalandcost "0" // Stamina penalty for landing
  2091. sv_staminamax "80" // Maximum stamina penalty
  2092. sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
  2093. 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
  2094. sv_steamgroup_exclusive "0" // public people will be able to join the ser
  2095. sv_stopspeed "75" // Minimum stopping speed when on ground.
  2096. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2097. sv_ugc_manager_max_new_file_check_interval_secs "600"
  2098. sv_unlockedchapters "1" // Highest unlocked game chapter.
  2099. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2100. sv_voiceenable "1"
  2101. sv_vote_allow_in_warmup "0" // Allow voting during warmup?
  2102. sv_vote_allow_spectators "0" // Allow spectators to vote?
  2103. sv_vote_command_delay "2" // How long after a vote passes until the action happens
  2104. sv_vote_creation_timer "120" // How often someone can individually call a vote.
  2105. sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
  2106. sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
  2107. sv_vote_kick_ban_duration "15" // How long should a kick vote ban someone from the server? (in minutes)
  2108. sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
  2109. sv_vote_timer_duration "15" // How long to allow voting on an issue
  2110. sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
  2111. sys_antialiasing "1" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
  2112. sys_aspectratio "-1" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
  2113. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2114. sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
  2115. sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
  2116. teammenu // Show team selection window
  2117. testhudanim // Test a hud element animation. Arguments: <anim name>
  2118. Test_CreateEntity
  2119. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2120. Test_EHandle
  2121. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2122. test_freezeframe // Test the freeze frame code.
  2123. Test_InitRandomEntitySpawner
  2124. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  2125. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  2126. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  2127. test_outtro_stats
  2128. Test_ProxyToggle_EnableProxy
  2129. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2130. Test_ProxyToggle_SetValue
  2131. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  2132. Test_RandomizeInPVS
  2133. Test_RandomPlayerPosition
  2134. Test_RemoveAllRandomEntities
  2135. Test_RunFrame
  2136. Test_SendKey
  2137. Test_SpawnRandomEntities
  2138. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  2139. Test_StartScript // Start a test script running..
  2140. Test_Wait
  2141. Test_WaitForCheckPoint
  2142. texture_budget_background_alpha "128" // how translucent the budget panel is
  2143. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2144. texture_budget_panel_height "284" // height in pixels of the budget panel
  2145. texture_budget_panel_width "512" // width in pixels of the budget panel
  2146. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2147. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2148. think_limit "10" // warning is printed if this is exceeded.
  2149. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2150. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  2151. threadpool_run_tests
  2152. thread_test_tslist
  2153. thread_test_tsqueue
  2154. timedemo // Play a demo and report performance info.
  2155. timedemoquit // and then exit
  2156. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  2157. timeleft // prints the time remaining in the match
  2158. timerefresh // Profile the renderer.
  2159. toggle // or cycles through a set of values.
  2160. toggleconsole // Show/hide the console.
  2161. togglescores // Toggles score panel
  2162. toolload // Load a tool.
  2163. toolunload // Unload a tool.
  2164. tv_advertise_watchable "0" // clients watching via UI will not need to type password
  2165. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  2166. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  2167. tv_autorecord "0" // Automatically records all games as GOTV demos.
  2168. tv_autoretry "1" // Relay proxies retry connection after network timeout
  2169. tv_chatgroupsize "0" // Set the default chat group size
  2170. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  2171. tv_clients // Shows list of connected GOTV clients.
  2172. tv_debug "0" // GOTV debug info.
  2173. tv_delay "10" // GOTV broadcast delay in seconds
  2174. tv_delaymapchange "1" // Delays map change until broadcast is complete
  2175. tv_deltacache "2" // Enable delta entity bit stream cache
  2176. tv_dispatchmode "1" // 2=always
  2177. tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
  2178. tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
  2179. tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
  2180. tv_maxclients "128" // Maximum client number on GOTV server.
  2181. tv_maxrate "20000" // 0 == unlimited
  2182. tv_msg // Send a screen message to all clients.
  2183. tv_name "0" // GOTV host name
  2184. tv_nochat "0" // Dont receive chat messages from other GOTV spectators
  2185. tv_overridemaster "0" // Overrides the GOTV master root address.
  2186. tv_password "0" // GOTV password for all clients
  2187. tv_port "27020" // Host GOTV port
  2188. tv_record // Starts GOTV demo recording.
  2189. tv_relay // Connect to GOTV server and relay broadcast.
  2190. tv_relaypassword "0" // GOTV password for relay proxies
  2191. tv_relayradio "0" // 1=on
  2192. tv_relaytextchat "1" // 2=say+say_team
  2193. tv_relayvoice "1" // 1=on
  2194. tv_retry // Reconnects the GOTV relay proxy.
  2195. tv_snapshotrate "16" // Snapshots broadcasted per second
  2196. tv_status // Show GOTV server status.
  2197. tv_stop // Stops the GOTV broadcast.
  2198. tv_stoprecord // Stops GOTV demo recording.
  2199. tv_timeout "30" // GOTV connection timeout in seconds.
  2200. tv_time_remaining // Print remaining tv broadcast time
  2201. tv_title "0" // Set title for GOTV spectator UI
  2202. tv_transmitall "1" // Transmit all entities (not only director view)
  2203. tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
  2204. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2205. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2206. ui_reloadscheme // Reloads the resource files for the active UI window
  2207. ui_steam_overlay_notification_position "0" // Steam overlay notification position
  2208. ui_workshop_games_expire_minutes "3"
  2209. unbind // Unbind a key.
  2210. unbindall // Unbind all keys.
  2211. unbindalljoystick // Unbind all joystick keys.
  2212. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
  2213. unload_all_addons // Reloads the search paths for game addons.
  2214. unpause // Unpause the game.
  2215. update_addon_paths // Reloads the search paths for game addons.
  2216. use // Use a particular weapon Arguments: <weapon_name>
  2217. user // Show user data.
  2218. users // Show user info for players on server.
  2219. vcollide_wireframe "0" // Render physics collision models in wireframe
  2220. vehicle_flushscript // Flush and reload all vehicle scripts
  2221. version // Print version info string.
  2222. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2223. vgui_drawtree_clear
  2224. vgui_dump_panels // vgui_dump_panels [visible]
  2225. vgui_message_dialog_modal "1"
  2226. vgui_spew_fonts
  2227. vgui_togglepanel // show/hide vgui panel by name.
  2228. viewanim_addkeyframe
  2229. viewanim_create // viewanim_create
  2230. viewanim_load // load animation from file
  2231. viewanim_reset // reset view angles!
  2232. viewanim_save // Save current animation to file
  2233. viewanim_test // test view animation
  2234. viewmodel_fov "60"
  2235. viewmodel_offset_x "1"
  2236. viewmodel_offset_y "1"
  2237. viewmodel_offset_z "-1"
  2238. viewmodel_presetpos "1" // 3:Classic
  2239. view_punch_decay "18" // Decay factor exponent for view punch
  2240. view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
  2241. vismon_poll_frequency "0"
  2242. vismon_trace_limit "12"
  2243. vis_force "0"
  2244. vm_debug "0"
  2245. vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
  2246. voicerecord_toggle
  2247. voice_enable "1" // Toggle voice transmit and receive.
  2248. voice_forcemicrecord "1"
  2249. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  2250. voice_loopback "0"
  2251. voice_mixer_boost "0"
  2252. voice_mixer_mute "0"
  2253. voice_mixer_volume "1"
  2254. voice_modenable "1" // Enable/disable voice in this mod.
  2255. voice_mute // Mute a specific Steam user
  2256. voice_player_speaking_delay_threshold "0"
  2257. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2258. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  2259. voice_scale "1"
  2260. voice_show_mute // Show whether current players are muted.
  2261. voice_threshold "2000"
  2262. voice_unmute // or `all` to unmute all connected players.
  2263. volume "0" // Sound volume
  2264. voxeltree_box // Vector(max)>.
  2265. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2266. voxeltree_sphere // float(radius)>.
  2267. voxeltree_view // View entities in the voxel-tree.
  2268. vox_reload // Reload sentences.txt file
  2269. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  2270. vprof // Toggle VProf profiler
  2271. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2272. vprof_cachemiss // Toggle VProf cache miss checking
  2273. vprof_cachemiss_off // Turn off VProf cache miss checking
  2274. vprof_cachemiss_on // Turn on VProf cache miss checking
  2275. vprof_child
  2276. vprof_collapse_all // Collapse the whole vprof tree
  2277. vprof_dump_counters // Dump vprof counters to the console
  2278. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2279. vprof_expand_all // Expand the whole vprof tree
  2280. vprof_expand_group // Expand a budget group in the vprof tree by name
  2281. vprof_generate_report // Generate a report to the console.
  2282. vprof_generate_report_AI // Generate a report to the console.
  2283. vprof_generate_report_AI_only // Generate a report to the console.
  2284. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2285. vprof_generate_report_hierarchy // Generate a report to the console.
  2286. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  2287. vprof_generate_report_map_load // Generate a report to the console.
  2288. vprof_graphheight "256"
  2289. vprof_graphwidth "512"
  2290. vprof_nextsibling
  2291. vprof_off // Turn off VProf profiler
  2292. vprof_on // Turn on VProf profiler
  2293. vprof_parent
  2294. vprof_playback_average // Average the next N frames.
  2295. vprof_playback_start // Start playing back a recorded .vprof file.
  2296. vprof_playback_step // step to the next tick.
  2297. vprof_playback_stepback // step to the previous tick.
  2298. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2299. vprof_prevsibling
  2300. vprof_record_start // Start recording vprof data for playback later.
  2301. vprof_record_stop // Stop recording vprof data
  2302. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2303. vprof_remote_stop // Stop an existing remote VProf data request
  2304. vprof_reset // Reset the stats in VProf profiler
  2305. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2306. vprof_to_csv // Convert a recorded .vprof file to .csv.
  2307. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  2308. vprof_verbose "1" // Set to one to show average and peak times
  2309. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2310. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  2311. vtune // Controls VTunes sampling.
  2312. vx_model_list // Dump models to VXConsole
  2313. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
  2314. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
  2315. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
  2316. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
  2317. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  2318. wc_destroy_undo // When in WC edit mode restores the last deleted node
  2319. wc_link_edit
  2320. weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
  2321. weapon_debug_spread_gap "0"
  2322. weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
  2323. weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
  2324. weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
  2325. weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
  2326. weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
  2327. weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
  2328. weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
  2329. weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
  2330. weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
  2331. weapon_recoil_variance "0" // Amount of variance per recoil impulse
  2332. weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
  2333. weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
  2334. weapon_reload_database // Reload the weapon database
  2335. whitelistcmd // Runs a whitelisted command.
  2336. windows_speaker_config "4"
  2337. wipe_nav_attributes // Clear all nav attributes of selected area.
  2338. workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
  2339. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2340. writeip // Save the ban list to banned_ip.cfg.
  2341. xbox_autothrottle "1"
  2342. xbox_throttlebias "100"
  2343. xbox_throttlespoof "200"
  2344. xload // Load a saved game from a console storage device.
  2345. xlook
  2346. xmove
  2347. xsave // Saves current game to a console storage device.
  2348. zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
  2349. zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  2350. _autosave // Autosave
  2351. _autosavedangerous // AutoSaveDangerous
  2352. _bugreporter_restart // Restarts bug reporter .dll
  2353. _record // Record a demo incrementally.
  2354. _resetgamestats // Erases current game stats and writes out a blank stats file
  2355. _restart // Shutdown and restart the engine.
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