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- Commands: 771 - Variables: 2014 - Total: 2785
- +mat_texture_list - CMD
- +showbudget - CMD - (CHEAT)
- +showbudget_texture - CMD - (CHEAT)
- +showbudget_texture_global - CMD - (CHEAT)
- +showvprof - CMD
- +vgui_drawtree - CMD
- +voicerecord - CMD
- -mat_texture_list - CMD
- -showbudget - CMD - (CHEAT)
- -showbudget_texture - CMD - (CHEAT)
- -showbudget_texture_global - CMD - (CHEAT)
- -showvprof - CMD
- -vgui_drawtree - CMD
- -voicerecord - CMD
- BindToggle - CMD
- Performs a bind <key> "increment var <cvar> 0 1 1"
- BlendBonesMode - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- CS_WarnFriendlyDamageInterval - VAR - (GAMEDLL,CHEAT)
- Defines how frequently the server notifies clients that a player damaged a friend
- CreatePredictionError - CMD - (GAMEDLL,CHEAT)
- Create a prediction error
- PhysPMC - VAR - (DEVELOPMENTONLY)
- Test_EHandle - CMD - (GAMEDLL,CHEAT)
- Test_InitRandomEntitySpawner - CMD - (GAMEDLL,CHEAT)
- Test_Loop - CMD - (CHEAT)
- Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
- Test_LoopCount - CMD - (CHEAT)
- Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
- Test_LoopForNumSeconds - CMD - (CHEAT)
- Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
- Test_ProxyToggle_EnableProxy - CMD - (GAMEDLL,CHEAT)
- Test_ProxyToggle_SetValue - CMD - (GAMEDLL,CHEAT)
- Test_RandomChance - CMD - (CHEAT)
- Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.
- Test_RandomizeInPVS - CMD - (GAMEDLL,CHEAT)
- Test_RemoveAllRandomEntities - CMD - (GAMEDLL,CHEAT)
- Test_RunFrame - CMD - (CHEAT)
- Test_SendKey - CMD - (CHEAT)
- Test_SpawnRandomEntities - CMD - (GAMEDLL,CHEAT)
- Test_StartLoop - CMD - (CHEAT)
- Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
- Test_StartScript - CMD - (CHEAT)
- Start a test script running..
- Test_Wait - CMD - (CHEAT)
- Test_WaitForCheckPoint - CMD - (CHEAT)
- TransmitEvents - CMD - (DEVELOPMENTONLY)
- Transmits Game Events to <address:port>
- _autosave - CMD
- Autosave
- _autosavedangerous - CMD
- AutoSaveDangerous
- _bugreporter_restart - CMD
- Restarts bug reporter .dll
- _record - CMD - (DONTRECORD)
- Record a demo incrementally.
- _resetgamestats - CMD - (GAMEDLL)
- Erases current game stats and writes out a blank stats file
- _restart - CMD
- Shutdown and restart the engine.
- addip - CMD
- Add an IP address to the ban list.
- adsp_alley_min - VAR - (DEVELOPMENTONLY)
- adsp_courtyard_min - VAR - (DEVELOPMENTONLY)
- adsp_debug - VAR - (ARCHIVE)
- adsp_door_height - VAR - (DEVELOPMENTONLY)
- adsp_duct_min - VAR - (DEVELOPMENTONLY)
- adsp_hall_min - VAR - (DEVELOPMENTONLY)
- adsp_low_ceiling - VAR - (DEVELOPMENTONLY)
- adsp_opencourtyard_min - VAR - (DEVELOPMENTONLY)
- adsp_openspace_min - VAR - (DEVELOPMENTONLY)
- adsp_openstreet_min - VAR - (DEVELOPMENTONLY)
- adsp_openwall_min - VAR - (DEVELOPMENTONLY)
- adsp_reset_nodes - CMD
- adsp_room_min - VAR - (DEVELOPMENTONLY)
- adsp_scale_delay_feedback - VAR - (DEVELOPMENTONLY)
- adsp_scale_delay_gain - VAR - (DEVELOPMENTONLY)
- adsp_street_min - VAR - (DEVELOPMENTONLY)
- adsp_tunnel_min - VAR - (DEVELOPMENTONLY)
- adsp_wall_height - VAR - (DEVELOPMENTONLY)
- ai_clear_bad_links - CMD - (GAMEDLL)
- Clears bits set on nav links indicating link is unusable
- ai_debug_directnavprobe - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_debug_los - VAR - (GAMEDLL,CHEAT)
- NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
- ai_debug_nav - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_debug_node_connect - CMD - (GAMEDLL)
- Debug the attempted connection between two nodes
- ai_debug_ragdoll_magnets - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_debug_shoot_positions - VAR - (GAMEDLL,REPLICATED,CHEAT)
- ai_debug_speech - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_debugscriptconditions - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_drop_hint - CMD - (GAMEDLL,CHEAT)
- Drop an ai_hint at the player's current eye position.
- ai_dump_hints - CMD - (GAMEDLL)
- ai_expression_frametime - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Maximum frametime to still play background expressions.
- ai_expression_optimization - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Disable npc background expressions when you can't see them.
- ai_find_lateral_cover - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_find_lateral_los - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_force_serverside_ragdoll - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_moveprobe_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_moveprobe_jump_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_moveprobe_usetracelist - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_nav_debug_experimental_pathing - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Draw paths tried during search for bodysnatcher pathing
- ai_navigator_generate_spikes - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_navigator_generate_spikes_strength - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_no_local_paths - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_no_node_cache - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_no_steer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_no_talk_delay - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_norebuildgraph - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_post_frame_navigation - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_radial_max_link_dist - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_sequence_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_set_move_height_epsilon - CMD - (GAMEDLL)
- Set how high AI bumps up ground walkers when checking steps
- ai_setupbones_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Shows that bones that are setup every think
- ai_shot_bias_max - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- ai_shot_bias_min - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- ai_show_hull_attacks - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_strong_optimizations_no_checkstand - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_task_pre_script - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_test_los - CMD - (GAMEDLL)
- Test AI LOS from the player's POV
- ai_use_clipped_paths - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_use_visibility_cache - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ai_vehicle_avoidance - VAR - (GAMEDLL,CHEAT)
- ainet_generate_report - CMD - (GAMEDLL)
- Generate a report to the console.
- ainet_generate_report_only - CMD - (GAMEDLL)
- Generate a report to the console.
- air_density - CMD - (GAMEDLL,CHEAT)
- Changes the density of air for drag computations.
- alias - CMD
- Alias a command.
- ammo_338mag_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_338mag_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_338mag_max - VAR - (GAMEDLL,REPLICATED)
- ammo_357sig_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_357sig_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_357sig_max - VAR - (GAMEDLL,REPLICATED)
- ammo_357sig_min_max - VAR - (GAMEDLL,REPLICATED)
- ammo_357sig_p250_max - VAR - (GAMEDLL,REPLICATED)
- ammo_357sig_small_max - VAR - (GAMEDLL,REPLICATED)
- ammo_45acp_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_45acp_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_45acp_max - VAR - (GAMEDLL,REPLICATED)
- ammo_50AE_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_50AE_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_50AE_max - VAR - (GAMEDLL,REPLICATED)
- ammo_556mm_box_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_box_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_box_max - VAR - (GAMEDLL,REPLICATED)
- ammo_556mm_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_max - VAR - (GAMEDLL,REPLICATED)
- ammo_556mm_small_max - VAR - (GAMEDLL,REPLICATED)
- ammo_57mm_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_57mm_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_57mm_max - VAR - (GAMEDLL,REPLICATED)
- ammo_762mm_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_762mm_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_762mm_max - VAR - (GAMEDLL,REPLICATED)
- ammo_9mm_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_9mm_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_9mm_max - VAR - (GAMEDLL,REPLICATED)
- ammo_buckshot_headshot_mult - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_buckshot_impulse - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_buckshot_max - VAR - (GAMEDLL,REPLICATED)
- ammo_grenade_limit_default - VAR - (GAMEDLL,REPLICATED)
- ammo_grenade_limit_flashbang - VAR - (GAMEDLL,REPLICATED)
- ammo_grenade_limit_total - VAR - (GAMEDLL,REPLICATED)
- ammo_item_limit_healthshot - VAR - (GAMEDLL,REPLICATED)
- anim_3wayblend - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Toggle the 3-way animation blending code.
- anim_twistbones_enabled - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Enable procedural twist bones.
- askconnect_accept - CMD - (DONTRECORD)
- Accept a redirect request by the server.
- asw_engine_finished_building_map - CMD
- Notify engine that we've finished building a map
- async_allow_held_files - VAR - (DEVELOPMENTONLY)
- Allow AsyncBegin/EndRead()
- async_mode - VAR - (DEVELOPMENTONLY)
- Set the async filesystem mode (0 = async, 1 = synchronous)
- async_resume - CMD
- async_serialize - VAR - (DEVELOPMENTONLY)
- Force async reads to serialize for profiling
- async_simulate_delay - VAR - (DEVELOPMENTONLY)
- Simulate a delay of up to a set msec per file operation
- async_suspend - CMD
- audit_save_in_memory - CMD
- Audit the memory usage and files in the save-to-memory system
- autoaim_max_deflect - VAR - (DEVELOPMENTONLY,GAMEDLL)
- autoaim_max_dist - VAR - (DEVELOPMENTONLY,GAMEDLL)
- autoaim_viewing_client - VAR - (DEVELOPMENTONLY,GAMEDLL)
- autosave - CMD
- Autosave
- autosavedangerous - CMD
- AutoSaveDangerous
- autosavedangerousissafe - CMD
- banid - CMD
- Add a user ID to the ban list.
- banip - CMD
- Add an IP address to the ban list.
- bench_end - CMD - (CHEAT)
- Ends gathering of info.
- bench_start - CMD - (CHEAT)
- Starts gathering of info. Arguments: filename to write results into
- bench_upload - CMD - (CHEAT)
- Uploads most recent benchmark stats to the Valve servers.
- benchframe - CMD
- Takes a snapshot of a particular frame in a time demo.
- bind - CMD
- Bind a key.
- bind_osx - CMD
- Bind a key for OSX only.
- blackbox - VAR - (DEVELOPMENTONLY)
- blackbox_dump - CMD - (DONTRECORD)
- Dump the contents of the blackbox
- blackbox_record - CMD - (DONTRECORD)
- Record an entry into the blackbox
- bot_add - CMD - (GAMEDLL)
- bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
- bot_add_ct - CMD - (GAMEDLL)
- bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
- bot_add_t - CMD - (GAMEDLL)
- bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
- bot_all_weapons - CMD - (GAMEDLL)
- Allows the bots to use all weapons
- bot_allow_grenades - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may use grenades.
- bot_allow_machine_guns - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may use the machine gun.
- bot_allow_pistols - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may use pistols.
- bot_allow_rifles - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may use rifles.
- bot_allow_rogues - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
- bot_allow_shotguns - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may use shotguns.
- bot_allow_snipers - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may use sniper rifles.
- bot_allow_sub_machine_guns - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots may use sub-machine guns.
- bot_auto_follow - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- If nonzero, bots with high co-op may automatically follow a nearby human player.
- bot_auto_vacate - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- If nonzero, bots will automatically leave to make room for human players.
- bot_autodifficulty_threshold_high - VAR - (GAMEDLL,REPLICATED)
- Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
- bot_autodifficulty_threshold_low - VAR - (GAMEDLL,REPLICATED)
- Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
- bot_chatter - VAR - (GAMEDLL,REPLICATED)
- Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
- bot_chatter_use_rr - VAR - (DEVELOPMENTONLY,GAMEDLL)
- 0 = Use old bot chatter system, 1 = Use response rules
- bot_control_next_all_teams - CMD - (DEVELOPMENTONLY,GAMEDLL,CHEAT,CLIENTCMD_CAN_EXECUTE)
- Take control of the next bot regardless of team (development only).
- bot_controllable - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Determines whether bots can be controlled by players
- bot_coop_force_throw_grenade_chance - VAR - (GAMEDLL,CHEAT)
- bot_coop_idle_max_vision_distance - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.
- bot_crouch - VAR - (GAMEDLL,CHEAT)
- bot_debug - VAR - (GAMEDLL,REPLICATED,CHEAT)
- For internal testing purposes.
- bot_debug_target - VAR - (GAMEDLL,REPLICATED,CHEAT)
- For internal testing purposes.
- bot_defer_to_human_goals - VAR - (GAMEDLL,REPLICATED)
- If nonzero and there is a human on the team, the bots will not do the scenario tasks.
- bot_defer_to_human_items - VAR - (GAMEDLL,REPLICATED)
- If nonzero and there is a human on the team, the bots will not get scenario items.
- bot_difficulty - VAR - (GAMEDLL,REPLICATED)
- Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
- bot_dont_shoot - VAR - (GAMEDLL,REPLICATED,CHEAT)
- If nonzero, bots will not fire weapons (for debugging).
- bot_eco_limit - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- If nonzero, bots will not buy if their money falls below this amount.
- bot_flipout - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- If nonzero, bots use no CPU for AI. Instead, they run around randomly.
- bot_freeze - VAR - (GAMEDLL,CHEAT)
- bot_goto_mark - CMD - (GAMEDLL,CHEAT)
- Sends a bot to the marked nav area (useful for testing navigation meshes)
- bot_goto_selected - CMD - (GAMEDLL,CHEAT)
- Sends a bot to the selected nav area (useful for testing navigation meshes)
- bot_gungameselect_weapons_ct - VAR - (DEVELOPMENTONLY,GAMEDLL)
- the list of weapons that CT bots start with in gun game select
- bot_gungameselect_weapons_t - VAR - (DEVELOPMENTONLY,GAMEDLL)
- the list of weapons that T bots start with in gun game select
- bot_ignore_players - VAR - (GAMEDLL,CHEAT)
- Bots will not see non-bot players.
- bot_join_after_player - VAR - (GAMEDLL,REPLICATED)
- If nonzero, bots wait until a player joins before entering the game.
- bot_join_delay - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Prevents bots from joining the server for this many seconds after a map change.
- bot_join_in_warmup - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Prevents bots from joining the server while warmup phase is active.
- bot_join_team - VAR - (GAMEDLL,REPLICATED)
- Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
- bot_kick - CMD - (GAMEDLL)
- bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
- bot_kill - CMD - (GAMEDLL,CHEAT)
- bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
- bot_knives_only - CMD - (GAMEDLL)
- Restricts the bots to only using knives
- bot_loadout - VAR - (GAMEDLL,CHEAT)
- bots are given these items at round start
- bot_max_vision_distance_override - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Max distance bots can see targets.
- bot_mimic - VAR - (GAMEDLL,CHEAT)
- bot_mimic_yaw_offset - VAR - (GAMEDLL,CHEAT)
- bot_pistols_only - CMD - (GAMEDLL)
- Restricts the bots to only using pistols
- bot_place - CMD - (GAMEDLL,CHEAT)
- bot_place - Places a bot from the map at where the local player is pointing.
- bot_prefix - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- This string is prefixed to the name of all bots that join the game.
- <difficulty> will be replaced with the bot's difficulty.
- <weaponclass> will be replaced with the bot's desired weapon class.
- <skill> will be replaced with a 0-100 representation of the bot's skill.
- bot_profile_db - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The filename from which bot profiles will be read.
- bot_quota - VAR - (GAMEDLL,REPLICATED)
- Determines the total number of bots in the game.
- bot_quota_mode - VAR - (GAMEDLL,REPLICATED)
- Determines the type of quota.
- Allowed values: 'normal', 'fill', and 'match'.
- If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
- If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
- bot_randombuy - VAR - (GAMEDLL,CHEAT)
- should bots ignore their prefered weapons and just buy weapons at random?
- bot_show_battlefront - VAR - (GAMEDLL,CHEAT)
- Show areas where rushing players will initially meet.
- bot_show_nav - VAR - (GAMEDLL,REPLICATED,CHEAT)
- For internal testing purposes.
- bot_show_occupy_time - VAR - (GAMEDLL,CHEAT)
- Show when each nav area can first be reached by each team.
- bot_snipers_only - CMD - (GAMEDLL)
- Restricts the bots to only using sniper rifles
- bot_stop - VAR - (GAMEDLL,REPLICATED,CHEAT)
- If nonzero, immediately stops all bot processing.
- bot_traceview - VAR - (GAMEDLL,REPLICATED,CHEAT)
- For internal testing purposes.
- bot_walk - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- If nonzero, bots can only walk, not run.
- bot_zombie - VAR - (GAMEDLL,REPLICATED,CHEAT)
- If nonzero, bots will stay in idle mode and not attack.
- box - CMD - (CHEAT)
- Draw a debug box.
- breakable_disable_gib_limit - VAR - (DEVELOPMENTONLY,GAMEDLL)
- breakable_multiplayer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- buddha - CMD - (GAMEDLL,CHEAT)
- Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
- budget_averages_window - VAR - (ARCHIVE)
- number of frames to look at when figuring out average frametimes
- budget_background_alpha - VAR - (ARCHIVE)
- how translucent the budget panel is
- budget_bargraph_background_alpha - VAR - (ARCHIVE)
- how translucent the budget panel is
- budget_bargraph_range_ms - VAR - (ARCHIVE)
- budget bargraph range in milliseconds
- budget_history_numsamplesvisible - VAR - (ARCHIVE)
- number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
- budget_history_range_ms - VAR - (ARCHIVE)
- budget history range in milliseconds
- budget_panel_bottom_of_history_fraction - VAR - (ARCHIVE)
- number between 0 and 1
- budget_panel_height - VAR - (ARCHIVE)
- height in pixels of the budget panel
- budget_panel_width - VAR - (ARCHIVE)
- width in pixels of the budget panel
- budget_panel_x - VAR - (ARCHIVE)
- number of pixels from the left side of the game screen to draw the budget panel
- budget_panel_y - VAR - (ARCHIVE)
- number of pixels from the top side of the game screen to draw the budget panel
- budget_peaks_window - VAR - (ARCHIVE)
- number of frames to look at when figuring out peak frametimes
- budget_show_averages - VAR - (ARCHIVE)
- enable/disable averages in the budget panel
- budget_show_history - VAR - (ARCHIVE)
- turn history graph off and on. . good to turn off on low end
- budget_show_peaks - VAR - (ARCHIVE)
- enable/disable peaks in the budget panel
- budget_toggle_group - CMD
- Turn a budget group on/off
- bug - CMD - (DONTRECORD)
- Show the bug reporting UI.
- bug_swap - CMD - (GAMEDLL,CHEAT)
- Automatically swaps the current weapon for the bug bait and back again.
- bugreporter_console_bytes - VAR - (DEVELOPMENTONLY)
- Max # of console bytes to put into bug report body (full text still attached).
- bugreporter_includebsp - VAR - (DEVELOPMENTONLY)
- Include .bsp for internal bug submissions.
- bugreporter_snapshot_delay - VAR - (DEVELOPMENTONLY)
- Frames to delay before taking snapshot
- bugreporter_uploadasync - VAR - (ARCHIVE)
- Upload attachments asynchronously
- bugreporter_username - VAR - (ARCHIVE)
- Username to use for bugreporter
- buildcubemaps - CMD
- Rebuild cubemaps.
- buildmodelforworld - CMD
- buildmodelforworld
- buyrandom - CMD - (GAMEDLL)
- Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
- cache_print - CMD
- cache_print [section]
- Print out contents of cache memory.
- cache_print_lru - CMD
- cache_print_lru [section]
- Print out contents of cache memory.
- cache_print_summary - CMD
- cache_print_summary [section]
- Print out a summary contents of cache memory.
- callvote - CMD - (GAMEDLL)
- Start a vote on an issue.
- cash_player_bomb_defused - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_bomb_planted - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_damage_hostage - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_get_killed - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_interact_with_hostage - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_killed_enemy_default - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_killed_enemy_factor - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_killed_hostage - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_killed_teammate - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_rescued_hostage - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_player_respawn_amount - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_elimination_bomb_map - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_elimination_hostage_map_ct - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_elimination_hostage_map_t - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_hostage_alive - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_hostage_interaction - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_loser_bonus - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_loser_bonus_consecutive_rounds - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_planted_bomb_but_defused - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_rescued_hostage - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_survive_guardian_wave - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_terrorist_win_bomb - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_win_by_defusing_bomb - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_win_by_hostage_rescue - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_win_by_time_running_out_bomb - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cash_team_win_by_time_running_out_hostage - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- cast_hull - CMD - (GAMEDLL,CHEAT)
- Tests hull collision detection
- cast_ray - CMD - (GAMEDLL,CHEAT)
- Tests collision detection
- cc_norepeat - VAR - (DEVELOPMENTONLY,GAMEDLL)
- In multiplayer games, don't repeat captions more often than this many seconds.
- cc_showmissing - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Show missing closecaption entries.
- ch_createairboat - CMD - (GAMEDLL,CHEAT)
- Spawn airboat in front of the player.
- ch_createjeep - CMD - (GAMEDLL,CHEAT)
- Spawn jeep in front of the player.
- changelevel - CMD - (DONTRECORD)
- Change server to the specified map
- changelevel2 - CMD - (DONTRECORD)
- Transition to the specified map in single player
- chet_debug_idle - VAR - (GAMEDLL,ARCHIVE)
- If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
- choreo_spew_filter - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Spew choreo. Use a sub-string or * to display all events.
- cl_allowdownload - VAR - (ARCHIVE)
- Client downloads customization files
- cl_allowupload - VAR - (ARCHIVE)
- Client uploads customization files
- cl_clanid - VAR - (HIDDEN,ARCHIVE,USERINFO)
- Current clan ID for name decoration
- cl_clock_correction - VAR - (CHEAT)
- Enable/disable clock correction on the client.
- cl_clock_correction_adjustment_max_amount - VAR - (CHEAT)
- Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
- cl_clock_correction_adjustment_max_offset - VAR - (CHEAT)
- As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
- cl_clock_correction_adjustment_min_offset - VAR - (CHEAT)
- If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
- cl_clock_correction_force_server_tick - VAR - (CHEAT)
- Force clock correction to match the server tick + this offset (-999 disables it).
- cl_clock_showdebuginfo - VAR - (CHEAT)
- Show debugging info about the clock drift.
- cl_clockdrift_max_ms - VAR - (CHEAT)
- Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
- cl_clockdrift_max_ms_threadmode - VAR - (CHEAT)
- Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
- cl_cloud_settings - VAR - (DEVELOPMENTONLY,HIDDEN)
- Cloud enabled from (from HKCU\Software\Valve\Steam\Apps\appid\Cloud)
- cl_cmdrate - VAR - (ARCHIVE,USERINFO)
- Max number of command packets sent to server per second
- cl_color - VAR - (ARCHIVE,USERINFO)
- Preferred teammate color
- cl_configversion - VAR - (DEVELOPMENTONLY)
- Configuration layout version. Bump this to force a reset of the PS3 save game / settings.
- cl_connection_trouble_timeout - VAR - (DEVELOPMENTONLY,HIDDEN)
- How long until we timeout on our network connection because of connectivity loss (-1 if no problem)
- cl_csm_auto_entity - VAR - (DEVELOPMENTONLY,GAMEDLL)
- cl_csm_server_status - CMD - (GAMEDLL)
- Usage:
- cl_csm_server_status
- cl_debug_ugc_downloads - VAR
- cl_decryptdata_key - VAR
- Key to decrypt encrypted GOTV messages
- cl_decryptdata_key_pub - VAR
- Key to decrypt public encrypted GOTV messages
- cl_detail_scale - VAR - (CHEAT)
- cl_download_demoplayer - VAR
- Determines whether downloads of external resources are allowed during demo playback (0:no,1:workshop,2:all)
- cl_downloadfilter - VAR - (ARCHIVE)
- Determines which files can be downloaded from the server (all, none, nosounds)
- cl_entityreport - VAR - (CHEAT)
- For debugging, draw entity states to console
- cl_failremoteconnections - VAR - (DEVELOPMENTONLY)
- Force connection attempts to time out
- cl_flushentitypacket - VAR - (CHEAT)
- For debugging. Force the engine to flush an entity packet.
- cl_forcepreload - VAR - (ARCHIVE)
- Whether we should force preloading.
- cl_fullupdate - CMD - (CHEAT)
- Forces the server to send a full update packet
- cl_hideserverip - VAR
- If set to 1, server IPs will be hidden in the console (except when you type 'status')
- cl_ignorepackets - VAR - (CHEAT)
- Force client to ignore packets (for debugging).
- cl_interpolate - VAR
- Enables or disables interpolation on listen servers or during demo playback
- cl_language - VAR - (DEVELOPMENTONLY,HIDDEN)
- Language (from Steam API)
- cl_localnetworkbackdoor - VAR - (DEVELOPMENTONLY)
- Enable network optimizations for single player games.
- cl_logofile - VAR - (ARCHIVE)
- Spraypoint logo decal.
- cl_playback_screenshots - VAR - (DEVELOPMENTONLY)
- Allows the client to playback screenshot and jpeg commands in demos.
- cl_precacheinfo - CMD
- Show precache info (client).
- cl_remove_old_ugc_downloads - VAR - (GAMEDLL)
- cl_resend - VAR
- Delay in seconds before the client will resend the 'connect' attempt
- cl_resend_timeout - VAR
- Total time allowed for the client to resend the 'connect' attempt
- cl_retire_low_priority_lights - VAR - (DEVELOPMENTONLY)
- Low priority dlights are replaced by high priority ones
- cl_savescreenshotstosteam - VAR - (DEVELOPMENTONLY,HIDDEN)
- Saves screenshots to the Steam's screenshot library
- cl_screenshotlocation - VAR - (DEVELOPMENTONLY,HIDDEN)
- Location to tag the screenshot with
- cl_screenshotname - VAR - (DEVELOPMENTONLY)
- Custom Screenshot name
- cl_screenshotusertag - VAR - (DEVELOPMENTONLY,HIDDEN)
- User to tag in the screenshot
- cl_showdemooverlay - VAR - (DEVELOPMENTONLY)
- How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
- cl_showents - CMD - (CHEAT)
- Dump entity list to console.
- cl_showevents - VAR - (CHEAT)
- Print event firing info in the console
- cl_showpluginmessages - VAR - (ARCHIVE)
- Allow plugins to display messages to you
- cl_simdbones - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Use SIMD bone setup.
- cl_skipslowpath - VAR - (CHEAT)
- Set to 1 to skip any models that don't go through the model fast path
- cl_soundfile - VAR - (ARCHIVE)
- Jingle sound file.
- cl_steamdatagramtransport_debugticket_address - VAR
- For debugging, generate our own (unsigned) ticket, using the specified gameserver address. Router must be configured to accept unsigned tickets.
- cl_steamdatagramtransport_forceproxyaddr - VAR
- Force the use of a particular set of proxy servers. Comma-separated list.
- cl_teamid_max - VAR - (DEVELOPMENTONLY)
- cl_teamid_min - VAR - (DEVELOPMENTONLY)
- cl_teammate_color_1 - VAR - (DEVELOPMENTONLY)
- cl_teammate_color_2 - VAR - (DEVELOPMENTONLY)
- cl_teammate_color_3 - VAR - (DEVELOPMENTONLY)
- cl_teammate_color_4 - VAR - (DEVELOPMENTONLY)
- cl_teammate_color_5 - VAR - (DEVELOPMENTONLY)
- cl_timeout - VAR - (ARCHIVE)
- After this many seconds without receiving a packet from the server, the client will disconnect itself
- cl_titledataversionblock1 - VAR - (DEVELOPMENTONLY)
- stats for console title data block1 i/o version.
- cl_titledataversionblock2 - VAR - (DEVELOPMENTONLY)
- stats for console title data block2 i/o version.
- cl_titledataversionblock3 - VAR - (DEVELOPMENTONLY)
- stats for console title data block3 i/o version.
- cl_updaterate - VAR - (ARCHIVE,USERINFO,NOT_CONNECTED)
- Number of packets per second of updates you are requesting from the server
- cl_use_simd_bones - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- 1 use SIMD bones 0 use scalar bones.
- cl_view - CMD - (CHEAT)
- Set the view entity index.
- cl_voice_buffer_time - VAR - (DEVELOPMENTONLY)
- Amount of time between receiving voice data and playing the audio
- cl_voice_filter - VAR - (DEVELOPMENTONLY)
- Filter voice by name substring
- cl_voice_hltv_buffer_time - VAR - (DEVELOPMENTONLY)
- Amount of time between receiving voice data and playing the audio in hltv
- clear - CMD - (DONTRECORD)
- Clear all console output.
- clear_anim_cache - CMD
- Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested).
- clear_bombs - CMD - (GAMEDLL,CHEAT)
- clear_debug_overlays - CMD - (GAMEDLL)
- clears debug overlays
- clientport - VAR
- Host game client port
- closecaption - VAR - (ARCHIVE,ARCHIVE_XBOX)
- Enable close captioning.
- cmd - CMD
- Forward command to server.
- cmd1 - CMD
- sets userinfo string for split screen player in slot 1
- cmd2 - CMD
- sets userinfo string for split screen player in slot 2
- cmd3 - CMD
- sets userinfo string for split screen player in slot 3
- cmd4 - CMD
- sets userinfo string for split screen player in slot 4
- collision_shake_amp - VAR - (DEVELOPMENTONLY,GAMEDLL)
- collision_shake_freq - VAR - (DEVELOPMENTONLY,GAMEDLL)
- collision_shake_time - VAR - (DEVELOPMENTONLY,GAMEDLL)
- collision_test - CMD - (GAMEDLL,CHEAT)
- Tests collision system
- colorcorrectionui - CMD - (CHEAT)
- Show/hide the color correction tools UI.
- commentary - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Desired commentary mode state.
- commentary_available - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Automatically set by the game when a commentary file is available for the current map.
- commentary_cvarsnotchanging - CMD - (GAMEDLL)
- commentary_finishnode - CMD - (GAMEDLL)
- computer_name - CMD - (GAMEDLL)
- Spew computer name
- con_drawnotify - VAR - (DEVELOPMENTONLY)
- Disables drawing of notification area (for taking screenshots).
- con_enable - VAR - (ARCHIVE)
- Allows the console to be activated.
- con_filter_enable - VAR
- Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than other text.
- con_filter_text - VAR
- Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
- con_filter_text_out - VAR
- Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
- con_logfile - VAR
- Console output gets written to this file
- con_min_severity - CMD - (CLIENTCMD_CAN_EXECUTE)
- Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3.
- con_notifytime - VAR - (DEVELOPMENTONLY)
- How long to display recent console text to the upper part of the game window
- con_nprint_bgalpha - VAR - (DEVELOPMENTONLY)
- Con_NPrint background alpha.
- con_nprint_bgborder - VAR - (DEVELOPMENTONLY)
- Con_NPrint border size.
- con_timestamp - VAR - (DEVELOPMENTONLY)
- Prefix console.log entries with timestamps
- con_trace - VAR - (DEVELOPMENTONLY)
- Print console text to low level printout.
- connect - CMD - (DONTRECORD)
- Connect to specified server.
- connect_splitscreen - CMD - (HIDDEN,DONTRECORD)
- Connect to specified server. With multiple players.
- console_window_open - VAR - (DEVELOPMENTONLY,HIDDEN)
- Is the console window active
- contimes - VAR - (DEVELOPMENTONLY)
- Number of console lines to overlay for debugging.
- contributionscore_assist - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score added for an assist
- contributionscore_bomb_defuse_major - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score for defusing a bomb while at least one enemy remains alive
- contributionscore_bomb_defuse_minor - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score for defusing a bomb after eliminating enemy team
- contributionscore_bomb_exploded - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round
- contributionscore_bomb_planted - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score for planting a bomb
- contributionscore_hostage_kill - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score for killing a hostage, normally negative
- contributionscore_hostage_rescue_major - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score added to rescuer per hostage rescued
- contributionscore_hostage_rescue_minor - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score added to all alive CTs per hostage rescued
- contributionscore_kill - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score added for a kill
- contributionscore_objective_kill - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score added for an objective related kill
- contributionscore_suicide - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score for a suicide, normally negative
- contributionscore_team_kill - VAR - (DEVELOPMENTONLY,GAMEDLL)
- amount of contribution score for a team kill, normally negative
- coop - VAR - (DEVELOPMENTONLY,NOTIFY)
- Cooperative play.
- cpu_frequency_monitoring - VAR
- Set CPU frequency monitoring interval in seconds. Zero means disabled.
- cpu_level - VAR - (DEVELOPMENTONLY)
- CPU Level - Default: High
- crash - CMD - (CHEAT)
- Cause the engine to crash (Debug!!)
- create_flashlight - CMD - (GAMEDLL,CHEAT)
- creditsdone - CMD - (GAMEDLL)
- cs_AssistDamageThreshold - VAR - (DEVELOPMENTONLY,GAMEDLL)
- cs_AssistDamageThreshold defines the amount of damage needed to score an assist
- cs_ShowStateTransitions - VAR - (GAMEDLL,CHEAT)
- cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
- cs_enable_player_physics_box - VAR - (GAMEDLL)
- cs_hostage_near_rescue_music_distance - VAR - (GAMEDLL,CHEAT)
- cs_make_vip - CMD - (GAMEDLL)
- Marks a player as the VIP
- csm_quality_level - VAR - (DEVELOPMENTONLY)
- Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST
- custom_bot_difficulty - VAR - (GAMEDLL,CLIENTDLL,REPLICATED)
- Bot difficulty for offline play.
- cvarlist - CMD
- Show the list of convars/concommands.
- das_max_z_trace_length - VAR - (DEVELOPMENTONLY)
- Maximum height of player and still test for adsp
- das_process_overhang_spaces - VAR - (DEVELOPMENTONLY)
- datacachesize - VAR - (DEVELOPMENTONLY)
- Size in MB.
- dbg_demofile - VAR - (DEVELOPMENTONLY)
- dbghist_addline - CMD - (GAMEDLL)
- Add a line to the debug history. Format: <category id> <line>
- dbghist_dump - CMD - (GAMEDLL)
- Dump the debug history to the console. Format: <category id>
- Categories:
- 0: Entity I/O
- 1: AI Decisions
- 2: Scene Print
- 3: Alyx Blind
- 4: Log of damage done to player
- deathmatch - VAR - (DEVELOPMENTONLY,NOTIFY)
- Running a deathmatch server.
- debug_aim_angle - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- debug_dispatch_server_dump - VAR - (DEVELOPMENTONLY,GAMEDLL)
- debug_map_crc - VAR
- Prints CRC for each map lump loaded
- debug_materialmodifycontrol - VAR - (DEVELOPMENTONLY,GAMEDLL)
- debug_overlay_fullposition - VAR - (DEVELOPMENTONLY,GAMEDLL)
- debug_paint_alpha - VAR - (DEVELOPMENTONLY)
- debug_physimpact - VAR - (DEVELOPMENTONLY,GAMEDLL)
- debug_touchlinks - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Spew touch link activity
- debug_visibility_monitor - VAR - (GAMEDLL,CHEAT)
- debugsystemui - CMD - (CHEAT)
- Show/hide the debug system UI.
- decalfrequency - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- demo_avellimit - VAR - (DEVELOPMENTONLY)
- Angular velocity limit before eyes considered snapped for demo playback.
- demo_debug - VAR - (DEVELOPMENTONLY)
- Demo debug info.
- demo_enabledemos - VAR - (DEVELOPMENTONLY)
- Enable recording demos (must be set true before loading a map)
- demo_fastforwardfinalspeed - VAR - (DEVELOPMENTONLY)
- Go this fast when starting to hold FF button.
- demo_fastforwardramptime - VAR - (DEVELOPMENTONLY)
- How many seconds it takes to get to full FF speed.
- demo_fastforwardstartspeed - VAR - (DEVELOPMENTONLY)
- Go this fast when starting to hold FF button.
- demo_gototick - CMD
- Skips to a tick in demo.
- demo_highlight_fastforwardspeed - VAR - (DEVELOPMENTONLY)
- Speed to use when fast forwarding to highlights.
- demo_highlight_skipthreshold - VAR - (DEVELOPMENTONLY)
- Number of seconds between previous highlight event and round start that will fast forward instead of skipping.
- demo_highlight_timeafter - VAR - (DEVELOPMENTONLY)
- How many seconds after highlight event to start fast forwarding.
- demo_highlight_timebefore - VAR - (DEVELOPMENTONLY)
- How many seconds before highlight event to stop fast forwarding.
- demo_interplimit - VAR - (DEVELOPMENTONLY)
- How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.
- demo_interpolateview - VAR - (DEVELOPMENTONLY)
- Do view interpolation during dem playback.
- demo_legacy_rollback - VAR - (DEVELOPMENTONLY)
- Use legacy view interpolation rollback amount in demo playback.
- demo_listhighlights - CMD
- List all highlights data for the demo.
- demo_listimportantticks - CMD
- List all important ticks in the demo.
- demo_pause - CMD
- Pauses demo playback.
- demo_pauseatservertick - VAR - (DEVELOPMENTONLY)
- Pauses demo playback at server tick
- demo_quitafterplayback - VAR - (DEVELOPMENTONLY)
- Quits game after demo playback.
- demo_recordcommands - VAR - (CHEAT)
- Record commands typed at console into .dem files.
- demo_resume - CMD
- Resumes demo playback.
- demo_strict_validation - VAR
- demo_timescale - CMD
- Sets demo replay speed.
- demo_togglepause - CMD
- Toggles demo playback.
- demolist - CMD
- Print demo sequence list.
- demos - CMD
- Demo demo file sequence.
- demoui - CMD - (DONTRECORD)
- Show/hide the demo player UI.
- dev_force_selected_device - VAR - (DEVELOPMENTONLY)
- dev_reportmoneychanges - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Displays money account changes for players in the console
- developer - VAR
- Set developer message level
- devshots_nextmap - CMD
- Used by the devshots system to go to the next map in the devshots maplist.
- devshots_screenshot - CMD - (DONTRECORD)
- Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.
- differences - CMD
- Show all convars which are not at their default values.
- disable_static_prop_loading - VAR - (CHEAT)
- If non-zero when a map loads, static props won't be loaded
- disconnect - CMD - (SERVER_CAN_EXECUTE)
- Disconnect game from server.
- disp_dynamic - VAR - (DEVELOPMENTONLY)
- disp_list_all_collideable - CMD
- List all collideable displacements
- dispcoll_drawplane - VAR - (DEVELOPMENTONLY,GAMEDLL)
- display_elapsedtime - CMD - (CHEAT)
- Displays how much time has elapsed since the game started
- display_game_events - VAR - (CHEAT)
- displaysoundlist - VAR - (DEVELOPMENTONLY,GAMEDLL)
- dm_reset_spawns - CMD - (GAMEDLL)
- drawcross - CMD - (GAMEDLL,CHEAT)
- Draws a cross at the given location
- Arguments: x y z
- drawline - CMD - (GAMEDLL,CHEAT)
- Draws line between two 3D Points.
- Green if no collision
- Red is collides with something
- Arguments: x1 y1 z1 x2 y2 z2
- ds_get_newest_subscribed_files - CMD - (GAMEDLL)
- Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
- dsp_automatic - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_db_min - VAR - (CHEAT,DEMO)
- dsp_db_mixdrop - VAR - (CHEAT,DEMO)
- dsp_dist_max - VAR - (CHEAT,DEMO)
- dsp_dist_min - VAR - (CHEAT,DEMO)
- dsp_enhance_stereo - VAR - (ARCHIVE)
- dsp_facingaway - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_mix_max - VAR - (CHEAT,DEMO)
- dsp_mix_min - VAR - (CHEAT,DEMO)
- dsp_off - VAR - (CHEAT)
- dsp_player - VAR - (DEMO,SERVER_CAN_EXECUTE)
- dsp_reload - CMD - (CHEAT)
- dsp_room - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_slow_cpu - VAR - (CHEAT)
- dsp_spatial - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_speaker - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_vol_2ch - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_vol_4ch - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_vol_5ch - VAR - (DEVELOPMENTONLY,DEMO)
- dsp_volume - VAR - (CHEAT)
- dsp_water - VAR - (DEVELOPMENTONLY,DEMO)
- dt_ShowPartialChangeEnts - VAR - (DEVELOPMENTONLY)
- (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
- dt_UsePartialChangeEnts - VAR - (DEVELOPMENTONLY)
- (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
- dti_flush - CMD
- Write out the datatable instrumentation files (you must run with -dti for this to work).
- dtwarning - VAR - (DEVELOPMENTONLY)
- Print data table warnings?
- dtwatchclass - VAR - (DEVELOPMENTONLY)
- Watch all fields encoded with this table.
- dtwatchdecode - VAR - (DEVELOPMENTONLY)
- When watching show decode.
- dtwatchencode - VAR - (DEVELOPMENTONLY)
- When watching show encode.
- dtwatchent - VAR - (DEVELOPMENTONLY)
- Watch this entities data table encoding.
- dtwatchvar - VAR - (DEVELOPMENTONLY)
- Watch the named variable.
- dump_entity_sizes - CMD - (GAMEDLL)
- Print sizeof(entclass)
- dump_globals - CMD - (GAMEDLL)
- Dump all global entities/states
- dumpentityfactories - CMD - (GAMEDLL)
- Lists all entity factory names.
- dumpeventqueue - CMD - (GAMEDLL)
- Dump the contents of the Entity I/O event queue to the console.
- dumpgamestringtable - CMD - (GAMEDLL,CHEAT)
- Dump the contents of the game string table to the console.
- dumpstringtables - CMD
- Print string tables to console.
- echo - CMD - (SERVER_CAN_EXECUTE)
- Echo text to console.
- editdemo - CMD
- Edit a recorded demo file (.dem ).
- editor_toggle - CMD - (CHEAT)
- Disables the simulation and returns focus to the editor
- enable_debug_overlays - VAR - (GAMEDLL,CHEAT)
- Enable rendering of debug overlays
- enable_fast_math - VAR
- Turns Denormals-Are-Zeroes and Flush-to-Zero on or off
- endmovie - CMD - (DONTRECORD)
- Stop recording movie frames.
- endround - CMD - (GAMEDLL,CHEAT)
- End the current round.
- engine_no_focus_sleep - VAR - (ARCHIVE)
- ent_absbox - CMD - (GAMEDLL,CHEAT)
- Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_attachments - CMD - (GAMEDLL,CHEAT)
- Displays the attachment points on an entity.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_autoaim - CMD - (GAMEDLL,CHEAT)
- Displays the entity's autoaim radius.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_bbox - CMD - (GAMEDLL,CHEAT)
- Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_cancelpendingentfires - CMD - (GAMEDLL)
- Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- ent_create - CMD - (GAMEDLL,CHEAT)
- Creates an entity of the given type where the player is looking.
- ent_debugkeys - VAR - (DEVELOPMENTONLY,GAMEDLL)
- ent_dump - CMD - (GAMEDLL,CHEAT)
- Usage:
- ent_dump <entity name>
- ent_fire - CMD - (GAMEDLL,CHEAT)
- Usage:
- ent_fire <target> [action] [value] [delay]
- ent_info - CMD - (GAMEDLL,CHEAT)
- Usage:
- ent_info <class name>
- ent_keyvalue - CMD - (GAMEDLL,CHEAT)
- Applies the comma delimited key=value pairs to the entity with the given Hammer ID.
- Format: ent_keyvalue <entity id> <key1>=<value1>,<key2>=<value2>,...,<keyN>=<valueN>
- ent_list_report - CMD - (GAMEDLL)
- Reports all list of all entities in a map, one by one
- ent_messages - CMD - (GAMEDLL,CHEAT)
- Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_messages_draw - VAR - (GAMEDLL,CHEAT)
- Visualizes all entity input/output activity.
- ent_name - CMD - (GAMEDLL,CHEAT)
- ent_orient - CMD - (GAMEDLL,CHEAT)
- Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis.
- Format: ent_orient <entity name> <optional: allangles>
- ent_pause - CMD - (GAMEDLL,CHEAT)
- Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.
- ent_pivot - CMD - (GAMEDLL,CHEAT)
- Displays the pivot for the given entity(ies).
- (y=up=green, z=forward=blue, x=left=red).
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_rbox - CMD - (GAMEDLL,CHEAT)
- Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_remove - CMD - (GAMEDLL,CHEAT)
- Removes the given entity(s)
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_remove_all - CMD - (GAMEDLL,CHEAT)
- Removes all entities of the specified type
- Arguments: {entity_name} / {class_name}
- ent_rotate - CMD - (GAMEDLL,CHEAT)
- Rotates an entity by a specified # of degrees
- ent_script_dump - CMD - (GAMEDLL,CHEAT)
- Dumps the names and values of this entity's script scope to the console
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_setang - CMD - (GAMEDLL,CHEAT)
- Set entity angles
- ent_setname - CMD - (GAMEDLL,CHEAT)
- Sets the targetname of the given entity(s)
- Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
- ent_setpos - CMD - (GAMEDLL,CHEAT)
- Move entity to position
- ent_show_contexts - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Show entity contexts in ent_text display
- ent_show_response_criteria - CMD - (GAMEDLL,CHEAT)
- Print, to the console, an entity's current criteria set used to select responses.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_step - CMD - (GAMEDLL,CHEAT)
- When 'ent_pause' is set this will step through one waiting input / output message at a time.
- ent_teleport - CMD - (GAMEDLL,CHEAT)
- Teleport the specified entity to where the player is looking.
- Format: ent_teleport <entity name>
- ent_text - CMD - (GAMEDLL,CHEAT)
- Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_viewoffset - CMD - (GAMEDLL,CHEAT)
- Displays the eye position for the given entity(ies) in red.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- envmap - CMD
- er_colwidth - VAR - (DEVELOPMENTONLY)
- er_graphwidthfrac - VAR - (DEVELOPMENTONLY)
- er_maxname - VAR - (DEVELOPMENTONLY)
- errorcallstacks_enable - VAR - (DEVELOPMENTONLY)
- All Error() calls will attach a callstack
- errorcallstacks_length - VAR - (DEVELOPMENTONLY)
- Length of automatic error callstacks
- escape - CMD - (CLIENTCMD_CAN_EXECUTE)
- Escape key pressed.
- exec - CMD
- Execute script file.
- execifexists - CMD
- Execute script file if file exists.
- execwithwhitelist - CMD
- Execute script file, only execing convars on a whitelist.
- exit - CMD
- Exit the engine.
- explode - CMD - (GAMEDLL)
- Kills the player with explosive damage
- explodevector - CMD - (GAMEDLL)
- Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- fadein - CMD - (GAMEDLL,CHEAT)
- fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- fadeout - CMD - (GAMEDLL,CHEAT)
- fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- fast_fogvolume - VAR - (DEVELOPMENTONLY)
- fast_poly_convert - VAR - (DEVELOPMENTONLY)
- ff_damage_bullet_penetration - VAR - (GAMEDLL,REPLICATED)
- If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player
- ff_damage_reduction_bullets - VAR - (GAMEDLL,REPLICATED)
- 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 enemy)
- ff_damage_reduction_grenade - VAR - (GAMEDLL,REPLICATED)
- 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 done to an enemy)
- ff_damage_reduction_grenade_self - VAR - (GAMEDLL,REPLICATED)
- 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 done to an enemy)
- ff_damage_reduction_other - VAR - (GAMEDLL,REPLICATED)
- How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
- filesystem_buffer_size - VAR - (DEVELOPMENTONLY)
- Size of per file buffers. 0 for none
- filesystem_max_stdio_read - VAR - (DEVELOPMENTONLY)
- filesystem_native - VAR - (DEVELOPMENTONLY)
- Use native FS or STDIO
- filesystem_report_buffered_io - VAR - (DEVELOPMENTONLY)
- filesystem_unbuffered_io - VAR - (DEVELOPMENTONLY)
- filesystem_use_overlapped_io - VAR - (DEVELOPMENTONLY)
- find - CMD
- Find concommands with the specified string in their name/help text.
- find_ent - CMD - (GAMEDLL,CHEAT)
- Find and list all entities with classnames or targetnames that contain the specified substring.
- Format: find_ent <substring>
- find_ent_index - CMD - (GAMEDLL,CHEAT)
- Display data for entity matching specified index.
- Format: find_ent_index <index>
- findflags - CMD
- Find concommands by flags.
- fire_absorbrate - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_dmgbase - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_dmginterval - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_dmgscale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_extabsorb - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_extscale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_growthrate - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_heatscale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_incomingheatscale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fire_maxabsorb - VAR - (DEVELOPMENTONLY,GAMEDLL)
- firetarget - CMD - (GAMEDLL,CHEAT)
- fish_dormant - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Turns off interactive fish behavior. Fish become immobile and unresponsive.
- flex_expression - VAR - (DEVELOPMENTONLY,GAMEDLL)
- flex_looktime - VAR - (DEVELOPMENTONLY,GAMEDLL)
- flex_talk - VAR - (DEVELOPMENTONLY,GAMEDLL)
- flush - CMD - (CHEAT)
- Flush unlocked cache memory.
- flush_locked - CMD - (CHEAT)
- Flush unlocked and locked cache memory.
- fog_enable_water_fog - VAR - (CHEAT)
- fog_volume_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If enabled, prints diagnostic information about the current fog volume
- fogui - CMD - (DONTRECORD)
- Show/hide fog control UI.
- force_audio_english - VAR - (ARCHIVE,ARCHIVE_XBOX)
- Keeps track of whether we're forcing english in a localized language.
- forcebind - CMD
- Bind a command to an available key. (forcebind command opt:suggestedKey)
- foundry_engine_get_mouse_control - CMD - (GAMEDLL,CHEAT)
- Give the engine control of the mouse.
- foundry_engine_release_mouse_control - CMD - (GAMEDLL,CHEAT)
- Give the control of the mouse back to Hammer.
- foundry_select_entity - CMD - (GAMEDLL,CHEAT)
- Select the entity under the crosshair or select entities with the specified name.
- foundry_sync_hammer_view - CMD - (GAMEDLL,CHEAT)
- Move Hammer's 3D view to the same position as the engine's 3D view.
- foundry_update_entity - CMD - (GAMEDLL,CHEAT)
- Updates the entity's position/angles when in edit mode
- fps_max - VAR
- Frame rate limiter
- fps_max_menu - VAR
- Frame rate limiter, main menu
- fps_max_splitscreen - VAR - (DEVELOPMENTONLY)
- Frame rate limiter, splitscreen
- fps_screenshot_frequency - VAR - (CHEAT)
- 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 when under the given fps.)
- fps_screenshot_threshold - VAR - (CHEAT)
- Dump a screenshot when the FPS drops below the given value.
- free_pass_peek_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fs_clear_open_duplicate_times - CMD
- Clear the list of files that have been opened.
- fs_dump_open_duplicate_times - CMD
- 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 spent reading from them.
- fs_enable_stats - VAR - (DEVELOPMENTONLY)
- fs_fios_cancel_prefetches - CMD
- Cancels all the prefetches in progress.
- fs_fios_flush_cache - CMD
- Flushes the FIOS HDD cache.
- fs_fios_prefetch_file - CMD
- Prefetches a file: </PS3_GAME/USRDIR/filename.bin>.
- The preftech is medium priority and persistent.
- fs_fios_prefetch_file_in_pack - CMD
- Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>.
- The preftech is medium priority and non-persistent.
- fs_fios_print_prefetches - CMD
- Displays all the prefetches currently in progress.
- fs_monitor_read_from_pack - VAR - (DEVELOPMENTONLY)
- 0:Off, 1:Any, 2:Sync only
- fs_printopenfiles - CMD
- Show all files currently opened by the engine.
- fs_report_long_reads - VAR - (DEVELOPMENTONLY)
- 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threshold
- fs_report_sync_opens - VAR
- 0:Off, 1:Always, 2:Not during map load
- fs_report_sync_opens_callstack - VAR - (DEVELOPMENTONLY)
- 0 to not display the call-stack when we hit a fs_report_sync_opens warning. Set to 1 to display the call-stack.
- fs_syncdvddevcache - CMD
- Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
- fs_warning_level - CMD
- Set the filesystem warning level.
- fs_warning_mode - VAR - (DEVELOPMENTONLY)
- 0:Off, 1:Warn main thread, 2:Warn other threads
- func_break_max_pieces - VAR - (GAMEDLL,ARCHIVE,REPLICATED)
- func_break_reduction_factor - VAR - (DEVELOPMENTONLY,GAMEDLL)
- func_breakdmg_bullet - VAR - (DEVELOPMENTONLY,GAMEDLL)
- func_breakdmg_club - VAR - (DEVELOPMENTONLY,GAMEDLL)
- func_breakdmg_explosive - VAR - (DEVELOPMENTONLY,GAMEDLL)
- fx_new_sparks - VAR - (GAMEDLL,CHEAT)
- Use new style sparks.
- g_Language - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- g_ai_threadedgraphbuild - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If true, use experimental threaded node graph building.
- g_debug_angularsensor - VAR - (GAMEDLL,CHEAT)
- g_debug_constraint_sounds - VAR - (GAMEDLL,CHEAT)
- Enable debug printing about constraint sounds.
- g_debug_doors - VAR - (DEVELOPMENTONLY,GAMEDLL)
- g_debug_npc_vehicle_roles - VAR - (DEVELOPMENTONLY,GAMEDLL)
- g_debug_ragdoll_removal - VAR - (GAMEDLL,REPLICATED,CHEAT)
- g_debug_trackpather - VAR - (GAMEDLL,CHEAT)
- g_debug_transitions - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
- g_debug_vehiclebase - VAR - (GAMEDLL,CHEAT)
- g_debug_vehicledriver - VAR - (GAMEDLL,CHEAT)
- g_debug_vehicleexit - VAR - (GAMEDLL,CHEAT)
- g_debug_vehiclesound - VAR - (GAMEDLL,CHEAT)
- g_jeepexitspeed - VAR - (GAMEDLL,CHEAT)
- g_ragdoll_important_maxcount - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- g_ragdoll_maxcount - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- game_mode - VAR - (GAMEDLL,CLIENTDLL,REPLICATED)
- The current game mode (based on game type). See GameModes.txt.
- game_online - VAR - (DEVELOPMENTONLY,GAMEDLL,CLIENTDLL,HIDDEN,REPLICATED)
- The current game is online.
- game_public - VAR - (DEVELOPMENTONLY,GAMEDLL,CLIENTDLL,HIDDEN,REPLICATED)
- The current game is public.
- game_type - VAR - (GAMEDLL,CLIENTDLL,REPLICATED)
- The current game type. See GameModes.txt.
- gamestats_file_output_directory - VAR - (DEVELOPMENTONLY,GAMEDLL)
- When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
- gameui_activate - CMD
- Shows the game UI
- gameui_allowescape - CMD
- Escape key allowed to hide game UI
- gameui_allowescapetoshow - CMD
- Escape key allowed to show game UI
- gameui_hide - CMD
- Hides the game UI
- gameui_preventescape - CMD
- Escape key doesn't hide game UI
- gameui_preventescapetoshow - CMD
- Escape key doesn't show game UI
- gameui_xbox - VAR - (DEVELOPMENTONLY)
- gg_knife_kill_demotes - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- 0 = knife kill in gungame has no effect on player level, 1 = knife kill demotes player by one level
- give - CMD - (GAMEDLL)
- Give item to player.
- Arguments: <item_name>
- givecurrentammo - CMD - (GAMEDLL,CHEAT)
- Give a supply of ammo for current weapon..
- gl_amd_occlusion_workaround - VAR - (DEVELOPMENTONLY)
- gl_nvidia_occlusion_workaround - VAR - (DEVELOPMENTONLY)
- global_event_log_enabled - VAR - (GAMEDLL,CHEAT)
- Enables the global event log system
- global_set - CMD - (GAMEDLL,CHEAT)
- global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
- god - CMD - (GAMEDLL,CHEAT)
- Toggle. Player becomes invulnerable.
- gods - CMD - (GAMEDLL,CHEAT)
- Toggle. All players become invulnerable.
- gpu_level - VAR - (DEVELOPMENTONLY)
- GPU Level - Default: High
- gpu_mem_level - VAR - (DEVELOPMENTONLY)
- Memory Level - Default: High
- groundlist - CMD - (GAMEDLL)
- Display ground entity list <index>
- hammer_update_entity - CMD - (GAMEDLL)
- Updates the entity's position/angles when in edit mode
- hammer_update_safe_entities - CMD - (GAMEDLL)
- Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entities mentioned in any hammer_updateignorelist objects in this map.
- healthshot_health - VAR - (GAMEDLL,REPLICATED,CHEAT)
- heartbeat - CMD
- Force heartbeat of master servers
- help - CMD
- Find help about a convar/concommand.
- hideconsole - CMD - (DONTRECORD)
- Hide the console.
- hl2_episodic - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- hltv_replay_status - CMD
- Show Killer Replay status and some statistics, works on listen or dedicated server.
- host_ShowIPCCallCount - VAR - (DEVELOPMENTONLY)
- Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
- host_filtered_time_report - CMD
- Dumps time spent idle in previous frames in ms(dedicated only).
- host_flush_threshold - VAR
- Memory threshold below which the host should flush caches between server instances
- host_framerate - VAR - (REPLICATED,CHEAT)
- Set to lock per-frame time elapse.
- host_info_show - VAR
- How server info gets disclosed in server queries: 0 - query disabled, 1 - show only general info, 2 - show full info
- host_limitlocal - VAR - (DEVELOPMENTONLY)
- Apply cl_cmdrate and cl_updaterate to loopback connection
- host_map - VAR
- Current map name.
- host_maplist_recurse_subdirs - VAR - (DEVELOPMENTONLY)
- host_name_store - VAR
- Whether hostname is recorded in game events and GOTV.
- host_players_show - VAR
- How players are disclosed in server queries: 0 - query disabled, 1 - show only max players count, 2 - show all players
- host_print_frame_times - VAR - (DEVELOPMENTONLY)
- host_profile - VAR - (DEVELOPMENTONLY)
- host_reset_config - CMD
- reset config (for testing) with param as splitscreen index.
- host_rules_show - VAR
- How server rules get disclosed in server queries: 0 - query disabled, 1 - query enabled
- host_runframe_input_parcelremainder - VAR - (DEVELOPMENTONLY)
- host_runofftime - CMD
- Run off some time without rendering/updating sounds
- host_showcachemiss - VAR - (DEVELOPMENTONLY)
- Print a debug message when the client or server cache is missed.
- host_sleep - VAR - (CHEAT)
- Force the host to sleep a certain number of milliseconds each frame.
- host_speeds - VAR - (DEVELOPMENTONLY)
- Show general system running times.
- host_syncfps - VAR - (DEVELOPMENTONLY)
- Synchronize real render time to host_framerate if possible.
- host_thread_mode - VAR - (DEVELOPMENTONLY)
- Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
- host_threaded_sound - VAR - (DEVELOPMENTONLY)
- Run the sound on a thread (independent of mix)
- host_threaded_sound_simplethread - VAR - (DEVELOPMENTONLY)
- Run the sound on a simple thread not a jobthread
- host_timer_report - CMD
- Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
- host_timescale - VAR - (REPLICATED,CHEAT)
- Prescale the clock by this amount.
- host_workshop_collection - CMD - (GAMEDLL)
- Get the latest version of maps in a workshop collection and host them as a maplist.
- host_workshop_map - CMD - (GAMEDLL)
- Get the latest version of the map and host it on this server.
- host_writeconfig - CMD
- Store current settings to config.cfg (or specified .cfg file).
- host_writeconfig_ss - CMD
- Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
- hostage_debug - VAR - (GAMEDLL,CHEAT)
- Show hostage AI debug information
- hostage_drop_time - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Time for the hostage before it fully drops to ground
- hostage_feetyawrate - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- How many degrees per second that hostages can turn their feet or upper body.
- hostage_is_silent - VAR - (GAMEDLL,CHEAT)
- When set, the hostage won't play any code driven response rules lines
- hostfile - VAR - (GAMEDLL)
- The HOST file to load.
- hostip - VAR
- Host game server ip
- hostname - VAR
- Hostname for server.
- hostport - VAR
- Host game server port
- hud_jeephint_numentries - VAR - (DEVELOPMENTONLY,GAMEDLL)
- hunk_print_allocations - CMD - (CLIENTCMD_CAN_EXECUTE)
- hunk_track_allocation_types - VAR - (CHEAT)
- hurtme - CMD - (GAMEDLL,CHEAT)
- Hurts the player.
- Arguments: <health to lose>
- ignore_ui_activate_key - VAR - (DEVELOPMENTONLY,HIDDEN)
- When set will ignore UI activation key
- in_forceuser - VAR - (CHEAT)
- Force user input to this split screen player.
- incrementvar - CMD - (DONTRECORD)
- Increment specified convar value.
- inferno_child_spawn_interval_multiplier - VAR - (GAMEDLL,CHEAT)
- Amount spawn interval increases for each child
- inferno_child_spawn_max_depth - VAR - (GAMEDLL,CHEAT)
- inferno_damage - VAR - (GAMEDLL,CHEAT)
- Damage per second
- inferno_debug - VAR - (GAMEDLL,CHEAT)
- inferno_flame_lifetime - VAR - (GAMEDLL,CHEAT)
- Average lifetime of each flame in seconds
- inferno_flame_spacing - VAR - (GAMEDLL,CHEAT)
- Minimum distance between separate flame spawns
- inferno_forward_reduction_factor - VAR - (GAMEDLL,CHEAT)
- inferno_friendly_fire_duration - VAR - (GAMEDLL,CHEAT)
- For this long, FF is credited back to the thrower.
- inferno_initial_spawn_interval - VAR - (GAMEDLL,CHEAT)
- Time between spawning flames for first fire
- inferno_max_child_spawn_interval - VAR - (GAMEDLL,CHEAT)
- Largest time interval for child flame spawning
- inferno_max_flames - VAR - (GAMEDLL,CHEAT)
- Maximum number of flames that can be created
- inferno_max_range - VAR - (GAMEDLL,CHEAT)
- Maximum distance flames can spread from their initial ignition point
- inferno_max_trace_per_tick - VAR - (DEVELOPMENTONLY,GAMEDLL)
- inferno_per_flame_spawn_duration - VAR - (GAMEDLL,CHEAT)
- Duration each new flame will attempt to spawn new flames
- inferno_scorch_decals - VAR - (GAMEDLL,CHEAT)
- inferno_spawn_angle - VAR - (GAMEDLL,CHEAT)
- Angular change from parent
- inferno_surface_offset - VAR - (GAMEDLL,CHEAT)
- inferno_velocity_decay_factor - VAR - (GAMEDLL,CHEAT)
- inferno_velocity_factor - VAR - (GAMEDLL,CHEAT)
- inferno_velocity_normal_factor - VAR - (GAMEDLL,CHEAT)
- ip - VAR
- Overrides IP for multihomed hosts
- ip_steam - VAR
- Overrides IP used to bind Steam port for multihomed hosts
- ip_tv - VAR
- Overrides IP used to bind TV port for multihomed hosts
- ip_tv1 - VAR
- Overrides IP used to bind TV1 port for multihomed hosts
- ipc_console_disable - CMD - (DONTRECORD,CLIENTCMD_CAN_EXECUTE)
- Disable IPC console(s)
- ipc_console_disable_all - CMD - (DONTRECORD,CLIENTCMD_CAN_EXECUTE)
- Disable all IPC consoles
- ipc_console_enable - CMD - (CHEAT,DONTRECORD,CLIENTCMD_CAN_EXECUTE)
- Enable IPC console
- ipc_console_show - CMD - (DONTRECORD,CLIENTCMD_CAN_EXECUTE)
- Show status of IPC consoles
- joy_axisbutton_threshold - VAR - (ARCHIVE)
- Analog axis range before a button press is registered.
- joy_deadzone_mode - VAR - (DEVELOPMENTONLY)
- 0 => Cross-shaped deadzone (default), 1 => Square deadzone.
- joy_wingmanwarrior_centerhack - VAR - (ARCHIVE)
- Wingman warrior centering hack.
- joy_xcontroller_found - VAR - (DEVELOPMENTONLY)
- Automatically set to 1 if an xcontroller has been detected.
- jpeg - CMD
- Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
- jpeg_quality - VAR - (DEVELOPMENTONLY)
- jpeg screenshot quality.
- kdtree_test - CMD - (GAMEDLL,CHEAT)
- Tests spatial partition for entities queries.
- key_findbinding - CMD
- Find key bound to specified command string.
- key_listboundkeys - CMD
- List bound keys with bindings.
- key_updatelayout - CMD
- Updates game keyboard layout to current windows keyboard setting.
- kick - CMD
- Kick a player by name.
- kickid - CMD
- Kick a player by userid or uniqueid, with a message.
- kickid_ex - CMD
- Kick a player by userid or uniqueid, provide a force-the-kick flag and also assign a message.
- kill - CMD - (GAMEDLL)
- Kills the player with generic damage
- killserver - CMD
- Shutdown the server.
- killvector - CMD - (GAMEDLL)
- Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- knife_damage_scale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- light_crosshair - CMD - (CHEAT)
- Show texture color at crosshair
- lightcache_maxmiss - VAR - (CHEAT)
- lightprobe - CMD
- Samples the lighting environment.
- Creates a cubemap and a file indicating the local lighting in a subdirectory called 'materials/lightprobes'
- .The lightprobe command requires you specify a base file name.
- linefile - CMD - (CHEAT)
- Parses map leak data from .lin file
- listRecentNPCSpeech - CMD - (GAMEDLL,DONTRECORD)
- Displays a list of the last 5 lines of speech from NPCs.
- listdemo - CMD
- List demo file contents.
- listid - CMD
- Lists banned users.
- listip - CMD
- List IP addresses on the ban list.
- listissues - CMD - (GAMEDLL)
- List all the issues that can be voted on.
- listmodels - CMD
- List loaded models.
- load - CMD
- Load a saved game.
- load_master_item_schema - CMD - (DEVELOPMENTONLY,GAMEDLL,HIDDEN,CHEAT)
- Reloads the item master schema.
- log - CMD
- Enables logging to file, console, and udp < on | off >.
- log_color - CMD - (DONTRECORD)
- Set the color of a logging channel.
- log_dumpchannels - CMD - (DONTRECORD)
- Dumps information about all logging channels.
- log_flags - CMD - (DONTRECORD)
- Set the flags on a logging channel.
- log_level - CMD - (DONTRECORD)
- Set the spew level of a logging channel.
- logaddress_add - CMD
- Set address and port for remote host <ip:port>.
- logaddress_del - CMD
- Remove address and port for remote host <ip:port>.
- logaddress_delall - CMD
- Remove all udp addresses being logged to
- logaddress_list - CMD
- List all addresses currently being used by logaddress.
- loopsingleplayermaps - VAR - (GAMEDLL,REPLICATED,CHEAT)
- lservercfgfile - VAR - (DEVELOPMENTONLY,GAMEDLL)
- map - CMD - (DONTRECORD)
- Start playing on specified map.
- map_background - CMD - (DONTRECORD)
- Runs a map as the background to the main menu.
- map_commentary - CMD - (DONTRECORD)
- Start playing, with commentary, on a specified map.
- map_edit - CMD
- map_noareas - VAR - (DEVELOPMENTONLY)
- Disable area to area connection testing.
- map_setbombradius - CMD - (GAMEDLL,CHEAT)
- Sets the bomb radius for the map.
- map_showbombradius - CMD - (GAMEDLL,CHEAT)
- Shows bomb radius from the center of each bomb site and planted bomb.
- map_showspawnpoints - CMD - (GAMEDLL)
- Shows player spawn points (red=invalid). Optionally pass in the duration.
- map_wants_save_disable - VAR - (DEVELOPMENTONLY)
- mapcycledisabled - VAR - (GAMEDLL,REPLICATED)
- repeats the same map after each match instead of using the map cycle
- mapcyclefile - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Name of the .txt file used to cycle the maps on multiplayer servers
- mapgroup - CMD - (DONTRECORD)
- Specify a map group
- maps - CMD
- Displays list of maps.
- mat_aaquality - VAR - (DEVELOPMENTONLY)
- mat_ambient_light_b - VAR - (CHEAT)
- mat_ambient_light_g - VAR - (CHEAT)
- mat_ambient_light_r - VAR - (CHEAT)
- mat_antialias - VAR - (DEVELOPMENTONLY)
- mat_async_tex_maxtime_ms - VAR - (DEVELOPMENTONLY)
- Cutoff time (in ms) spent in ServiceAsyncTextureLoads
- mat_bufferprimitives - VAR - (DEVELOPMENTONLY)
- mat_bumpbasis - VAR - (CHEAT)
- mat_bumpmap - VAR - (DEVELOPMENTONLY)
- mat_colcorrection_disableentities - VAR - (DEVELOPMENTONLY)
- mat_colcorrection_editor - VAR - (DEVELOPMENTONLY)
- mat_colorcorrection - VAR - (CHEAT)
- mat_compressedtextures - VAR - (DEVELOPMENTONLY)
- mat_configcurrent - CMD
- show the current video control panel config for the material system
- mat_crosshair - CMD - (CHEAT)
- Display the name of the material under the crosshair
- mat_crosshair_edit - CMD - (CHEAT)
- open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
- mat_crosshair_explorer - CMD - (CHEAT)
- open the material under the crosshair in explorer and highlight the vmt file
- mat_crosshair_printmaterial - CMD - (CHEAT)
- print the material under the crosshair
- mat_crosshair_reloadmaterial - CMD - (CHEAT)
- reload the material under the crosshair
- mat_custommaterialusage - CMD - (CLIENTDLL)
- Show memory usage for custom weapon materials.
- mat_debug - CMD - (DEVELOPMENTONLY,CHEAT)
- Activates debugging spew for a specific material.
- mat_debugalttab - VAR - (CHEAT)
- mat_debugdepth - VAR - (DEVELOPMENTONLY)
- mat_debugdepthmode - VAR - (DEVELOPMENTONLY)
- mat_debugdepthval - VAR - (DEVELOPMENTONLY)
- mat_debugdepthvalmax - VAR - (DEVELOPMENTONLY)
- mat_defaultlightmap - VAR - (DEVELOPMENTONLY)
- Default brightness for lightmaps where none have been created in the level.
- mat_depth_blur_focal_distance_override - VAR - (DEVELOPMENTONLY,CHEAT)
- mat_depth_blur_strength_override - VAR - (DEVELOPMENTONLY,CHEAT)
- mat_depthbias_normal - VAR - (CHEAT)
- mat_depthfeather_enable - VAR - (DEVELOPMENTONLY)
- mat_detail_tex - VAR - (DEVELOPMENTONLY)
- mat_diffuse - VAR - (DEVELOPMENTONLY)
- mat_disable_fancy_blending - VAR - (DEVELOPMENTONLY)
- mat_displacementmap - VAR - (CHEAT)
- mat_dof_max_blur_radius - VAR - (DEVELOPMENTONLY)
- mat_dof_quality - VAR - (DEVELOPMENTONLY)
- mat_drawTitleSafe - VAR - (DEVELOPMENTONLY)
- Enable title safe overlay
- mat_drawflat - VAR - (CHEAT)
- mat_drawgray - VAR - (CHEAT)
- mat_dxlevel - VAR - (DEVELOPMENTONLY)
- mat_dynamicPaintmaps - VAR - (CHEAT)
- mat_dynamic_tonemapping - VAR - (CHEAT)
- mat_dynamiclightmaps - VAR - (CHEAT)
- mat_edit - CMD - (CHEAT)
- Bring up the material under the crosshair in the editor
- mat_envmapsize - VAR - (DEVELOPMENTONLY)
- mat_envmaptgasize - VAR - (DEVELOPMENTONLY)
- mat_exclude_async_update - VAR - (DEVELOPMENTONLY)
- mat_excludetextures - VAR - (DEVELOPMENTONLY)
- mat_fastnobump - VAR - (CHEAT)
- mat_fastspecular - VAR - (DEVELOPMENTONLY)
- Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
- mat_fillrate - VAR - (CHEAT)
- mat_filterlightmaps - VAR - (DEVELOPMENTONLY)
- mat_filtertextures - VAR - (DEVELOPMENTONLY)
- mat_force_tonemap_scale - VAR - (CHEAT)
- mat_force_vertexfog - VAR - (DEVELOPMENTONLY)
- mat_forceaniso - VAR - (DEVELOPMENTONLY)
- mat_forcedynamic - VAR - (CHEAT)
- mat_forcehardwaresync - VAR - (DEVELOPMENTONLY)
- mat_forcemanagedtextureintohardware - VAR - (DEVELOPMENTONLY,CHEAT)
- mat_fullbright - VAR - (CHEAT)
- mat_grain_scale_override - VAR - (DEVELOPMENTONLY,CHEAT)
- mat_hdr_enabled - CMD
- Report if HDR is enabled for debugging
- mat_hdr_level - VAR - (DEVELOPMENTONLY)
- Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
- mat_info - CMD
- Shows material system info
- mat_leafvis - VAR - (CHEAT)
- Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what does/doesn't get drawn)
- mat_leafvis_draw_mask - VAR - (DEVELOPMENTONLY)
- A bitfield which affects leaf visibility debug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS- and frustum-visible leafs, bit 2: render frustum bounds, bit 3: render leaves out of PVS.
- mat_leafvis_freeze - VAR - (DEVELOPMENTONLY)
- If set to 1, uses the last known leaf visibility data for visualization. If set to 0, updates based on camera movement.
- mat_leafvis_update_every_frame - VAR - (DEVELOPMENTONLY)
- Updates leafvis debug render every frame (expensive)
- mat_levelflush - VAR - (DEVELOPMENTONLY)
- mat_lightmap_pfms - VAR - (DEVELOPMENTONLY)
- Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
- mat_loadtextures - VAR - (CHEAT)
- mat_local_contrast_edge_scale_override - VAR - (CHEAT)
- mat_local_contrast_midtone_mask_override - VAR - (CHEAT)
- mat_local_contrast_scale_override - VAR - (CHEAT)
- mat_local_contrast_vignette_end_override - VAR - (CHEAT)
- mat_local_contrast_vignette_start_override - VAR - (CHEAT)
- mat_luxels - VAR - (CHEAT)
- mat_max_worldmesh_vertices - VAR - (DEVELOPMENTONLY)
- mat_maxframelatency - VAR - (DEVELOPMENTONLY)
- mat_measurefillrate - VAR - (CHEAT)
- mat_mipmaptextures - VAR - (DEVELOPMENTONLY)
- mat_monitorgamma - VAR - (ARCHIVE,ARCHIVE_XBOX)
- monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- mat_monitorgamma_tv_enabled - VAR - (ARCHIVE,ARCHIVE_XBOX)
- mat_monitorgamma_tv_exp - VAR - (DEVELOPMENTONLY)
- mat_monitorgamma_tv_range_max - VAR - (DEVELOPMENTONLY)
- mat_monitorgamma_tv_range_min - VAR - (DEVELOPMENTONLY)
- mat_morphstats - VAR - (CHEAT)
- mat_motion_blur_enabled - VAR - (DEVELOPMENTONLY)
- mat_motion_blur_percent_of_screen_max - VAR - (DEVELOPMENTONLY)
- mat_noise_enable - VAR - (DEVELOPMENTONLY,CHEAT)
- mat_norendering - VAR - (CHEAT)
- mat_normalmaps - VAR - (CHEAT)
- mat_normals - VAR - (CHEAT)
- mat_paint_enabled - VAR - (DEVELOPMENTONLY)
- mat_parallaxmap - VAR - (DEVELOPMENTONLY)
- mat_parallaxmapsamplesmax - VAR - (DEVELOPMENTONLY)
- mat_parallaxmapsamplesmin - VAR - (DEVELOPMENTONLY)
- mat_phong - VAR - (DEVELOPMENTONLY)
- mat_phong_lightmappedgeneric - VAR - (DEVELOPMENTONLY)
- 0 = disable, 1 = default, 2 = visualize phong component only (no diffuse), 3 = visualize material generated phong masks only
- mat_picmip - VAR - (DEVELOPMENTONLY)
- mat_powersavingsmode - VAR - (ARCHIVE)
- Power Savings Mode
- mat_print_top_model_vert_counts - VAR - (DEVELOPMENTONLY)
- Constantly print to screen the top N models as measured by total faces rendered this frame
- mat_processtoolvars - VAR - (DEVELOPMENTONLY)
- mat_proxy - VAR - (CHEAT)
- mat_queue_mode - VAR
- The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
- mat_queue_mode_force_allow - VAR - (DEVELOPMENTONLY)
- Whether QMS can be enabled on single threaded CPU
- mat_queue_priority - VAR
- mat_queue_report - VAR - (ARCHIVE)
- Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
- mat_reducefillrate - VAR - (DEVELOPMENTONLY)
- mat_reduceparticles - VAR - (DEVELOPMENTONLY)
- mat_reloadallcustommaterials - CMD - (CLIENTDLL,CHEAT)
- Reloads all custom materials
- mat_reloadallmaterials - CMD - (CHEAT)
- Reloads all materials
- mat_reloadmaterial - CMD - (CHEAT)
- Reloads a single material
- mat_reloadtextures - CMD - (CHEAT)
- Reloads all textures
- mat_rendered_faces_count - VAR - (CHEAT)
- 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_rendered_faces_spew' to spew all models rendered in the current frame)
- mat_rendered_faces_spew - CMD
- 'mat_rendered_faces_spew <n>' Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count must be set to use this)
- mat_report_queue_status - VAR - (DEVELOPMENTONLY)
- mat_reporthwmorphmemory - CMD - (CHEAT)
- Reports the amount of size in bytes taken up by hardware morph textures.
- mat_resolveFullFrameDepth - VAR - (CHEAT)
- Enable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra depth only pass
- mat_reversedepth - VAR - (CHEAT)
- mat_savechanges - CMD
- saves current video configuration to the registry
- mat_screen_blur_override - VAR - (DEVELOPMENTONLY,CHEAT)
- mat_setvideomode - CMD
- sets the width, height, windowed state of the material system
- mat_shadowstate - VAR - (DEVELOPMENTONLY)
- mat_show_texture_memory_usage - VAR - (NEVER_AS_STRING,CHEAT)
- Display the texture memory usage on the HUD.
- mat_showaspectratioinfo - CMD - (DEVELOPMENTONLY)
- Spew info about the hardware aspect ratio
- mat_showenvmapmask - VAR - (DEVELOPMENTONLY)
- mat_showlowresimage - VAR - (CHEAT)
- mat_showmaterials - CMD
- Show materials.
- mat_showmaterialsverbose - CMD
- Show materials (verbose version).
- mat_showmiplevels - VAR - (CHEAT)
- color-code miplevels 2: normalmaps, 1: everything else
- mat_showtextures - CMD
- Show used textures.
- mat_software_aa_strength - VAR - (DEVELOPMENTONLY)
- Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 - off), (1.0 - full)
- mat_softwarelighting - VAR - (DEVELOPMENTONLY)
- mat_softwareskin - VAR - (CHEAT)
- mat_specular - VAR - (DEVELOPMENTONLY)
- Enable/Disable specularity for perf testing. Will cause a material reload upon change.
- mat_spewalloc - VAR - (ARCHIVE)
- mat_supportflashlight - VAR - (DEVELOPMENTONLY,CHEAT)
- 0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported
- mat_suppress - CMD - (DEVELOPMENTONLY,CHEAT)
- Suppress a material from drawing
- mat_surfaceid - VAR - (CHEAT)
- mat_surfacemat - VAR - (CHEAT)
- mat_tessellation_accgeometrytangents - VAR - (CHEAT)
- mat_tessellation_cornertangents - VAR - (CHEAT)
- mat_tessellation_update_buffers - VAR - (CHEAT)
- mat_texture_list - VAR - (CHEAT)
- For debugging, show a list of used textures per frame
- mat_texture_list_all - VAR - (DEVELOPMENTONLY,NEVER_AS_STRING)
- If this is nonzero, then the texture list panel will show all currently-loaded textures.
- mat_texture_list_all_frames - VAR - (DEVELOPMENTONLY)
- How many frames to sample texture memory for all textures.
- mat_texture_list_content_path - VAR - (ARCHIVE)
- The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently running game dir.
- mat_texture_list_exclude - CMD - (DONTRECORD)
- 'load' - loads the exclude list file, 'reset' - resets all loaded exclude information, 'save' - saves exclude list file
- mat_texture_list_exclude_editing - VAR - (DEVELOPMENTONLY)
- mat_texture_list_txlod - CMD - (DONTRECORD)
- Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
- mat_texture_list_txlod_sync - CMD - (DONTRECORD)
- 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files
- mat_texture_list_view - VAR - (DEVELOPMENTONLY,NEVER_AS_STRING)
- If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.
- mat_tonemapping_occlusion_use_stencil - VAR - (DEVELOPMENTONLY)
- mat_triplebuffered - VAR - (DEVELOPMENTONLY)
- This means we want triple buffering if we are fullscreen and vsync'd
- mat_updateconvars - CMD
- updates the video config convars
- mat_use_compressed_hdr_textures - VAR - (DEVELOPMENTONLY)
- mat_vignette_enable - VAR - (DEVELOPMENTONLY,REPLICATED)
- mat_vsync - VAR - (DEVELOPMENTONLY)
- Force sync to vertical retrace
- mat_wireframe - VAR - (CHEAT)
- maxplayers - CMD
- Change the maximum number of players allowed on this server.
- mdlcache_dump_dictionary_state - CMD
- Dump the state of the MDLCache Dictionary.
- mem_compact - CMD
- mem_dump - CMD
- Dump memory stats to text file.
- mem_dumpstats - VAR - (DEVELOPMENTONLY)
- Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
- mem_eat - CMD
- mem_force_flush - VAR - (DEVELOPMENTONLY)
- Force cache flush of unlocked resources on every alloc
- mem_force_flush_section - VAR - (DEVELOPMENTONLY)
- Cache section to restrict mem_force_flush
- mem_incremental_compact - CMD
- mem_incremental_compact_rate - VAR - (CHEAT)
- Rate at which to attempt internal heap compation
- mem_level - VAR - (DEVELOPMENTONLY)
- Memory Level - Default: High
- mem_max_heapsize - VAR - (DEVELOPMENTONLY)
- Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
- mem_max_heapsize_dedicated - VAR - (DEVELOPMENTONLY)
- Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)
- mem_min_heapsize - VAR - (DEVELOPMENTONLY)
- Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
- mem_periodicdumps - VAR - (DEVELOPMENTONLY)
- Write periodic memstats dumps every n seconds.
- mem_test - CMD
- mem_test_each_frame - VAR - (DEVELOPMENTONLY)
- Run heap check at end of every frame
- mem_test_every_n_seconds - VAR - (DEVELOPMENTONLY)
- Run heap check at a specified interval
- mem_test_quiet - VAR - (DEVELOPMENTONLY)
- Don't print stats when memtesting
- mem_vcollide - CMD
- Dumps the memory used by vcollides
- mem_verify - CMD
- Verify the validity of the heap
- memory - CMD
- Print memory stats.
- miniprofiler_dump - VAR - (DEVELOPMENTONLY)
- minisave - CMD - (DONTRECORD)
- Saves game (for current level only!)
- mm_csgo_community_search_players_min - VAR - (ARCHIVE)
- When performing CSGO community matchmaking look for servers with at least so many human players
- mm_datacenter_debugprint - CMD
- Shows information retrieved from data center
- mm_datacenter_delay_mount_frames - VAR - (DEVELOPMENTONLY)
- How many frames to delay before attempting to mount the xlsp patch.
- mm_datacenter_query_delay - VAR - (DEVELOPMENTONLY)
- Delay after datacenter update is enabled before data is actually queried.
- mm_datacenter_report_version - VAR - (DEVELOPMENTONLY)
- Data version to report to DC.
- mm_datacenter_retry_infochunks_attempts - VAR - (DEVELOPMENTONLY)
- How many times can we retry retrieving each info chunk before failing.
- mm_datacenter_retry_interval - VAR - (DEVELOPMENTONLY)
- Interval between datacenter stats retries.
- mm_datacenter_update_interval - VAR - (DEVELOPMENTONLY)
- Interval between datacenter stats updates.
- mm_dlc_debugprint - CMD
- Shows information about dlc
- mm_events_listeners_validation - VAR - (DEVELOPMENTONLY)
- mm_server_search_inet_ping_interval - VAR - (DEVELOPMENTONLY)
- How long to wait between pinging internet server details.
- mm_server_search_inet_ping_refresh - VAR - (DEVELOPMENTONLY)
- How often to refresh a listed server.
- mm_server_search_inet_ping_timeout - VAR - (DEVELOPMENTONLY)
- How long to wait for internet server details.
- mm_server_search_inet_ping_window - VAR - (DEVELOPMENTONLY)
- How many servers can be pinged for server details in a batch.
- mm_server_search_lan_ping_duration - VAR - (DEVELOPMENTONLY)
- Duration of LAN discovery ping phase.
- mm_server_search_lan_ping_interval - VAR - (DEVELOPMENTONLY)
- Interval between LAN discovery pings.
- mm_server_search_lan_ports - VAR - (ARCHIVE)
- Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
- mm_server_search_server_lifetime - VAR - (DEVELOPMENTONLY)
- How long until a server is no longer returned by the master till we remove it.
- mm_server_search_update_interval - VAR - (DEVELOPMENTONLY)
- Interval between servers updates.
- mm_sv_load_test - VAR - (DEVELOPMENTONLY)
- mm_title_debug_dccheck - VAR - (DEVELOPMENTONLY)
- This matchmaking query will override datacenter connectivity: -1 for local, 1 for dedicated
- mm_title_debug_minquery - VAR - (DEVELOPMENTONLY)
- This matchmaking query will run with minimal set of parameters
- mm_title_debug_version - VAR - (DEVELOPMENTONLY)
- This matchmaking version will override .res file version for isolating matchmaking
- mod_DumpWeaponWiewModelCache - CMD
- Dumps the weapon view model cache contents
- mod_DumpWeaponWorldModelCache - CMD
- Dumps the weapon world model cache contents
- mod_WeaponViewModelCache - VAR - (DEVELOPMENTONLY)
- mod_WeaponWorldModelCache - VAR - (DEVELOPMENTONLY)
- mod_WeaponWorldModelMinAge - VAR - (DEVELOPMENTONLY)
- mod_check_vcollide - VAR - (DEVELOPMENTONLY)
- Check all vcollides on load
- mod_combiner_info - CMD
- debug spew for Combiner Info
- mod_dont_load_vertices - VAR - (DEVELOPMENTONLY)
- For the dedicated server, supress loading model vertex data
- mod_dynamicloadpause - VAR - (HIDDEN,CHEAT,DONTRECORD)
- mod_dynamicloadspew - VAR - (DEVELOPMENTONLY,HIDDEN,DONTRECORD)
- mod_dynamicloadthrottle - VAR - (HIDDEN,CHEAT,DONTRECORD)
- mod_dynamicmodeldebug - CMD - (HIDDEN,DONTRECORD)
- debug spew for dynamic model loading
- mod_dynamicunloadtex - VAR - (DEVELOPMENTONLY,HIDDEN,DONTRECORD)
- mod_dynamicunloadtime - VAR - (DEVELOPMENTONLY,HIDDEN,DONTRECORD)
- mod_forcedata - VAR - (DEVELOPMENTONLY)
- Forces all model file data into cache on model load.
- mod_forcetouchdata - VAR - (DEVELOPMENTONLY)
- Forces all model file data into cache on model load.
- mod_load_anims_async - VAR - (DEVELOPMENTONLY)
- mod_load_fakestall - VAR - (DEVELOPMENTONLY)
- Forces all ANI file loading to stall for specified ms
- mod_load_mesh_async - VAR - (DEVELOPMENTONLY)
- mod_load_preload - VAR - (DEVELOPMENTONLY)
- Indicates how far ahead in seconds to preload animations.
- mod_load_showstall - VAR - (DEVELOPMENTONLY)
- 1 - show hitches , 2 - show stalls
- mod_load_vcollide_async - VAR - (DEVELOPMENTONLY)
- mod_lock_mdls_on_load - VAR - (DEVELOPMENTONLY)
- mod_lock_meshes_on_load - VAR - (DEVELOPMENTONLY)
- mod_test_mesh_not_available - VAR - (DEVELOPMENTONLY)
- mod_test_not_available - VAR - (DEVELOPMENTONLY)
- mod_test_verts_not_available - VAR - (DEVELOPMENTONLY)
- mod_touchalldata - VAR - (DEVELOPMENTONLY)
- Touch model data during level startup
- mod_trace_load - VAR - (DEVELOPMENTONLY)
- molotov_throw_detonate_time - VAR - (GAMEDLL,REPLICATED,CHEAT)
- morph_debug - VAR - (DEVELOPMENTONLY)
- morph_path - VAR - (DEVELOPMENTONLY)
- mortar_visualize - VAR - (DEVELOPMENTONLY,GAMEDLL)
- motdfile - VAR - (GAMEDLL)
- The MOTD file to load.
- movie_fixwave - CMD
- Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
- movie_volume_scale - VAR - (DEVELOPMENTONLY)
- mp_afterroundmoney - VAR - (GAMEDLL,REPLICATED)
- amount of money awared to every player after each round
- mp_allowNPCs - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_allowspectators - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- toggles whether the server allows spectator mode or not
- mp_anyone_can_pickup_c4 - VAR - (GAMEDLL,REPLICATED)
- If set, everyone can pick up the c4, not just Ts.
- mp_autocrosshair - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_autokick - VAR - (GAMEDLL,REPLICATED)
- Kick idle/team-killing/team-damaging players
- mp_autoteambalance - VAR - (GAMEDLL,NOTIFY)
- mp_backup_restore_list_files - CMD - (GAMEDLL)
- Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number of files displayed
- mp_backup_restore_load_autopause - VAR - (GAMEDLL)
- Whether to automatically pause the match after restoring round data from backup
- mp_backup_restore_load_file - CMD - (GAMEDLL)
- Loads player cash, KDA, scores and team scores; resets to the next round after the backup
- mp_backup_round_auto - VAR - (GAMEDLL)
- If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk
- mp_backup_round_file - VAR - (GAMEDLL)
- If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt
- mp_backup_round_file_last - VAR - (GAMEDLL)
- Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
- mp_backup_round_file_pattern - VAR - (GAMEDLL)
- If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt'
- mp_blockstyle - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
- mp_bonusroundtime - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Time after round win until round restarts
- mp_buy_allow_grenades - VAR - (GAMEDLL,REPLICATED)
- Whether players can purchase grenades from the buy menu or not.
- mp_buy_anywhere - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_buy_during_immunity - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_buytime - VAR - (GAMEDLL,REPLICATED)
- How many seconds after round start players can buy items for.
- mp_c4_cannot_be_defused - VAR - (GAMEDLL,REPLICATED)
- If set, the planted c4 cannot be defused.
- mp_c4timer - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- how long from when the C4 is armed until it blows
- mp_capdeteriorate_time - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Time it takes for a full capture point to deteriorate.
- mp_capstyle - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times.
- mp_clan_ready_signal - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Text that team leader from each team must speak for the match to begin
- mp_clan_readyrestart - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If non-zero, game will restart once someone from each team gives the ready signal
- mp_competitive_endofmatch_extra_time - VAR - (GAMEDLL)
- After a competitive match finishes rematch voting extra time is given for rankings.
- mp_coop_force_join_ct - VAR - (GAMEDLL,REPLICATED)
- If set, real players will auto join CT on join.
- mp_coopmission_bot_difficulty_offset - VAR - (GAMEDLL,REPLICATED)
- The difficulty offset modifier for bots during coop missions.
- mp_coopmission_mission_number - VAR - (GAMEDLL,REPLICATED)
- Which mission the map should run after it loads.
- mp_ct_default_grenades - VAR - (GAMEDLL,REPLICATED)
- The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
- mp_ct_default_melee - VAR - (GAMEDLL,REPLICATED)
- The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
- mp_ct_default_primary - VAR - (GAMEDLL,REPLICATED)
- The default primary (rifle) weapon that the CTs will spawn with
- mp_ct_default_secondary - VAR - (GAMEDLL,REPLICATED)
- The default secondary (pistol) weapon that the CTs will spawn with
- mp_damage_scale_ct_body - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
- mp_damage_scale_ct_head - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
- mp_damage_scale_t_body - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
- mp_damage_scale_t_head - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
- mp_death_drop_c4 - VAR - (GAMEDLL,REPLICATED)
- Whether c4 is droppable
- mp_death_drop_defuser - VAR - (GAMEDLL,REPLICATED)
- Drop defuser on player death
- mp_death_drop_grenade - VAR - (GAMEDLL,REPLICATED)
- Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades
- mp_death_drop_gun - VAR - (GAMEDLL,REPLICATED)
- Which gun to drop on player death: 0=none, 1=best, 2=current or best
- mp_deathcam_skippable - VAR - (GAMEDLL,REPLICATED)
- Determines whether a player can early-out of the deathcam.
- mp_default_team_winner_no_objective - VAR - (GAMEDLL,REPLICATED)
- If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.
- mp_defaultteam - VAR - (DEVELOPMENTONLY,GAMEDLL)
- mp_defuser_allocation - VAR - (GAMEDLL,REPLICATED)
- How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
- mp_disable_autokick - CMD - (GAMEDLL)
- Prevents a userid from being auto-kicked
- mp_disable_respawn_times - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- mp_display_kill_assists - VAR - (GAMEDLL,REPLICATED)
- Whether to display and score player assists
- mp_dm_bonus_length_max - VAR - (GAMEDLL,REPLICATED)
- Maximum time the bonus time will last (in seconds)
- mp_dm_bonus_length_min - VAR - (GAMEDLL,REPLICATED)
- Minimum time the bonus time will last (in seconds)
- mp_dm_bonus_percent - VAR - (GAMEDLL,REPLICATED)
- Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
- mp_dm_time_between_bonus_max - VAR - (GAMEDLL,REPLICATED)
- Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
- mp_dm_time_between_bonus_min - VAR - (GAMEDLL,REPLICATED)
- Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
- mp_do_warmup_offine - VAR - (GAMEDLL,REPLICATED)
- Whether or not to do a warmup period at the start of a match in an offline (bot) match.
- mp_do_warmup_period - VAR - (GAMEDLL,REPLICATED)
- Whether or not to do a warmup period at the start of a match.
- mp_drop_knife_enable - VAR - (GAMEDLL)
- Allows players to drop knives.
- mp_dump_timers - CMD - (GAMEDLL)
- Prints round timers to the console for debugging
- mp_enableroundwaittime - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Enable timers to wait between rounds.
- mp_endmatch_votenextleveltime - VAR - (GAMEDLL)
- If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
- mp_endmatch_votenextmap - VAR - (GAMEDLL,REPLICATED)
- Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
- mp_endmatch_votenextmap_keepcurrent - VAR - (GAMEDLL,REPLICATED)
- If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options.
- mp_facefronttime - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
- mp_falldamage - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_feetyawrate - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- How many degrees per second that we can turn our feet or upper body.
- mp_flashlight - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_flinch_punch_scale - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- Scalar for first person view punch when getting hit.
- mp_footsteps - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_force_assign_teams - VAR - (GAMEDLL,REPLICATED)
- Players don't get to choose what team they are on, it is auto assinged.
- mp_force_pick_time - VAR - (GAMEDLL,REPLICATED)
- The amount of time a player has on the team screen to make a selection before being auto-teamed
- mp_forcecamera - VAR - (GAMEDLL,REPLICATED)
- Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack).
- mp_forcerespawn - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_forcerespawnplayers - CMD - (GAMEDLL,CHEAT)
- Force all players to respawn.
- mp_forcewin - CMD - (GAMEDLL,CHEAT)
- Forces team to win
- mp_fraglimit - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- The number of kills at which the map ends
- mp_free_armor - VAR - (GAMEDLL,REPLICATED)
- Determines whether armor and helmet are given automatically.
- mp_freezetime - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- how many seconds to keep players frozen when the round starts
- mp_friendlyfire - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Allows team members to injure other members of their team
- mp_ggprogressive_random_weapon_kills_needed - VAR - (GAMEDLL,REPLICATED)
- If mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weapon
- mp_ggprogressive_round_restart_delay - VAR - (GAMEDLL,REPLICATED)
- Number of seconds to delay before restarting a round after a win in gungame progessive
- mp_ggprogressive_use_random_weapons - VAR - (GAMEDLL,REPLICATED)
- If set, selects random weapons from set categories for the progression order
- mp_ggtr_bomb_defuse_bonus - VAR - (GAMEDLL,REPLICATED)
- Number of bonus upgrades to award the CTs when they defuse a gun game bomb
- mp_ggtr_bomb_detonation_bonus - VAR - (GAMEDLL,REPLICATED)
- Number of bonus upgrades to award the Ts when they detonate a gun game bomb
- mp_ggtr_bomb_pts_for_flash - VAR - (GAMEDLL,REPLICATED)
- Kill points required in a round to get a bonus flash grenade
- mp_ggtr_bomb_pts_for_he - VAR - (GAMEDLL,REPLICATED)
- Kill points required in a round to get a bonus HE grenade
- mp_ggtr_bomb_pts_for_molotov - VAR - (GAMEDLL,REPLICATED)
- Kill points required in a round to get a bonus molotov cocktail
- mp_ggtr_bomb_pts_for_upgrade - VAR - (GAMEDLL,REPLICATED)
- Kill points required to upgrade a player's weapon
- mp_ggtr_bomb_respawn_delay - VAR - (GAMEDLL,REPLICATED)
- Number of seconds to delay before making the bomb available to a respawner in gun game
- mp_ggtr_end_round_kill_bonus - VAR - (GAMEDLL,REPLICATED)
- Number of bonus points awarded in Demolition Mode when knife kill ends round
- mp_ggtr_halftime_delay - VAR - (GAMEDLL,REPLICATED)
- Number of seconds to delay during TR Mode halftime
- mp_ggtr_last_weapon_kill_ends_half - VAR - (GAMEDLL,REPLICATED)
- End the half and give a team round point when a player makes a kill using the final weapon
- mp_ggtr_num_rounds_autoprogress - VAR - (GAMEDLL,REPLICATED)
- Upgrade the player's weapon after this number of rounds without upgrading
- mp_give_player_c4 - VAR - (GAMEDLL,REPLICATED)
- Whether this map should spawn a c4 bomb for a player or not.
- mp_guardian_bot_money_per_wave - VAR - (GAMEDLL,REPLICATED)
- The amount of money bots get time each wave the players complete. This # is absolute and not additive, the money is set to (this)x(wave#) for each bot on each wave.
- mp_guardian_player_dist_max - VAR - (GAMEDLL,REPLICATED)
- The maximum distance a player is allowed to get from the bombsite before they're killed.
- mp_guardian_player_dist_min - VAR - (GAMEDLL,REPLICATED)
- The distance at which we start to warn a player when they are too far from the guarded bombsite.
- mp_guardian_special_kills_needed - VAR - (GAMEDLL,REPLICATED)
- The number of kills needed with a specific weapon.
- mp_guardian_special_weapon_needed - VAR - (GAMEDLL,REPLICATED)
- The weapon that needs to be used to increment the kills needed to complete the mission.
- mp_guardian_target_site - VAR - (GAMEDLL)
- If set to the index of a bombsite, will cause random spawns to be only created near that site.
- mp_halftime - VAR - (GAMEDLL,REPLICATED)
- Determines whether the match switches sides in a halftime event.
- mp_halftime_duration - VAR - (GAMEDLL,REPLICATED)
- Number of seconds that halftime lasts
- mp_halftime_pausetimer - VAR - (GAMEDLL,REPLICATED)
- Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
- mp_hostagepenalty - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- Terrorist are kicked for killing too much hostages
- mp_hostages_max - VAR - (GAMEDLL,REPLICATED)
- Maximum number of hostages to spawn.
- mp_hostages_rescuetime - VAR - (GAMEDLL,REPLICATED)
- Additional time added to round time if a hostage is reached by a CT.
- mp_hostages_rescuetowin - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- 0 == all alive, any other number is the number the CT's need to rescue to win the round.
- mp_hostages_run_speed_modifier - VAR - (GAMEDLL,REPLICATED)
- Default is 1.0, slow down hostages by setting this to < 1.0.
- mp_hostages_spawn_farthest - VAR - (GAMEDLL,REPLICATED)
- When enabled will consistently force the farthest hostages to spawn.
- mp_hostages_spawn_force_positions - VAR - (GAMEDLL,REPLICATED)
- Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'
- mp_hostages_spawn_same_every_round - VAR - (GAMEDLL,REPLICATED)
- 0 = spawn hostages randomly every round, 1 = same spawns for entire match.
- mp_hostages_takedamage - VAR - (GAMEDLL,REPLICATED)
- Whether or not hostages can be hurt.
- mp_humanteam - VAR - (GAMEDLL,REPLICATED)
- Restricts human players to a single team {any, CT, T}
- mp_ignore_round_win_conditions - VAR - (GAMEDLL,REPLICATED)
- Ignore conditions which would end the current round
- mp_ik - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Use IK on in-place turns.
- mp_join_grace_time - VAR - (GAMEDLL,REPLICATED)
- Number of seconds after round start to allow a player to join a game
- mp_limitteams - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Max # of players 1 team can have over another (0 disables check)
- mp_logdetail - VAR - (GAMEDLL)
- Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
- mp_match_can_clinch - VAR - (GAMEDLL,REPLICATED)
- Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
- mp_match_end_changelevel - VAR - (GAMEDLL,REPLICATED)
- At the end of the match, perform a changelevel even if next map is the same
- mp_match_end_restart - VAR - (GAMEDLL,REPLICATED)
- At the end of the match, perform a restart instead of loading a new map
- mp_match_restart_delay - VAR - (GAMEDLL,REPLICATED)
- Time (in seconds) until a match restarts.
- mp_maxmoney - VAR - (GAMEDLL,REPLICATED)
- maximum amount of money allowed in a player's account
- mp_maxrounds - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- max number of rounds to play before server changes maps
- mp_molotovusedelay - VAR - (GAMEDLL,REPLICATED)
- Number of seconds to delay before the molotov can be used after acquiring it
- mp_overtime_enable - VAR - (GAMEDLL,REPLICATED)
- If a match ends in a tie, use overtime rules to determine winner
- mp_overtime_halftime_pausetimer - VAR - (GAMEDLL,REPLICATED)
- 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 timer.
- mp_overtime_maxrounds - VAR - (GAMEDLL,REPLICATED)
- When overtime is enabled play additional rounds to determine winner
- mp_overtime_startmoney - VAR - (GAMEDLL,REPLICATED)
- Money assigned to all players at start of every overtime half
- mp_pause_match - CMD - (GAMEDLL)
- Pause the match in the next freeze time
- mp_player_healthbuffer_decay_rate - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- When a player has buffer health, this is how fast it ticks down.
- mp_playercashawards - VAR - (GAMEDLL,REPLICATED)
- Players can earn money by performing in-game actions
- mp_playerid - VAR - (GAMEDLL,REPLICATED)
- Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
- mp_playerid_delay - VAR - (GAMEDLL,REPLICATED)
- Number of seconds to delay showing information in the status bar
- mp_playerid_hold - VAR - (GAMEDLL,REPLICATED)
- Number of seconds to keep showing old information in the status bar
- mp_radar_showall - VAR - (GAMEDLL,REPLICATED)
- Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_randomspawn - VAR - (GAMEDLL,REPLICATED)
- Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
- mp_randomspawn_dist - VAR - (GAMEDLL,REPLICATED)
- If using mp_randomspawn, determines whether to test distance when selecting this spot.
- mp_randomspawn_los - VAR - (GAMEDLL,REPLICATED)
- If using mp_randomspawn, determines whether to test Line of Sight when spawning.
- mp_respawn_immunitytime - VAR - (GAMEDLL,REPLICATED)
- How many seconds after respawn immunity lasts.
- mp_respawn_on_death_ct - VAR - (GAMEDLL,REPLICATED)
- When set to 1, counter-terrorists will respawn after dying.
- mp_respawn_on_death_t - VAR - (GAMEDLL,REPLICATED)
- When set to 1, terrorists will respawn after dying.
- mp_respawnwavetime - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- Time between respawn waves.
- mp_respawnwavetime_ct - VAR - (GAMEDLL,REPLICATED)
- Time between respawn waves for CTs.
- mp_respawnwavetime_t - VAR - (GAMEDLL,REPLICATED)
- Time between respawn waves for Terrorists.
- mp_restartgame - VAR - (GAMEDLL)
- If non-zero, game will restart in the specified number of seconds
- mp_restartround - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If non-zero, the current round will restart in the specified number of seconds
- mp_round_restart_delay - VAR - (GAMEDLL,REPLICATED)
- Number of seconds to delay before restarting a round after a win
- mp_roundtime - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- How many minutes each round takes.
- mp_roundtime_defuse - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
- mp_roundtime_deployment - VAR - (GAMEDLL)
- How many minutes deployment for coop mission takes.
- mp_roundtime_hostage - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
- mp_scrambleteams - CMD - (GAMEDLL)
- Scramble the teams and restart the game
- mp_showcleanedupents - VAR - (DEVELOPMENTONLY,GAMEDLL,CHEAT)
- Show entities that are removed on round respawn.
- mp_showroundtransitions - VAR - (DEVELOPMENTONLY,GAMEDLL,CHEAT)
- Show gamestate round transitions.
- mp_solid_teammates - VAR - (GAMEDLL,REPLICATED)
- Determines whether teammates are solid or not.
- mp_spawnprotectiontime - VAR - (GAMEDLL,REPLICATED)
- Kick players who team-kill within this many seconds of a round restart.
- mp_spec_swapplayersides - VAR - (GAMEDLL,REPLICATED)
- Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
- mp_spectators_max - VAR - (GAMEDLL,REPLICATED)
- How many spectators are allowed in a match.
- mp_stalemate_at_timelimit - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
- mp_stalemate_enable - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- Enable/Disable stalemate mode.
- mp_stalemate_timelimit - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Timelimit (in seconds) of the stalemate round.
- mp_startmoney - VAR - (GAMEDLL,REPLICATED)
- amount of money each player gets when they reset
- mp_swapteams - CMD - (GAMEDLL)
- Swap the teams and restart the game
- mp_switchteams - CMD - (GAMEDLL)
- Switch teams and restart the game
- mp_t_default_grenades - VAR - (GAMEDLL,REPLICATED)
- The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
- mp_t_default_melee - VAR - (GAMEDLL,REPLICATED)
- The default melee weapon that the Ts will spawn with
- mp_t_default_primary - VAR - (GAMEDLL,REPLICATED)
- The default primary (rifle) weapon that the Ts will spawn with
- mp_t_default_secondary - VAR - (GAMEDLL,REPLICATED)
- The default secondary (pistol) weapon that the Ts will spawn with
- mp_tagging_scale - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- Scalar for player tagging modifier when hit. Lower values for greater tagging.
- mp_td_dmgtokick - VAR - (GAMEDLL,REPLICATED)
- The damage threshhold players have to exceed in a match to get kicked.
- mp_td_dmgtowarn - VAR - (GAMEDLL,REPLICATED)
- The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
- mp_td_spawndmgthreshold - VAR - (GAMEDLL,REPLICATED)
- The damage threshold players have to exceed at the start of the round to be warned/kick.
- mp_team_timeout_time - VAR - (GAMEDLL)
- Duration of each timeout.
- mp_teamcashawards - VAR - (GAMEDLL,REPLICATED)
- Teams can earn money by performing in-game actions
- mp_teamflag_1 - VAR - (GAMEDLL)
- Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
- mp_teamflag_2 - VAR - (GAMEDLL)
- Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
- mp_teamlist - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_teamlogo_1 - VAR - (GAMEDLL)
- Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
- mp_teamlogo_2 - VAR - (GAMEDLL)
- Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
- mp_teammatchstat_1 - VAR - (GAMEDLL)
- A non-empty string sets first team's match stat.
- mp_teammatchstat_2 - VAR - (GAMEDLL)
- A non-empty string sets second team's match stat.
- mp_teammatchstat_cycletime - VAR - (GAMEDLL)
- Cycle match stats after so many seconds
- mp_teammatchstat_holdtime - VAR - (GAMEDLL)
- Decide on a match stat and hold it additionally for at least so many seconds
- mp_teammatchstat_txt - VAR - (GAMEDLL)
- A non-empty string sets the match stat description, e.g. 'Match 2 of 3'.
- mp_teammates_are_enemies - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- When set, your teammates act as enemies and all players are valid targets.
- mp_teamname_1 - VAR - (GAMEDLL)
- A non-empty string overrides the first team's name.
- mp_teamname_2 - VAR - (GAMEDLL)
- A non-empty string overrides the second team's name.
- mp_teamoverride - VAR - (DEVELOPMENTONLY,GAMEDLL)
- mp_teamplay - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_teamprediction_pct - VAR - (GAMEDLL)
- A value between 1 and 99 will show predictions in favor of CT team.
- mp_teamprediction_txt - VAR - (GAMEDLL)
- A value between 1 and 99 will set predictions in favor of first team.
- mp_teams_unbalance_limit - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
- mp_timelimit - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- game time per map in minutes
- mp_tkpunish - VAR - (GAMEDLL,REPLICATED)
- Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}
- mp_tournament - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- mp_tournament_restart - CMD - (GAMEDLL)
- Restart Tournament Mode on the current level.
- mp_tournament_whitelist - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Specifies the item whitelist file to use.
- mp_unpause_match - CMD - (GAMEDLL)
- Resume the match
- mp_use_respawn_waves - VAR - (GAMEDLL,REPLICATED)
- When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead.
- mp_verbose_changelevel_spew - VAR - (GAMEDLL)
- mp_waitingforplayers_cancel - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Set to 1 to end the WaitingForPlayers period.
- mp_waitingforplayers_restart - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Set to 1 to start or restart the WaitingForPlayers period.
- mp_waitingforplayers_time - VAR - (DEVELOPMENTONLY,GAMEDLL)
- WaitingForPlayers time length in seconds
- mp_warmup_end - CMD - (GAMEDLL)
- End warmup immediately.
- mp_warmup_pausetimer - VAR - (GAMEDLL,REPLICATED)
- Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
- mp_warmup_start - CMD - (GAMEDLL)
- Start warmup.
- mp_warmuptime - VAR - (GAMEDLL,REPLICATED)
- How long the warmup period lasts. Changing this value resets warmup.
- mp_warmuptime_all_players_connected - VAR - (GAMEDLL,REPLICATED)
- Warmup time to use when all players have connected in official competitive. 0 to disable.
- mp_weapon_prev_owner_touch_time - VAR - (GAMEDLL,REPLICATED,CHEAT)
- mp_weapons_allow_map_placed - VAR - (GAMEDLL,REPLICATED)
- If this convar is set, when a match starts, the game will not delete weapons placed in the map.
- mp_weapons_allow_typecount - VAR - (GAMEDLL,REPLICATED)
- Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).
- mp_weapons_allow_zeus - VAR - (GAMEDLL,REPLICATED)
- Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).
- mp_weapons_glow_on_ground - VAR - (GAMEDLL,REPLICATED)
- If this convar is set, weapons on the ground will have a glow around them.
- mp_weaponstay - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- mp_win_panel_display_time - VAR - (GAMEDLL,REPLICATED)
- The amount of time to show the win panel between matches / halfs
- mp_winlimit - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- Max score one team can reach before server changes maps
- multvar - CMD - (DONTRECORD)
- Multiply specified convar value.
- name - VAR - (ARCHIVE,USERINFO,PRINTABLEONLY,SERVER_CAN_EXECUTE)
- Current user name
- nav_add_to_selected_set - CMD - (GAMEDLL,CHEAT)
- Add current area to the selected set.
- nav_add_to_selected_set_by_id - CMD - (GAMEDLL,CHEAT)
- Add specified area id to the selected set.
- nav_analyze - CMD - (GAMEDLL,CHEAT)
- Re-analyze the current Navigation Mesh and save it to disk.
- nav_analyze_scripted - CMD - (GAMEDLL,HIDDEN,CHEAT)
- commandline hook to run a nav_analyze and then quit.
- nav_area_bgcolor - VAR - (GAMEDLL,CHEAT)
- RGBA color to draw as the background color for nav areas while editing.
- nav_area_max_size - VAR - (GAMEDLL,CHEAT)
- Max area size created in nav generation
- nav_avoid - CMD - (GAMEDLL,CHEAT)
- Toggles the 'avoid this area when possible' flag used by the AI system.
- nav_begin_area - CMD - (GAMEDLL,CHEAT)
- Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
- nav_begin_deselecting - CMD - (GAMEDLL,CHEAT)
- Start continuously removing from the selected set.
- nav_begin_drag_deselecting - CMD - (GAMEDLL,CHEAT)
- Start dragging a selection area.
- nav_begin_drag_selecting - CMD - (GAMEDLL,CHEAT)
- Start dragging a selection area.
- nav_begin_selecting - CMD - (GAMEDLL,CHEAT)
- Start continuously adding to the selected set.
- nav_begin_shift_xy - CMD - (GAMEDLL,CHEAT)
- Begin shifting the Selected Set.
- nav_build_ladder - CMD - (GAMEDLL,CHEAT)
- Attempts to build a nav ladder on the climbable surface under the cursor.
- nav_check_connectivity - CMD - (GAMEDLL,CHEAT)
- Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
- nav_check_file_consistency - CMD - (GAMEDLL,CHEAT)
- Scans the maps directory and reports any missing/out-of-date navigation files.
- nav_check_floor - CMD - (GAMEDLL)
- Updates the blocked/unblocked status for every nav area.
- nav_check_stairs - CMD - (GAMEDLL,CHEAT)
- Update the nav mesh STAIRS attribute
- nav_chop_selected - CMD - (GAMEDLL,CHEAT)
- Chops all selected areas into their component 1x1 areas
- nav_clear_attribute - CMD - (GAMEDLL,CHEAT)
- Remove given nav attribute from all areas in the selected set.
- nav_clear_selected_set - CMD - (GAMEDLL,CHEAT)
- Clear the selected set.
- nav_clear_walkable_marks - CMD - (GAMEDLL,CHEAT)
- Erase any previously placed walkable positions.
- nav_compress_id - CMD - (GAMEDLL,CHEAT)
- Re-orders area and ladder ID's so they are continuous.
- nav_connect - CMD - (GAMEDLL,CHEAT)
- To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
- nav_coplanar_slope_limit - VAR - (GAMEDLL,CHEAT)
- nav_coplanar_slope_limit_displacement - VAR - (GAMEDLL,CHEAT)
- nav_corner_adjust_adjacent - VAR - (GAMEDLL,CHEAT)
- radius used to raise/lower corners in nearby areas when raising/lowering corners.
- nav_corner_lower - CMD - (GAMEDLL,CHEAT)
- Lower the selected corner of the currently marked Area.
- nav_corner_place_on_ground - CMD - (GAMEDLL,CHEAT)
- Places the selected corner of the currently marked Area on the ground.
- nav_corner_raise - CMD - (GAMEDLL,CHEAT)
- Raise the selected corner of the currently marked Area.
- nav_corner_select - CMD - (GAMEDLL,CHEAT)
- Select a corner of the currently marked Area. Use multiple times to access all four corners.
- nav_create_area_at_feet - VAR - (GAMEDLL,CHEAT)
- Anchor nav_begin_area Z to editing player's feet
- nav_create_place_on_ground - VAR - (GAMEDLL,CHEAT)
- If true, nav areas will be placed flush with the ground when created by hand.
- nav_crouch - CMD - (GAMEDLL,CHEAT)
- Toggles the 'must crouch in this area' flag used by the AI system.
- nav_debug_blocked - VAR - (GAMEDLL,CHEAT)
- nav_delete - CMD - (GAMEDLL,CHEAT)
- Deletes the currently highlighted Area.
- nav_delete_marked - CMD - (GAMEDLL,CHEAT)
- Deletes the currently marked Area (if any).
- nav_disconnect - CMD - (GAMEDLL,CHEAT)
- To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
- nav_displacement_test - VAR - (GAMEDLL,CHEAT)
- Checks for nodes embedded in displacements (useful for in-development maps)
- nav_dont_hide - CMD - (GAMEDLL,CHEAT)
- Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
- nav_drag_selection_volume_zmax_offset - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The offset of the nav drag volume top from center
- nav_drag_selection_volume_zmin_offset - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The offset of the nav drag volume bottom from center
- nav_draw_limit - VAR - (GAMEDLL,CHEAT)
- The maximum number of areas to draw in edit mode
- nav_edit - VAR - (GAMEDLL,CHEAT)
- Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- nav_end_area - CMD - (GAMEDLL,CHEAT)
- Defines the second corner of a new Area or Ladder and creates it.
- nav_end_deselecting - CMD - (GAMEDLL,CHEAT)
- Stop continuously removing from the selected set.
- nav_end_drag_deselecting - CMD - (GAMEDLL,CHEAT)
- Stop dragging a selection area.
- nav_end_drag_selecting - CMD - (GAMEDLL,CHEAT)
- Stop dragging a selection area.
- nav_end_selecting - CMD - (GAMEDLL,CHEAT)
- Stop continuously adding to the selected set.
- nav_end_shift_xy - CMD - (GAMEDLL,CHEAT)
- Finish shifting the Selected Set.
- nav_flood_select - CMD - (GAMEDLL,CHEAT)
- Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
- nav_gen_cliffs_approx - CMD - (GAMEDLL,CHEAT)
- Mark cliff areas, post-processing approximation
- nav_generate - CMD - (GAMEDLL,CHEAT)
- Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_fencetops - VAR - (GAMEDLL,CHEAT)
- Autogenerate nav areas on fence and obstacle tops
- nav_generate_fixup_jump_areas - VAR - (GAMEDLL,CHEAT)
- Convert obsolete jump areas into 2-way connections
- nav_generate_incremental - CMD - (GAMEDLL,CHEAT)
- Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_incremental_range - VAR - (GAMEDLL,CHEAT)
- nav_generate_incremental_tolerance - VAR - (GAMEDLL,CHEAT)
- Z tolerance for adding new nav areas.
- nav_jump - CMD - (GAMEDLL,CHEAT)
- Toggles the 'traverse this area by jumping' flag used by the AI system.
- nav_ladder_flip - CMD - (GAMEDLL,CHEAT)
- Flips the selected ladder's direction.
- nav_load - CMD - (GAMEDLL,CHEAT)
- Loads the Navigation Mesh for the current map.
- nav_lower_drag_volume_max - CMD - (GAMEDLL,CHEAT)
- Lower the top of the drag select volume.
- nav_lower_drag_volume_min - CMD - (GAMEDLL,CHEAT)
- Lower the bottom of the drag select volume.
- nav_make_sniper_spots - CMD - (GAMEDLL,CHEAT)
- Chops the marked area into disconnected sub-areas suitable for sniper spots.
- nav_mark - CMD - (GAMEDLL,CHEAT)
- Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- nav_mark_attribute - CMD - (GAMEDLL,CHEAT)
- Set nav attribute for all areas in the selected set.
- nav_mark_unnamed - CMD - (GAMEDLL,CHEAT)
- Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
- nav_mark_walkable - CMD - (GAMEDLL,CHEAT)
- Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
- nav_max_view_distance - VAR - (GAMEDLL,CHEAT)
- Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- nav_max_vis_delta_list_length - VAR - (GAMEDLL,CHEAT)
- nav_merge - CMD - (GAMEDLL,CHEAT)
- To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
- nav_merge_mesh - CMD - (GAMEDLL,CHEAT)
- Merges a saved selected set into the current mesh.
- nav_no_hostages - CMD - (GAMEDLL,CHEAT)
- Toggles the 'hostages cannot use this area' flag used by the AI system.
- nav_no_jump - CMD - (GAMEDLL,CHEAT)
- Toggles the 'dont jump in this area' flag used by the AI system.
- nav_place_floodfill - CMD - (GAMEDLL,CHEAT)
- Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
- nav_place_list - CMD - (GAMEDLL,CHEAT)
- Lists all place names used in the map.
- nav_place_pick - CMD - (GAMEDLL,CHEAT)
- Sets the current Place to the Place of the Area under the cursor.
- nav_place_replace - CMD - (GAMEDLL,CHEAT)
- Replaces all instances of the first place with the second place.
- nav_place_set - CMD - (GAMEDLL,CHEAT)
- Sets the Place of all selected areas to the current Place.
- nav_potentially_visible_dot_tolerance - VAR - (GAMEDLL,CHEAT)
- nav_precise - CMD - (GAMEDLL,CHEAT)
- Toggles the 'dont avoid obstacles' flag used by the AI system.
- nav_quicksave - VAR - (GAMEDLL,CHEAT)
- Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
- nav_raise_drag_volume_max - CMD - (GAMEDLL,CHEAT)
- Raise the top of the drag select volume.
- nav_raise_drag_volume_min - CMD - (GAMEDLL,CHEAT)
- Raise the bottom of the drag select volume.
- nav_recall_selected_set - CMD - (GAMEDLL,CHEAT)
- Re-selects the stored selected set.
- nav_remove_from_selected_set - CMD - (GAMEDLL,CHEAT)
- Remove current area from the selected set.
- nav_remove_jump_areas - CMD - (GAMEDLL,CHEAT)
- Removes legacy jump areas, replacing them with connections.
- nav_restart_after_analysis - VAR - (DEVELOPMENTONLY,GAMEDLL)
- When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
- nav_run - CMD - (GAMEDLL,CHEAT)
- Toggles the 'traverse this area by running' flag used by the AI system.
- nav_save - CMD - (GAMEDLL,CHEAT)
- Saves the current Navigation Mesh to disk.
- nav_save_selected - CMD - (GAMEDLL,CHEAT)
- Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
- nav_select_blocked_areas - CMD - (GAMEDLL,CHEAT)
- Adds all blocked areas to the selected set
- nav_select_damaging_areas - CMD - (GAMEDLL,CHEAT)
- Adds all damaging areas to the selected set
- nav_select_half_space - CMD - (GAMEDLL,CHEAT)
- Selects any areas that intersect the given half-space.
- nav_select_invalid_areas - CMD - (GAMEDLL,CHEAT)
- Adds all invalid areas to the Selected Set.
- nav_select_obstructed_areas - CMD - (GAMEDLL,CHEAT)
- Adds all obstructed areas to the selected set
- nav_select_overlapping - CMD - (GAMEDLL)
- Selects nav areas that are overlapping others.
- nav_select_radius - CMD - (GAMEDLL,CHEAT)
- Adds all areas in a radius to the selection set
- nav_select_stairs - CMD - (GAMEDLL,CHEAT)
- Adds all stairway areas to the selected set
- nav_selected_set_border_color - VAR - (GAMEDLL,CHEAT)
- Color used to draw the selected set borders while editing.
- nav_selected_set_color - VAR - (GAMEDLL,CHEAT)
- Color used to draw the selected set background while editing.
- nav_set_place_mode - CMD - (GAMEDLL,CHEAT)
- Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
- nav_shift - CMD - (GAMEDLL,CHEAT)
- Shifts the selected areas by the specified amount
- nav_show_approach_points - VAR - (GAMEDLL,CHEAT)
- Show Approach Points in the Navigation Mesh.
- nav_show_area_info - VAR - (GAMEDLL,CHEAT)
- Duration in seconds to show nav area ID and attributes while editing
- nav_show_compass - VAR - (GAMEDLL,CHEAT)
- nav_show_continguous - VAR - (GAMEDLL,CHEAT)
- Highlight non-contiguous connections
- nav_show_danger - VAR - (GAMEDLL,CHEAT)
- Show current 'danger' levels.
- nav_show_light_intensity - VAR - (GAMEDLL,CHEAT)
- nav_show_node_grid - VAR - (GAMEDLL,CHEAT)
- nav_show_node_id - VAR - (GAMEDLL,CHEAT)
- nav_show_nodes - VAR - (GAMEDLL,CHEAT)
- nav_show_player_counts - VAR - (GAMEDLL,CHEAT)
- Show current player counts in each area.
- nav_show_potentially_visible - VAR - (GAMEDLL,CHEAT)
- Show areas that are potentially visible from the current nav area
- nav_simplify_selected - CMD - (GAMEDLL,CHEAT)
- Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
- nav_slope_limit - VAR - (GAMEDLL,CHEAT)
- The ground unit normal's Z component must be greater than this for nav areas to be generated.
- nav_slope_tolerance - VAR - (GAMEDLL,CHEAT)
- The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
- nav_snap_to_grid - VAR - (GAMEDLL,CHEAT)
- Snap to the nav generation grid when creating new nav areas
- nav_solid_props - VAR - (GAMEDLL,CHEAT)
- Make props solid to nav generation/editing
- nav_splice - CMD - (GAMEDLL,CHEAT)
- To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
- nav_split - CMD - (GAMEDLL,CHEAT)
- To split an Area into two, align the split line using your cursor and invoke the split command.
- nav_split_place_on_ground - VAR - (GAMEDLL,CHEAT)
- If true, nav areas will be placed flush with the ground when split.
- nav_stand - CMD - (GAMEDLL,CHEAT)
- Toggles the 'stand while hiding' flag used by the AI system.
- nav_stop - CMD - (GAMEDLL,CHEAT)
- Toggles the 'must stop when entering this area' flag used by the AI system.
- nav_store_selected_set - CMD - (GAMEDLL,CHEAT)
- Stores the current selected set for later retrieval.
- nav_strip - CMD - (GAMEDLL,CHEAT)
- Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
- nav_subdivide - CMD - (GAMEDLL,CHEAT)
- Subdivides all selected areas.
- nav_test_node - VAR - (GAMEDLL,CHEAT)
- nav_test_node_crouch - VAR - (GAMEDLL,CHEAT)
- nav_test_node_crouch_dir - VAR - (GAMEDLL,CHEAT)
- nav_test_stairs - CMD - (GAMEDLL,CHEAT)
- Test the selected set for being on stairs
- nav_toggle_deselecting - CMD - (GAMEDLL,CHEAT)
- Start or stop continuously removing from the selected set.
- nav_toggle_in_selected_set - CMD - (GAMEDLL,CHEAT)
- Remove current area from the selected set.
- nav_toggle_place_mode - CMD - (GAMEDLL,CHEAT)
- Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
- nav_toggle_place_painting - CMD - (GAMEDLL,CHEAT)
- Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
- nav_toggle_selected_set - CMD - (GAMEDLL,CHEAT)
- Toggles all areas into/out of the selected set.
- nav_toggle_selecting - CMD - (GAMEDLL,CHEAT)
- Start or stop continuously adding to the selected set.
- nav_transient - CMD - (GAMEDLL,CHEAT)
- Toggles the 'area is transient and may become blocked' flag used by the AI system.
- nav_unmark - CMD - (GAMEDLL,CHEAT)
- Clears the marked Area or Ladder.
- nav_update_blocked - CMD - (GAMEDLL)
- Updates the blocked/unblocked status for every nav area.
- nav_update_lighting - CMD - (GAMEDLL,CHEAT)
- Recomputes lighting values
- nav_update_visibility_on_edit - VAR - (GAMEDLL,CHEAT)
- If nonzero editing the mesh will incrementally recompue visibility
- nav_use_place - CMD - (GAMEDLL,CHEAT)
- If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
- nav_walk - CMD - (GAMEDLL,CHEAT)
- Toggles the 'traverse this area by walking' flag used by the AI system.
- nav_warp_to_mark - CMD - (GAMEDLL,CHEAT)
- Warps the player to the marked area.
- nav_world_center - CMD - (GAMEDLL,CHEAT)
- Centers the nav mesh in the world
- net_allow_multicast - VAR - (ARCHIVE)
- net_allow_syslink - VAR - (DEVELOPMENTONLY)
- net_blockmsg - VAR - (CHEAT)
- Discards incoming message: <0|1|name>
- net_channels - CMD
- Shows net channel info
- net_chokeloop - VAR - (DEVELOPMENTONLY)
- Apply bandwidth choke to loopback packets
- net_compresspackets - VAR - (DEVELOPMENTONLY)
- Use lz compression on game packets.
- net_compresspackets_minsize - VAR - (DEVELOPMENTONLY)
- Don't bother compressing packets below this size.
- net_compressvoice - VAR - (DEVELOPMENTONLY)
- Attempt to compress out of band voice payloads (360 only).
- net_drawslider - VAR - (DEVELOPMENTONLY)
- Draw completion slider during signon
- net_droponsendoverflow - VAR
- If enabled, channel will drop client when sending too much data causes buffer overrun
- net_droppackets - VAR - (CHEAT)
- Drops next n packets on client
- net_dumpeventstats - CMD
- Dumps out a report of game event network usage
- net_dumptest - VAR - (DEVELOPMENTONLY)
- net_earliertempents - VAR - (CHEAT)
- net_fakejitter - VAR - (CHEAT)
- Jitter fakelag packet time
- net_fakelag - VAR - (CHEAT)
- Lag all incoming network data (including loopback) by this many milliseconds.
- net_fakeloss - VAR - (CHEAT)
- Simulate packet loss as a percentage (negative means drop 1/n packets)
- net_maxcleartime - VAR - (DEVELOPMENTONLY)
- Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
- net_maxfilesize - VAR - (DEVELOPMENTONLY)
- Maximum allowed file size for uploading in MB
- net_maxfragments - VAR - (DEVELOPMENTONLY)
- Max fragment bytes per packet
- net_maxroutable - VAR - (ARCHIVE,USERINFO)
- Requested max packet size before packets are 'split'.
- net_megasnapshot - VAR - (DEVELOPMENTONLY)
- net_minroutable - VAR - (DEVELOPMENTONLY)
- Forces larger payloads.
- net_paranoid - VAR - (DEVELOPMENTONLY)
- net_public_adr - VAR
- For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" )
- net_queue_trace - VAR - (DEVELOPMENTONLY)
- net_queued_packet_thread - VAR - (DEVELOPMENTONLY)
- Use a high priority thread to send queued packets out instead of sending them each frame.
- net_showdrop - VAR - (DEVELOPMENTONLY)
- Show dropped packets in console
- net_showeventlisteners - VAR - (DEVELOPMENTONLY)
- Show listening addition/removals
- net_showevents - VAR - (DEVELOPMENTONLY)
- Dump game events to console (1=client only, 2=all).
- net_showfragments - VAR - (DEVELOPMENTONLY)
- Show netchannel fragments
- net_showmsg - VAR - (DEVELOPMENTONLY)
- Show incoming message: <0|1|name>
- net_showpeaks - VAR - (DEVELOPMENTONLY)
- Show messages for large packets only: <size>
- net_showreliablesounds - VAR - (CHEAT)
- net_showsplits - VAR
- Show info about packet splits
- net_showtcp - VAR - (DEVELOPMENTONLY)
- Dump TCP stream summary to console
- net_showudp - VAR
- Dump UDP packets summary to console
- net_showudp_oob - VAR
- Dump OOB UDP packets summary to console
- net_showudp_remoteonly - VAR
- Dump non-loopback udp only
- net_splitrate - VAR
- Number of fragments for a splitpacket that can be sent per frame
- net_start - CMD
- Inits multiplayer network sockets
- net_status - CMD
- Shows current network status
- net_steamcnx_allowrelay - VAR - (ARCHIVE)
- Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrelay 1)
- net_steamcnx_debug - VAR - (DEVELOPMENTONLY)
- Show debug spew for steam based connections, 2 shows all network traffic for steam sockets.
- net_steamcnx_enabled - VAR
- Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.
- net_steamcnx_status - CMD
- Print status of steam connection sockets.
- net_threaded_socket_burst_cap - VAR
- Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
- net_threaded_socket_recovery_rate - VAR
- Number of packets per second that threaded socket pump algorithm allows from client.
- net_threaded_socket_recovery_time - VAR
- Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
- net_usesocketsforloopback - VAR - (DEVELOPMENTONLY)
- Use network sockets layer even for listen server local player's packets (multiplayer only).
- next - VAR - (CHEAT)
- Set to 1 to advance to next frame ( when singlestep == 1 )
- nextdemo - CMD
- Play next demo in sequence.
- nextlevel - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
- nextmap_print_enabled - VAR - (GAMEDLL)
- When enabled prints next map to clients
- noclip - CMD - (GAMEDLL,CHEAT)
- Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
- noclip_fixup - VAR - (GAMEDLL,CHEAT)
- notarget - CMD - (GAMEDLL,CHEAT)
- Toggle. Player becomes hidden to NPCs.
- npc_ally_deathmessage - VAR - (GAMEDLL,CHEAT)
- npc_ammo_deplete - CMD - (GAMEDLL)
- Subtracts half of the target's ammo
- npc_combat - CMD - (GAMEDLL,CHEAT)
- Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
- Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_conditions - CMD - (GAMEDLL,CHEAT)
- Displays all the current AI conditions that an NPC has in the overlay text.
- Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_heal - CMD - (GAMEDLL)
- Heals the target back to full health
- npc_height_adjust - VAR - (GAMEDLL,ARCHIVE)
- Enable test mode for ik height adjustment
- npc_relationships - CMD - (GAMEDLL,CHEAT)
- Displays the relationships between this NPC and all others.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_select - CMD - (GAMEDLL,CHEAT)
- Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_sentences - VAR - (DEVELOPMENTONLY,GAMEDLL)
- npc_squads - CMD - (GAMEDLL,CHEAT)
- Obsolete. Replaced by npc_combat
- npc_steering - CMD - (GAMEDLL,CHEAT)
- Displays the steering obstructions of the NPC (used to perform local avoidance)
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_steering_all - CMD - (GAMEDLL,CHEAT)
- Displays the steering obstructions of all NPCs (used to perform local avoidance)
- npc_task_text - CMD - (GAMEDLL,CHEAT)
- Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
- Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_tasks - CMD - (GAMEDLL,CHEAT)
- Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
- Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_viewcone - CMD - (GAMEDLL,CHEAT)
- Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_vphysics - VAR - (DEVELOPMENTONLY,GAMEDLL)
- observer_use - CMD - (GAMEDLL)
- occlusion_stats - CMD
- Occlusion statistics; [-jitter] [-reset]
- occlusion_test_async - VAR
- Enable asynchronous occlusion test in another thread; may save some server tick time at the cost of synchronization overhead with the async occlusion query thread
- occlusion_test_async_jitter - VAR - (CHEAT)
- occlusion_test_async_move_tolerance - VAR - (CHEAT)
- occlusion_test_camera_margins - VAR - (GAMEDLL)
- Amount by which the camera (viewer's eye) is expanded for occlusion test. This should be large enough to accommodate eye's movement within a frame or two
- occlusion_test_jump_margin - VAR
- Amount by which the player bounding box is expanded up for occlusion test to account for jumping. This margin should be large enough to accommodate player movement within a frame or two. Affects both camera box and player box.
- occlusion_test_margins - VAR
- Amount by which the player bounding box is expanded for occlusion test. This margin should be large enough to accommodate player movement within a frame or two, and the longest weapon they might hold. Shadow does not take this into account.
- occlusion_test_rays - VAR - (DEVELOPMENTONLY)
- occlusion_test_record - CMD - (CHEAT)
- dump occlusion tests - useful on server only
- occlusion_test_run - CMD - (CHEAT)
- run occlusion test
- occlusion_test_shadow_length - VAR - (GAMEDLL)
- Max length of completely occluded shadow to consider a player for occlusion test. If shadow provably stops at this distance, the player may be considered for occlusion test. For longer shadows, we just don't do occlusion because we are not likely to find full occlusion when one of the boxes is expanded too much.
- occlusion_test_shadow_max_distance - VAR
- Max distance at which to consider shadows for occlusion computations
- old_radiusdamage - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- paint_alpha_offset_enabled - VAR - (DEVELOPMENTONLY,REPLICATED)
- paint_max_surface_border_alpha - VAR - (DEVELOPMENTONLY,REPLICATED)
- paint_min_valid_alpha_value - VAR - (DEVELOPMENTONLY,REPLICATED)
- paintsplat_bias - VAR - (REPLICATED,CHEAT)
- Change bias value for computing circle buffer
- paintsplat_max_alpha_noise - VAR - (REPLICATED,CHEAT)
- Max noise value of circle alpha
- paintsplat_noise_enabled - VAR - (REPLICATED,CHEAT)
- panel_test_title_safe - VAR - (CHEAT)
- Test vgui panel positioning with title safe indentation
- particle_test_attach_attachment - VAR - (GAMEDLL,CHEAT)
- Attachment index for attachment mode
- particle_test_attach_mode - VAR - (GAMEDLL,CHEAT)
- Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
- particle_test_file - VAR - (GAMEDLL,CHEAT)
- Name of the particle system to dynamically spawn
- particle_test_start - CMD - (GAMEDLL,CHEAT)
- Dispatches the test particle system with the parameters specified in particle_test_file,
- particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- particle_test_stop - CMD - (GAMEDLL,CHEAT)
- Stops all particle systems on the selected entities.
- Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- password - VAR - (ARCHIVE,DONTRECORD,SERVER_CANNOT_QUERY)
- Current server access password
- path - CMD
- Show the engine filesystem path.
- pause - CMD
- Toggle the server pause state.
- pc_fake_controller - VAR - (DEVELOPMENTONLY)
- perfui - CMD - (CHEAT)
- Show/hide the level performance tools UI.
- phys_debug_check_contacts - VAR - (GAMEDLL,REPLICATED,CHEAT)
- phys_enable_PIX_counters - VAR - (DEVELOPMENTONLY,CHEAT)
- enable PIX counters
- phys_enable_experimental_optimizations - VAR - (DEVELOPMENTONLY)
- enable some experimental SIMD/VMX128 optimizations in physics and collision
- phys_enable_query_cache - VAR - (DEVELOPMENTONLY)
- phys_enable_simd_optimizations - VAR - (DEVELOPMENTONLY)
- enable some additional SIMD/VMX128 optimizations in physics and collision
- phys_headshotscale - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Modifier for the headshot impulse hits on players
- phys_impactforcescale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- phys_penetration_error_time - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Controls the duration of vphysics penetration error boxes.
- phys_playerscale - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- This multiplies the bullet impact impuse on players for more dramatic results when players are shot.
- phys_pushscale - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- phys_show_active - VAR - (GAMEDLL,CHEAT)
- phys_speeds - VAR - (DEVELOPMENTONLY,GAMEDLL)
- phys_stressbodyweights - VAR - (DEVELOPMENTONLY,GAMEDLL)
- phys_timescale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Scale time for physics
- phys_upimpactforcescale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- physics_budget - CMD - (GAMEDLL)
- Times the cost of each active object
- physics_constraints - CMD - (GAMEDLL)
- Highlights constraint system graph for an entity
- physics_debug_entity - CMD - (GAMEDLL)
- Dumps debug info for an entity
- physics_highlight_active - CMD - (GAMEDLL)
- Turns on the absbox for all active physics objects
- physics_report_active - CMD - (GAMEDLL)
- Lists all active physics objects
- physics_select - CMD - (GAMEDLL)
- Dumps debug info for an entity
- physicsshadowupdate_render - VAR - (DEVELOPMENTONLY,GAMEDLL)
- picker - CMD - (GAMEDLL,CHEAT)
- Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
- Arguments: full - enables all debug information
- ping - CMD
- Display ping to server.
- pipeline_static_props - VAR - (DEVELOPMENTONLY)
- play - CMD - (SERVER_CAN_EXECUTE)
- Play a sound.
- playdemo - CMD
- Play a recorded demo file (.dem ).
- player_debug_print_damage - VAR - (GAMEDLL,CHEAT)
- When true, print amount and type of all damage received by player to console.
- player_old_armor - VAR - (DEVELOPMENTONLY,GAMEDLL)
- playflush - CMD
- Play a sound, reloading from disk in case of changes.
- playoverwatchevidence - CMD - (HIDDEN)
- Play evidence for an overwatch case.
- playvol - CMD
- Play a sound at a specified volume.
- plugin_load - CMD
- plugin_load <filename> : loads a plugin
- plugin_pause - CMD
- plugin_pause <index> : pauses a loaded plugin
- plugin_pause_all - CMD
- pauses all loaded plugins
- plugin_print - CMD
- Prints details about loaded plugins
- plugin_unload - CMD
- plugin_unload <index> : unloads a plugin
- plugin_unpause - CMD
- plugin_unpause <index> : unpauses a disabled plugin
- plugin_unpause_all - CMD
- unpauses all disabled plugins
- post_jump_crouch - VAR - (GAMEDLL,REPLICATED,CHEAT)
- This determines how long the third person player character will crouch for after landing a jump. This only affects the third person animation visuals.
- press_x360_button - CMD
- Press the specified Xbox 360 controller button (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])
- print_colorcorrection - CMD - (CHEAT)
- Display the color correction layer information.
- print_mapgroup_sv - CMD - (GAMEDLL)
- Prints the current mapgroup and the contained maps
- progress_enable - CMD
- prop_active_gib_limit - VAR - (DEVELOPMENTONLY,GAMEDLL)
- prop_active_gib_max_fade_time - VAR - (DEVELOPMENTONLY,GAMEDLL)
- prop_break_disable_float - VAR - (DEVELOPMENTONLY,GAMEDLL)
- prop_crosshair - CMD - (CHEAT)
- Shows name for prop looking at
- prop_debug - CMD - (GAMEDLL,CHEAT)
- Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
- prop_dynamic_create - CMD - (GAMEDLL,CHEAT)
- Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
- Arguments: {.mdl name}
- prop_physics_create - CMD - (GAMEDLL,CHEAT)
- Creates a physics prop with a specific .mdl aimed away from where the player is looking.
- Arguments: {.mdl name}
- props_break_max_pieces - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Maximum prop breakable piece count (-1 = model default)
- props_break_max_pieces_perframe - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Maximum prop breakable piece count per frame (-1 = model default)
- pvs_min_player_distance - VAR - (GAMEDLL)
- Min distance to player at which PVS is used. At closer distances, PVS assumes we can see a shadow or something else from the player, so it's safer to just always be "Visible"
- quit - CMD
- Exit the engine.
- r_AirboatViewDampenDamp - VAR - (GAMEDLL,NOTIFY,REPLICATED,CHEAT)
- r_AirboatViewDampenFreq - VAR - (GAMEDLL,NOTIFY,REPLICATED,CHEAT)
- r_AirboatViewZHeight - VAR - (GAMEDLL,NOTIFY,REPLICATED,CHEAT)
- r_ClipAreaFrustums - VAR - (CHEAT)
- r_ClipAreaPortals - VAR - (CHEAT)
- r_DispBuildable - VAR - (CHEAT)
- r_DispWalkable - VAR - (CHEAT)
- r_DrawBeams - VAR - (CHEAT)
- 0=Off, 1=Normal, 2=Wireframe
- r_DrawDisp - VAR - (CHEAT)
- Toggles rendering of displacment maps
- r_DrawModelLightOrigin - VAR - (CHEAT)
- r_DrawPortals - VAR - (CHEAT)
- r_DrawSpecificStaticProp - VAR - (DEVELOPMENTONLY)
- r_ForceRestore - VAR - (DEVELOPMENTONLY)
- r_JeepFOV - VAR - (GAMEDLL,REPLICATED,CHEAT)
- r_JeepViewDampenDamp - VAR - (GAMEDLL,NOTIFY,REPLICATED,CHEAT)
- r_JeepViewDampenFreq - VAR - (GAMEDLL,NOTIFY,REPLICATED,CHEAT)
- r_JeepViewZHeight - VAR - (GAMEDLL,NOTIFY,REPLICATED,CHEAT)
- r_ShowViewerArea - VAR - (DEVELOPMENTONLY)
- r_VehicleViewDampen - VAR - (GAMEDLL,NOTIFY,REPLICATED,CHEAT)
- r_ambientboost - VAR - (DEVELOPMENTONLY)
- Set to boost ambient term if it is totally swamped by local lights
- r_ambientfactor - VAR - (DEVELOPMENTONLY)
- Boost ambient cube by no more than this factor
- r_ambientfraction - VAR - (CHEAT)
- Fraction of direct lighting used to boost lighting when model requests
- r_ambientlightingonly - VAR - (CHEAT)
- Set this to 1 to light models with only ambient lighting (and no static lighting).
- r_ambientmin - VAR - (DEVELOPMENTONLY)
- Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright
- r_aspectratio - VAR - (DEVELOPMENTONLY)
- r_avglight - VAR - (CHEAT)
- r_avglightmap - VAR - (CHEAT)
- r_bloomtintb - VAR - (DEVELOPMENTONLY)
- r_bloomtintexponent - VAR - (DEVELOPMENTONLY)
- r_bloomtintg - VAR - (DEVELOPMENTONLY)
- r_bloomtintr - VAR - (DEVELOPMENTONLY)
- r_brush_queue_mode - VAR - (CHEAT)
- r_buildingmapforworld - VAR - (DEVELOPMENTONLY)
- r_cleardecals - CMD - (CLIENTCMD_CAN_EXECUTE)
- Usage r_cleardecals <permanent>.
- r_colorstaticprops - VAR - (CHEAT)
- r_csm_fast_path - VAR - (DEVELOPMENTONLY)
- Use shadow fast path for CSM rendering - minimize number of draw call
- r_csm_static_vb - VAR - (DEVELOPMENTONLY)
- Use a precomputed static VB for CSM rendering
- r_csm_viewmodelquality - VAR - (DEVELOPMENTONLY)
- r_debugrandomstaticlighting - VAR - (CHEAT)
- Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
- r_decal_cover_count - VAR - (DEVELOPMENTONLY)
- r_decal_overlap_area - VAR - (DEVELOPMENTONLY)
- r_decal_overlap_count - VAR - (DEVELOPMENTONLY)
- r_decals - VAR - (DEVELOPMENTONLY)
- r_decalstaticprops - VAR - (DEVELOPMENTONLY)
- Decal static props test
- r_dlightsenable - VAR - (CHEAT)
- r_drawbatchdecals - VAR - (DEVELOPMENTONLY)
- Render decals batched.
- r_drawbrushmodels - VAR - (CHEAT)
- Render brush models. 0=Off, 1=Normal, 2=Wireframe
- r_drawclipbrushes - VAR - (CHEAT)
- Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
- r_drawdecals - VAR - (CHEAT)
- Render decals.
- r_drawentities - VAR - (CHEAT)
- r_drawfuncdetail - VAR - (CHEAT)
- Render func_detail
- r_drawleaf - VAR - (CHEAT)
- Draw the specified leaf.
- r_drawlightcache - VAR - (CHEAT)
- 0: off
- 1: draw light cache entries
- 2: draw rays
- r_drawlightinfo - VAR - (CHEAT)
- r_drawlights - VAR - (CHEAT)
- r_drawmodeldecals - VAR - (DEVELOPMENTONLY)
- r_drawmodelstatsoverlay - VAR - (CHEAT)
- r_drawmodelstatsoverlaydistance - VAR - (CHEAT)
- r_drawmodelstatsoverlayfilter - VAR - (CHEAT)
- r_drawmodelstatsoverlaymax - VAR - (ARCHIVE)
- time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
- r_drawmodelstatsoverlaymin - VAR - (ARCHIVE)
- time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
- r_drawskybox - VAR - (CHEAT)
- r_drawstaticprops - VAR - (CHEAT)
- 0=Off, 1=Normal, 2=Wireframe
- r_drawtranslucentworld - VAR - (CHEAT)
- r_drawvgui - VAR - (CHEAT)
- Enable the rendering of vgui panels
- r_drawworld - VAR - (CHEAT)
- Render the world.
- r_dscale_basefov - VAR - (CHEAT)
- r_dscale_fardist - VAR - (CHEAT)
- r_dscale_farscale - VAR - (CHEAT)
- r_dscale_neardist - VAR - (CHEAT)
- r_dscale_nearscale - VAR - (CHEAT)
- r_dynamic - VAR
- r_dynamiclighting - VAR - (CHEAT)
- r_entity - VAR - (DEVELOPMENTONLY,CHEAT)
- r_eyeglintlodpixels - VAR - (DEVELOPMENTONLY)
- The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
- r_eyemove - VAR - (ARCHIVE)
- r_eyes - VAR - (DEVELOPMENTONLY)
- r_eyeshift_x - VAR - (ARCHIVE)
- r_eyeshift_y - VAR - (ARCHIVE)
- r_eyeshift_z - VAR - (ARCHIVE)
- r_eyesize - VAR - (ARCHIVE)
- r_fastzreject - VAR - (DEVELOPMENTONLY)
- Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
- r_fastzrejectdisp - VAR - (DEVELOPMENTONLY)
- Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
- r_flashlight_always_cull_for_single_pass - VAR - (DEVELOPMENTONLY)
- r_flashlightbrightness - VAR - (CHEAT)
- r_flashlightclip - VAR - (CHEAT)
- r_flashlightculldepth - VAR - (DEVELOPMENTONLY)
- r_flashlightdepthtexture - VAR - (DEVELOPMENTONLY)
- r_flashlightdrawclip - VAR - (CHEAT)
- r_flashlightdrawdepth - VAR - (DEVELOPMENTONLY)
- r_flashlightdrawdepthres - VAR - (DEVELOPMENTONLY)
- r_flashlightdrawsweptbbox - VAR - (DEVELOPMENTONLY)
- r_flashlightnodraw - VAR - (DEVELOPMENTONLY)
- r_flashlightrender - VAR - (DEVELOPMENTONLY)
- r_flashlightrendermodels - VAR - (DEVELOPMENTONLY)
- r_flashlightrenderworld - VAR - (DEVELOPMENTONLY)
- r_flashlightscissor - VAR - (DEVELOPMENTONLY)
- r_flashlightupdatedepth - VAR - (DEVELOPMENTONLY)
- r_flex - VAR - (DEVELOPMENTONLY)
- r_flushlod - CMD
- Flush and reload LODs.
- r_frustumcullworld - VAR - (DEVELOPMENTONLY)
- r_glint_alwaysdraw - VAR - (DEVELOPMENTONLY)
- r_glint_procedural - VAR - (DEVELOPMENTONLY)
- r_hidepaintedsurfaces - VAR - (DEVELOPMENTONLY)
- If enabled, hides all surfaces which have been painted.
- r_hunkalloclightmaps - VAR - (DEVELOPMENTONLY)
- r_hwmorph - VAR - (CHEAT)
- r_itemblinkmax - VAR - (CHEAT)
- r_itemblinkrate - VAR - (CHEAT)
- r_keepstyledlightmapsonly - VAR - (DEVELOPMENTONLY)
- r_lightaverage - VAR - (DEVELOPMENTONLY)
- Activates/deactivate light averaging
- r_lightcache_invalidate - CMD - (CHEAT)
- r_lightcache_numambientsamples - VAR - (CHEAT)
- number of random directions to fire rays when computing ambient lighting
- r_lightcache_radiusfactor - VAR - (CHEAT)
- Allow lights to influence lightcaches beyond the lights' radii
- r_lightcache_zbuffercache - VAR - (DEVELOPMENTONLY)
- r_lightcachecenter - VAR - (CHEAT)
- r_lightcachemodel - VAR - (CHEAT)
- r_lightinterp - VAR - (CHEAT)
- Controls the speed of light interpolation, 0 turns off interpolation
- r_lightmap - VAR - (CHEAT)
- r_lightstyle - VAR - (CHEAT)
- r_lightwarpidentity - VAR - (CHEAT)
- r_lockpvs - VAR - (CHEAT)
- Lock the PVS so you can fly around and inspect what is being drawn.
- r_lod - VAR - (DEVELOPMENTONLY)
- r_lod_switch_scale - VAR - (DEVELOPMENTONLY,HIDDEN)
- r_maxdlights - VAR - (DEVELOPMENTONLY)
- r_maxmodeldecal - VAR - (DEVELOPMENTONLY)
- r_maxnewsamples - VAR - (DEVELOPMENTONLY)
- r_maxsampledist - VAR - (DEVELOPMENTONLY)
- r_minnewsamples - VAR - (DEVELOPMENTONLY)
- r_modelAmbientMin - VAR - (CHEAT)
- Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
- r_modelwireframedecal - VAR - (CHEAT)
- r_nohw - VAR - (CHEAT)
- r_norefresh - VAR - (DEVELOPMENTONLY)
- r_nosw - VAR - (CHEAT)
- r_novis - VAR - (CHEAT)
- Turn off the PVS.
- r_occludeemaxarea - VAR - (DEVELOPMENTONLY)
- Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
- r_occluderminarea - VAR - (DEVELOPMENTONLY)
- Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
- r_occludermincount - VAR - (DEVELOPMENTONLY)
- At least this many occluders will be used, no matter how big they are.
- r_occlusion - VAR - (DEVELOPMENTONLY)
- Activate/deactivate the occlusion system.
- r_occlusionspew - VAR - (CHEAT)
- Activate/deactivates spew about what the occlusion system is doing.
- r_oldlightselection - VAR - (CHEAT)
- Set this to revert to HL2's method of selecting lights
- r_overlayfadeenable - VAR - (DEVELOPMENTONLY)
- r_overlayfademax - VAR - (DEVELOPMENTONLY)
- r_overlayfademin - VAR - (DEVELOPMENTONLY)
- r_overlaywireframe - VAR - (DEVELOPMENTONLY)
- r_partition_level - VAR - (CHEAT)
- Displays a particular level of the spatial partition system. Use -1 to disable it.
- r_portal_use_pvs_optimization - VAR - (DEVELOPMENTONLY)
- Enables an optimization that allows portals to be culled when outside of the PVS.
- r_portalscloseall - VAR - (DEVELOPMENTONLY)
- r_portalsopenall - VAR - (CHEAT)
- Open all portals
- r_printdecalinfo - CMD
- r_proplightingfromdisk - VAR - (DEVELOPMENTONLY)
- 0=Off, 1=On, 2=Show Errors
- r_proplightingpooling - VAR - (CHEAT)
- 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset)
- r_queued_decals - VAR - (DEVELOPMENTONLY)
- Offloads a bit of decal rendering setup work to the material system queue when enabled.
- r_radiosity - VAR - (CHEAT)
- 0: no radiosity
- 1: radiosity with ambient cube (6 samples)
- 2: radiosity with 162 samples
- 3: 162 samples for static props, 6 samples for everything else
- r_randomflex - VAR - (CHEAT)
- r_redownloadallpaintmaps - VAR - (DEVELOPMENTONLY)
- r_renderoverlaybatch - VAR - (DEVELOPMENTONLY)
- r_renderoverlayfragment - VAR - (DEVELOPMENTONLY)
- r_rimlight - VAR - (CHEAT)
- r_rootlod - VAR - (DEVELOPMENTONLY)
- Root LOD
- r_shader_srgbread - VAR - (DEVELOPMENTONLY)
- 1 = use shader srgb texture reads, 0 = use HW
- r_shadow_deferred - VAR - (CHEAT)
- Toggle deferred shadow rendering
- r_shadowids - VAR - (CHEAT)
- r_shadowrendertotexture - VAR - (DEVELOPMENTONLY)
- r_shadows - VAR - (DEVELOPMENTONLY)
- r_shadows_gamecontrol - VAR - (CHEAT)
- r_shadowwireframe - VAR - (CHEAT)
- r_showenvcubemap - VAR - (CHEAT)
- r_showz_power - VAR - (CHEAT)
- r_skin - VAR - (CHEAT)
- r_skybox_draw_last - VAR - (DEVELOPMENTONLY)
- Draws skybox after world brush geometry, rather than before.
- r_slowpathwireframe - VAR - (CHEAT)
- r_snapportal - VAR - (DEVELOPMENTONLY)
- r_spray_lifetime - VAR - (DEVELOPMENTONLY)
- Number of rounds player sprays are visible
- r_staticlight_mode - VAR - (DEVELOPMENTONLY)
- 0 - support three color streams, 1 - use avg of three streams, 2 - single color stream
- r_staticlight_streams - VAR - (DEVELOPMENTONLY,HIDDEN)
- r_staticprop_lod - VAR - (DEVELOPMENTONLY)
- r_staticpropinfo - VAR - (DEVELOPMENTONLY)
- r_teeth - VAR - (DEVELOPMENTONLY)
- r_threaded_shadow_clip - VAR - (DEVELOPMENTONLY)
- r_unloadlightmaps - VAR - (DEVELOPMENTONLY)
- r_vehicleBrakeRate - VAR - (GAMEDLL,CHEAT)
- r_visambient - VAR - (DEVELOPMENTONLY)
- Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
- r_visocclusion - VAR - (CHEAT)
- Activate/deactivate wireframe rendering of what the occlusion system is doing.
- r_visualizelighttraces - VAR - (CHEAT)
- r_visualizelighttracesshowfulltrace - VAR - (CHEAT)
- r_visualizetraces - VAR - (CHEAT)
- r_worldlightmin - VAR - (DEVELOPMENTONLY)
- r_worldlights - VAR - (DEVELOPMENTONLY)
- number of world lights to use per vertex
- radarvisdistance - VAR - (GAMEDLL,CHEAT)
- at this distance and beyond you need to be point right at someone to see them
- radarvismaxdot - VAR - (GAMEDLL,CHEAT)
- how closely you have to point at someone to see them beyond max distance
- radarvismethod - VAR - (GAMEDLL,CHEAT)
- 0 for traditional method, 1 for more realistic method
- radarvispow - VAR - (GAMEDLL,CHEAT)
- the degree to which you can point away from a target, and still see them on radar.
- rate - VAR - (USERINFO)
- Max bytes/sec the host can receive data
- rcon - CMD - (DONTRECORD)
- Issue an rcon command.
- rcon_address - VAR - (DONTRECORD,SERVER_CANNOT_QUERY)
- Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
- rcon_password - VAR - (DONTRECORD,SERVER_CANNOT_QUERY)
- remote console password.
- recompute_speed - CMD - (CHEAT)
- Recomputes clock speed (for debugging purposes).
- record - CMD - (DONTRECORD)
- Record a demo.
- reload - CMD
- Reload the most recent saved game (add setpos to jump to current view position on reload).
- reload_materials - VAR - (DEVELOPMENTONLY)
- reload_vjobs - CMD
- reload vjobs module
- removeallids - CMD
- Remove all user IDs from the ban list.
- removeid - CMD
- Remove a user ID from the ban list.
- removeip - CMD
- Remove an IP address from the ban list.
- render_blanks - CMD
- render N blank frames
- replay_death - CMD - (GAMEDLL,CHEAT)
- start hltv replay of last death
- replay_debug - VAR - (REPLICATED)
- replay_start - CMD - (GAMEDLL,CHEAT)
- Start GOTV replay: replay_start <delay> [<player name or index>]
- replay_stop - CMD - (GAMEDLL)
- stop hltv replay
- report_entities - CMD - (GAMEDLL)
- Lists all entities
- report_simthinklist - CMD - (GAMEDLL)
- Lists all simulating/thinking entities
- report_soundpatch - CMD - (GAMEDLL)
- reports sound patch count
- report_touchlinks - CMD - (GAMEDLL)
- Lists all touchlinks
- res_restrict_access - VAR - (DEVELOPMENTONLY)
- reset_expo - CMD - (GAMEDLL,CHEAT)
- Reset player scores, player controls, team scores, and end the round
- reset_gameconvars - CMD - (CHEAT)
- Reset a bunch of game convars to default values
- respawn_entities - CMD - (GAMEDLL,SPONLY,CHEAT)
- Respawn all the entities in the map.
- restart - CMD
- Restart the game on the same level (add setpos to jump to current view position on restart).
- retry - CMD - (DONTRECORD,SERVER_CAN_EXECUTE,CLIENTCMD_CAN_EXECUTE)
- Retry connection to last server.
- room_type - VAR - (DEVELOPMENTONLY,DEMO)
- rope_min_pixel_diameter - VAR - (CHEAT)
- rpt_vprof_time - VAR - (DEVELOPMENTONLY,HIDDEN,DONTRECORD)
- rr_debug_qa - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
- rr_debugresponseconcept - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If set, rr_debugresponses will print only responses testing for the specified concept
- rr_debugresponses - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
- rr_debugrule - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
- rr_dumpresponses - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Dump all response_rules.txt and rules (requires restart)
- rr_followup_maxdist - VAR - (GAMEDLL,CHEAT)
- 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
- rr_forceconcept - CMD - (GAMEDLL,CHEAT)
- fire a response concept directly at a given character.
- USAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."
- criteria values are optional.
- rr_reloadresponsesystems - CMD - (GAMEDLL)
- Reload all response system scripts.
- rr_thenany_score_slop - VAR - (GAMEDLL,CHEAT)
- When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
- save - CMD - (DONTRECORD)
- Saves current game.
- save_async - VAR - (DEVELOPMENTONLY)
- save_asyncdelay - VAR - (DEVELOPMENTONLY)
- For testing, adds this many milliseconds of delay to the save operation.
- save_console - VAR - (DEVELOPMENTONLY)
- Autosave on the PC behaves like it does on the consoles.
- save_disable - VAR - (DEVELOPMENTONLY)
- save_finish_async - CMD
- save_history_count - VAR - (DEVELOPMENTONLY)
- Keep this many old copies in history of autosaves and quicksaves.
- save_huddelayframes - VAR - (DEVELOPMENTONLY)
- Number of frames to defer for drawing the Saving message.
- save_in_memory - VAR - (DEVELOPMENTONLY)
- Set to 1 to save to memory instead of disk (Xbox 360)
- save_multiplayer_override - VAR - (DEVELOPMENTONLY,HIDDEN)
- save_noxsave - VAR - (DEVELOPMENTONLY)
- save_screenshot - VAR - (DEVELOPMENTONLY)
- 0 = none, 1 = non-autosave, 2 = always
- save_spew - VAR - (DEVELOPMENTONLY)
- sc_joystick_map - VAR - (ARCHIVE)
- How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.
- scandemo - CMD
- Scan a recorded demo file (.dem ) for specific game events and dump data.
- scene_async_prefetch_spew - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Display async .ani file loading info.
- scene_clientflex - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Do client side flex animation.
- scene_clientplayback - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Play all vcds on the clients.
- scene_flush - CMD - (GAMEDLL)
- Flush all .vcds from the cache and reload from disk.
- scene_forcecombined - VAR - (DEVELOPMENTONLY,GAMEDLL)
- When playing back, force use of combined .wav files even in english.
- scene_maxcaptionradius - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
- scene_playvcd - CMD - (GAMEDLL,CHEAT)
- Play the given VCD as an instanced scripted scene.
- scene_print - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- When playing back a scene, print timing and event info to console.
- scene_showlook - VAR - (GAMEDLL,ARCHIVE)
- When playing back, show the directions of look events.
- scene_showmoveto - VAR - (GAMEDLL,ARCHIVE)
- When moving, show the end location.
- scene_showunlock - VAR - (GAMEDLL,ARCHIVE)
- Show when a vcd is playing but normal AI is running.
- score_blind_enemy_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Bonus for blinding enemy players
- score_blind_friendly_penalty - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Penalty for blinding friendly players
- score_bomb_defuse_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for defusing or assisting with defuse of bomb
- score_bomb_defuse_radius_inner - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Inner radius (full bonus) for defusing or assisting with defusing the bomb
- score_bomb_defuse_radius_outer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Outer radius (zero bonus) for defusing or assisting with defseing the bomb
- score_bomb_plant_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for planting or assisting with planting the bomb
- score_bomb_plant_radius_inner - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Inner radius (full bonus) for planting or assisting with planting the bomb
- score_bomb_plant_radius_outer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Outer radius (zero bonus) for planting or assisting with planting the bomb
- score_damage - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for each point of damage to an enemy
- score_default - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Default points for a new user
- score_dropped_bomb_proximity_damage_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for damaging enemy near dropped bomb
- score_dropped_bomb_proximity_damage_bonus_radius_inner - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Inner radius (full bonus) for doing damage near dropped bomb
- score_dropped_bomb_proximity_damage_bonus_radius_outer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Outer radius (zero bonus) for doing damage near dropped bomb
- score_dropped_defuser_proximity_damage_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for damaging enemy near dropped defuser
- score_dropped_defuser_proximity_damage_radius_inner - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Inner radius (full bonus) for doing damage near dropped defuser
- score_dropped_defuser_proximity_damage_radius_outer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Outer radius (zero bonus) for doing damage near dropped defuser
- score_ff_damage - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Penalty awarded for each point of damage to a teammate
- score_hostage_damage_penalty - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Penalty for damaging a hostage
- score_hostage_proximity_damage_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for damaging enemy near live hostage
- score_hostage_proximity_damage_radius_inner - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Inner radius (full bonus) for doing damage near hostage
- score_hostage_proximity_damage_radius_outer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Outer radius (zero bonus) for doing damage near hostage
- score_hostage_rescue_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for rescuing a hostage
- score_hostage_rescue_radius_inner - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Inner radius (full bonus) for rescuing hostage
- score_hostage_rescue_radius_outer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Outer radius (zero bonus) for rescuing hostage
- score_kill_enemy_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for killing an enemy
- score_planted_bomb_proximity_damage_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for damaging enemy near planted bomb
- score_planted_bomb_proximity_damage_radius_inner - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Inner radius (full bonus) for doing damage near planted bomb
- score_planted_bomb_proximity_damage_radius_outer - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Outer radius (zero bonus) for doing damage near planted bomb
- score_team_damage_bonus - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Points awarded for each point of damage a nearby (in same zone) teammate does to enemies
- score_typical_good_score - VAR - (DEVELOPMENTONLY,GAMEDLL)
- An average good score for use in funfacts
- screenshot - CMD - (CLIENTCMD_CAN_EXECUTE)
- Take a screenshot.
- script - CMD - (GAMEDLL)
- Run the text as a script
- script_connect_debugger_on_mapspawn - VAR - (DEVELOPMENTONLY,GAMEDLL)
- script_debug - CMD - (GAMEDLL)
- Connect the vscript VM to the script debugger
- script_dump_all - CMD - (GAMEDLL)
- Dump the state of the VM to the console
- script_execute - CMD - (GAMEDLL)
- Run a vscript file
- script_help - CMD - (GAMEDLL)
- Output help for script functions, optionally with a search string
- script_reload_code - CMD - (GAMEDLL)
- Execute a vscript file, replacing existing functions with the functions in the run script
- script_reload_entity_code - CMD - (GAMEDLL)
- Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
- script_reload_think - CMD - (GAMEDLL)
- Execute an activation script, replacing existing functions with the functions in the run script
- sdt_server_fakeloss_recv - VAR - (DEVELOPMENTONLY)
- 0-100 Randomly discard N pct of packets received
- sdt_server_fakeloss_send - VAR - (DEVELOPMENTONLY)
- 0-100 Randomly discard N pct of packets instead of sending
- send_round_backup_file_list - CMD - (GAMEDLL,HIDDEN)
- server_browser_dialog_open - VAR - (DEVELOPMENTONLY,HIDDEN)
- Is the server browser window active
- server_game_time - CMD - (GAMEDLL)
- Gives the game time in seconds (server's curtime)
- servercfgfile - VAR - (GAMEDLL)
- setang - CMD - (GAMEDLL,CHEAT)
- Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- setang_exact - CMD - (GAMEDLL,CHEAT)
- Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- setinfo - CMD - (CLIENTCMD_CAN_EXECUTE)
- Adds a new user info value
- setmodel - CMD - (GAMEDLL,CHEAT)
- Changes's player's model
- setpause - CMD
- Set the pause state of the server.
- setpos - CMD - (GAMEDLL,CHEAT)
- Move player to specified origin (must have sv_cheats).
- setpos_exact - CMD - (GAMEDLL,CHEAT)
- Move player to an exact specified origin (must have sv_cheats).
- setpos_player - CMD - (GAMEDLL,CHEAT)
- Move specified player to specified origin (must have sv_cheats).
- shake - CMD - (GAMEDLL,CHEAT)
- Shake the screen.
- showbudget_texture - VAR - (CHEAT)
- Enable the texture budget panel.
- showbudget_texture_global_sum - VAR - (DEVELOPMENTONLY)
- showconsole - CMD - (DONTRECORD)
- Show the console.
- showtriggers - VAR - (GAMEDLL,CHEAT)
- Shows trigger brushes
- showtriggers_toggle - CMD - (GAMEDLL,CHEAT)
- Toggle show triggers
- singlestep - VAR - (CHEAT)
- Run engine in single step mode ( set next to 1 to advance a frame )
- sk_ally_regen_time - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Time taken for an ally to regenerate a point of health.
- sk_autoaim_mode - VAR - (GAMEDLL,ARCHIVE,REPLICATED)
- sk_player_arm - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sk_player_chest - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sk_player_head - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sk_player_leg - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sk_player_stomach - VAR - (DEVELOPMENTONLY,GAMEDLL)
- skill - VAR - (ARCHIVE)
- Game skill level (1-3).
- skip_next_map - CMD - (GAMEDLL)
- Skips the next map in the map rotation for the server.
- sleep_when_meeting_framerate - VAR - (DEVELOPMENTONLY)
- Sleep instead of spinning if we're meeting the desired framerate.
- smoothstairs - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Smooth player eye z coordinate when traversing stairs.
- snd_ShowThreadFrameTime - VAR - (DEVELOPMENTONLY)
- snd_async_flush - CMD
- Flush all unlocked async audio data
- snd_async_fullyasync - VAR - (DEVELOPMENTONLY)
- All playback is fully async (sound doesn't play until data arrives).
- snd_async_minsize - VAR - (DEVELOPMENTONLY)
- snd_async_showmem - CMD
- Show async memory stats
- snd_async_showmem_music - CMD
- Show async memory stats for just non-streamed music
- snd_async_showmem_summary - CMD
- Show brief async memory stats
- snd_async_spew_blocking - VAR - (DEVELOPMENTONLY)
- Spew message to console any time async sound loading blocks on file i/o.
- snd_async_stream_fail - VAR - (DEVELOPMENTONLY)
- Spew stream pool failures.
- snd_async_stream_purges - VAR - (DEVELOPMENTONLY)
- Spew stream pool purges.
- snd_async_stream_recover_from_exhausted_stream - VAR - (DEVELOPMENTONLY)
- If 1, recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many sounds are played). Set to 0, to stop the sound otherwise.
- snd_async_stream_spew - VAR - (DEVELOPMENTONLY)
- Spew streaming info ( 0=Off, 1=streams, 2=buffers
- snd_async_stream_spew_delayed_start_filter - VAR - (DEVELOPMENTONLY)
- Filter used to spew sounds that starts late. Use an empty string "" to display all sounds. By default only the VO are displayed.
- snd_async_stream_spew_delayed_start_time - VAR - (DEVELOPMENTONLY)
- Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms delay.
- snd_async_stream_spew_exhausted_buffer - VAR - (DEVELOPMENTONLY)
- If 1, spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
- snd_async_stream_spew_exhausted_buffer_time - VAR - (DEVELOPMENTONLY)
- Number of milliseconds between each exhausted buffer spew.
- snd_async_stream_static_alloc - VAR - (DEVELOPMENTONLY)
- If 1, spews allocations on the static alloc pool. Set to 0 for no spew.
- snd_cull_duplicates - VAR - (DEVELOPMENTONLY)
- If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played.
- snd_deathcamera_volume - VAR - (ARCHIVE)
- Relative volume of the death camera music.
- snd_debug_gaincurve - VAR - (DEVELOPMENTONLY)
- Visualize sound gain fall off
- snd_debug_gaincurvevol - VAR - (DEVELOPMENTONLY)
- Visualize sound gain fall off
- snd_debug_panlaw - VAR - (CHEAT)
- Visualize panning crossfade curves
- snd_defer_trace - VAR - (DEVELOPMENTONLY)
- snd_delay_for_choreo_enabled - VAR - (DEVELOPMENTONLY)
- Enables update of delay for choreo to compensate for IO latency.
- snd_delay_for_choreo_reset_after_N_milliseconds - VAR - (DEVELOPMENTONLY)
- Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
- snd_delay_sound_shift - VAR - (DEVELOPMENTONLY)
- snd_disable_mixer_duck - VAR - (CHEAT)
- snd_disable_mixer_solo - VAR - (CHEAT)
- snd_dsp_cancel_old_preset_after_N_milliseconds - VAR - (DEVELOPMENTONLY)
- Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
- snd_dsp_optimization - VAR - (DEVELOPMENTONLY)
- Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
- snd_dsp_spew_changes - VAR - (DEVELOPMENTONLY)
- Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
- snd_dsp_test1 - VAR - (DEVELOPMENTONLY)
- snd_dsp_test2 - VAR - (DEVELOPMENTONLY)
- snd_duckerattacktime - VAR - (ARCHIVE)
- snd_duckerreleasetime - VAR - (ARCHIVE)
- snd_duckerthreshold - VAR - (ARCHIVE)
- snd_ducking_off - VAR - (ARCHIVE)
- snd_ducktovolume - VAR - (ARCHIVE)
- snd_dump_filepaths - CMD
- snd_dumpclientsounds - CMD
- Dump sounds to console
- snd_dvar_dist_max - VAR - (CHEAT)
- Play full 'far' sound at this distance
- snd_dvar_dist_min - VAR - (CHEAT)
- Play full 'near' sound at this distance
- snd_filter - VAR - (CHEAT)
- snd_find_channel - VAR - (DEVELOPMENTONLY)
- Scan every channel to find the corresponding sound.
- snd_foliage_db_loss - VAR - (CHEAT)
- foliage dB loss per 1200 units
- snd_front_headphone_position - CMD
- Specifies the position (in degrees) of the virtual front left/right headphones.
- snd_front_stereo_speaker_position - CMD
- Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_front_surround_speaker_position - CMD
- Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_gain - VAR - (CHEAT)
- snd_gain_max - VAR - (CHEAT)
- snd_gain_min - VAR - (CHEAT)
- snd_getmixer - CMD
- Get data related to mix group matching string
- snd_headphone_pan_exponent - CMD
- Specifies the exponent for the pan xfade from phone to phone if the "exp" pan law is being used.
- snd_headphone_pan_radial_weight - CMD
- Apply cos(angle) * weight before pan law
- snd_legacy_surround - VAR - (ARCHIVE)
- snd_list - VAR - (CHEAT)
- snd_lockpartial - VAR - (DEVELOPMENTONLY)
- snd_mapobjective_volume - VAR - (ARCHIVE)
- Relative volume of map objective music.
- snd_max_same_sounds - VAR - (CHEAT)
- snd_max_same_weapon_sounds - VAR - (CHEAT)
- snd_menumusic_volume - VAR - (ARCHIVE)
- Relative volume of the main menu music.
- snd_mergemethod - VAR - (DEVELOPMENTONLY)
- Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
- snd_mix_async - VAR - (DEVELOPMENTONLY)
- snd_mix_dry_volume - VAR - (DEVELOPMENTONLY)
- snd_mix_optimization - VAR - (DEVELOPMENTONLY)
- Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
- snd_mix_soundchar_enabled - VAR - (DEVELOPMENTONLY)
- Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of doppler, directional, etc...).
- snd_mix_test1 - VAR - (DEVELOPMENTONLY)
- snd_mix_test2 - VAR - (DEVELOPMENTONLY)
- snd_mixahead - VAR - (ARCHIVE)
- snd_mixer_master_dsp - VAR - (CHEAT)
- snd_mixer_master_level - VAR - (CHEAT)
- snd_moviefix - VAR - (DEVELOPMENTONLY)
- Defer sound recording until next tick when laying off movies.
- snd_music_boost - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Specifies an amount to boost music volume by
- snd_musicvolume - VAR - (ARCHIVE,ARCHIVE_XBOX)
- Overall music volume
- snd_musicvolume_multiplier_inoverlay - VAR - (ARCHIVE,ARCHIVE_XBOX)
- Music volume multiplier when Steam Overlay is active
- snd_mute_losefocus - VAR - (ARCHIVE)
- snd_noextraupdate - VAR - (DEVELOPMENTONLY)
- snd_obscured_gain_dB - VAR - (CHEAT)
- snd_op_test_convar - VAR - (CHEAT)
- snd_pause_all - VAR - (CHEAT)
- Specifies to pause all sounds and not just voice
- snd_pitchquality - VAR - (ARCHIVE)
- snd_pre_gain_dist_falloff - VAR - (CHEAT)
- snd_prefetch_common - VAR
- Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
- snd_prevent_ss_duplicates - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- switch to en/disable the prevention of splitscreen audio file duplicates
- snd_print_channel_by_guid - CMD
- Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
- snd_print_channel_by_index - CMD
- Prints the content of a channel from its index. snd_print_channel_by_index <index>.
- snd_print_channels - CMD
- Prints all the active channel.
- snd_print_dsp_effect - CMD
- Prints the content of a dsp effect.
- snd_profile - VAR - (DEVELOPMENTONLY,DEMO)
- snd_rear_headphone_position - CMD
- Specifies the position (in degrees) of the virtual rear left/right headphones.
- snd_rear_speaker_scale - VAR - (CHEAT)
- How much to scale rear speaker contribution to front stereo output
- snd_rear_stereo_speaker_position - CMD
- Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rear_surround_speaker_position - CMD
- Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rebuildaudiocache - CMD
- rebuild audio cache for current language
- snd_refdb - VAR - (CHEAT)
- Reference dB at snd_refdist
- snd_refdist - VAR - (CHEAT)
- Reference distance for snd_refdb
- snd_report_format_sound - VAR - (CHEAT)
- If set to 1, report all sound formats.
- snd_report_loop_sound - VAR - (CHEAT)
- If set to 1, report all sounds that just looped.
- snd_report_start_sound - VAR - (CHEAT)
- If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example). Use snd_showstart to see the sounds that are really played.
- snd_report_stop_sound - VAR - (CHEAT)
- If set to 1, report all sounds stopped with S_StopSound().
- snd_report_verbose_error - VAR - (CHEAT)
- If set to 1, report more error found when playing sounds.
- snd_restart - CMD
- Restart sound system.
- snd_roundend_volume - VAR - (ARCHIVE)
- Relative volume of round end music.
- snd_roundstart_volume - VAR - (ARCHIVE)
- Relative volume of round start music.
- snd_set_master_volume - CMD
- Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
- snd_setmixer - CMD - (CHEAT)
- Set named Mixgroup of current mixer to mix vol, mute, solo.
- snd_setmixlayer - CMD - (CHEAT)
- Set named Mixgroup of named mix layer to mix vol, mute, solo.
- snd_setmixlayer_amount - CMD - (CHEAT)
- Set named mix layer mix amount.
- snd_show - VAR - (CHEAT)
- Show sounds info
- snd_show_channel_count - VAR - (DEVELOPMENTONLY)
- Show the current count of channel types.
- snd_show_filter - VAR - (CHEAT)
- Limit debug sounds to those containing this substring
- snd_show_print - VAR - (CHEAT)
- Print to console the sounds that are normally printed on screen only. 1 = print to console and to screen; 2 = print only to console
- snd_showclassname - VAR - (CHEAT)
- snd_showmixer - VAR - (CHEAT)
- snd_showstart - VAR - (CHEAT)
- snd_sos_allow_dynamic_chantype - VAR - (DEVELOPMENTONLY)
- snd_sos_exec_when_paused - VAR - (DEVELOPMENTONLY)
- snd_sos_flush_operators - CMD - (CHEAT)
- Flush and re-parse the sound operator system
- snd_sos_list_operator_updates - VAR - (CHEAT)
- snd_sos_print_operators - CMD - (CHEAT)
- Prints a list of currently available operators
- snd_sos_show_block_debug - VAR - (CHEAT)
- Spew data about the list of block entries.
- snd_sos_show_client_rcv - VAR - (CHEAT)
- snd_sos_show_entry_match_free - VAR - (DEVELOPMENTONLY)
- snd_sos_show_operator_entry_filter - VAR - (CHEAT)
- snd_sos_show_operator_init - VAR - (CHEAT)
- snd_sos_show_operator_parse - VAR - (CHEAT)
- snd_sos_show_operator_prestart - VAR - (CHEAT)
- snd_sos_show_operator_shutdown - VAR - (CHEAT)
- snd_sos_show_operator_start - VAR - (CHEAT)
- snd_sos_show_operator_stop_entry - VAR - (CHEAT)
- snd_sos_show_operator_updates - VAR - (CHEAT)
- snd_sos_show_opvar_list - VAR - (DEVELOPMENTONLY)
- snd_sos_show_queuetotrack - VAR - (CHEAT)
- snd_sos_show_server_xmit - VAR - (GAMEDLL,CHEAT)
- snd_sos_show_source_info - VAR - (DEVELOPMENTONLY)
- snd_sos_show_startqueue - VAR - (CHEAT)
- snd_sos_show_track_list - VAR - (DEVELOPMENTONLY)
- snd_soundmixer - VAR - (DEVELOPMENTONLY)
- snd_soundmixer_flush - CMD - (CHEAT)
- Reload soundmixers.txt file.
- snd_soundmixer_list_mix_groups - CMD
- List all mix groups to dev console.
- snd_soundmixer_list_mix_layers - CMD
- List all mix layers to dev console.
- snd_soundmixer_list_mixers - CMD
- List all mixers to dev console.
- snd_soundmixer_parse_debug - VAR - (DEVELOPMENTONLY)
- snd_soundmixer_set_trigger_factor - CMD - (CHEAT)
- Set named mix layer / mix group, trigger amount.
- snd_soundmixer_version - VAR - (DEVELOPMENTONLY)
- snd_spatialize_roundrobin - VAR - (DEVELOPMENTONLY)
- Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized per frame.
- snd_spew_dsp_process - VAR - (DEVELOPMENTONLY)
- Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
- snd_stereo_speaker_pan_exponent - CMD
- Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.
- snd_stereo_speaker_pan_radial_weight - CMD
- Apply cos(angle) * weight before pan law
- snd_store_filepaths - VAR - (DEVELOPMENTONLY)
- snd_surround_speaker_pan_exponent - CMD
- Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.
- snd_surround_speaker_pan_radial_weight - CMD
- Apply cos(angle) * weight before pan law
- snd_surround_speakers - VAR - (DEVELOPMENTONLY)
- snd_tensecondwarning_volume - VAR - (ARCHIVE)
- Relative volume of ten second warning music.
- snd_updateaudiocache - CMD
- checks _master.cache based on file sizes and rebuilds any change/new entries
- snd_visualize - VAR - (CHEAT)
- Show sounds location in world
- snd_voice_echo - VAR - (DEVELOPMENTONLY)
- snd_vol_no_xfade - VAR - (DEVELOPMENTONLY)
- If current and target volumes are close, don't cross-fade.
- snd_vol_xfade_incr_max - VAR - (DEVELOPMENTONLY)
- Never change volume by more than +/-N units per frame during cross-fade.
- snd_vol_xfade_speed_multiplier_for_doppler - VAR - (DEVELOPMENTONLY)
- Doppler effect is extremely sensible to volume variation. To reduce the pops, the cross-fade has to be very slow.
- snd_vol_xfade_time - VAR - (DEVELOPMENTONLY)
- Channel volume cross-fade time in seconds.
- snd_vox_captiontrace - VAR - (DEVELOPMENTONLY)
- Shows sentence name for sentences which are set not to show captions.
- snd_vox_globaltimeout - VAR - (DEVELOPMENTONLY)
- snd_vox_sectimetout - VAR - (DEVELOPMENTONLY)
- snd_vox_seqtimetout - VAR - (DEVELOPMENTONLY)
- snd_writemanifest - CMD
- If running a game, outputs the precache manifest for the current level
- sndplaydelay - CMD
- soundfade - CMD - (SERVER_CAN_EXECUTE)
- Fade client volume.
- soundinfo - CMD
- Describe the current sound device.
- soundlist - CMD
- List all known sounds.
- soundpatch_captionlength - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- How long looping soundpatch captions should display for.
- soundscape_debug - VAR - (GAMEDLL,CHEAT)
- When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
- soundscape_flush - CMD - (GAMEDLL)
- Flushes the server & client side soundscapes
- speak - CMD
- Play a constructed sentence.
- spec_allow_roaming - VAR - (GAMEDLL,REPLICATED,CHEAT)
- If nonzero, allow free-roaming spectator camera.
- spec_freeze_deathanim_time - VAR - (GAMEDLL,REPLICATED)
- The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.
- spec_freeze_panel_extended_time - VAR - (GAMEDLL,REPLICATED)
- Time spent with the freeze panel still up after observer freeze cam is done.
- spec_freeze_target_fov - VAR - (GAMEDLL,REPLICATED,CHEAT)
- The target FOV that the deathcam should use.
- spec_freeze_target_fov_long - VAR - (GAMEDLL,REPLICATED,CHEAT)
- The target FOV that the deathcam should use when the cam zoom far away on the target.
- spec_freeze_time - VAR - (GAMEDLL,REPLICATED)
- Time spend frozen in observer freeze cam.
- spec_freeze_time_lock - VAR - (GAMEDLL,REPLICATED)
- Time players are prevented from skipping the freeze cam
- spec_freeze_traveltime - VAR - (GAMEDLL,REPLICATED)
- Time taken to zoom in to frame a target in observer freeze cam.
- spec_replay_bot - VAR - (GAMEDLL)
- Enable Spectator Hltv Replay when killed by bot
- spec_replay_cam_delay - VAR - (GAMEDLL)
- Hltv Replay delay in seconds
- spec_replay_cam_options - VAR - (GAMEDLL)
- Debug options for replay cam
- spec_replay_enable - VAR - (REPLICATED)
- Enable Killer Replay, requires hltv server running.
- spec_replay_leadup_time - VAR - (REPLICATED)
- Replay time in seconds before the highlighted event
- spec_replay_message_time - VAR - (REPLICATED)
- How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time
- spec_replay_rate_base - VAR - (REPLICATED)
- Base time scale of Killer Replay.Experimental.
- spec_replay_rate_limit - VAR - (REPLICATED)
- Minimum allowable pause between replay requests in seconds
- spec_replay_round_delay - VAR - (GAMEDLL)
- Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)
- spec_replay_winddown_time - VAR - (GAMEDLL)
- The trailing time, in seconds, of replay past the event, including fade-out
- spike - CMD - (CHEAT)
- generates a fake spike
- spincycle - CMD - (CHEAT)
- Cause the engine to spincycle (Debug!!)
- ss_connect - CMD - (DEVELOPMENTONLY)
- If connected with available split screen slots, connects a split screen player to this machine.
- ss_disconnect - CMD - (DEVELOPMENTONLY)
- If connected with available split screen slots, connects a split screen player to this machine.
- ss_map - CMD - (DONTRECORD)
- Start playing on specified map with max allowed splitscreen players.
- ss_voice_hearpartner - VAR - (DEVELOPMENTONLY)
- Route voice between splitscreen players on same system.
- star_memory - CMD
- Dump memory stats
- startdemos - CMD
- Play demos in demo sequence.
- startmovie - CMD - (DONTRECORD)
- Start recording movie frames.
- startupmenu - CMD
- Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode.
- stats - CMD
- Prints server performance variables
- status - CMD
- Display map and connection status.
- steam_controller_haptics - VAR - (GAMEDLL)
- steam_controller_status - CMD
- Spew report of steam controller status
- steamdatagram_client_consecutitive_ping_timeouts_fail - VAR - (DEVELOPMENTONLY)
- If N consecutive pings to a port fail, after having received successful communication, mark that port as unavailable for a while, and try a different one.
- steamdatagram_client_consecutitive_ping_timeouts_fail_initial - VAR - (DEVELOPMENTONLY)
- If the first N pings to a port all fail, mark that port as unavailable for a while, and try a different one. Some ISPs and routers may drop the first packet, so setting this to 1 may greatly disrupt communications.
- steamdatagram_client_fakeloss_recv - VAR - (DEVELOPMENTONLY)
- 0-100 Randomly discard N pct of packets received
- steamdatagram_client_fakeloss_send - VAR - (DEVELOPMENTONLY)
- 0-100 Randomly discard N pct of packets instead of sending
- steamdatagram_client_min_pings_before_ping_accurate - VAR - (DEVELOPMENTONLY)
- Send at least N pings to a router before assuming the ping is accurate. (The first few packets can often delayed by various route setup costs such as NAT.)
- steamdatagram_client_single_socket - VAR - (DEVELOPMENTONLY)
- Set all steam datagram traffic to originate from the same local port. By default, we open up a new UDP socket (on a different local port) for each relay. This is not optimal, but it works around some routers that don't implement NAT properly. If you have intermittent problems talking to relays that might be NAT related, try toggling this flag.
- steamdatagram_client_spew_level - VAR - (DEVELOPMENTONLY)
- Verbosity level for Steam datagram client spew
- steamworks_sessionid_server - VAR - (DEVELOPMENTONLY,GAMEDLL,HIDDEN,REPLICATED)
- The server session ID for the new steamworks gamestats.
- step_spline - VAR - (DEVELOPMENTONLY,GAMEDLL)
- stop - CMD
- Finish recording demo.
- stopdemo - CMD - (DONTRECORD)
- Stop playing back a demo.
- stopsound - CMD - (CHEAT)
- stringtable_alwaysrebuilddictionaries - VAR - (DEVELOPMENTONLY)
- Rebuild dictionary file on every level load
- stringtable_showsizes - VAR - (DEVELOPMENTONLY)
- Show sizes of string tables when building for signon
- stringtable_usedictionaries - VAR - (DEVELOPMENTONLY)
- Use dictionaries for string table networking
- stringtabledictionary - CMD
- Create dictionary for current strings.
- studio_queue_mode - VAR - (DEVELOPMENTONLY)
- stuffcmds - CMD
- Parses and stuffs command line + commands to command buffer.
- suitvolume - VAR - (GAMEDLL,ARCHIVE)
- surfaceprop - CMD - (GAMEDLL,CHEAT)
- Reports the surface properties at the cursor
- sv_accelerate - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Linear acceleration amount (old value is 5.6)
- sv_accelerate_debug_speed - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- sv_accelerate_use_weapon_speed - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- sv_airaccelerate - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- sv_allchat - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY)
- Players can receive all other players' text chat, team restrictions apply
- sv_allow_thirdperson - VAR - (GAMEDLL,REPLICATED)
- Allows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set thirdperson without this convar being set)
- sv_allow_votes - VAR - (GAMEDLL)
- Allow voting?
- sv_allow_wait_command - VAR - (REPLICATED)
- Allow or disallow the wait command on clients connected to this server.
- sv_allowdownload - VAR
- Allow clients to download files
- sv_allowupload - VAR
- Allow clients to upload customizations files
- sv_alltalk - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Players can hear all enemy communication (voice, chat)
- sv_alternateticks - VAR
- If set, server only simulates entities on even numbered ticks.
- sv_arms_race_vote_to_restart_disallowed_after - VAR - (GAMEDLL,REPLICATED)
- Arms Race gun level after which vote to restart is disallowed
- sv_assassination_target_ratio - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_auto_adjust_bot_difficulty - VAR - (GAMEDLL)
- Adjust the difficulty of bots each round based on contribution score.
- sv_auto_full_alltalk_during_warmup_half_end - VAR - (GAMEDLL)
- When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match
- sv_autobuyammo - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Enable automatic ammo purchase when inside buy zones during buy periods
- sv_autosave - VAR - (DEVELOPMENTONLY)
- Set to 1 to autosave game on level transition. Does not affect autosave triggers.
- sv_backspeed - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- How much to slow down backwards motion
- sv_benchmark_autovprofrecord - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.
- sv_benchmark_force_start - CMD - (GAMEDLL)
- Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.
- sv_benchmark_numticks - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If > 0, then it only runs the benchmark for this # of ticks.
- sv_bonus_challenge - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Set to values other than 0 to select a bonus map challenge type.
- sv_bot_buy_decoy_weight - VAR - (GAMEDLL)
- Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_flash_weight - VAR - (GAMEDLL)
- Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_grenade_chance - VAR - (GAMEDLL)
- Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)
- sv_bot_buy_hegrenade_weight - VAR - (GAMEDLL)
- Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_molotov_weight - VAR - (GAMEDLL)
- Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_smoke_weight - VAR - (GAMEDLL)
- Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_difficulty_gamepad - VAR - (DEVELOPMENTONLY,GAMEDLL,HIDDEN,REPLICATED)
- Bot difficulty while playing with Gamepad device
- sv_bot_difficulty_hydra - VAR - (DEVELOPMENTONLY,GAMEDLL,HIDDEN,REPLICATED)
- Bot difficulty while playing with Hydra device
- sv_bot_difficulty_kbm - VAR - (DEVELOPMENTONLY,GAMEDLL,HIDDEN,REPLICATED)
- Bot difficulty while playing with Keyboard/Mouse device
- sv_bot_difficulty_ps3move - VAR - (DEVELOPMENTONLY,GAMEDLL,HIDDEN,REPLICATED)
- Bot difficulty while playing with PS3Move device
- sv_bot_difficulty_sharpshooter - VAR - (DEVELOPMENTONLY,GAMEDLL,HIDDEN,REPLICATED)
- Bot difficulty while playing with SharpShooter device
- sv_bots_force_rebuy_every_round - VAR - (GAMEDLL)
- If set, this strips the bots of their weapons every round and forces them to rebuy.
- sv_bots_get_easier_each_win - VAR - (GAMEDLL)
- If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.
- sv_bots_get_harder_after_each_wave - VAR - (GAMEDLL)
- If > 0, some # of bots will raise thier difficulty each time CTs beat a Guardian wave. The argument defines how many will raise their difficulty each time
- sv_bounce - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Bounce multiplier for when physically simulated objects collide with other objects.
- sv_broadcast_ugc_download_progress_interval - VAR - (GAMEDLL)
- sv_broadcast_ugc_downloads - VAR - (GAMEDLL)
- sv_buy_status_override - VAR - (GAMEDLL,REPLICATED)
- Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
- sv_cacheencodedents - VAR - (DEVELOPMENTONLY)
- If set to 1, does an optimization to prevent extra SendTable_Encode calls.
- sv_cheats - VAR - (NOTIFY,REPLICATED)
- Allow cheats on server
- sv_clearhinthistory - CMD - (GAMEDLL)
- Clear memory of server side hints displayed to the player.
- sv_client_cmdrate_difference - VAR - (REPLICATED)
- cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
- sv_client_max_interp_ratio - VAR - (DEVELOPMENTONLY,REPLICATED)
- This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
- sv_client_min_interp_ratio - VAR - (DEVELOPMENTONLY,REPLICATED)
- This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
- -1 = let clients set cl_interp_ratio to anything
- any other value = set minimum value for cl_interp_ratio
- sv_client_predict - VAR - (DEVELOPMENTONLY,REPLICATED)
- This can be used to force the value of cl_predict for connected clients (only while they are connected).
- -1 = let clients set cl_predict to anything
- 0 = force cl_predict to 0
- 1 = force cl_predict to 1
- sv_clockcorrection_msecs - VAR - (GAMEDLL)
- The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
- sv_coaching_enabled - VAR - (GAMEDLL,REPLICATED)
- Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )
- sv_comp_mode_allow_dc - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Set this to 1 to allow direct connects in Competitive mode
- sv_competitive_minspec - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
- sv_competitive_official_5v5 - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
- sv_compute_per_bot_difficulty - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot
- sv_consistency - VAR - (REPLICATED)
- Whether the server enforces file consistency for critical files
- sv_contact - VAR - (NOTIFY)
- Contact email for server sysop
- sv_creationtickcheck - VAR - (DEVELOPMENTONLY,CHEAT)
- Do extended check for encoding of timestamps against tickcount
- sv_cs_dump_econ_item_stringtable - CMD - (GAMEDLL)
- sv_cs_dump_econ_item_stringtable
- sv_ct_spawn_on_bombsite - VAR - (GAMEDLL)
- Force cts to spawn on a bombsite
- sv_damage_print_enable - VAR - (GAMEDLL,REPLICATED)
- Turn this off to disable the player's damage feed in the console after getting killed.
- sv_dc_friends_reqd - VAR - (GAMEDLL)
- Set this to 0 to allow direct connects to a game in progress even if no presents are present
- sv_deadtalk - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Dead players can speak (voice, text) to the living
- sv_debug_player_use - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
- sv_debug_ugc_downloads - VAR - (GAMEDLL)
- sv_debugmanualmode - VAR
- Make sure entities correctly report whether or not their network data has changed.
- sv_debugroundstats - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_debugtempentities - VAR - (DEVELOPMENTONLY)
- Show temp entity bandwidth usage.
- sv_delta_entity_full_buffer_size - VAR - (DEVELOPMENTONLY)
- Buffer size for delta entities
- sv_deltaprint - VAR - (DEVELOPMENTONLY)
- Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
- sv_deltatime - VAR - (DEVELOPMENTONLY)
- Enable profiling of CalcDelta calls
- sv_disable_immunity_alpha - VAR - (GAMEDLL,REPLICATED)
- If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]
- sv_disable_motd - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- Prevent the motd from showing.
- sv_disable_observer_interpolation - VAR - (GAMEDLL,REPLICATED)
- Disallow interpolating between observer targets on this server.
- sv_disable_querycache - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- debug - disable trace query cache
- sv_disable_show_team_select_menu - VAR - (GAMEDLL,REPLICATED)
- Prevent the team select menu from showing.
- sv_disablefreezecam - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Turn on/off freezecam on server
- sv_downloadurl - VAR - (REPLICATED)
- Location from which clients can download missing files
- sv_dump_class_info - CMD
- Dump server class infos.
- sv_dump_class_table - CMD
- Dump server class table matching the pattern (substr).
- sv_dump_entity_pack_stats - CMD
- Show stats on entity packing.
- sv_dump_serialized_entities_mem - CMD
- Dump serialized entity allocations stats.
- sv_dumpmatchweaponmetrics - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Turn on the exporting of weapon metrics at the end of a level.
- sv_dumpstringtables - VAR - (CHEAT)
- sv_duplicate_playernames_ok - VAR - (REPLICATED)
- When enabled player names won't have the (#) in front of their names its the same as another player.
- sv_enable_delta_packing - VAR
- When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
- sv_enablebunnyhopping - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- sv_enableoldqueries - VAR - (DEVELOPMENTONLY)
- Enable support for old style (HL1) server queries
- sv_endmatch_item_drop_interval - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The time between drops on the end match scoreboard
- sv_endmatch_item_drop_interval_ancient - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The time between drops on the end match scoreboard for ancient items
- sv_endmatch_item_drop_interval_legendary - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The time between drops on the end match scoreboard for legendary items
- sv_endmatch_item_drop_interval_mythical - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The time between drops on the end match scoreboard for mythical items
- sv_endmatch_item_drop_interval_rare - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- The time between drops on the end match scoreboard for rare items
- sv_extra_client_connect_time - VAR - (DEVELOPMENTONLY)
- Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
- sv_extreme_strafe_accuracy_fishtail - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Number of degrees of aim 'fishtail' when making an extreme strafe direction change
- sv_filterban - VAR - (DEVELOPMENTONLY)
- Set packet filtering by IP mode
- sv_findsoundname - CMD - (DEVELOPMENTONLY,GAMEDLL)
- Find sound names which reference the specified wave files.
- sv_flashbang_strength - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Flashbang strength
- sv_footstep_sound_frequency - VAR - (GAMEDLL,REPLICATED,CHEAT)
- How frequent to hear the player's step sound or how fast they appear to be running from first person.
- sv_footsteps - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- Play footstep sound for players
- sv_force_transmit_ents - VAR - (GAMEDLL)
- Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
- sv_force_transmit_players - VAR - (GAMEDLL)
- Will transmit players to all clients regardless of PVS checks.
- sv_forcepreload - VAR - (ARCHIVE)
- Force server side preloading.
- sv_friction - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- World friction.
- sv_full_alltalk - VAR - (GAMEDLL,REPLICATED)
- Any player (including Spectator team) can speak to any other player
- sv_game_mode_convars - CMD - (GAMEDLL)
- Display the values of the convars for the current game_mode.
- sv_gameinstructor_disable - VAR - (GAMEDLL,REPLICATED)
- Force all clients to disable their game instructors.
- sv_gravity - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- World gravity.
- sv_grenade_trajectory - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Shows grenade trajectory visualization in-game.
- sv_grenade_trajectory_dash - VAR - (GAMEDLL,REPLICATED)
- Dot-dash style grenade trajectory arc
- sv_grenade_trajectory_thickness - VAR - (GAMEDLL,REPLICATED)
- Visible thickness of grenade trajectory arc
- sv_grenade_trajectory_time - VAR - (GAMEDLL,REPLICATED)
- Length of time grenade trajectory remains visible.
- sv_grenade_trajectory_time_spectator - VAR - (GAMEDLL,REPLICATED)
- Length of time grenade trajectory remains visible as a spectator.
- sv_guardian_heavy_all - VAR - (GAMEDLL)
- sv_guardian_heavy_count - VAR - (GAMEDLL)
- sv_guardian_max_wave_for_heavy - VAR - (GAMEDLL)
- sv_guardian_min_wave_for_heavy - VAR - (GAMEDLL)
- sv_hibernate_ms - VAR
- # of milliseconds to sleep per frame while hibernating
- sv_hibernate_ms_vgui - VAR
- # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
- sv_hibernate_postgame_delay - VAR
- # of seconds to wait after final client leaves before hibernating.
- sv_hibernate_punt_tv_clients - VAR
- When enabled will punt all GOTV clients during hibernation
- sv_hibernate_when_empty - VAR
- Puts the server into extremely low CPU usage mode when no clients connected
- sv_holiday_mode - VAR - (GAMEDLL,REPLICATED)
- 0 = OFF, 1 = Halloween, 2 = Winter
- sv_hosting_lobby - VAR - (DEVELOPMENTONLY,REPLICATED)
- sv_ignoregrenaderadio - VAR - (GAMEDLL)
- Turn off Fire in the hole messages
- sv_infinite_ammo - VAR - (GAMEDLL,REPLICATED)
- Player's active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the magazine.
- sv_instancebaselines - VAR - (DEVELOPMENTONLY)
- Enable instanced baselines. Saves network overhead.
- sv_kick_ban_duration - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- How long should a kick ban from the server should last (in minutes)
- sv_kick_players_with_cooldown - VAR - (GAMEDLL,REPLICATED)
- (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
- sv_ladder_angle - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
- sv_ladder_dampen - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Amount to dampen perpendicular movement on a ladder
- sv_ladder_scale_speed - VAR - (GAMEDLL,REPLICATED)
- Scale top speed on ladders
- sv_lagcompensateself - VAR - (GAMEDLL,CHEAT)
- Player can lag compensate themselves.
- sv_lagcompensationforcerestore - VAR - (GAMEDLL,CHEAT)
- Don't test validity of a lag comp restore, just do it.
- sv_lagflushbonecache - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Flushes entity bone cache on lag compensation
- sv_lagpushticks - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Push computed lag compensation amount by this many ticks.
- sv_lan - VAR
- Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
- sv_log_onefile - VAR - (ARCHIVE)
- Log server information to only one file.
- sv_logbans - VAR - (ARCHIVE)
- Log server bans in the server logs.
- sv_logblocks - VAR
- If true when log when a query is blocked (can cause very large log files)
- sv_logdownloadlist - VAR - (DEVELOPMENTONLY)
- sv_logecho - VAR - (ARCHIVE)
- Echo log information to the console.
- sv_logfile - VAR - (ARCHIVE)
- Log server information in the log file.
- sv_logflush - VAR - (ARCHIVE)
- Flush the log file to disk on each write (slow).
- sv_logsdir - VAR - (ARCHIVE)
- Folder in the game directory where server logs will be stored.
- sv_logsecret - VAR
- If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)
- sv_logsocket - VAR
- Uses a specific outgoing socket for sv udp logging
- sv_logsocket2 - VAR
- Uses a specific outgoing socket for second source of sv udp logging
- sv_logsocket2_substr - VAR
- Uses a substring match for second source of sv udp logging
- sv_massreport - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_master_share_game_socket - VAR - (DEVELOPMENTONLY)
- Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to communicate to the master server on.
- sv_matchend_drops_enabled - VAR - (GAMEDLL)
- Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented
- sv_matchpause_auto_5v5 - VAR - (GAMEDLL,REPLICATED)
- When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
- sv_max_allowed_net_graph - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Determines max allowed net_graph value for clients.
- sv_max_distance_transmit_footsteps - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Maximum distance to transmit footstep sound effects.
- sv_max_queries_sec - VAR
- Maximum queries per second to respond to from a single IP address.
- sv_max_queries_sec_global - VAR
- Maximum queries per second to respond to from anywhere.
- sv_max_queries_tracked_ips_max - VAR
- Window over which to average queries per second averages.
- sv_max_queries_tracked_ips_prune - VAR
- Window over which to average queries per second averages.
- sv_max_queries_window - VAR
- Window over which to average queries per second averages.
- sv_max_usercmd_future_ticks - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Prevents clients from running usercmds too far in the future. Prevents speed hacks.
- sv_max_usercmd_move_magnitude - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Maximum move magnitude that can be requested by client.
- sv_maxclientframes - VAR - (DEVELOPMENTONLY)
- sv_maxcmdrate - VAR - (DEVELOPMENTONLY,REPLICATED)
- (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
- sv_maxrate - VAR - (REPLICATED)
- Max bandwidth rate allowed on server, 0 == unlimited
- sv_maxreplay - VAR - (DEVELOPMENTONLY)
- Maximum replay time in seconds
- sv_maxroutable - VAR - (DEVELOPMENTONLY)
- Server upper bound on net_maxroutable that a client can use.
- sv_maxspeed - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- sv_maxunlag - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Maximum lag compensation in seconds
- sv_maxupdaterate - VAR - (REPLICATED)
- Maximum updates per second that the server will allow
- sv_maxuptimelimit - VAR
- If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.
- sv_maxusrcmdprocessticks - VAR - (GAMEDLL)
- Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions
- sv_maxusrcmdprocessticks_holdaim - VAR - (GAMEDLL)
- Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server tick; 2+: hold multiple ticks)
- sv_maxusrcmdprocessticks_warning - VAR - (GAMEDLL)
- Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled
- sv_maxvelocity - VAR - (GAMEDLL,REPLICATED)
- Maximum speed any ballistically moving object is allowed to attain per axis.
- sv_memlimit - VAR
- If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
- sv_mincmdrate - VAR - (REPLICATED)
- This sets the minimum value for cl_cmdrate. 0 == unlimited.
- sv_minrate - VAR - (REPLICATED)
- Min bandwidth rate allowed on server, 0 == unlimited
- sv_minupdaterate - VAR - (REPLICATED)
- Minimum updates per second that the server will allow
- sv_minuptimelimit - VAR
- If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardless of sv_memlimit.
- sv_mmqueue_reservation - VAR - (DEVELOPMENTONLY,DONTRECORD)
- Server queue reservation
- sv_mmqueue_reservation_extended_timeout - VAR - (DEVELOPMENTONLY)
- Extended time in seconds before mmqueue reservation expires.
- sv_mmqueue_reservation_timeout - VAR - (DEVELOPMENTONLY)
- Time in seconds before mmqueue reservation expires.
- sv_multiplayer_maxtempentities - VAR - (DEVELOPMENTONLY)
- sv_multiplayer_sounds - VAR - (DEVELOPMENTONLY)
- sv_netvisdist - VAR - (DEVELOPMENTONLY,GAMEDLL,CHEAT)
- Test networking visibility distance
- sv_new_delta_bits - VAR - (DEVELOPMENTONLY)
- sv_noclipaccelerate - VAR - (GAMEDLL,ARCHIVE,NOTIFY,REPLICATED)
- sv_noclipduringpause - VAR - (GAMEDLL,REPLICATED,CHEAT)
- If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
- sv_noclipspeed - VAR - (GAMEDLL,ARCHIVE,NOTIFY,REPLICATED)
- sv_nomvp - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Disable MVP awards.
- sv_nonemesis - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Disable nemesis and revenge.
- sv_nowinpanel - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Turn on/off win panel on server
- sv_npc_talker_maxdist - VAR - (DEVELOPMENTONLY,GAMEDLL)
- NPCs over this distance from the player won't attempt to speak.
- sv_occlude_players - VAR - (GAMEDLL)
- sv_optimizedmovement - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- sv_parallel_packentities - VAR
- sv_parallel_sendsnapshot - VAR
- sv_party_mode - VAR - (GAMEDLL,REPLICATED)
- Party!!
- sv_password - VAR - (PROTECTED,NOTIFY,DONTRECORD)
- Server password for entry into multiplayer games
- sv_pausable - VAR
- Is the server pausable.
- sv_pausable_dev - VAR - (DEVELOPMENTONLY)
- Whether listen server is pausable when running -dev and playing solo against bots
- sv_pausable_dev_ds - VAR - (DEVELOPMENTONLY)
- Whether dedicated server is pausable when running -dev and playing solo against bots
- sv_penetration_type - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- What type of penertration to use. 0 = old CS, 1 = new penetration
- sv_phys_props_block_movers - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_playerperfhistorycount - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Number of samples to maintain in player perf history
- sv_precacheinfo - CMD
- Show precache info.
- sv_pure - CMD
- Show user data.
- sv_pure_checkvpk - CMD
- CheckPureServerVPKFiles
- sv_pure_consensus - VAR
- Minimum number of file hashes to agree to form a consensus.
- sv_pure_finduserfiles - CMD
- ListPureServerFiles
- sv_pure_kick_clients - VAR
- If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
- sv_pure_listfiles - CMD
- ListPureServerFiles
- sv_pure_listuserfiles - CMD
- ListPureServerFiles
- sv_pure_retiretime - VAR
- Seconds of server idle time to flush the sv_pure file hash cache.
- sv_pure_trace - VAR
- If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
- sv_pushaway_clientside - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Clientside physics push away (0=off, 1=only localplayer, 1=all players)
- sv_pushaway_clientside_size - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Minimum size of pushback objects
- sv_pushaway_force - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- How hard physics objects are pushed away from the players on the server.
- sv_pushaway_hostage_force - VAR - (GAMEDLL,REPLICATED,CHEAT)
- How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
- sv_pushaway_max_force - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Maximum amount of force applied to physics objects by players.
- sv_pushaway_max_hostage_force - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Maximum of how hard the hostage is pushed away from physics objects.
- sv_pushaway_max_player_force - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- Maximum of how hard the player is pushed away from physics objects.
- sv_pushaway_min_player_speed - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
- sv_pushaway_player_force - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- How hard the player is pushed away from physics objects (falls off with inverse square of distance).
- sv_pvsskipanimation - VAR - (GAMEDLL,ARCHIVE)
- Skips SetupBones when npc's are outside the PVS
- sv_querycache_stats - CMD - (GAMEDLL)
- Display status of the query cache (client only)
- sv_quota_stringcmdspersecond - VAR
- How many string commands per second clients are allowed to submit, 0 to disallow all string commands
- sv_rcon_banpenalty - VAR - (DEVELOPMENTONLY)
- Number of minutes to ban users who fail rcon authentication
- sv_rcon_log - VAR - (DEVELOPMENTONLY)
- Enable/disable rcon logging.
- sv_rcon_maxfailures - VAR - (DEVELOPMENTONLY)
- Max number of times a user can fail rcon authentication before being banned
- sv_rcon_minfailures - VAR - (DEVELOPMENTONLY)
- Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
- sv_rcon_minfailuretime - VAR - (DEVELOPMENTONLY)
- Number of seconds to track failed rcon authentications
- sv_rcon_whitelist_address - VAR
- When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'
- sv_regeneration_force_on - VAR - (GAMEDLL,CHEAT)
- Cheat to test regenerative health systems
- sv_regeneration_wait_time - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- sv_region - VAR
- The region of the world to report this server in.
- sv_reliableavatardata - VAR - (REPLICATED)
- When enabled player avatars are exchanged via gameserver (0: off, 1: players, 2: server)
- sv_remove_old_ugc_downloads - VAR - (GAMEDLL)
- sv_repeatedduckslowdown - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- A multiplier used to slow down speed down on repeated fast ducks
- sv_replaybots - VAR
- If set to 1, the server records data needed to replay network stream from bot's perspective
- sv_reservation_grace - VAR - (DEVELOPMENTONLY)
- Time in seconds given for a lobby reservation.
- sv_reservation_tickrate_adjustment - VAR
- Adjust server tickrate upon reservation
- sv_reservation_timeout - VAR
- Time in seconds before lobby reservation expires.
- sv_reward_drop_delay - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Delay between the end match scoreboard being shown and the beginning of item drops.
- sv_rollangle - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- Max view roll angle
- sv_rollspeed - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- sv_runcmds - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_script_think_interval - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_search_key - VAR
- When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
- sv_sendtables - VAR - (DEVELOPMENTONLY)
- Force full sendtable sending path.
- sv_server_graphic1 - VAR - (GAMEDLL,REPLICATED)
- A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
- sv_server_graphic2 - VAR - (GAMEDLL,REPLICATED)
- A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
- sv_server_verify_blood_on_player - VAR - (GAMEDLL,REPLICATED,CHEAT)
- sv_setsteamaccount - CMD
- token
- Set game server account token to use for logging in to a persistent game server account
- sv_show_bot_difficulty_in_name - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name
- sv_show_cull_props - VAR
- Print out props that are being culled/added by recipent proxies.
- sv_show_usermessage - VAR - (DEVELOPMENTONLY)
- Shows the user messages that the server is sending to clients. Setting this to 2 will show the contents of the message
- sv_show_voip_indicator_for_enemies - VAR - (GAMEDLL,REPLICATED)
- Makes it so the voip icon is shown over enemies as well as allies when they are talking
- sv_showanimstate - VAR - (DEVELOPMENTONLY,GAMEDLL,CHEAT)
- Show the (server) animation state for the specified entity (-1 for none).
- sv_showanimstate_activities - VAR - (DEVELOPMENTONLY,GAMEDLL,CHEAT)
- Show activities in the (server) animation state display.
- sv_showanimstate_log - VAR - (DEVELOPMENTONLY,GAMEDLL,CHEAT)
- 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
- sv_showbullethits - VAR - (GAMEDLL,REPLICATED)
- sv_showimpacts - VAR - (GAMEDLL,REPLICATED)
- Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
- sv_showimpacts_penetration - VAR - (GAMEDLL,REPLICATED)
- Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
- sv_showimpacts_time - VAR - (GAMEDLL,REPLICATED)
- Duration bullet impact indicators remain before disappearing
- sv_showladders - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Show bbox and dismount points for all ladders (must be set before level load.)
- sv_showlagcompensation - VAR - (GAMEDLL,CHEAT)
- Show lag compensated hitboxes whenever a player is lag compensated.
- sv_showplayerhitboxes - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Show lag compensated hitboxes for the specified player index whenever a player fires.
- sv_showtags - CMD
- Describe current gametags.
- sv_shutdown - CMD
- Sets the server to shutdown when all games have completed
- sv_skyname - VAR - (GAMEDLL,ARCHIVE,REPLICATED)
- Current name of the skybox texture
- sv_sound_discardextraunreliable - VAR - (DEVELOPMENTONLY)
- sv_soundemitter_filecheck - CMD - (DEVELOPMENTONLY,GAMEDLL)
- Report missing wave files for sounds and game_sounds files.
- sv_soundemitter_flush - CMD - (DEVELOPMENTONLY,GAMEDLL)
- Flushes the sounds.txt system (server only)
- sv_soundemitter_reload - CMD - (GAMEDLL)
- Flushes the sounds.txt system
- sv_soundemitter_spew - CMD - (DEVELOPMENTONLY,GAMEDLL)
- Print details about a sound.
- sv_soundemitter_trace - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)
- sv_soundemitter_version - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- specfies what version of soundemitter system to use
- sv_soundscape_printdebuginfo - CMD - (GAMEDLL,CHEAT)
- print soundscapes
- sv_spawn_afk_bomb_drop_time - VAR - (GAMEDLL,REPLICATED)
- Players that have never moved since they spawned will drop the bomb after this amount of time.
- sv_spec_hear - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody
- sv_specaccelerate - VAR - (GAMEDLL,ARCHIVE,NOTIFY,REPLICATED)
- sv_specnoclip - VAR - (GAMEDLL,ARCHIVE,NOTIFY,REPLICATED)
- sv_specspeed - VAR - (GAMEDLL,ARCHIVE,NOTIFY,REPLICATED)
- sv_staminajumpcost - VAR - (GAMEDLL,REPLICATED)
- Stamina penalty for jumping
- sv_staminalandcost - VAR - (GAMEDLL,REPLICATED)
- Stamina penalty for landing
- sv_staminamax - VAR - (GAMEDLL,REPLICATED)
- Maximum stamina penalty
- sv_staminarecoveryrate - VAR - (GAMEDLL,REPLICATED)
- Rate at which stamina recovers (units/sec)
- sv_stats - VAR - (DEVELOPMENTONLY)
- Collect CPU usage stats
- sv_steamdatagramtransport_port - VAR
- If non zero, listen for proxied traffic on the specified port
- sv_steamgroup - VAR - (NOTIFY)
- The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
- sv_steamgroup_exclusive - VAR
- If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
- sv_stepsize - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- sv_stopspeed - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Minimum stopping speed when on ground.
- sv_stressbots - VAR
- If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
- sv_strict_notarget - VAR - (DEVELOPMENTONLY,GAMEDLL)
- If set, notarget will cause entities to never think they are in the pvs
- sv_suppress_viewpunch - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- sv_tags - VAR - (NOTIFY)
- Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
- sv_temp_baseline_string_table_buffer_size - VAR - (DEVELOPMENTONLY)
- Buffer size for writing string table baselines
- sv_test_steam_connection_failure - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_teststepsimulation - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_thinktimecheck - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Check for thinktimes all on same timestamp.
- sv_threaded_init - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_timebetweenducks - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Minimum time before recognizing consecutive duck key (scales up with consecutive use)
- sv_timeconsideredfastduck - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Minimum time recognizing as being a 'fast' duck
- sv_timeout - VAR - (DEVELOPMENTONLY)
- After this many seconds without a message from a client, the client is dropped
- sv_turbophysics - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Turns on turbo physics
- sv_ugc_manager_max_new_file_check_interval_secs - VAR - (GAMEDLL)
- sv_unlag - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Enables player lag compensation
- sv_unlag_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_unlag_fixstuck - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Disallow backtracking a player for lag compensation if it will cause them to become stuck
- sv_unlockedchapters - VAR - (ARCHIVE)
- Highest unlocked game chapter.
- sv_useexplicitdelete - VAR - (DEVELOPMENTONLY)
- Explicitly delete dormant client entities caused by AllowImmediateReuse().
- sv_usercmd_custom_random_seed - VAR - (GAMEDLL)
- When enabled server will populate an additional random seed independent of the client
- sv_validate_edict_change_infos - VAR
- Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
- sv_vehicle_autoaim_scale - VAR - (DEVELOPMENTONLY,GAMEDLL)
- sv_visiblemaxplayers - VAR
- Overrides the max players reported to prospective clients
- sv_voicecodec - VAR - (REPLICATED)
- Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
- sv_voiceenable - VAR - (ARCHIVE,NOTIFY)
- sv_vote_allow_in_warmup - VAR - (GAMEDLL)
- Allow voting during warmup?
- sv_vote_allow_spectators - VAR - (GAMEDLL)
- Allow spectators to vote?
- sv_vote_command_delay - VAR - (GAMEDLL)
- How long after a vote passes until the action happens
- sv_vote_creation_timer - VAR - (GAMEDLL)
- How often someone can individually call a vote.
- sv_vote_disallow_kick_on_match_point - VAR - (GAMEDLL)
- Disallow vote kicking on the match point round.
- sv_vote_failure_timer - VAR - (GAMEDLL)
- A vote that fails cannot be re-submitted for this long
- sv_vote_issue_changelevel_allowed - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Can people hold votes to change levels?
- sv_vote_issue_kick_allowed - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Can people hold votes to kick players from the server?
- sv_vote_issue_loadbackup_allowed - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- Can people hold votes to load match from backup?
- sv_vote_issue_matchready_allowed - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Can people hold votes to ready/unready the match?
- sv_vote_issue_nextlevel_allowextend - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Allow players to extend the current map?
- sv_vote_issue_nextlevel_choicesmode - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Present players with a list of lowest playtime maps to choose from?
- sv_vote_issue_pause_match_allowed - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Can people hold votes to pause/unpause the match?
- sv_vote_issue_restart_game_allowed - VAR - (GAMEDLL)
- Can people hold votes to restart the game?
- sv_vote_issue_scramble_teams_allowed - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Can people hold votes to scramble the teams?
- sv_vote_issue_surrrender_allowed - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Can people hold votes to surrender?
- sv_vote_issue_swap_teams_allowed - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Can people hold votes to swap the teams?
- sv_vote_issue_timeout_allowed - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Can people hold votes to time out?
- sv_vote_kick_ban_duration - VAR - (GAMEDLL,NOTIFY,REPLICATED)
- How long should a kick vote ban someone from the server? (in minutes)
- sv_vote_quorum_ratio - VAR - (GAMEDLL)
- The minimum ratio of players needed to vote on an issue to resolve it.
- sv_vote_timer_duration - VAR - (GAMEDLL)
- How long to allow voting on an issue
- sv_vote_to_changelevel_before_match_point - VAR - (GAMEDLL,REPLICATED)
- Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)
- sv_wateraccelerate - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- sv_waterdist - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Vertical view fixup when eyes are near water plane.
- sv_waterfriction - VAR - (DEVELOPMENTONLY,GAMEDLL,NOTIFY,REPLICATED)
- sv_workshop_allow_other_maps - VAR - (GAMEDLL)
- When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.
- sys_minidumpexpandedspew - VAR - (DEVELOPMENTONLY)
- sys_minidumpspewlines - VAR
- Lines of crash dump console spew to keep.
- template_debug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- test_dispatcheffect - CMD - (GAMEDLL,CHEAT)
- Test a clientside dispatch effect.
- Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
- Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
- test_entity_blocker - CMD - (GAMEDLL,CHEAT)
- Test command that drops an entity blocker out in front of the player.
- test_outtro_stats - CMD - (GAMEDLL,CHEAT)
- testscript_debug - VAR - (DEVELOPMENTONLY)
- Debug test scripts.
- testscript_running - VAR - (DEVELOPMENTONLY)
- Set to true when test scripts are running
- texture_budget_background_alpha - VAR - (ARCHIVE)
- how translucent the budget panel is
- texture_budget_panel_bottom_of_history_fraction - VAR - (ARCHIVE)
- number between 0 and 1
- texture_budget_panel_global - VAR - (DEVELOPMENTONLY)
- Show global times in the texture budget panel.
- texture_budget_panel_height - VAR - (ARCHIVE)
- height in pixels of the budget panel
- texture_budget_panel_width - VAR - (ARCHIVE)
- width in pixels of the budget panel
- texture_budget_panel_x - VAR - (ARCHIVE)
- number of pixels from the left side of the game screen to draw the budget panel
- texture_budget_panel_y - VAR - (ARCHIVE)
- number of pixels from the top side of the game screen to draw the budget panel
- think_limit - VAR - (GAMEDLL,REPLICATED)
- Maximum think time in milliseconds, warning is printed if this is exceeded.
- think_trace_limit - VAR - (DEVELOPMENTONLY,CHEAT)
- Break into the debugger if this many or more traces are performed in a single think function. Negative numbers mean that the same think function may be broken into many times (once per [x] may traces), positive numbers mean each think will break only once.
- thread_test_tslist - CMD
- thread_test_tsqueue - CMD
- threadpool_affinity - VAR - (DEVELOPMENTONLY)
- Enable setting affinity
- threadpool_cycle_reserve - CMD
- Cycles threadpool reservation by powers of 2
- threadpool_reserve - VAR - (DEVELOPMENTONLY)
- Consume the specified number of threads in the thread pool
- threadpool_run_tests - CMD
- throttle_expensive_ai - VAR - (DEVELOPMENTONLY,GAMEDLL)
- timedemo - CMD
- Play a demo and report performance info.
- timedemo_vprofrecord - CMD
- Play a demo and report performance info. Also record vprof data for the span of the demo
- timedemoquit - CMD
- Play a demo, report performance info, and then exit
- timeleft - CMD - (GAMEDLL)
- prints the time remaining in the match
- timeout_ct_start - CMD - (GAMEDLL)
- timeout_terrorist_start - CMD - (GAMEDLL)
- timerefresh - CMD - (CHEAT)
- Profile the renderer.
- toggle - CMD
- Toggles a convar on or off, or cycles through a set of values.
- toggleconsole - CMD - (DONTRECORD)
- Show/hide the console.
- toolload - CMD
- Load a tool.
- toolunload - CMD
- Unload a tool.
- tr_best_course_time - VAR - (DEVELOPMENTONLY,GAMEDLL,ARCHIVE,ARCHIVE_XBOX)
- The player's best time for the timed obstacle course
- tr_completed_training - VAR - (DEVELOPMENTONLY,GAMEDLL,ARCHIVE,ARCHIVE_XBOX)
- Whether the local player has completed the initial training portion of the training map
- tr_valve_course_time - VAR - (DEVELOPMENTONLY,GAMEDLL)
- Valve's best time for the timed obstacle course
- trace_report - VAR - (DEVELOPMENTONLY,GAMEDLL)
- tv_advertise_watchable - VAR - (PROTECTED,NOTIFY,DONTRECORD)
- GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
- tv_allow_camera_man_steamid - VAR - (GAMEDLL)
- Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.
- tv_allow_static_shots - VAR - (GAMEDLL)
- Auto director uses fixed level cameras for shots
- tv_autorecord - VAR
- Automatically records all games as GOTV demos.
- tv_autoretry - VAR
- Relay proxies retry connection after network timeout
- tv_chatgroupsize - VAR
- Set the default chat group size
- tv_chattimelimit - VAR
- Limits spectators to chat only every n seconds
- tv_clients - CMD
- Shows list of connected GOTV clients [-instance <inst> ]
- tv_debug - VAR
- GOTV debug info.
- tv_delay - VAR - (GAMEDLL)
- GOTV broadcast delay in seconds
- tv_delaymapchange - VAR - (GAMEDLL)
- Delays map change until broadcast is complete
- tv_deltacache - VAR
- Enable delta entity bit stream cache
- tv_dispatchmode - VAR
- Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
- tv_dispatchweight - VAR
- Dispatch clients to relay proxies based on load, 1.25 will prefer for every 4 local clients to put 5 clients on every connected relay
- tv_enable - VAR - (NOTIFY)
- Activates GOTV on server (0=off;1=on;2=on when reserved)
- tv_enable1 - VAR - (NOTIFY)
- Activates GOTV[1] on server (0=off;1=on;2=on when reserved)
- tv_enable_delta_frames - VAR
- Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.
- tv_encryptdata_key - VAR
- When set to a valid key communication messages will be encrypted for GOTV
- tv_encryptdata_key_pub - VAR
- When set to a valid key public communication messages will be encrypted for GOTV
- tv_maxclients - VAR
- Maximum client number on GOTV server.
- tv_maxclients_relayreserved - VAR
- Reserves a certain number of GOTV client slots for relays.
- tv_maxrate - VAR
- Max GOTV spectator bandwidth rate allowed, 0 == unlimited
- tv_mem - CMD
- hltv memory statistics
- tv_msg - CMD
- Send a screen message to all clients [-instance <inst> ]
- tv_name - VAR
- GOTV host name
- tv_nochat - VAR - (ARCHIVE,USERINFO)
- Don't receive chat messages from other GOTV spectators
- tv_overridemaster - VAR
- Overrides the GOTV master root address.
- tv_password - VAR - (PROTECTED,NOTIFY,DONTRECORD)
- GOTV password for all clients
- tv_port - VAR
- Host GOTV[0] port
- tv_port1 - VAR
- Host GOTV[1] port
- tv_record - CMD
- Starts GOTV demo recording [-instance <inst> ]
- tv_relay - CMD
- Connect to GOTV server and relay broadcast.
- tv_relaypassword - VAR - (PROTECTED,NOTIFY,DONTRECORD)
- GOTV password for relay proxies
- tv_relayradio - VAR - (GAMEDLL)
- Relay team radio commands to TV: 0=off, 1=on
- tv_relaytextchat - VAR - (GAMEDLL)
- Relay text chat data: 0=off, 1=say, 2=say+say_team
- tv_relayvoice - VAR
- Relay voice data: 0=off, 1=on
- tv_retry - CMD
- Reconnects the GOTV relay proxy
- tv_snapshotrate - VAR - (REPLICATED)
- Snapshots broadcasted per second
- tv_snapshotrate1 - VAR
- Snapshots broadcasted per second, GOTV[1]
- tv_status - CMD
- Show GOTV server status.
- tv_stop - CMD
- Stops the GOTV broadcast [-instance <inst> ]
- tv_stoprecord - CMD
- Stops GOTV demo recording [-instance <inst> ]
- tv_time_remaining - CMD - (GAMEDLL)
- Print remaining tv broadcast time
- tv_timeout - VAR
- GOTV connection timeout in seconds.
- tv_title - VAR
- Set title for GOTV spectator UI
- tv_transmitall - VAR - (REPLICATED)
- Transmit all entities (not only director view)
- tv_window_size - VAR - (DEVELOPMENTONLY)
- Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system
- tweak_ammo_impulses - CMD - (GAMEDLL,CHEAT)
- Allow real-time tweaking of the ammo impulse values.
- ui_volume_scale - VAR - (DEVELOPMENTONLY)
- unbind - CMD
- Unbind a key.
- unbindall - CMD
- Unbind all keys.
- unbindalljoystick - CMD
- Unbind all joystick keys.
- unbindallmousekeyboard - CMD
- Unbind all mouse / keyboard keys.
- unload_all_addons - CMD
- Reloads the search paths for game addons.
- unpause - CMD
- Unpause the game.
- update_addon_paths - CMD
- Reloads the search paths for game addons.
- use - CMD - (GAMEDLL)
- Use a particular weapon
- Arguments: <weapon_name>
- user - CMD
- Show user data.
- users - CMD
- Show user info for players on server.
- vehicle_flushscript - CMD - (GAMEDLL)
- Flush and reload all vehicle scripts
- version - CMD
- Print version info string.
- vgui_drawfocus - VAR - (DEVELOPMENTONLY)
- Report which panel is under the mouse.
- vgui_drawkeyfocus - VAR - (DEVELOPMENTONLY)
- Report which panel has keyboard focus.
- vgui_drawtree - VAR - (CHEAT)
- Draws the vgui panel hiearchy to the specified depth level.
- vgui_drawtree_bounds - VAR - (DEVELOPMENTONLY)
- Show panel bounds.
- vgui_drawtree_clear - CMD
- vgui_drawtree_draw_selected - VAR - (DEVELOPMENTONLY)
- Highlight the selected panel
- vgui_drawtree_freeze - VAR - (DEVELOPMENTONLY)
- Set to 1 to stop updating the vgui_drawtree view.
- vgui_drawtree_hidden - VAR - (DEVELOPMENTONLY)
- Draw the hidden panels.
- vgui_drawtree_panelalpha - VAR - (DEVELOPMENTONLY)
- Show the panel alpha values in the vgui_drawtree view.
- vgui_drawtree_panelptr - VAR - (DEVELOPMENTONLY)
- Show the panel pointer values in the vgui_drawtree view.
- vgui_drawtree_popupsonly - VAR - (DEVELOPMENTONLY)
- Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
- vgui_drawtree_render_order - VAR - (DEVELOPMENTONLY)
- List the vgui_drawtree panels in render order.
- vgui_drawtree_scheme - VAR - (DEVELOPMENTONLY)
- Show scheme file for each panel
- vgui_drawtree_visible - VAR - (DEVELOPMENTONLY)
- Draw the visible panels.
- vgui_dump_panels - CMD
- vgui_dump_panels [visible]
- vgui_panel_active - VAR - (DEVELOPMENTONLY,HIDDEN)
- Is a vgui panel currently active
- vgui_spew_fonts - CMD
- vgui_togglepanel - CMD
- show/hide vgui panel by name.
- view_punch_decay - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Decay factor exponent for view punch
- view_recoil_tracking - VAR - (GAMEDLL,REPLICATED,CHEAT)
- How closely the view tracks with the aim punch from weapon recoil
- violence_ablood - VAR - (DEVELOPMENTONLY)
- Draw alien blood
- violence_agibs - VAR - (DEVELOPMENTONLY)
- Show alien gib entities
- violence_hblood - VAR - (DEVELOPMENTONLY)
- Draw human blood
- violence_hgibs - VAR - (DEVELOPMENTONLY)
- Show human gib entities
- vis_force - VAR - (GAMEDLL,CHEAT)
- vismon_poll_frequency - VAR - (GAMEDLL,CHEAT)
- vismon_trace_limit - VAR - (GAMEDLL,CHEAT)
- voice_buffer_debug - VAR - (DEVELOPMENTONLY)
- voice_caster_enable - VAR - (ARCHIVE)
- Toggle voice transmit and receive for casters. 0 = no caster, account number of caster to enable.
- voice_caster_scale - VAR - (ARCHIVE)
- voice_debugfeedback - VAR - (DEVELOPMENTONLY)
- voice_debugfeedbackfrom - VAR - (DEVELOPMENTONLY)
- voice_enable - VAR - (ARCHIVE)
- Toggle voice transmit and receive.
- voice_fadeouttime - VAR - (DEVELOPMENTONLY)
- voice_forcemicrecord - VAR - (ARCHIVE)
- voice_gain_downward_multiplier - VAR - (DEVELOPMENTONLY)
- voice_gain_max - VAR - (DEVELOPMENTONLY)
- voice_gain_rate - VAR - (DEVELOPMENTONLY)
- voice_gain_target - VAR - (DEVELOPMENTONLY)
- voice_inputfromfile - VAR
- Get voice input from 'voice_input.wav' rather than from the microphone.
- voice_loopback - VAR - (USERINFO)
- voice_minimum_gain - VAR - (DEVELOPMENTONLY)
- voice_mixer_boost - VAR - (ARCHIVE)
- voice_mixer_mute - VAR - (ARCHIVE)
- voice_mixer_volume - VAR - (ARCHIVE)
- voice_mute - CMD
- Mute a specific Steam user
- voice_overdrive - VAR - (DEVELOPMENTONLY)
- voice_overdrivefadetime - VAR - (DEVELOPMENTONLY)
- voice_player_speaking_delay_threshold - VAR - (GAMEDLL,CHEAT)
- voice_profile - VAR - (DEVELOPMENTONLY)
- voice_record_steam - VAR - (DEVELOPMENTONLY)
- If true use Steam to record voice (not the engine codec)
- voice_recordtofile - VAR
- Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
- voice_reset_mutelist - CMD
- Reset all mute information for all players who were ever muted.
- voice_scale - VAR - (ARCHIVE)
- Overall volume of voice over IP
- voice_serverdebug - VAR - (DEVELOPMENTONLY,GAMEDLL)
- voice_show_mute - CMD
- Show whether current players are muted.
- voice_showchannels - VAR - (DEVELOPMENTONLY)
- voice_showincoming - VAR - (DEVELOPMENTONLY)
- voice_steal - VAR - (DEVELOPMENTONLY)
- voice_system_enable - VAR - (ARCHIVE)
- Toggle voice system.
- voice_threshold - VAR - (CLIENTDLL,ARCHIVE)
- voice_thresold_delay - VAR - (DEVELOPMENTONLY)
- voice_unmute - CMD
- Unmute a specific Steam user, or `all` to unmute all connected players.
- voice_verbose - VAR - (DEVELOPMENTONLY)
- Turns on debug output with detailed spew about voice data processing.
- voice_vox - VAR - (DEVELOPMENTONLY)
- voice_writevoices - VAR - (DEVELOPMENTONLY)
- Saves each speaker's voice data into separate .wav files
- voice_xsend_debug - VAR - (DEVELOPMENTONLY)
- voicerecord_toggle - CMD
- volume - VAR - (ARCHIVE,ARCHIVE_XBOX)
- Sound volume
- vox_reload - CMD - (CHEAT)
- Reload sentences.txt file
- voxeltree_box - CMD - (GAMEDLL,CHEAT)
- View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
- voxeltree_playerview - CMD - (GAMEDLL,CHEAT)
- View entities in the voxel-tree at the player position.
- voxeltree_sphere - CMD - (GAMEDLL,CHEAT)
- View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
- voxeltree_view - CMD - (GAMEDLL,CHEAT)
- View entities in the voxel-tree.
- vphys_sleep_timeout - CMD
- set sleep timeout: large values mean stuff won't ever sleep
- vprof - CMD
- Toggle VProf profiler
- vprof_adddebuggroup1 - CMD
- add a new budget group dynamically for debugging
- vprof_cachemiss - CMD
- Toggle VProf cache miss checking
- vprof_cachemiss_off - CMD
- Turn off VProf cache miss checking
- vprof_cachemiss_on - CMD
- Turn on VProf cache miss checking
- vprof_child - CMD
- vprof_collapse_all - CMD
- Collapse the whole vprof tree
- vprof_counters - VAR - (DEVELOPMENTONLY)
- vprof_counters_show_minmax - VAR - (DEVELOPMENTONLY)
- vprof_dump_counters - CMD
- Dump vprof counters to the console
- vprof_dump_groupnames - CMD
- Write the names of all of the vprof groups to the console.
- vprof_dump_oninterval - VAR - (DEVELOPMENTONLY)
- Interval (in seconds) at which vprof will batch up data and dump it to the console.
- vprof_dump_spikes - VAR - (DEVELOPMENTONLY)
- Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump
- vprof_dump_spikes_budget_group - VAR - (DEVELOPMENTONLY)
- Budget gtNode to start report from when doing a dump spikes
- vprof_dump_spikes_hiearchy - VAR - (DEVELOPMENTONLY)
- Set to 1 to get a hierarchy report whith vprof_dump_spikes
- vprof_dump_spikes_node - VAR - (DEVELOPMENTONLY)
- Node to start report from when doing a dump spikes
- vprof_dump_spikes_terse - VAR - (DEVELOPMENTONLY)
- Whether to use most terse output
- vprof_expand_all - CMD
- Expand the whole vprof tree
- vprof_expand_group - CMD
- Expand a budget group in the vprof tree by name
- vprof_generate_report - CMD
- Generate a report to the console.
- vprof_generate_report_AI - CMD
- Generate a report to the console.
- vprof_generate_report_AI_only - CMD
- Generate a report to the console.
- vprof_generate_report_budget - CMD
- Generate a report to the console based on budget group.
- vprof_generate_report_hierarchy - CMD
- Generate a report to the console.
- vprof_generate_report_hierarchy_per_frame_and_count_only - CMD
- Generate a minimal hiearchical report to the console.
- vprof_generate_report_map_load - CMD
- Generate a report to the console.
- vprof_graph - VAR - (DEVELOPMENTONLY)
- Draw the vprof graph.
- vprof_graphheight - VAR - (ARCHIVE)
- vprof_graphwidth - VAR - (ARCHIVE)
- vprof_nextsibling - CMD
- vprof_off - CMD
- Turn off VProf profiler
- vprof_on - CMD
- Turn on VProf profiler
- vprof_parent - CMD
- vprof_playback_average - CMD
- Average the next N frames.
- vprof_playback_start - CMD
- Start playing back a recorded .vprof file.
- vprof_playback_step - CMD
- While playing back a .vprof file, step to the next tick.
- vprof_playback_stepback - CMD
- While playing back a .vprof file, step to the previous tick.
- vprof_playback_stop - CMD
- Stop playing back a recorded .vprof file.
- vprof_prevsibling - CMD
- vprof_record_start - CMD
- Start recording vprof data for playback later.
- vprof_record_stop - CMD
- Stop recording vprof data
- vprof_remote_start - CMD
- Request a VProf data stream from the remote server (requires authentication)
- vprof_remote_stop - CMD
- Stop an existing remote VProf data request
- vprof_reset - CMD
- Reset the stats in VProf profiler
- vprof_reset_peaks - CMD
- Reset just the peak time in VProf profiler
- vprof_scope - VAR - (DEVELOPMENTONLY)
- Set a specific scope to start showing vprof tree
- vprof_scope_entity_gamephys - VAR - (DEVELOPMENTONLY,GAMEDLL)
- vprof_scope_entity_thinks - VAR - (DEVELOPMENTONLY,GAMEDLL)
- vprof_server_spike_threshold - VAR - (DEVELOPMENTONLY)
- vprof_server_thread - VAR - (DEVELOPMENTONLY)
- vprof_think_limit - VAR - (DEVELOPMENTONLY,GAMEDLL)
- vprof_to_csv - CMD
- Convert a recorded .vprof file to .csv.
- vprof_unaccounted_limit - VAR - (ARCHIVE)
- number of milliseconds that a node must exceed to turn red in the vprof panel
- vprof_verbose - VAR - (ARCHIVE)
- Set to one to show average and peak times
- vprof_vtune_group - CMD
- enable vtune for a particular vprof group ("disable" to disable)
- vprof_warningmsec - VAR - (ARCHIVE)
- Above this many milliseconds render the label red to indicate slow code.
- vtune - CMD
- Controls VTune's sampling.
- vx_do_not_throttle_events - VAR - (DEVELOPMENTONLY)
- Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
- vx_model_list - CMD
- Dump models to VXConsole
- warningcallstacks_enable - VAR - (DEVELOPMENTONLY)
- All Warning()/DevWarning()/... calls will attach a callstack
- warningcallstacks_length - VAR - (DEVELOPMENTONLY)
- Length of automatic warning callstacks
- wc_air_edit_further - CMD - (GAMEDLL,CHEAT)
- When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player
- wc_air_edit_nearer - CMD - (GAMEDLL,CHEAT)
- When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player
- wc_air_node_edit - CMD - (GAMEDLL,CHEAT)
- When in WC edit mode, toggles laying down or air nodes instead of ground nodes
- wc_create - CMD - (GAMEDLL,CHEAT)
- When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
- wc_destroy - CMD - (GAMEDLL,CHEAT)
- When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
- wc_destroy_undo - CMD - (GAMEDLL,CHEAT)
- When in WC edit mode restores the last deleted node
- wc_link_edit - CMD - (GAMEDLL,CHEAT)
- weapon_accuracy_logging - VAR - (DEVELOPMENTONLY,GAMEDLL,ARCHIVE,REPLICATED)
- weapon_accuracy_nospread - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Disable weapon inaccuracy spread
- weapon_auto_cleanup_time - VAR - (GAMEDLL)
- If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.
- weapon_land_dip_amt - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED,CHEAT)
- The amount the gun should dip when the player lands after a jump.
- weapon_legacy_recoiltable - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- weapon_max_before_cleanup - VAR - (GAMEDLL)
- If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.
- weapon_molotov_maxdetonateslope - VAR - (DEVELOPMENTONLY,GAMEDLL,REPLICATED)
- Maximum angle of slope on which the molotov will detonate
- weapon_recoil_cooldown - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Amount of time needed between shots before restarting recoil
- weapon_recoil_decay1_exp - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Decay factor exponent for weapon recoil
- weapon_recoil_decay2_exp - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Decay factor exponent for weapon recoil
- weapon_recoil_decay2_lin - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Decay factor (linear term) for weapon recoil
- weapon_recoil_scale - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Overall scale factor for recoil. Used to reduce recoil on specific platforms
- weapon_recoil_scale_motion_controller - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
- weapon_recoil_suppression_factor - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
- weapon_recoil_suppression_shots - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Number of shots before weapon uses full recoil
- weapon_recoil_variance - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Amount of variance per recoil impulse
- weapon_recoil_vel_decay - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Decay factor for weapon recoil velocity
- weapon_recoil_view_punch_extra - VAR - (GAMEDLL,REPLICATED,CHEAT)
- Additional (non-aim) punch added to view from recoil
- weapon_reload_database - CMD - (GAMEDLL,CHEAT,SERVER_CAN_EXECUTE)
- Reload the weapon database
- weapon_reticle_knife_show - VAR - (GAMEDLL,REPLICATED)
- When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
- weapon_showproficiency - VAR - (DEVELOPMENTONLY,GAMEDLL)
- whitelistcmd - CMD
- Runs a whitelisted command.
- windows_speaker_config - VAR - (ARCHIVE)
- wipe_nav_attributes - CMD - (GAMEDLL,CHEAT)
- Clear all nav attributes of selected area.
- workshop_start_map - CMD - (GAMEDLL)
- Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
- writeid - CMD
- Writes a list of permanently-banned user IDs to banned_user.cfg.
- writeip - CMD
- Save the ban list to banned_ip.cfg.
- xbox_arcade_remaining_trial_time - VAR - (DEVELOPMENTONLY,ARCHIVE_XBOX)
- time remaining in trial mode
- xbox_arcade_title_unlocked - VAR - (DEVELOPMENTONLY)
- debug unlocking arcade title
- xbox_autothrottle - VAR - (GAMEDLL,ARCHIVE)
- xbox_steering_deadzone - VAR - (DEVELOPMENTONLY,GAMEDLL)
- xbox_throttlebias - VAR - (GAMEDLL,ARCHIVE)
- xbox_throttlespoof - VAR - (GAMEDLL,ARCHIVE)
- xc_crouch_debounce - VAR - (DEVELOPMENTONLY,GAMEDLL)
- xload - CMD
- Load a saved game from a console storage device.
- xsave - CMD - (DONTRECORD)
- Saves current game to a console storage device.
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