Insurgency

Insurgency

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Complete CVAR Console Command List (all 4,388 of them)
By HATE AGENT
All 4,388 console variables (CVARs) and commands, dumped with "cvarlist" in console for Insurgency 2.4.2.4
Useful with -developer and -condebug launch parameters
(console log written to C:\Program Files (x86)\Steam\steamapps\common\insurgency2\insurgency\console.log for standard windows installations)

Some useful commands include "maxplayers", "users", "humans", "status", "find", "spec_allow_bots", and commands with prefaces "ins_" , "mp_", "cl_" and "ent_".
   
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Part 1
cvar list
--------------
_autosave : cmd : : Autosave
_autosavedangerous : cmd : : AutoSaveDangerous
_bugreporter_restart : cmd : : Restarts bug reporter .dll
_fov : 0 : , "cl" : Automates fov command to server.
_record : cmd : : Record a demo incrementally.
_resetgamestats : cmd : : Erases current game stats and writes out a blank stats file
_restart : cmd : : Shutdown and restart the engine.
achievement_debug : 0 : , "cheat", "rep", "cl" : Turn on achievement debug msgs.
achievement_disable : 0 : , "cheat", "rep", "cl" : Turn off achievements.
achievement_evaluate : cmd : : <internal name> Causes failable achievement to be evaluated
achievement_mark_dirty : cmd : : Mark achievement data as dirty
achievement_reset : cmd : : <internal name> Clears specified achievement
achievement_reset_all : cmd : : Clears all achievements
achievement_status : cmd : : Shows status of all achievement
achievement_test_clan_count : cmd : : Determines if specified # of teammates belong to same clan w/local player
achievement_test_friend_count : cmd : : Counts the # of teammates on local player's friends list
achievement_unlock : cmd : : <internal name> Unlocks achievement
achievement_unlock_all : cmd : : Unlocks all achievements
action_progress_reset_interval : 1 : , "sv", "cheat" :
addip : cmd : : Add an IP address to the ban list.
adsp_alley_min : 122 : :
adsp_courtyard_min : 126 : :
adsp_debug : 0 : , "a" :
adsp_door_height : 112 : :
adsp_duct_min : 106 : :
adsp_hall_min : 110 : :
adsp_low_ceiling : 108 : :
adsp_opencourtyard_min : 126 : :
adsp_openspace_min : 130 : :
adsp_openstreet_min : 118 : :
adsp_openwall_min : 130 : :
adsp_reset_nodes : cmd : :
adsp_room_min : 102 : :
adsp_scale_delay_feedback : 0 : :
adsp_scale_delay_gain : 0 : :
adsp_street_min : 118 : :
adsp_tunnel_min : 114 : :
adsp_wall_height : 128 : :
ai_debug_los : 0 : , "sv", "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'l
ai_debug_ragdoll_magnets : 0 : , "sv" :
ai_debug_shoot_positions : 0 : , "cheat", "rep", "cl" :
ai_debug_speech : 0 : , "sv" :
ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions.
ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them.
ai_force_serverside_ragdoll : 0 : , "sv" :
ai_LOS_mode : 0 : , "sv", "rep" :
ai_sequence_debug : 0 : , "sv" :
ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think
ai_shot_bias_max : 1 : , "rep", "cl" :
ai_shot_bias_min : -1 : , "rep", "cl" :
ai_show_hull_attacks : 0 : , "sv" :
ai_use_visibility_cache : 1 : , "sv" :
air_density : cmd : : Changes the density of air for drag computations.
alias : cmd : : Alias a command.
-alt1 : cmd : :
+alt1 : cmd : :
-alt2 : cmd : :
+alt2 : cmd : :
anim_3wayblend : 1 : , "rep", "cl" : Toggle the 3-way animation blending code.
anim_showmainactivity : 0 : , "cheat", "cl" : Show the idle, walk, run, and/or sprint activities.
anim_showstate : -1 : , "cheat", "rep", "cl" : Show the (client) animation state for the specified entity (-1 for none).
anim_showstatelog : 0 : , "cheat", "rep", "cl" : 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
anim_spewdesired : 0 : , "cl" :
anim_twistbones_enabled : 0 : , "cheat", "rep", "cl" : Enable procedural twist bones.
askconnect_accept : cmd : : Accept a redirect request by the server.
asw_engine_finished_building_map : cmd : : Notify engine that we've finished building a map
asw_perf_wtf : 0 : , "cl" : Disable updating of projected shadow textures from UpdateLight
async_allow_held_files : 1 : : Allow AsyncBegin/EndRead()
async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous)
async_resume : cmd : :
async_serialize : 0 : : Force async reads to serialize for profiling
async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation
async_suspend : cmd : :
+attack : cmd : :
-attack : cmd : :
-attack2 : cmd : :
+attack2 : cmd : :
audit_save_in_memory : cmd : : Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect : 0 : , "sv" :
autoaim_max_dist : 2160 : , "sv" :
autoaim_viewing_client : 1 : , "sv" :
Part 2
autosave : cmd : : Autosave
autosavedangerous : cmd : : AutoSaveDangerous
autosavedangerousissafe : cmd : :
-back : cmd : :
+back : cmd : :
banid : cmd : : Add a user ID to the ban list.
banip : cmd : : Add an IP address to the ban list.
beclient : cmd : : Run Battleye command
bench_end : cmd : : Ends gathering of info.
bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into
bench_upload : cmd : : 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.
BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'
bink_preload_videopanel_movies : 1 : , "cl" : Preload Bink movies used by VideoPanel.
blackbox : 0 : :
blackbox_dump : cmd : : Dump the contents of the blackbox
blackbox_record : cmd : : Record an entry into the blackbox
BlendBonesMode : 2 : , "rep", "cl" :
blink_duration : 0 : , "cl" : How many seconds an eye blink will last.
bot_aim_aimtracking_base : 0 : , "sv", "cheat" : How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking
bot_aim_aimtracking_frac_easy : 1 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is easy
bot_aim_aimtracking_frac_hard : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is hard
bot_aim_aimtracking_frac_impossible : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is impossible
bot_aim_aimtracking_frac_sprinting_target : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if target is sprinting
bot_aim_angularvelocity_base : 920 : , "sv", "cheat" : How fast do the bots turn their heads ( deg/second )
bot_aim_angularvelocity_base_ooc : 800 : , "sv", "cheat" : How fast do the bots turn their heads WHEN OUT OF COMBAT( deg/second )
bot_aim_angularvelocity_frac_easy : 0 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is easy
bot_aim_angularvelocity_frac_hard : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is hard
bot_aim_angularvelocity_frac_impossible : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is impossible
bot_aim_angularvelocity_frac_sprinting_target : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if target is sprinting
bot_aim_angularvelocity_uber : 1400 : , "sv", "cheat" : How fast do the bots turn their heads ( deg/second ) (uberbot)
bot_aim_attack_aimtolerance_frac_easy : 1 : , "sv", "cheat" : The easy frac for aim tolerance for the bots
bot_aim_attack_aimtolerance_frac_hard : 0 : , "sv", "cheat" : The hard frac for aim tolerance for the bots
bot_aim_attack_aimtolerance_frac_impossible : 0 : , "sv", "cheat" : The impossible frac for aim tolerance for the bots
bot_aim_attack_aimtolerance_frac_normal : 1 : , "sv", "cheat" : The normal frac for aim tolerance for the bots
bot_aimtracking_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 30) of Survival
bot_aimtracking_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival
bot_aimtracking_uber : 0 : , "sv", "cheat" : How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking (
bot_attack_aimpenalty_amt_close : 50 : , "sv", "cheat" : How much should we offset our aim after just spotting enemy nearby
bot_attack_aimpenalty_amt_far : 120 : , "sv", "cheat" : How much should we offset our aim after just spotting enemy a long way away
bot_attack_aimpenalty_amt_frac_dark : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty amount when target is in darkness
bot_attack_aimpenalty_amt_frac_easy : 1 : , "sv", "cheat" : Multiply amt by this much for easy difficulty
bot_attack_aimpenalty_amt_frac_hard : 0 : , "sv", "cheat" : Multiply amt by this much for hard difficulty
bot_attack_aimpenalty_amt_frac_impossible : 0 : , "sv", "cheat" : Multiply amt by this much for impossible difficulty
bot_attack_aimpenalty_amt_frac_light : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty amount when target is in lightness
bot_attack_aimpenalty_debug : 0 : , "sv", "cheat" :
bot_attack_aimpenalty_time_close : 0 : , "sv", "cheat" : How long before we stop penalizing aim position nearby?
bot_attack_aimpenalty_time_far : 9 : , "sv", "cheat" : How long before we stop penalizing aim position a long way away?
bot_attack_aimpenalty_time_frac_dark : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty time when target is in darkness
bot_attack_aimpenalty_time_frac_light : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty time when target is in lightness
bot_attack_aimtolerance_newthreat_amt : 3 : , "sv", "cheat" : How much should we artificially bloat aimtolerance boxes for enemies we just spotted?
bot_attack_aimtolerance_newthreat_amt_solo : 1 : , "sv", "cheat" : How much should we artificially bloat aimtolerance boxes for enemies we just spotted? (solo)
bot_attack_aimtolerance_newthreat_time : 0 : , "sv", "cheat" : How long before we stop artificially bloating aimtolerance box?
bot_attack_aimtolerance_newthreat_time_solo : 0 : , "sv", "cheat" : How long before we stop artificially bloating aimtolerance box? (solo)
bot_attack_burst_maxtime : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons
bot_attack_burst_maxtime_solo : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons (solo)
bot_attack_burst_mintime : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons
bot_attack_burst_mintime_solo : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons (solo)
bot_attack_retarget_maxtime : 0 : , "sv", "rep" : The maximum amount of time until the bot retargets
bot_attack_retarget_mintime : 0 : , "sv", "rep" : The minimum amount of time until the bot retargets
Part 3
bot_attackdelay_base : 1 : , "sv", "rep" : Attack delay base value in seconds
bot_attackdelay_frac_desiredrange : 0 : , "sv", "rep" : Frac applied if distance is greater than hipfire range
bot_attackdelay_frac_difficulty_easy : 2 : , "sv", "rep" : Frac applied if in easy difficulty
bot_attackdelay_frac_difficulty_hard : 0 : , "sv", "rep" : Frac applied if in hard difficulty
bot_attackdelay_frac_difficulty_impossible : 0 : , "sv", "rep" : Frac applied if in impossible difficulty
bot_attackdelay_frac_hipfirerange : 0 : , "sv", "rep" : Frac applied if within hipfire range
bot_attackdelay_frac_maxrange : 1 : , "sv", "rep" : Frac applied if distance is greater than desired range
bot_attackdelay_frac_outofrange : 1 : , "sv", "rep" : Frac applied if distance is greater than max range
bot_attackdelay_frac_outsidefov : 1 : , "sv", "rep" : Frac applied if the bot is not looking at the player
bot_attackdelay_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 20) of Survival
bot_attackdelay_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival
bot_behav_retreat_to_hidingspot_range : 128 : , "sv", "cheat" :
bot_damage : 1 : , "sv", "rep" : Float representing the damage bots give off.
bot_disable_attack : 0 : , "sv", "cheat" : Disable bot shooting
bot_fov_frac_survival_end : 1 : , "sv", "rep" : Frac applied at end (level 30) of Survival
bot_fov_frac_survival_start : 0 : , "sv", "rep" : Frac applied at start of Survival
bot_grenade_think_time : 0 : , "sv", "cheat" :
bot_hearing_flashbang_effect_max_distance : 750 : , "sv", "cheat" : Max range that a flashbang will effect the bots
bot_hearing_flashbang_effect_max_time : 10 : , "sv", "cheat" : Max time that a flashbang will effect the bots
bot_hearing_grenade_hearing_range : 3000 : , "sv", "cheat" : How far away can a bot hear a grenade explosion
bot_hearing_silenced_weapon_sound_reduction : 0 : , "sv", "cheat" : By what percentage do silenced weapons reduce the hearing range
bot_investigate_sneak_lightvalue : 0 : , "sv", "cheat" : The light value the bot must be in order to activate sneak
bot_loco_hurry_sprinthold_max : 1 : , "sv", "cheat" : Maximum tme to hold the sprint when ShouldHurry returns true
bot_loco_hurry_sprinthold_min : 0 : , "sv", "cheat" : Minimum tme to hold the sprint when ShouldHurry returns true
bot_loco_path_max_retreat_length : 420 : , "sv", "cheat" : Maximum distance a bot will run a retreat path
bot_loco_path_minlookahead : 120 : , "sv", "cheat" : Minimum look-ahead distance for bot pathing
bot_loco_pronehold_max : 8 : , "sv", "cheat" : Maximum tme to hold the prone button
bot_loco_pronehold_min : 3 : , "sv", "cheat" : Minimum tme to hold the prone button
bot_loco_slowdown_walkhold_max : 1 : , "sv", "cheat" : Maximum tme to hold the walk button when within slowdown distance
bot_loco_slowdown_walkhold_min : 0 : , "sv", "cheat" : Minimum tme to hold the walk button when within slowdown distance
bot_mimic : 0 : , "sv" : Bot uses usercmd of player by index.
bot_range_frac_desiredrange : 1 : , "sv", "rep" : Frac applied to the desired range of bots
bot_range_frac_hipfirerange : 1 : , "sv", "rep" : Frac applied to the hipfire range of bots
bot_range_frac_maxrange : 1 : , "sv", "rep" : Frac applied to the max range of bots
bot_recognizetime_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 30) of Survival
bot_recognizetime_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival
bot_recoil_multiplier : 0 : , "rep", "cl" : Multiplier applied to recoil if the shooter is a bot
bot_rpg_spawn_attackdelay : 15 : , "sv", "cheat" : Bots won't shoot RPGs if within 8 seconds if players spawning
bot_silhouette_discover_timer : 3 : , "sv", "cheat" : Time in seconds that a silhouette remains visible after it's discovered
bot_silhouette_light_threshold_low : 0 : , "sv", "cheat" : Light data with a lower float value than this number will be considered low lighting
bot_silhouette_light_threshold_medium : 0 : , "sv", "cheat" : Light data with a lower float value than this number will be considered medium lighting
bot_silhouette_range_close : 1200 : , "sv", "cheat" : Silhouette has to be closer than this distance to qualify as close
bot_silhouette_range_far : 3000 : , "sv", "cheat" : Silhouette has to be further than this distance to qualify as far
bot_silhouette_range_movement : 4000 : , "sv", "cheat" : Movement makes silhouette easier to read within this range
bot_silhouette_readtime_clear : 0 : , "sv", "cheat" : Time it takes to shoot at a clear silhouette
bot_silhouette_readtime_dark : 7 : , "sv", "cheat" : Time it takes to shoot at a dark silhouette
bot_silhouette_readtime_fuzzy : 1 : , "sv", "cheat" : Time it takes to shoot at a fuzzy silhouette
bot_silhouette_scan_frequency : 0 : , "sv", "cheat" : Time in seconds between each silhouette scan if a silhouette is not visible
bot_targeting_noise_x_base : 60 : , "sv", "rep" : The targeting noise X value
bot_targeting_noise_x_base_solo : 15 : , "sv", "rep" : The targeting noise X value (solo)
bot_targeting_noise_x_frac_desiredrange : 1 : , "sv", "rep" : The targeting noise frac applied to X value on desired range
bot_targeting_noise_x_frac_hipfirerange : 1 : , "sv", "rep" : The targeting noise frac applied to X value on hipfire range
bot_targeting_noise_x_frac_maxrange : 2 : , "sv", "rep" : The targeting noise frac applied to X value on max range
bot_targeting_noise_y_base : 60 : , "sv", "rep" : The targeting noise Y value
bot_targeting_noise_y_base_solo : 15 : , "sv", "rep" : The targeting noise Y value (solo)
bot_targeting_noise_y_frac_desiredrange : 1 : , "sv", "rep" : The targeting noise frac applied to Y value on desired range
bot_targeting_noise_y_frac_hipfirerange : 1 : , "sv", "rep" : The targeting noise frac applied to Y value on hipfire range
bot_targeting_noise_y_frac_maxrange : 2 : , "sv", "rep" : The targeting noise frac applied to Y value on max range
bot_targeting_noise_z_base : 80 : , "sv", "rep" : The targeting noise Z value
bot_targeting_noise_z_base_solo : 20 : , "sv", "rep" : The targeting noise Z value (solo)
bot_targeting_noise_z_frac_desiredrange : 1 : , "sv", "rep" : The targeting noise frac applied to Z value on desired range
bot_targeting_noise_z_frac_hipfirerange : 1 : , "sv", "rep" : The targeting noise frac applied to Z value on hipfire range
bot_targeting_noise_z_frac_maxrange : 2 : , "sv", "rep" : The targeting noise frac applied to Z value on max range
Part 4
bot_vis_foliage_threshold : 250 : , "sv", "cheat" : Bots LoS checking against a target < than this will ignore foliage.
bot_vis_fov_attack_base : 90 : , "sv", "cheat" : FOV when the bot is trying to attack
bot_vis_fov_frac_easy : 0 : , "sv", "cheat" : Frac applied to the FOV if the difficulty is easy
bot_vis_fov_frac_hard : 1 : , "sv", "cheat" : Frac applied to the FOV if the difficulty is hard
bot_vis_fov_frac_impossible : 1 : , "sv", "cheat" : Frac applied to the FOV if the difficulty is impossible
bot_vis_fov_idle_base : 150 : , "sv", "cheat" : FOV when the bot is idle/guarding (normal difficulty)
bot_vis_recognizetime_base : 0 : , "sv", "cheat" : Time it takes for bot to recognize a target (normal difficulty)
bot_vis_recognizetime_frac_easy : 2 : , "sv", "cheat" : Frac appplied to the recognize time if difficulty is easy
bot_vis_recognizetime_frac_hard : 0 : , "sv", "cheat" : Frac appplied to the recognize time if difficulty is hard
bot_vis_recognizetime_frac_impossible : 0 : , "sv", "cheat" : Frac appplied to the recognize time if difficulty is impossible
box : cmd : : Draw a debug box.
-break : cmd : :
+break : cmd : :
breakable_disable_gib_limit : 0 : , "sv" :
breakable_multiplayer : 1 : , "sv" :
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes
budget_background_alpha : 128 : , "a" : how translucent the budget panel is
budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is
budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds
budget_history_numsamplesvisible : 100 : , "a" : number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms : 66 : , "a" : budget history range in milliseconds
budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1
budget_panel_height : 384 : , "a" : height in pixels of the budget panel
budget_panel_width : 512 : , "a" : width in pixels of the budget panel
budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes
budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel
budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end
budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel
budget_toggle_group : cmd : : Turn a budget group on/off
bug : cmd : : Show the bug reporting UI.
bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.
bugreporter_console_bytes : 15000 : : Max # of console bytes to put into bug report body (full text still attached).
bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions.
bugreporter_snapshot_delay : 15 : : Frames to delay before taking snapshot
bugreporter_uploadasync : 0 : , "a" : Upload attachments asynchronously
bugreporter_username : 0 : , "a" : Username to use for bugreporter
buildcubemaps : cmd : : Rebuild cubemaps.
building_cubemaps : 0 : , "cheat", "cl" : Indicates we're building cubemaps
buildmodelforworld : cmd : : buildmodelforworld
bullet_ff_through_walls : 0 : , "rep", "cl" :
c_maxdistance : 200 : , "a", "cl" :
c_maxpitch : 90 : , "a", "cl" :
c_maxyaw : 135 : , "a", "cl" :
c_mindistance : 30 : , "a", "cl" :
c_minpitch : 0 : , "a", "cl" :
c_minyaw : -135 : , "a", "cl" :
c_orthoheight : 100 : , "a", "cl" :
c_orthowidth : 100 : , "a", "cl" :
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 : : Start a vote on an issue.
cam_collision : 1 : , "a", "server_can_execute", "cl" : When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_command : cmd : : Tells camera to change modes
cam_idealdelta : 4 : , "a", "server_can_execute", "cl" : Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist : 150 : , "a", "server_can_execute", "cl" :
cam_idealdistright : 0 : , "a", "server_can_execute", "cl" :
cam_idealdistup : 0 : , "a", "server_can_execute", "cl" :
cam_ideallag : 4 : , "a", "server_can_execute", "cl" : Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch : 0 : , "a", "server_can_execute", "cl" :
cam_idealyaw : 0 : , "a", "server_can_execute", "cl" :
cam_showangles : 0 : , "cheat", "cl" : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto : 0 : , "a", "server_can_execute", "cl" :
-camdistance : cmd : :
+camdistance : cmd : :
+camin : cmd : :
-camin : cmd : :
+cammousemove : cmd : :
-cammousemove : cmd : :
Part 5
camortho : cmd : : Switch to orthographic camera.
-camout : cmd : :
+camout : cmd : :
+campitchdown : cmd : :
-campitchdown : cmd : :
+campitchup : cmd : :
-campitchup : cmd : :
+camyawleft : cmd : :
-camyawleft : cmd : :
+camyawright : cmd : :
-camyawright : cmd : :
cast_hull : cmd : : Tests hull collision detection
cast_ray : cmd : : Tests collision detection
cc_captiontrace : 1 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_debug_suppression : cmd : : Applies suppression
cc_emit : cmd : : Emits a closed caption
cc_findsound : cmd : : Searches for soundname which emits specified text.
cc_flush : cmd : : Flushes async'd captions.
cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language)
cc_linger_time : 1 : , "a", "cl" : Close caption linger time.
cc_minvisibleitems : 1 : , "cl" : Minimum number of caption items to show.
cc_norepeat : 5 : , "sv" : In multiplayer games, don't repeat captions more often than this many seconds.
cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption.
cc_random : cmd : : Emits a random caption
cc_SendRoundData : cmd : :
cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat.
cc_showblocks : cmd : : Toggles showing which blocks are pending/loaded async.
cc_showmissing : 0 : , "rep", "cl" : Show missing closecaption entries.
cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
centerview : cmd : :
ch_createairboat : cmd : : Spawn airboat in front of the player.
ch_createjeep : cmd : : Spawn jeep in front of the player.
changeinventory : cmd : : Shows the inventory menu
changelevel : cmd : : Change server to the specified map
changelevel2 : cmd : : Transition to the specified map in single player
changelevel_next : cmd : : Immediately changes to the next map in the map rotation for the server.
changesquad : cmd : : Toggle map/squad menu
changeteam : cmd : : Toggles the scoreboard (allows team selection)
cheap_captions_fadetime : 0 : , "cl" :
cheap_captions_test : 0 : , "cl" :
chet_debug_idle : 0 : , "a", "sv" : If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
choreo_spew_filter : 0 : , "rep", "cl" : Spew choreo. Use a sub-string or * to display all events.
cl_addon_debug : 0 : , "cheat", "cl" :
cl_addon_fade_max : 1000 : , "cl" :
cl_addon_fade_min : 800 : , "cl" :
cl_ads_fov_scale : 1 : , "a", "cl" : Zoom factor when looking down sights.
cl_ads_weapon_fov_scale : 1 : , "a", "cl" : Weapon FOV scale when ADS
cl_aggregate_particles : 1 : , "cl" :
cl_allowdownload : 1 : , "a" : Client downloads customization files
cl_allowupload : 1 : , "a" : Client uploads customization files
cl_always_flush_models : 0 : : If set, always flush models between map loads. Useful on systems under memory pressure.
cl_ambient_light_disableentities : 0 : , "cl" : Disable map ambient light entities.
cl_anglespeedkey : 0 : , "cl" :
cl_animationinfo : cmd : : Hud element to examine.
cl_backspeed : 450 : , "cheat", "cl" :
cl_beam_test_traces : 0 : , "cl" : Enable debug overlay on traces that determine where the client-side visible env_beam is drawn. Has no bearing on the server-sid
cl_bipod_auto : 1 : , "a", "user", "cl" : 1 = automatically attempt bipod deployment when ironsighting
cl_bipod_effect_length : 12 : , "cheat", "cl" :
cl_bipod_effect_lookup : 0 : , "cheat", "cl" :
cl_blobulator_freezing_max_metaball_radius : 12 : , "cl" : Setting this can create more complex surfaces on large hitboxes at the cost of performance.
cl_blurClearAlpha : 0 : , "cl" : 0-255, but 0 has errors at the moment
cl_blurDebug : 0 : , "cl" :
cl_blurPasses : 1 : , "cl" :
cl_blurTapSize : 0 : , "cl" :
cl_bobPitch : 0 : , "cheat", "cl" :
cl_bobRoll : 0 : , "cheat", "cl" :
cl_bobYaw : 0 : , "cheat", "cl" :
cl_brushfastpath : 1 : , "cheat", "cl" :
cl_burninggibs : 0 : , "cl" : A burning player that gibs has burning gibs.
cl_camera_animation : 1 : , "a", "cl" : Enables/disables view model camera animation
cl_camera_follow_bone_index : -2 : , "cheat", "cl" : Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chat_active : 0 : , "cl" :
cl_chatfilters : 63 : , "a", "cl" : Stores the chat filter settings
cl_cinematiclight_b : 1 : , "cheat", "cl" :
cl_cinematiclight_g : 1 : , "cheat", "cl" :
cl_cinematiclight_r : 1 : , "cheat", "cl" :
cl_cinematiclight_scale : 8 : , "cheat", "cl" :
cl_cinematiclight_tonemap : 1 : , "cheat", "cl" :
cl_class : 0 : , "a", "user", "cl" : Default class when joining a game
Part 6
cl_clearhinthistory : cmd : : Clear memory of client side hints displayed to the player.
cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
cl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift.
cl_clockdrift_max_ms : 150 : , "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 : 0 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdrate : 64 : , "a", "user" : Max number of command packets sent to server per second
cl_colorfastpath : 0 : , "cheat", "cl" :
cl_colorgrade_profile : -1 : , "cheat", "cl" :
cl_colorgrade_profile_test : 0 : , "cheat", "cl" :
cl_config_version : 2 : , "a", "cl" :
cl_configversion : 8 : : Configuration layout version. Bump this to force a reset of the PS3 save game / settings.
cl_countbones : 0 : , "cheat", "cl" :
cl_crouch_hold : -1 : , "cl" : Legacy setting, no longer used.
cl_csm_auto_entity : 1 : , "sv" :
cl_csm_capture_state : 0 : , "cl" :
cl_csm_clear_captured_state : 0 : , "cl" :
cl_csm_cull_small_prop_threshold_volume : 2000 : , "cl" :
cl_csm_debug_2d : 0 : , "cl" :
cl_csm_debug_3d : 0 : , "cl" :
cl_csm_debug_culling : 0 : , "cl" :
cl_csm_debug_culling_cascade : -1 : , "cl" :
cl_csm_debug_render_ztest : 1 : , "cl" :
cl_csm_debug_vis_hi_range : 1 : , "cl" :
cl_csm_debug_vis_lo_range : 0 : , "cl" :
cl_csm_depthbias_c0 : 0 : , "cl" :
cl_csm_depthbias_c1 : 0 : , "cl" :
cl_csm_depthbias_c2 : 0 : , "cl" :
cl_csm_depthbias_c3 : 0 : , "cl" :
cl_csm_disable_culling : 0 : , "cl" :
cl_csm_enabled : 1 : , "cl" :
cl_csm_entity_shadows : 1 : , "cl" :
cl_csm_force_no_csm_in_reflections : 0 : , "cl" :
cl_csm_hack_proj_matrices_for_cull_debugging : 0 : , "cl" :
cl_csm_ignore_disable_shadow_depth_rendering : 0 : , "cl" :
cl_csm_max_shadow_dist : -1 : , "cl" :
cl_csm_max_visible_dist : 5000 : , "cl" :
cl_csm_optimize_static_props : 1 : , "cl" : Enable/Disable optimal static prop rendering into CSM's (cull static props that make no visual contribution to shadows)
cl_csm_parallel_split_dist1 : -1 : , "cl" :
cl_csm_parallel_split_dist2 : -1 : , "cl" :
cl_csm_parallel_split_dist3 : -1 : , "cl" :
cl_csm_parallel_split_log_lin_lerp : 0 : , "cl" :
cl_csm_print_culling_planes : 0 : , "cl" :
cl_csm_rope_shadows : 1 : , "cl" :
cl_csm_rot_override : 0 : , "cl" :
cl_csm_rot_x : 50 : , "cl" :
cl_csm_rot_y : 43 : , "cl" :
cl_csm_rot_z : 0 : , "cl" :
cl_csm_server_status : cmd : : Usage: cl_csm_server_status
cl_csm_shadow_split_lerp_factor_range : 0 : , "cl" :
cl_csm_shadow_split_radial_dist_lerp_factor_multiplier : 0 : , "cl" :
cl_csm_shadows : 1 : , "cl" :
cl_csm_slopescaledepthbias_c0 : 1 : , "cl" :
cl_csm_slopescaledepthbias_c1 : 2 : , "cl" :
cl_csm_slopescaledepthbias_c2 : 2 : , "cl" :
cl_csm_slopescaledepthbias_c3 : 2 : , "cl" :
cl_csm_sprite_shadows : 1 : , "cl" :
cl_csm_static_prop_shadows : 1 : , "cl" :
cl_csm_status : cmd : : Usage: cl_csm_status
cl_csm_translucent_shadows : 1 : , "cl" :
cl_csm_translucent_shadows_using_opaque_path : 1 : , "cl" :
cl_csm_use_env_light_direction : 1 : , "cl" :
cl_csm_use_forced_view_matrices : 1 : , "cl" :
cl_csm_viewmodel_depthbias : 0 : , "cl" :
cl_csm_viewmodel_farz : 30 : , "cl" :
cl_csm_viewmodel_max_shadow_dist : 21 : , "cl" :
cl_csm_viewmodel_max_visible_dist : 1000 : , "cl" :
cl_csm_viewmodel_shadows : 1 : , "cl" :
cl_csm_viewmodel_slopescaledepthbias : 0 : , "cl" :
cl_csm_viz_numplanes : -1 : , "cl" :
cl_csm_viz_polyhedron_quad_size : 131072 : , "cl" :
cl_csm_world_shadows : 1 : , "cl" :
cl_csm_world_shadows_in_viewmodelcascade : 1 : , "cl" :
cl_csm_xlat_continuity : 1 : , "cl" :
cl_customsounds : 0 : , "cl" : Enable customized player sound playback
cl_death_cc_strength : 0 : , "cheat", "cl" :
cl_death_vignette : 0 : , "cheat", "cl" :
cl_debug_controlleraim : 0 : , "cheat", "cl" :
cl_debug_hulls : 0 : , "cheat", "cl" :
cl_debug_muzzle : 0 : , "cheat", "cl" :
cl_debug_muzzlepitch : 0 : , "cheat", "cl" :
cl_debug_muzzleyaw : 0 : , "cheat", "cl" :
cl_debug_obstacleavoidance : 0 : , "cl" :
cl_debug_player_use : 0 : , "cl" : Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far, Green box=radius success
cl_debug_pov : 0 : , "cheat", "cl" :
cl_debug_tracers : 0 : , "cheat", "cl" :
cl_debugcam_forceweaponfov : 1 : , "cheat", "cl" :
Part 7
cl_debugcam_speed : 1 : , "cheat", "cl" :
cl_debugrumble : 0 : , "a", "cl" : Turn on rumble debugging spew
cl_demoviewoverride : 0 : , "cl" : Override view during demo playback
cl_detail_avoid_force : 0 : , "a", "cl" : force with which to avoid players ( in units, percentage of the width of the detail sprite )
cl_detail_avoid_radius : 0 : , "a", "cl" : radius around detail sprite to avoid players
cl_detail_avoid_recover_speed : 0 : , "a", "cl" : how fast to recover position after avoiding players
cl_detail_max_sway : 0 : , "a", "cl" : Amplitude of the detail prop sway
cl_detail_multiplier : 1 : , "cheat", "cl" : extra details to create
cl_detaildist : 1024 : , "cl" : Distance at which detail props are no longer visible
cl_detailfade : 400 : , "cl" : Distance across which detail props fade in
cl_developer_status : 1 : , "a", "user", "cl" :
cl_disable_ragdolls : 0 : , "cheat", "cl" :
cl_disable_splitscreen_cpu_level_cfgs_in_pip : 1 : , "cl" :
cl_disable_water_render_targets : 0 : , "cl" :
cl_disablehtmlmotd : 0 : , "a", "cl" : Disable HTML motds.
cl_downloadfilter : 0 : , "a" : Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawhud : 1 : , "cl" : Enable the rendering of the hud
cl_drawleaf : -1 : , "cheat", "cl" :
cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame
cl_drawmonitors : 1 : , "cl" :
cl_drawshadowtexture : 0 : , "cheat", "cl" :
cl_dump_particle_stats : cmd : : dump particle profiling info to particle_profile.csv
cl_dumpplayer : cmd : : Dumps info about a player
cl_dumpsplithacks : cmd : : Dump split screen workarounds.
cl_earlyaccess_status : 1 : , "a", "user", "cl" :
cl_ejectbrass : 1 : , "cl" :
cl_ejectbrass_3p : 1 : , "a", "cl" : Show brass ejection particle effect and model in 3rd person
cl_elevator_physics : 1 : , "cl" :
cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair.
cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console
cl_event_sound_cues : 1 : , "a", "cl" :
cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for.
cl_failremoteconnections : 0 : : Force connection attempts to time out
cl_fastdetailsprites : 1 : , "cheat", "cl" : whether to use new detail sprite system
cl_fasttempentcollision : 5 : , "cl" :
cl_find_ent : cmd : : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index : cmd : : Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_flash_cc_strength : 0 : , "cheat", "cl" :
cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet.
cl_foliage : 1 : , "cheat" :
cl_foliage_bsp : 0 : , "cheat" : Allow generated foliage to cover BSP surfaces
cl_foliage_cluster_culling : 1 : , "cheat" : -1 = Freeze | 0 = No culling | 1 = Enable cluster culling
cl_foliage_cluster_distance : 4096 : , "cheat" :
cl_foliage_debug_clusters : 0 : , "cheat" :
cl_foliage_detail_override : 0 : , "cheat" :
cl_foliage_dynvb : 0 : , "cheat" :
cl_foliage_edit_radius : 256 : , "cheat" :
cl_foliage_material_override : 0 : , "cheat" :
cl_foliage_obstruction_test : cmd : : Adds obstruction at feet
cl_foliage_reset : cmd : : Re-initializes foliage system
cl_foliage_scale : 1 : , "cheat" :
cl_foliage_shadows : 1 : :
cl_foliage_static_multiplier : 1 : , "cheat" :
cl_foliage_static_offset : 10 : , "cheat" :
cl_foliage_windstrength_override : 5 : , "cheat" :
cl_foliage_wireframe : 0 : , "cheat" :
cl_footstep_fx : 1 : , "cl" :
cl_forcepreload : 1 : , "a" : Whether we should force preloading.
cl_forwardspeed : 450 : , "cheat", "cl" :
cl_foundry_ShowEntityHighlights : 1 : , "cl" :
cl_freeaim : 1 : , "cheat", "cl" :
cl_freeaim_distance : -1 : , "cheat", "cl" : force freeaim distance
cl_freeaim_swr_fraction : -1 : , "cheat", "cl" : force freeaim screen weapon relation fraction
cl_fullupdate : cmd : : Forces the server to send a full update packet
cl_glow_item_b : 1 : , "cl" :
cl_glow_item_g : 0 : , "cl" :
cl_glow_item_r : 0 : , "cl" :
cl_grenade_auto_switch : 1 : , "a", "user", "cl" : If enabled, automatically switch to primary after throwing a grenade
cl_headbob_amp : 1 : , "cl" :
cl_headbob_freq : 12 : , "cl" :
cl_headbob_land_dip_amt : 4 : , "cheat", "cl" :
cl_health_cc_strength : 0 : , "cheat", "cl" :
cl_hq_debug : 0 : , "cl" : Additional debug messages when queued
cl_hq_messages_enabled : 1 : , "a", "cl" : Play messages from HQ?
cl_hq_messages_gap : 1 : , "cl" : Gap between playing HQ messages after each other.
cl_hud_chat_subtitles : 1 : , "a", "cl" : Display radial comms subtitles
Part 8
cl_hud_compass_alpha : 255 : , "a", "cl" : Opacity of our entire compass
cl_hud_compass_alpha_altarrows : 0 : , "cl" : Fractional alpha of alternate arrows (NW/NE/SE/SW)
cl_hud_compass_appear_enemy : 2 : , "a", "cl" : How long should the compass appear for after a nearby enemy was spotted.
cl_hud_compass_approach : 0 : , "cl" :
cl_hud_compass_arrows_split : 3 : , "cl" : Distance the arrows should separate when overlapping
cl_hud_compass_bgalpha : 0 : , "a", "cl" : Opacity of the background as a fraction of the main alpha
cl_hud_compass_fadetime : 0 : , "a", "cl" : How long should the compass take to entirely fade
cl_hud_compass_holdtime : 0 : , "a", "cl" : How long should the compass remain open after letting go of the key
cl_hud_compass_inset : 0 : , "a", "cl" : Inset the compass vertical position by this much
cl_hud_compass_scale : 1 : , "a", "cl" : Compass scale
cl_hud_compass_show_ads : 0 : , "a", "cl" : Show the compass automatically when aiming?
cl_hud_compass_show_always : 0 : , "a", "cl" : Always render the compass?
cl_hud_compass_show_tacmap : 0 : , "a", "cl" : Show the compass when viewing tacmap?
cl_hud_cp_blink_speed : 8 : , "cl" :
cl_hud_cp_docking_display : 1 : , "a", "cl" :
cl_hud_cp_floating_ads_alpha : 0 : , "a", "cl" : Alpha reduction for aiming down sights
cl_hud_cp_floating_display : 1 : , "a", "cl" :
cl_hud_cp_floating_max_alpha : 1 : , "a", "cl" :
cl_hud_cp_floating_min_alpha : 0 : , "a", "cl" :
cl_hud_cp_floating_nontarget_alpha : 0 : , "a", "cl" : Alpha reduction for non-targeted objectives
cl_hud_cp_main_display : 0 : , "a", "cl" :
cl_hud_damageindicator_alpha : 0 : , "a", "cl" : Alpha of the HUD damage indicator
cl_hud_damageindicator_scale : 0 : , "a", "cl" : Scales the HUD damage indicator
cl_hud_damageindicator_time : 1 : , "a", "cl" : Time indicator displays for
cl_hud_deathnotice_captures : 1 : , "a", "cl" : Show point captures in the death notices?
cl_hud_deathnotice_display : 1 : , "a", "cl" :
cl_hud_deathnotice_show_demo : 0 : , "a", "cl" : Show player deathnotices during demo playback (regardless of server setting at the time)?
cl_hud_draw3d : 0 : , "cl" :
cl_hud_draw_floating : 1 : , "a", "cl" :
cl_hud_firemode_show_always : 1 : , "a", "cl" : Always show firemode display?
cl_hud_radial_controls : 1 : , "a", "cl" : Control style for the radial menu. 1 = default, 2 = scrolling, 3 = numbered
cl_hud_radial_debug : 0 : , "cl" :
cl_hud_radial_debugbutton : 0 : , "cl" :
cl_hud_radial_fadein_delay : 0 : , "a", "cl" :
cl_hud_radial_fadein_duration : 0 : , "a", "cl" :
cl_hud_viewmodel_size : 1 : , "cl" :
cl_hud_voices_show_local : 0 : , "a", "cl" : Show the local player in the list of names speaking?
cl_hud_voices_show_names : 1 : , "a", "cl" : Show the names of other user speaking on VoIP?
cl_idealpitchscale : 0 : , "a", "cl" :
cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging).
cl_impacteffects : 1 : , "cl" :
cl_impacteffects_limit_exit : 10 : , "cl" : Limits the number of exit impact effects per frame
cl_impacteffects_limit_general : 30 : , "cl" : Limits the number of impact effects per frame
cl_impacteffects_limit_water : 6 : , "cl" : Limits the number of water impact effects per frame
cl_interp : 0 : , "a", "user", "cl" : Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all : 0 : , "cl" : Disable interpolation list optimizations.
cl_interp_npcs : 0 : , "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interp_ratio : 2 : , "a", "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interpolate : 1 : , "user" : Interpolate entities on the client.
cl_inventory_sorting_method : 1 : , "a", "cl" : 0 = alphabetical, 1 = cost ascending, 2 = cost descending
cl_ironsight_hold : -1 : , "cl" : Legacy setting, no longer used.
cl_jiggle_bone_debug : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_pitch_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_yaw_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_invert : 0 : , "cheat", "cl" :
cl_jiggle_bone_sanity : 1 : , "cl" : Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcomp_errorcheck : 0 : , "cl" : Player index of other player to check for position errors.
cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events.
cl_language : 0 : , "user" : Language (from Steam API)
cl_leafsystemvis : 0 : , "cheat", "cl" :
cl_leveloverview : 0 : , "cheat", "cl" :
cl_leveloverviewmarker : 0 : , "cheat", "cl" :
cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games.
cl_logofile : 0 : , "a" : Spraypoint logo decal.
cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered
cl_menu_bg_color : -1232092800.000 : , "cl" :
cl_menu_bg_color_ingame : -1239388288.000 : , "cl" :
cl_menu_html_reload : 0 : , "cl" :
cl_menu_stats_state : 1 : , "a", "cl" :
cl_minimal_rtt_shadows : 1 : , "a", "cl" :
cl_mm_crc_check : 1 : , "cl" :
cl_mm_debug : 0 : , "cl" :
cl_mm_debug_lan : 0 : , "cl" : If true, requests will query LAN servers, not internet.
cl_mm_verbose : 0 : , "cl" :
cl_mm_version_check : 1 : , "cl" :
cl_modelfastpath : 1 : , "cl" :
Part 9
cl_modelfastpath : 1 : , "cl" :
cl_modemanager_reload : cmd : : Reloads the panel metaclasses for vgui screens.
cl_mouseenable : 1 : , "cl" :
cl_mouselook : 1 : , "a", "user", "cl", "ss" : Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_mumble_positionalaudio : 1 : , "a", "cl" : Enable Mumble positional audio on the client.
cl_muzzleflash_dlight_1st : 1 : , "user", "cl" :
cl_muzzleflash_dlight_1st_lifetime : 0 : , "cheat", "cl" :
cl_muzzleflash_dlight_3rd : 1 : , "user", "cl" :
cl_muzzlehack : 1 : , "cheat", "cl" :
cl_names_debug : 0 : , "cl" :
cl_overdraw_test : 0 : , "cheat", "numeric", "cl" :
cl_pain_cc_strength : 0 : , "cheat", "cl" :
cl_pain_cc_time : 0 : , "cheat", "cl" :
cl_panelanimation : cmd : : Shows panel animation variables: <panelname | blank for all panels>.
cl_particle_batch_mode : 1 : , "cl" :
cl_particle_fallback_base : 0 : , "cl" : Base for falling back to cheaper effects under load.
cl_particle_fallback_multiplier : 1 : , "cl" : Multiplier for falling back to cheaper effects under load.
cl_particle_max_count : 0 : , "cheat", "cl" :
cl_particle_retire_cost : 0 : , "cheat", "cl" :
cl_particle_sim_fallback_base_multiplier : 5 : , "cl" : How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
cl_particle_sim_fallback_threshold_ms : 6 : , "cl" : Amount of simulation time that can elapse before new systems start falling back to cheaper versions
cl_particles_debug_overdraw : 0 : , "cheat", "cl" :
cl_particles_dump_effects : cmd : :
cl_particles_dumplist : cmd : : Dump all new particles, optional name substring.
cl_particles_show_bbox : 0 : , "cheat", "cl" :
cl_particles_show_controlpoints : 0 : , "cheat", "cl" :
cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname.
cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen.
cl_phys_block_dist : 1 : , "cl" :
cl_phys_block_fraction : 0 : , "cl" :
cl_phys_maxticks : 2 : , "cl" : Sets the max number of physics ticks allowed for client-side physics (ragdolls)
cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level).
cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props
cl_phys_props_respawndist : 1500 : , "cl" : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.
cl_phys_props_respawnrate : 60 : , "cl" : Time, in seconds, between clientside prop respawns.
cl_phys_show_active : 0 : , "cheat", "cl" :
cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls)
cl_physicsshadowupdate_render : 0 : , "cl" :
cl_pitchdown : 89 : , "cheat", "cl" :
cl_pitchspeed : 225 : , "cl" :
cl_pitchup : 89 : , "cheat", "cl" :
cl_playback_screenshots : 0 : : Allows the client to playback screenshot and jpeg commands in demos.
cl_player_fullupdate_predicted_origin_fix : 1 : , "cl" :
cl_player_shadow_dist : 1000 : , "cl" :
cl_playerlookat : 1 : , "cheat", "cl" :
cl_playerspraydisable2 : 1 : , "cl" : Disable player sprays.
cl_playlists_verbose : 0 : , "cl" :
cl_portal_use_new_dissolve : 1 : , "cheat", "cl" : Use new dissolve effect
cl_precacheinfo : cmd : : Show precache info (client).
cl_pred_checkstuck : 0 : , "cl" : Perform the additional 'stuck' traces on the client side during prediction.
cl_pred_doresetlatch : 1 : , "cl" :
cl_pred_error_verbose : 0 : , "cl" : Show more field info when spewing prediction errors.
cl_pred_optimize : 2 : , "cl" : Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_pred_track : cmd : : <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
cl_predict : 1 : , "cheat", "user", "cl" : Perform client side prediction.
cl_predict_basetoggles : 1 : , "cl" :
cl_predict_motioncontrol : 0 : , "cl" :
cl_prediction_error_timestamps : 0 : , "cl" :
cl_predictioncopy_describe : cmd : : Describe datamap_t for entindex
cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting
cl_predictphysics : 0 : , "cl" : Use a prediction-friendly physics interface on the client
cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects.
cl_ragdoll_animation_activity : 0 : , "cheat", "cl" :
cl_ragdoll_animation_debug : 0 : , "cheat", "cl" :
cl_ragdoll_animation_mode : 0 : , "cheat", "cl" :
cl_ragdoll_animation_threshold : 50000 : , "cheat", "cl" :
cl_ragdoll_animation_time : 5 : , "cheat", "cl" :
cl_ragdoll_animation_weight : 0 : , "cheat", "cl" :
cl_ragdoll_collide : 0 : , "cl" :
cl_ragdoll_dismember_bullets : 1 : , "cl" : Allow ragdolls to be dismembered by bullets
cl_ragdoll_dismember_bullets_fraction : 0 : , "a", "cl" : 1 / <amount of impacts required>
cl_ragdoll_dismember_chance : 0 : , "a", "cl" : Likelihood that a limb will dismember from an explosion
cl_ragdoll_dismember_limb_limit : 2 : , "a", "cl" : Explosions shouldn't dismember more limbs if this number has been reached
cl_ragdoll_dismember_spray_threshold : 64 : , "a", "cl" : Distance a limb has to travel before considering spawning a decal (to prevent decal spamming and respawning)
cl_ragdoll_dismemberment : 1 : , "a", "cl" : Enables meat grinding code, please refrain from eating the meat. (client)
cl_ragdoll_gib_freeze : 0 : , "cheat", "cl" : Freeze dismembered ragdolls in place
cl_ragdoll_gib_shadows : 1 : , "a", "cl" : Enable drawing of ragdoll giblet shadows
Part 10
cl_ragdoll_gravity : 600 : , "cheat", "cl" : Sets the gravity client-side ragdolls
cl_ragdoll_max_fps : 30 : , "cheat", "cl" : Clients with framerates less than this will reduce the ideal number of ragdolls to display
cl_ragdoll_max_remove_per_frame : 1 : , "cheat", "cl" :
cl_ragdoll_maxcount : 24 : , "cl" : Clients will only show this many ragdolls
cl_ragdoll_min_fps : 10 : , "cheat", "cl" : Clients with framerates less than this will only show 1 ragdoll of each type
cl_ragdoll_physics_active_ragdoll_force : 3 : , "cheat", "cl" : Active ragdoll force (scale).
cl_ragdoll_physics_active_ragdoll_shake : 4 : , "cheat", "cl" : Shake frequency (Hz)
cl_ragdoll_physics_active_ragdoll_time : 4 : , "cheat", "cl" : Shake behaviour length in seconds
cl_ragdoll_physics_active_ragdolls : 1 : , "cl" : Use active ragdolls.
cl_ragdoll_physics_active_ragdollscrash : 0 : , "cl" : Use active ragdolls.
cl_ragdoll_physics_blood_decal_distance : 172 : , "a", "cl" : Distance blood can travel if splattered on walls/floors postmortem.
cl_ragdoll_physics_bullet_impact_strength : 1000 : , "a", "cl" : Multiplier that affects strength of the force applied to a ragdoll that is being fired at.
cl_ragdoll_physics_damping : 0 : , "cheat", "cl" : Damping multiplier
cl_ragdoll_physics_delta : 0 : , "cheat", "cl" :
cl_ragdoll_physics_enable : 1 : , "cheat", "cl" : Enable/disable ragdoll physics.
cl_ragdoll_physics_force : 1 : , "cheat", "cl" : Force applied to the local ragdolls upon their death. (scale)
cl_ragdoll_physics_torque : 1 : , "cheat", "cl" : Torque applied to the local ragdolls upon their death. (scale)
cl_ragdoll_self_collision : 1 : , "cl" :
cl_ragdoll_spawn : cmd : : Spawns a ragdoll
cl_recoil_return_debug : 0 : , "cheat", "cl" :
cl_removedecals : cmd : : Remove the decals from the entity under the crosshair.
cl_report_soundpatch : cmd : : reports client-side sound patch count
cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt
cl_resend_timeout : 60 : : Total time allowed for the client to resend the 'connect' attempt
cl_retire_low_priority_lights : 0 : : Low priority dlights are replaced by high priority ones
cl_ricochet_percent : 0 : , "cl" : Percent chance a bullet will create a ricochet tracer (0..10)
cl_ricochet_percent_shotgun : 0 : , "cl" : Percent chance a shotgun pellet will create a ricochet tracer (0..10)
cl_rumblescale : 1 : , "a", "cl", "ss" : Scale sensitivity of rumble effects (0 to 1.0)
cl_sb_ping_interval : 2 : , "cl" : Server browser rows ping this often while selected
cl_sb_rules_interval : 15 : , "cl" : Server browser rows request rules this often while selected
cl_scope_blur : 0 : , "cheat", "cl" :
cl_scope_cc_strength : 0 : , "cheat", "cl" :
cl_scope_cc_time : 0 : , "cheat", "cl" :
cl_screenshotname : 0 : : Custom Screenshot name
cl_SetupAllBones : 0 : , "cl" :
cl_shadowtextureoverlaysize : 256 : , "cheat", "cl" :
cl_shadowupdatespacing : 10 : , "cl" :
cl_shot_local_contrast_duration : 0 : , "cheat", "cl" :
cl_shot_local_contrast_strength : 1 : , "cheat", "cl" :
cl_shot_local_test : 0 : , "cheat", "cl" :
cl_show_bounds_errors : 0 : , "cl" :
cl_show_splashes : 1 : , "cl" :
cl_showanimstate : -1 : , "cheat", "cl" : Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_activities : 0 : , "cheat", "cl" : Show activities in the (client) animation state display.
cl_showanimstate_log : 0 : , "cheat", "cl" : 1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.
cl_showbattery : 0 : , "cl" : Draw current battery level at top of screen when on battery power
cl_ShowBoneSetupEnts : 0 : , "cl" : Show which entities are having their bones setup each frame.
cl_showdemooverlay : 0 : : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
cl_showents : cmd : : Dump entity list to console.
cl_showerror : 0 : , "cl" : Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents : 0 : , "cheat" : Print event firing info in the console
cl_showfps : 0 : , "cl" : Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, +10 = detailed )
cl_showhelp : 1 : , "a", "user", "cl" : Set to 0 to not show on-screen help
cl_showpausedimage : 1 : , "cl" : Show the 'Paused' image when game is paused.
cl_showpluginmessages : 1 : , "a" : Allow plugins to display messages to you
cl_showpos : 0 : , "cl" : Draw current position at top of screen
cl_ShowSunVectors : 0 : , "cl" :
cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen.
cl_showtracerdistances : 0 : , "cheat", "cl" : Show the distances of the tracers, every 250 units.
cl_showVGUIAttachments : 0 : , "cl" : Shows the base attachment location of the vgui widget
cl_sideRoll : 1 : , "cheat", "cl" :
cl_sideRollSpeed : 220 : , "cheat", "cl" :
cl_sidespeed : 450 : , "cheat", "cl" :
cl_simdbones : 0 : , "rep", "cl" : Use SIMD bone setup.
cl_simulationtimefix : 1 : , "cl" :
cl_skipfastpath : 0 : , "cheat", "cl" : Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath : 0 : , "cheat" : Set to 1 to skip any models that don't go through the model fast path
cl_smooth : 1 : , "cl" : Smooth view/eye origin after prediction errors
cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)
cl_soundemitter_reload : cmd : : Flushes the sounds.txt system
cl_soundfile : 0 : , "a" : Jingle sound file.
Part 11
cl_soundscape_flush : cmd : : Flushes the client side soundscapes
cl_soundscape_printdebuginfo : cmd : : print soundscapes
cl_spec_mode : 4 : , "a", "user", "server_can_execute", "cl" : spectator mode
cl_sporeclipdistance : 512 : , "cheat", "cl" :
cl_sprint_hold : -1 : , "cl" : Legacy setting, no longer used.
cl_ss_origin : cmd : : print origin in script format
cl_sun_decay_rate : 0 : , "cheat", "cl" :
cl_sunlight_depthbias : 0 : , "cl" :
cl_sunlight_ortho_size : 0 : , "cheat", "cl" : Set to values greater than 0 for ortho view render projections.
cl_suppression_blur_bullet_duration : 2 : , "cheat", "cl" :
cl_suppression_blur_chemical_multiplier : 1 : , "cheat", "cl" :
cl_suppression_blur_chemical_speed : 0 : , "cheat", "cl" :
cl_suppression_blur_dirt_duration : 6 : , "cheat", "cl" :
cl_suppression_blur_dirt_test : 0 : , "cheat", "cl" :
cl_suppression_blur_strength : 1 : , "cheat", "cl" :
cl_suppression_blur_test : 0 : , "cheat", "cl" :
cl_team : 0 : , "a", "user", "cl" : Default team when joining a game
cl_team_colors_relative : 1 : , "a", "cl" : If enabled, the local team is always blue.
cl_teamid : 0 : , "cl" :
cl_teamid_max : 1000 : :
cl_teamid_min : 200 : :
cl_thirdperson_debug : 0 : , "cl" :
cl_thirdperson_obstruct_color : 0 : , "a", "cl" : Toggles third-person reticle obstruction color changes.
cl_thirdperson_obstruct_delay : 0 : , "a", "cl" : Delay for third-person reticle obstruction detection.
cl_thirdperson_obstruct_frac : 0 : , "a", "cl" : Threshold for third-person reticle obstruction detection.
cl_thirdperson_obstruct_marker : 1 : , "a", "cl" : Toggles third-person reticle obstruction marker.
cl_thirdperson_reticle : 0 : , "a", "cl" : Sets a custom third-person reticle.
cl_thirdperson_spectate_alpha : 1 : , "a", "cl" : Alpha transparency for third-person spectate reticle.
cl_threaded_bone_setup : 0 : , "cl" : Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_init : 0 : , "cl" :
cl_timeout : 30 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_tlucfastpath : 1 : , "cl" :
cl_tracers : 1 : , "cl" :
cl_tree_sway_dir : cmd : : sets tree sway wind direction and strength
cl_updaterate : 64 : , "a", "user" : Number of packets per second of updates you are requesting from the server
cl_updatevisibility : cmd : : Updates visibility bits.
cl_upgrade_fade_max : 512 : , "cl" :
cl_upgrade_fade_min : 480 : , "cl" :
cl_upspeed : 320 : , "cheat", "cl" :
cl_use_opens_kit : 0 : , "a", "cl" :
cl_use_simd_bones : 1 : , "rep", "cl" : 1 use SIMD bones 0 use scalar bones.
cl_use_update_interval : 0 : , "cheat", "cl" : Time between use target updates
cl_vgui_fade_fg_pow : 0 : , "cheat", "cl" :
cl_vgui_fade_fg_strength : 1 : , "cheat", "cl" :
cl_vgui_fade_fg_time : 0 : , "cheat", "cl" :
cl_view : cmd : : Set the view entity index.
cl_viewbob : 1 : , "cl" : Enable/Disable new viewbob movement
cl_viewmodelfov : 50 : , "cl" :
cl_viewmodelsclonedasworld : 1 : , "cl" :
cl_vip_preference : 1 : , "a", "user", "cl" : 0 = never be VIP, 1 = indifferent, 2 = PICK ME!!!
cl_vm_debug_pp : 0 : , "cheat", "cl" :
cl_vm_holo_test : 0 : , "cheat", "cl" : Disables stencil rendering of holographics
cl_vm_move_x : 0 : , "cl" :
cl_vm_sway_interp : 0 : , "cheat", "cl" :
cl_voice_filter : 0 : : Filter voice by name substring
cl_vote_ui_active_after_voting : 0 : , "cl" :
cl_vote_ui_show_notification : 0 : , "cl" :
cl_walk_hold : -1 : , "cl" : Legacy setting, no longer used.
cl_winddir : 0 : , "cheat", "cl" : Weather effects wind direction angle
cl_windspeed : 0 : , "cheat", "cl" : Weather effects wind speed scalar
cl_workshop_listmaps : cmd : : Lists maps from subscribed workshop items
cl_wound_offset_enabled : 0 : , "cheat", "cl" :
cl_wound_particles : 1 : , "cheat", "cl" :
cl_yawspeed : 210 : , "cl" :
cl_zoom_sensitivity : 1 : , "a", "cl" :
cl_zoom_sensitivity_fov_scaled : 1 : , "a", "cl" :
cl_zoom_sensitivity_fov_scope : 1 : , "a", "cl" : If off, FOV sens scaling uses world FOV with scopes
cl_zoom_sensitivity_scope : 3 : , "a", "cl" :
cl_zoom_sensitivity_scope_uses_irons_scale : 0 : , "a", "cl" :
clear : cmd : : 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_debug_overlays : cmd : : clears debug overlays
clearmutes : cmd : : Clear server side mutes for disconnected players
clientport : 27005 : : Host game client port
closecaption : 0 : , "a", "user", "cl" : Enable close captioning.
cloth_wind : 0 : , "cl" :
cloth_wind_pitch : 0 : , "cl" :
cloth_windage_multiplier : 1 : , "cheat", "cl" :
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
Part 12
collision_shake_amp : 0 : , "sv" :
collision_shake_freq : 0 : , "sv" :
collision_shake_time : 0 : , "sv" :
collision_test : cmd : : Tests collision system
colorcorrectionui : cmd : : Show/hide the color correction tools UI.
+commandermousemove : cmd : :
-commandermousemove : cmd : :
commentary_showmodelviewer : cmd : : Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
-compass : cmd : : Closes compass
+compass : cmd : : Opens compass
con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots).
con_enable : 0 : , "a" : Allows the console to be activated.
con_filter_enable : 0 : : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot
con_filter_text : 0 : : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out : 0 : : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile : 0 : : Console output gets written to this file
con_min_severity : cmd : : Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3.
con_notifytime : 8 : : How long to display recent console text to the upper part of the game window
con_nprint_bgalpha : 50 : : Con_NPrint background alpha.
con_nprint_bgborder : 5 : : Con_NPrint border size.
con_proportionalfont : 1 : :
con_timestamp : 0 : : Prefix console.log entries with timestamps
con_trace : 0 : : Print console text to low level printout.
condump : cmd : : dump the text currently in the console to condumpXX.log
connect : cmd : : Connect to specified server.
contimes : 8 : : Number of console lines to overlay for debugging.
coop : 0 : , "nf" : Cooperative play.
cpu_frequency_monitoring : 0 : : Set CPU frequency monitoring interval in seconds. Zero means disabled.
cpu_level : 2 : : CPU Level - Default: High
crash : cmd : : Cause the engine to crash (Debug!!)
crash_client : cmd : : Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)
create_flashlight : cmd : :
CreateHairball : cmd : :
creditsdone : cmd : :
csm_quality_level : 3 : : Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST
+csm_rot_x_neg : cmd : :
-csm_rot_x_neg : cmd : :
+csm_rot_x_plus : cmd : :
-csm_rot_x_plus : cmd : :
+csm_rot_y_neg : cmd : :
-csm_rot_y_neg : cmd : :
+csm_rot_y_plus : cmd : :
-csm_rot_y_plus : cmd : :
curve_bias : 0 : , "sv" :
cvarlist : cmd : : Show the list of convars/concommands.
das_max_z_trace_length : 72 : : Maximum height of player and still test for adsp
das_process_overhang_spaces : 0 : :
datacachesize : 64 : : Size in MB.
dbg_demofile : 0 : :
dbg_movement : 0 : , "cheat", "rep", "cl" :
dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line>
dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
deathmatch : 1 : , "nf" : Running a deathmatch server.
debug_map_crc : 0 : : Prints CRC for each map lump loaded
debug_materialmodifycontrol : 0 : , "sv" :
debug_materialmodifycontrol_client : 0 : , "cl" :
debug_overlay_fullposition : 0 : , "sv" :
debug_paint_alpha : 0 : :
debug_physimpact : 0 : , "sv" :
debug_touchlinks : 0 : , "sv" : Spew touch link activity
debug_visibility_monitor : 0 : , "sv", "cheat" :
debugcam : cmd : : toggle the debug camera
debugsystemui : cmd : : Show/hide the debug system UI.
decalfrequency : 10 : , "sv", "nf" :
default_fov : 90 : , "cheat", "cl" :
demo_avellimit : 2000 : : Angular velocity limit before eyes considered snapped for demo playback.
demo_debug : 0 : : Demo debug info.
demo_enabledemos : 1 : : Enable recording demos (must be set true before loading a map)
demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button.
demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button.
demo_gototick : cmd : : Skips to a tick in demo.
demo_interplimit : 4000 : : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.
demo_interpolateview : 1 : : Do view interpolation during dem playback.
demo_legacy_rollback : 1 : : Use legacy view interpolation rollback amount in demo playback.
Part 13
demo_pause : cmd : : Pauses demo playback.
demo_pauseatservertick : 0 : : Pauses demo playback at server tick
demo_quitafterplayback : 0 : : Quits game after demo playback.
demo_recordcommands : 1 : , "cheat" : Record commands typed at console into .dem files.
demo_resume : cmd : : Resumes demo playback.
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 : : Show/hide the demo player UI.
+demoui2 : cmd : : Bring the advanced demo player UI (demoui2) to foreground.
-demoui2 : cmd : : Send the advanced demo player UI (demoui2) to background.
demoui2 : cmd : : Show/hide the advanced demo player UI (demoui2).
dev_force_selected_device : 0 : :
developer : 0 : : 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 : : 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 : 0 : , "cheat" : If non-zero when a map loads, static props won't be loaded
disconnect : cmd : : Disconnect game from server.
disp_dynamic : 0 : :
disp_list_all_collideable : cmd : : List all collideable displacements
disp_smoothnormals : 0 : :
dispcoll_drawplane : 0 : , "sv" :
display_elapsedtime : cmd : : Displays how much time has elapsed since the game started
display_game_events : 0 : , "cheat" :
displaysoundlist : 0 : , "sv" :
dlight_debug : cmd : : Creates a dlight in front of the player
dod_grenadegravity : -420 : , "cheat", "cl" : gravity applied to grenades
drawcross : cmd : : Draws a cross at the given location Arguments: x y z
drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dsp_automatic : 0 : , "demo" :
dsp_db_min : 80 : , "cheat", "demo" :
dsp_db_mixdrop : 0 : , "cheat", "demo" :
dsp_dist_max : 1440 : , "cheat", "demo" :
dsp_dist_min : 0 : , "cheat", "demo" :
dsp_enhance_stereo : 1 : , "a" :
dsp_facingaway : 0 : , "demo" :
dsp_mix_max : 0 : , "cheat", "demo" :
dsp_mix_min : 0 : , "cheat", "demo" :
dsp_off : 0 : , "cheat" :
dsp_player : 0 : , "demo", "server_can_execute" :
dsp_reload : cmd : :
dsp_room : 0 : , "demo" :
dsp_slow_cpu : 0 : , "cheat" :
dsp_spatial : 40 : , "demo" :
dsp_speaker : 50 : , "demo" :
dsp_vol_2ch : 1 : , "demo" :
dsp_vol_4ch : 0 : , "demo" :
dsp_vol_5ch : 0 : , "demo" :
dsp_volume : 0 : , "cheat" :
dsp_water : 14 : , "demo" :
dt_ShowPartialChangeEnts : 0 : : (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_UsePartialChangeEnts : 1 : : (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 : 0 : : Print data table warnings?
dtwatchclass : 0 : : Watch all fields encoded with this table.
dtwatchdecode : 1 : : When watching show decode.
dtwatchencode : 1 : : When watching show encode.
dtwatchent : -1 : : Watch this entities data table encoding.
dtwatchvar : 0 : : Watch the named variable.
+duck : cmd : :
-duck : cmd : :
dump_entity_sizes : cmd : : Print sizeof(entclass)
dump_globals : cmd : : Dump all global entities/states
dumpentityfactories : cmd : : Lists all entity factory names.
dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.
dumpstringtables : cmd : : Print string tables to console.
dumptexallocs : cmd : : List currently allocated textures and properties about them
dumptheaterentityfactories : cmd : : Lists all theater entity factory names.
durationcache_debug : 0 : :
echo : cmd : : Echo text to console.
editdemo : cmd : : Edit a recorded demo file (.dem ).
editor_toggle : cmd : : Disables the simulation and returns focus to the editor
elevator_movedelay : 0 : , "sv" : Time delay for elevator movement start.
enable_debug_overlays : 1 : , "sv", "cheat" : Enable rendering of debug overlays
enable_skeleton_draw : 0 : , "cheat", "cl" : Render skeletons in wireframe
Part 14
endmovie : cmd : : Stop recording movie frames.
engine_no_focus_sleep : 50 : , "a" :
english : 1 : , "user", "cl" : If set to 1, running the english language set of assets.
ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create : cmd : : Creates an entity of the given type where the player is looking.
ent_debugkeys : 0 : , "sv" :
ent_dump : cmd : : Usage: ent_dump <entity name>
ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay]
ent_info : cmd : : Usage: ent_info <class name>
ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
ent_messages : cmd : : Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.
ent_name : cmd : :
ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt
ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate : cmd : : Rotates an entity by a specified # of degrees
ent_setang : cmd : : Set entity angles
ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_setpos : cmd : : Move entity to position
ent_show_contexts : 0 : , "sv" : Show entity contexts in ent_text display
ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.
ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap : cmd : :
er_colwidth : 100 : :
er_graphwidthfrac : 0 : :
er_maxname : 14 : :
errorcallstacks_enable : 0 : : All Error() calls will attach a callstack
errorcallstacks_length : 20 : : Length of automatic error callstacks
escape : cmd : : 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 : : Kills the player with explosive damage
explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fast_fogvolume : 0 : :
filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none
filesystem_max_stdio_read : 16 : :
filesystem_native : 1 : : Use native FS or STDIO
filesystem_report_buffered_io : 0 : :
filesystem_unbuffered_io : 1 : :
filesystem_use_overlapped_io : 1 : :
find : cmd : : Find concommands with the specified string in their name/help text.
find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index>
Part 15
findflags : cmd : : Find concommands by flags.
fire_absorbrate : 3 : , "sv" :
fire_dmgbase : 1 : , "sv" :
fire_dmginterval : 1 : , "sv" :
fire_dmgscale : 0 : , "sv" :
fire_extabsorb : 5 : , "sv" :
fire_extscale : 12 : , "sv" :
fire_growthrate : 1 : , "sv" :
fire_heatscale : 1 : , "sv" :
fire_incomingheatscale : 0 : , "sv" :
fire_maxabsorb : 50 : , "sv" :
+firemode : cmd : :
-firemode : cmd : :
firetarget : cmd : :
firstperson : cmd : : Switch to firstperson camera.
fish_debug : 0 : , "cheat", "cl" : Show debug info for fish
fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.
-flashlight : cmd : :
+flashlight : cmd : :
flex_expression : 0 : , "sv" :
flex_rules : 1 : , "cl" : Allow flex animation rules to run.
flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes.
flex_talk : 0 : , "sv" :
flush : cmd : : Flush unlocked cache memory.
flush_locked : cmd : : Flush unlocked and locked cache memory.
fog_color : -1 : , "cheat", "cl" :
fog_colorskybox : -1 : , "cheat", "cl" :
fog_enable : 1 : , "cheat", "cl" :
fog_enable_water_fog : 1 : , "cheat" :
fog_enableskybox : 1 : , "cheat", "cl" :
fog_end : -1 : , "cheat", "cl" :
fog_endskybox : -1 : , "cheat", "cl" :
fog_hdrcolorscale : -1 : , "cheat", "cl" :
fog_hdrcolorscaleskybox : -1 : , "cheat", "cl" :
fog_maxdensity : -1 : , "cheat", "cl" :
fog_maxdensityskybox : -1 : , "cheat", "cl" :
fog_override : 0 : , "cheat", "cl" : Overrides the map's fog settings (-1 populates fog_ vars with map's values)
fog_start : -1 : , "cheat", "cl" :
fog_startskybox : -1 : , "cheat", "cl" :
fog_volume_debug : 0 : , "sv" : If enabled, prints diagnostic information about the current fog volume
fogui : cmd : : Show/hide fog control UI.
foliage_edit : cmd : : Foliage edit mode
foliage_generate : cmd : : Generate foliage
foliage_load : cmd : : Loads foliage from file
foliage_optimize : cmd : : Cull unused clusters
-foliage_place : cmd : :
+foliage_place : cmd : :
-foliage_remove : cmd : :
+foliage_remove : cmd : :
foliage_save : cmd : : Save foliage to file
force_audio_english : 0 : , "a" : Keeps track of whether we're forcing english in a localized language.
force_centerview : cmd : :
force_respawn_me : cmd : :
force_show_lobby : 0 : , "cheat", "cl" :
forcebind : cmd : : Bind a command to an available key. (forcebind command opt:suggestedKey)
-forward : cmd : :
+forward : cmd : :
foundry_engine_get_mouse_control : cmd : : Give the engine control of the mouse.
foundry_engine_release_mouse_control : cmd : : Give the control of the mouse back to Hammer.
foundry_select_entity : cmd : : Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view : cmd : : Move Hammer's 3D view to the same position as the engine's 3D view.
foundry_update_entity : cmd : : Updates the entity's position/angles when in edit mode
fov_desired : 110 : , "a", "user", "cl" : Sets the base field-of-view.
fps_max : 300 : : Frame rate limiter
fps_max_menu : 120 : : Frame rate limiter, main menu
fps_max_splitscreen : 300 : : Frame rate limiter, splitscreen
fps_screenshot_frequency : 10 : , "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 w
fps_screenshot_threshold : -1 : , "cheat" : Dump a screenshot when the FPS drops below the given value.
fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only
fs_printopenfiles : cmd : : Show all files currently opened by the engine.
fs_report_sync_opens : 0 : : 0:Off, 1:Always, 2:Not during load
fs_warning_level : cmd : : Set the filesystem warning level.
fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads
func_break_max_pieces : 15 : , "a", "rep", "cl" :
func_break_reduction_factor : 0 : , "sv" :
func_breakdmg_bullet : 0 : , "sv" :
func_breakdmg_club : 1 : , "sv" :
func_breakdmg_explosive : 1 : , "sv" :
fx_drawimpactdebris : 1 : , "cl" : Draw impact debris effects.
fx_drawimpactdust : 1 : , "cl" : Draw impact dust effects.
fx_drawmetalspark : 1 : , "cl" : Draw metal spark effects.
fx_glass_velocity_cap : 0 : , "cl" : Maximum downwards speed of shattered glass particles
fx_new_sparks : 1 : , "sv", "cheat" : Use new style sparks.
Part 16
g15_dumpplayer : cmd : : Spew player data.
g15_reload : cmd : : Reloads the Logitech G-15 Keyboard configs.
g15_update_msec : 250 : , "a", "cl" : Logitech G-15 Keyboard update interval.
g_debug_angularsensor : 0 : , "sv", "cheat" :
g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.
g_debug_doors : 0 : , "sv" :
g_debug_npc_vehicle_roles : 0 : , "sv" :
g_debug_ragdoll_removal : 0 : , "cheat", "rep", "cl" :
g_debug_ragdoll_visualize : 0 : , "cheat", "cl" :
g_debug_transitions : 0 : , "sv" : 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
g_debug_vehiclebase : 0 : , "sv", "cheat" :
g_debug_vehicleexit : 0 : , "sv", "cheat" :
g_debug_vehiclesound : 0 : , "sv", "cheat" :
g_Language : 0 : , "rep", "cl" :
g_ragdoll_fadespeed : 600 : , "cl" :
g_ragdoll_important_maxcount : 2 : , "rep", "cl" :
g_ragdoll_lvfadespeed : 100 : , "cl" :
g_ragdoll_maxcount : 8 : , "rep", "cl" :
gameinstructor_dump_open_lessons : cmd : : Gives a list of all currently open lessons.
gameinstructor_enable : 1 : , "a", "cl" : Display in game lessons that teach new players.
gameinstructor_find_errors : 0 : , "cheat", "cl" : Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons : cmd : : Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts : cmd : : Resets all display and success counts to zero.
gameinstructor_save_restore_lessons : 1 : , "cheat", "cl" : Set to 0 to disable save/load of open lesson opportunities in single player.
gameinstructor_start_sound_cooldown : 1 : , "cl" : Number of seconds forced between similar lesson start sounds.
gameinstructor_verbose : 0 : , "cheat", "cl" : Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson : 0 : , "cheat", "cl" : Display more verbose information for lessons have this name.
gamestats_file_output_directory : 0 : , "sv" : 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 : 0 : :
getpos : cmd : : dump position and angles to the console
getpos_exact : cmd : : dump origin and angles to the console
getpos_mapscript : cmd : : dump position and angles to the console
give : cmd : : Give item to player. Arguments: <item_name>
give_ammo : cmd : : Give ammo for active weapon to the player
give_gear : cmd : : Give a Gear to the player
give_supply : cmd : : Cheat to give player x number of supply
give_upgrade : cmd : : Install weapon upgrade for active weapon to the player
give_weapon : cmd : : Give a weapon to the player
gl_amd_occlusion_workaround : 1 : :
gl_clear : 0 : , "cl" :
gl_clear_randomcolor : 0 : , "cheat", "cl" : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
gl_nvidia_occlusion_workaround : 0 : :
global_event_log_enabled : 0 : , "sv", "cheat" : Enables the global event log system
global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
glow_muzzle_debug : 0 : , "cheat", "cl" : Show muzzle glow shapes outside of the glow pass.
glow_outline_effect_enable : 1 : , "cheat", "cl" : Enable entity outline glow effects.
glow_outline_width : 6 : , "cheat", "cl" : Width of glow outline effect in screen space.
god : cmd : : Toggle. Player becomes invulnerable.
gods : cmd : : Toggle. All players become invulnerable.
gpu_level : 2 : : GPU Level - Default: High
gpu_mem_level : 2 : : Memory Level - Default: High
-graph : cmd : :
+graph : cmd : :
-grenade1 : cmd : :
+grenade1 : cmd : :
-grenade2 : cmd : :
+grenade2 : cmd : :
grenade_debug_aoe : 0 : , "sv", "cheat" : Show AOE grenade radius
groundlist : cmd : : Display ground entity list <index>
hammer_beginsession : cmd : : Begin Hammer editing session
hammer_endsession : cmd : : End Hammer editing session
hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode
hammer_update_safe_entities : cmd : : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit
heartbeat : cmd : : Force heartbeat of master servers
help : cmd : : Find help about a convar/concommand.
hermite_fix : 1 : , "cl" : Don't interpolate previous hermite sample when fixing up times.
hide_server : 0 : , "sv" : Whether the server should be hidden from the master server
hideconsole : cmd : : Hide the console.
Part 17
hidehud : 0 : , "cheat", "cl", "ss" :
hidepanel : cmd : : Hides a viewport panel <name>
hl2_episodic : 0 : , "rep", "cl" :
host_filtered_time_report : cmd : : Dumps time spent idle in previous frames in ms(dedicated only).
host_flush_threshold : 12 : : Memory threshold below which the host should flush caches between server instances
host_framerate : 0 : : Set to lock per-frame time elapse.
host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection
host_map : 0 : : Current map name.
host_print_frame_times : 0 : :
host_profile : 0 : :
host_reset_config : cmd : : reset config (for testing) with param as splitscreen index.
host_runframe_input_parcelremainder : 1 : :
host_runofftime : cmd : : Run off some time without rendering/updating sounds
host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed.
host_ShowIPCCallCount : 0 : : Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.
host_speeds : 0 : : Show general system running times.
host_syncfps : 0 : : Synchronize real render time to host_framerate if possible.
host_thread_mode : 1 : : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
host_threaded_sound : 1 : : Run the sound on a thread (independent of mix)
host_threaded_sound_simplethread : 0 : : 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 : 1 : , "rep" : Prescale the clock by this amount.
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.
hostfile : 0 : , "sv" : The HOST file to load.
hostip : -1062717440.000 : : Host game server ip
hostname : 0 : : Hostname for server.
hostport : 27015 : : Host game server port
hq_radio_cooldown : 2 : , "a", "cl" :
hq_radio_lastmanstanding_frequency : 40 : , "cl" : How long in seconds before the next last man standing message gets output
hq_radio_restrictedarea_frequency : 12 : , "cl" : How long in seconds before the next restricted area message gets output
hq_radio_waveslow_frequency : 80 : , "cl" : How long in seconds before the next low reinforcement waves message gets output
hq_radio_wavesout_frequency : 60 : , "cl" : How long in seconds before the next out of reinforcement waves message gets output
hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran
hud_classautokill : 1 : , "a", "cl" : Automatically kill player after choosing a new playerclass.
hud_deathnotice_time : 6 : , "cl" :
hud_reloadscheme : cmd : : Reloads hud layout and animation scripts.
hud_saytext_time : 12 : , "cl" :
hud_startround_notify : 6 : , "cl" : How long notifications should stay on the screen before fading
hud_stream_friendly : 0 : , "a", "cl" : If enabled, server name is hidden from various HUD elements
hud_subtitles : cmd : : Plays the Subtitles: <filename>
hud_takesshots : 0 : , "a", "cl" : Auto-save a scoreboard screenshot at the end of a map.
hud_targetid_draw_local : 0 : , "cl" :
hud_targetid_enabled : 1 : , "a", "cl" :
hud_targetid_friendly_max_distance : 4096 : , "cheat", "cl" :
hud_targetid_friendly_min_distance : 128 : , "cheat", "cl" :
hud_targetid_ironsight_icon_alpha : 0 : , "cl" :
hud_targetid_ironsight_name_alpha : 0 : , "cl" :
hud_targetid_name_dot : 0 : , "cl" :
hud_targetid_name_height : -12 : , "cheat", "cl" : Player names are this many inches over player eye positions
hud_targetid_radial_duration : 3 : , "a", "cl" : How long should the voice icon appear after hearing a player speak radial vo
hud_targetid_role_fade_time : 0 : , "cl" :
hud_targetid_role_show_time : 0 : , "cl" :
hud_targetid_update_interval : 0 : , "cheat", "cl" :
hud_toggle_floating : cmd : : Toggle floating HUD elements
humans : cmd : : Show user info for players on server.
hunk_print_allocations : cmd : :
hunk_track_allocation_types : 1 : , "cheat" :
hurtme : cmd : : Hurts the player. Arguments: <health to lose>
impulse : cmd : :
in_forceuser : 0 : , "cheat" : Force user input to this split screen player.
in_usekeyboardsampletime : 1 : , "cl" : Use keyboard sample time smoothing.
incrementvar : cmd : : Increment specified convar value.
infiniteloop : cmd : : Cause the engine to go into an infinite loop (Debug!!)
ins_achievement_reset_all : cmd : : Resets all stats and achievements
ins_base_vehicle_max_turn_rate : 25 : , "sv", "cheat" :
ins_base_vehicle_speed : 160 : , "sv", "cheat" :
ins_bipod_view_length_forward : 22 : , "rep", "cl" :
ins_bipod_view_length_up : 28 : , "rep", "cl" :
ins_bot_add : cmd : : Adds a bot
ins_bot_add_t2 : cmd : : Adds a bot to team 2
ins_bot_approach_position : cmd : : Approach a vector position
Part 18
ins_bot_arousal_combat_falloff : 0 : , "sv" : Arousal falloff when in combat but not being suppressed
ins_bot_arousal_combat_max : 5 : , "sv" : 0-10 how high can arousal go from being in combat alone
ins_bot_arousal_default_falloff : 0 : , "sv" : How fast arousal falls off OOC
ins_bot_arousal_firing_max : 5 : , "sv" : 0-10 how high can arousal go from firing weapon
ins_bot_arousal_frac_aimpenalty_max : 1 : , "sv" : Arousal aimpenalty Frac Max Arousal
ins_bot_arousal_frac_aimpenalty_med : 1 : , "sv" : Arousal aimpenalty Frac Halfway
ins_bot_arousal_frac_aimpenalty_min : 1 : , "sv" : Arousal aimpenalty Frac Min Arousal
ins_bot_arousal_frac_aimtolerance_max : 1 : , "sv" : Arousal aimtolerance Frac Max Arousal
ins_bot_arousal_frac_aimtolerance_med : 1 : , "sv" : Arousal aimtolerance Frac Halfway
ins_bot_arousal_frac_aimtolerance_min : 1 : , "sv" : Arousal aimtolerance Frac Min Arousal
ins_bot_arousal_frac_aimtracking_max : 1 : , "sv" : Arousal Aimtracking Frac Max Arousal
ins_bot_arousal_frac_aimtracking_med : 1 : , "sv" : Arousal Aimtracking Frac Halfway
ins_bot_arousal_frac_aimtracking_min : 1 : , "sv" : Arousal Aimtracking Frac Min Arousal
ins_bot_arousal_frac_angularvelocity_max : 1 : , "sv" : Arousal angularvelocity Frac Max Arousal
ins_bot_arousal_frac_angularvelocity_med : 1 : , "sv" : Arousal angularvelocity Frac Halfway
ins_bot_arousal_frac_angularvelocity_min : 0 : , "sv" : Arousal angularvelocity Frac Min Arousal
ins_bot_arousal_frac_attackdelay_max : 1 : , "sv" : Arousal attackdelay Frac Max Arousal
ins_bot_arousal_frac_attackdelay_med : 1 : , "sv" : Arousal attackdelay Frac Halfway
ins_bot_arousal_frac_attackdelay_min : 1 : , "sv" : Arousal attackdelay Frac Min Arousal
ins_bot_arousal_frac_recognizetime_max : 1 : , "sv" : Arousal recognizetime Frac Max Arousal
ins_bot_arousal_frac_recognizetime_med : 0 : , "sv" : Arousal recognizetime Frac Halfway
ins_bot_arousal_frac_recognizetime_min : 1 : , "sv" : Arousal recognizetime Frac Min Arousal
ins_bot_arousal_suppression_falloff : 0 : , "sv" : Arousal falloff when being suppressed
ins_bot_arousal_suppression_max : 7 : , "sv" : 0-10 how high can arousal go from being suppressed
ins_bot_attack_pistol_fire_rate : 4 : , "sv" : Base Rate for easy pistol fire, scaled faster by difficulty
ins_bot_attack_reload_ratio : 0 : , "sv" : Ratio of ammo that triggers a reload.
ins_bot_attack_slide_cooldown : 1 : , "sv", "cheat" :
ins_bot_change_difficulty : 1 : , "sv", "nf" : When to change bot difficulty, 1 = instantly, 0 = when new bots are added
ins_bot_count_checkpoint : 0 : , "a", "rep", "cl" : A set bot count for Checkpoint.
ins_bot_count_checkpoint_default : 0 : , "a", "rep", "cl" : This is the default bot count for Checkpoint that the server will reset to when hibernating.
ins_bot_count_checkpoint_max : 23 : , "a", "rep", "cl" : The max bot count for Checkpoint.
ins_bot_count_checkpoint_min : 5 : , "a", "rep", "cl" : The min bot count for Checkpoint.
ins_bot_count_conquer : 0 : , "a", "sv", "rep" : A set bot count for conquer.
ins_bot_count_conquer_default : 12 : , "a", "sv", "rep" : This is the default bot count for conquer that the server will reset to when hibernating.
ins_bot_count_conquer_max : 24 : , "sv", "rep" : Max bot count in Conquer mode.
ins_bot_count_conquer_min : 8 : , "sv", "rep" : Min bot count in Conquer mode.
ins_bot_count_conquer_solo : 8 : , "a", "sv", "rep" : A set bot count for conquer in solo mode.
ins_bot_count_hunt : 48 : , "a", "rep", "cl" : A set bot count for Checkpoint.
ins_bot_count_hunt_default : 0 : , "a", "rep", "cl" : This is the default bot count for Hunt that the server will reset to when hibernating.
ins_bot_count_hunt_max : 26 : , "a", "rep", "cl" : The max bot count for Hunt.
ins_bot_count_hunt_min : 18 : , "a", "rep", "cl" : The min bot count for Hunt.
ins_bot_count_hunt_solo : 48 : , "a", "rep", "cl" : A set bot count for hunt in solo mode.
ins_bot_count_outpost : 0 : , "a", "rep", "cl" : A set bot count for outpost.
ins_bot_count_outpost_default : 0 : , "a", "rep", "cl" : This is the default bot count for Survival that the server will reset to when hibernating.
ins_bot_count_outpost_level_multiplier : 1 : , "a", "rep", "cl" : Multiplier applied to bot count each round that passes.
ins_bot_count_outpost_max : 24 : , "a", "rep", "cl" : The max bot count at the end of outpost.
ins_bot_count_outpost_start_max : 12 : , "a", "rep", "cl" : The max bot count at the start of outpost.
ins_bot_count_outpost_start_min : 6 : , "a", "rep", "cl" : The min bot count at the start of outpost.
ins_bot_count_survival : 0 : , "a", "rep", "cl" : A set bot count for Survival.
ins_bot_count_survival_day_start_max : 19 : , "a", "rep", "cl" : The max bot count at the start of Survival during daytime.
ins_bot_count_survival_day_start_min : 14 : , "a", "rep", "cl" : The min bot count at the start of Survival during daytime.
ins_bot_count_survival_default : 0 : , "a", "rep", "cl" : This is the default bot count for Survival that the server will reset to when hibernating.
ins_bot_count_survival_level_multiplier : 1 : , "a", "rep", "cl" : Multiplier applied to bot count each round that passes.
ins_bot_count_survival_max : 24 : , "a", "rep", "cl" : The max bot count at the end of Survival.
ins_bot_count_survival_start_max : 18 : , "a", "rep", "cl" : The max bot count at the start of Survival.
ins_bot_count_survival_start_min : 12 : , "a", "rep", "cl" : The min bot count at the start of Survival.
ins_bot_debug_combat_decisions : 0 : , "sv" :
ins_bot_debug_combat_target : 0 : , "sv", "cheat" : Show active combat target
ins_bot_debug_escort_formations : 0 : , "sv" :
ins_bot_debug_movement_requests : 0 : , "sv" :
ins_bot_debug_silhouette : 0 : , "sv", "cheat" :
ins_bot_debug_visibility_blockers : 0 : , "cl" :
ins_bot_difficulty : 1 : , "sv", "nf", "rep" : Difficulty of bots, 0-3
ins_bot_enemy_seen_notify_distance : 300 : , "sv", "cheat" : Hearing range of bots when talking to eachother
ins_bot_friendly_death_hearing_distance : 100 : , "sv", "cheat" : Hearing range of bots when a friendly dies nearby
ins_bot_ignore_human_triggers : 0 : , "sv", "cheat" : If 1, bots will ignore all things human.
ins_bot_kick : cmd : : Kick a bot. Parameters: <#/bots> <team_id>
ins_bot_kick_t1 : cmd : : ins_bot_kick_t1 kick bot from team two
ins_bot_kick_t2 : cmd : : ins_bot_kick_t2 kick bot from team two
Part 19
ins_bot_knives_only : 0 : , "sv" :
ins_bot_knives_only_enable_slide : 1 : , "sv", "cheat" :
ins_bot_knives_only_sprint_range : 360 : , "sv", "cheat" :
ins_bot_max_grenade_range : 900 : , "sv", "rep" : Max distance bots will try to throw grenades from
ins_bot_max_setup_gate_defend_range : 2000 : , "sv", "cheat" : How far from the setup gate(s) defending bots can take up positions
ins_bot_min_setup_gate_defend_range : 750 : , "sv", "cheat" : How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush.
ins_bot_min_setup_gate_sniper_defend_range : 1500 : , "sv", "cheat" : How far from the setup gate(s) a defending sniper will take up position
ins_bot_path_compute_throttle_combat : 0 : , "sv", "cheat" : Minimum time between each path compute in combat (tweaked for optimization)
ins_bot_path_compute_throttle_ooc : 5 : , "sv", "cheat" : Minimum time between each path compute Out of Combat(tweaked for optimization)
ins_bot_path_distance_conquer : 12000 : , "sv", "cheat" : Max distance for pathing to objectives in Conquer (to tune performance)
ins_bot_path_distance_hunt : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Hunt (to tune performance)
ins_bot_path_distance_max : 12000 : , "sv", "cheat" : Max distance for pathing (to tune performance)
ins_bot_path_distance_outpost : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Outpost (to tune performance)
ins_bot_path_distance_patrol : 8000 : , "sv", "cheat" : Max distance for pathing to patrol areas (to tune performance)
ins_bot_path_distance_survival : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Survival (to tune performance)
ins_bot_path_simplify_range : 1000 : , "sv", "cheat" :
ins_bot_path_update_interval : 0 : , "sv", "cheat" : Time between each path update (tweaked for optimization)
ins_bot_pathfollower_aimahead : 240 : , "sv", "cheat" :
ins_bot_pistols_only : 0 : , "sv" :
ins_bot_pistols_only_enable_slide : 1 : , "sv", "cheat" :
ins_bot_pistols_only_sprint_range : 720 : , "sv", "cheat" :
ins_bot_quota : 8 : , "a", "sv" : How many bots to place on each team when no players are present?
ins_bot_radio_range : 2000 : , "sv", "cheat" : How close do bots need to be to hear radio commands from another.
ins_bot_radio_range_blocked_fraction : 0 : , "sv", "cheat" : If we don't have LoS, cut down range by this much
ins_bot_retreat_to_cover_range : 256 : , "sv", "cheat" :
ins_bot_rpg_grace_time : 20 : , "sv" :
ins_bot_rpg_minimum_firing_distance : 512 : , "sv" : Minimum distance required to a target
ins_bot_rpg_minimum_player_cluster : 2 : , "sv" : Minimum cluster size of players for bots to consider firing an RPG, 0 to disable RPG firing
ins_bot_rpg_player_cluster_bloat : 20 : , "sv" : Bloat applied to rpg targets
ins_bot_rpg_player_cluster_radius : 460 : , "sv" : Radius from target to consider within a cluster
ins_bot_suppress_visible_requirement : 1 : , "sv", "cheat" : Total time we have to have seen a threat before lighting him up!
ins_bot_suppressing_fire_duration : 2 : , "sv", "cheat" : How long should we light up the last spotted area of a threat
ins_bot_survival_cache_notify_radius_max : 4800 : , "sv", "cheat" : Notify radius of cache capture in survival mode (in early game)
ins_bot_survival_cache_notify_radius_min : 2400 : , "sv", "cheat" : Notify radius of cache capture in survival mode (in later game)
ins_cache_buy_zone_size : 184 : , "sv" : Default size of the buy area on a weapon cache.
ins_cache_explosion_damage : 1000 : , "sv" : Damage dealt by cache exploding
ins_cache_explosion_radius : 256 : , "sv" : Radius of blast damage
ins_cache_health : 200 : , "sv" : Default health of a weapon cache entity.
ins_clear_attribute : cmd : : Remove given attribute from all areas in the selected set.
ins_deadcam_modes : 0 : , "rep", "cl" : Restricts Spectator Modes
ins_debug_centermass : 0 : , "rep", "cl" : Debug the centermass attachment
ins_debug_chatter : 0 : , "sv", "cheat" :
ins_debug_grenade_targets : 0 : , "sv", "cheat" :
ins_debug_head : 0 : , "rep", "cl" : Debug the head attachment
ins_debug_investigationareas : 0 : , "sv", "cheat" :
ins_debug_navareas : cmd : : Force a round cleanup
ins_debug_prone_angles : 0 : , "rep", "cl" :
ins_debug_rpg_targets : 0 : , "sv", "cheat" :
ins_debug_spawnchange : 0 : , "cheat", "rep", "cl" : Display enabled/disabled spawnpoints.
ins_force_cleanup : cmd : : Force a round cleanup
ins_loadtheater : cmd : : Loads a theater
ins_mark : cmd : : Set attribute of selected area.
ins_nav_cp_surrounding_distance : 620 : , "sv", "cheat" :
ins_nav_custom_analyze : cmd : : Rebuild All INS specific nav mesh attributes
ins_nav_death_range : 400 : , "sv", "cheat" :
ins_nav_debug_cover_entities : 0 : , "sv", "cheat" :
ins_nav_debug_distance_to_cp : 0 : , "sv" :
ins_nav_enable_distancetocp_pathing : 0 : , "sv", "cheat" :
ins_nav_enable_pathfinding_debug_times : 0 : , "sv", "cheat" :
ins_nav_enable_pathfinding_updates : 0 : , "sv", "cheat" :
ins_nav_hiding_spot_update_rate : 100 : , "sv", "cheat" :
ins_nav_in_combat_range : 1000 : , "sv", "cheat" :
ins_nav_rebuild_hiding_spots : cmd : : Rebuild Hiding Spots
ins_object_destroyed_damage_amount_default : 25 : , "sv" : Damage dealt by object being destroyed
ins_object_destroyed_damage_radius_default : 50 : , "sv" : Radius of damage
ins_object_health_default : 100 : , "sv" : Default health of a destructible object.
ins_outpost_attack_wave_dpr_end : 0 : , "rep", "cl" : Dead player ratio at level 30
ins_outpost_attack_wave_dpr_start : 0 : , "rep", "cl" : Dead player ratio at start
ins_outpost_bot_hurry_final_distance : 540 : , "sv", "rep" : Final minimum distance for bots to sprint
ins_outpost_bot_hurry_initial_distance : 1800 : , "sv", "rep" : Initial minimum distance for bots to sprint
ins_outpost_bot_max_cache_destroyers : 3 : , "sv", "rep" : Max amount of bots attempting to destroy the cache at a single moment
ins_outpost_bot_smoke_amount_max : 1 : , "sv", "cl" : Max (unclamped) number of smoke grenade targets to generate per interval
ins_outpost_bot_smoke_amount_min : 1 : , "sv", "cl" : Min number of smoke grenade targets to generate per interval
ins_outpost_bot_smoke_amount_total : 3 : , "sv", "cl" : Absolute maximum of smoke grenade targets generated
Part 20
ins_outpost_bot_smoke_interval_max : 15 : , "sv", "cl" : Maximum delay between smoke targets being generated.
ins_outpost_bot_smoke_interval_min : 35 : , "sv", "cl" : Minimum delay between smoke targets being generated.
ins_outpost_bot_smoke_length_max : 15 : , "sv", "cl" : Max duration of grenade targets
ins_outpost_bot_smoke_length_min : 35 : , "sv", "cl" : Min duration of grenade targets
ins_outpost_bot_smoke_scale_max : 20 : , "sv", "cl" : Maximum level used in smoke scaling
ins_outpost_bot_smoke_scale_min : 0 : , "sv", "cl" : Minimum level used in smoke scaling
ins_outpost_bot_smoke_variance : 5 : , "sv", "cl" : Random variance added to the interval
ins_outpost_bot_spawn_distance : 2000 : , "sv", "cl" : Min distance between players and bot spawn zones
ins_outpost_bot_spawn_update_interval : 5 : , "sv", "cl" : Seconds between each check to update which spawns are active/inactive
ins_outpost_bot_walk_final_distance : 200 : , "sv", "rep" : Final maximum distance for bots to walk
ins_outpost_bot_walk_initial_distance : 1 : , "sv", "rep" : Initial maximum distance for bots to walk
ins_outpost_last_deployment_timer : 120 : , "rep", "cl" : Seconds the final deployment of the wave lasts for
ins_outpost_random_location_each_round : 1 : , "sv", "cl" : Whether the cache being defended is randomized each round (otherwise will be on map load only)
ins_outpost_supply_frequency : 3 : , "sv", "cl" : How frequently (in waves) should players get a supply point
ins_prone_maxlookspeed : 120 : , "rep", "cl" : The maximum speed the player can turn while prone
ins_prone_maxlooktolerance : 100 : , "rep", "cl" : The amount the player must try and turn for the maxlookspeed to kick in
ins_select_with_attribute : cmd : : Selects areas with the given attribute.
ins_server_loadtheater : cmd : : Server loads a theater
ins_survival_bot_spawn_distance : 2500 : , "sv", "cl" : Min distance between players and bot spawn zones
ins_survival_bot_spawn_update_interval : 5 : , "sv", "cl" : Seconds between each check to update which spawns are active/inactive
ins_survival_cache_distance_threshold_attacking : 500 : , "cl" : threshold distance for attacking team to each cache to capture/block
ins_survival_cache_distance_threshold_defending : 1000 : , "cl" : threshold distance for defending team to each cache to capture/block
ins_survival_cache_secure_cooldown_time : 15 : , "sv", "cl" : Time before you can secure another safehouse
ins_survival_cache_secure_team_ratio : 0 : , "sv", "cl" : Percentage of team required to secure a cache
ins_survival_coordinated_attack_time_max : 24 : , "sv", "cl" : Max seconds that bots will attack the most recently captured point
ins_survival_coordinated_attack_time_min : 12 : , "sv", "cl" : Min seconds that bots will attack the most recently captured point
ins_survival_human_spawn_update_interval : 1 : , "sv", "cl" : Seconds between each check to update which spawns are active/inactive
ins_survival_next_cache_min_distance : 3500 : , "sv", "cl" : Distance the next cache must be in order to qualify as the next possible objective
ins_survival_safehouse_tip_delay_max : 5 : , "sv", "cl" : Max time before the attacking team is tipped off about your safehouse
ins_survival_safehouse_tip_delay_min : 1 : , "sv", "cl" : Min time before the attacking team is tipped off about your safehouse
ins_tank_health : cmd : :
ins_tank_kill : cmd : :
ins_teamsize : 0 : , "sv", "nf", "rep" : Maximum team size
ins_terminal_access_zone_size : 72 : , "sv" : Default size of the terminal access area.
ins_terminal_health : 100 : , "sv" : Default health of a terminal entity.
ins_test_map_vote : cmd : : Test map vote
ins_test_ragdoll : cmd : : Creates a ragdoll for testing
ins_vehicle_minibus_health : 320 : , "sv" : Default health of a minibus.
ins_wipe_attributes : cmd : : Clear all INS-specific attributes of selected area.
inventory_buy_gear : cmd : : Buys an item of gear
inventory_buy_upgrade : cmd : : Buys a weapon upgrade
inventory_buy_weapon : cmd : : Buys a weapon
inventory_confirm : cmd : : Confirming a purchase
inventory_open_primary : cmd : : Opens the kit UI at the primary weapon screen
inventory_open_secondary : cmd : : Opens the kit UI at the secondary weapon screen
inventory_print_weapons : cmd : : Print weapon purchases to server console
inventory_print_weapons_cl : cmd : : Print local player's weapon purchases to client console
inventory_reset : cmd : : Reset the player's current loadout to the class default
inventory_resupply : cmd : : Resupply current loadout
inventory_sell_all : cmd : : Sell all items (except melee)
inventory_sell_gear : cmd : : Sells an item of gear
inventory_sell_upgrade : cmd : : Sells an upgrade
inventory_sell_weapon : cmd : : Sell a weapon
inventory_set_firemode : cmd : : Set firemode pref
inventory_wepoffset_ang : -1226698880.000 : , "cheat", "cl" :
inventory_wepoffset_override : 0 : , "cheat", "cl" :
inventory_wepoffset_pos : -1226699008.000 : , "cheat", "cl" :
invnext : cmd : :
invprev : cmd : :
ip : 0 : : Overrides IP for multihomed hosts
item_flag_respawntime : 0 : , "sv", "rep" : Flag respawn time.
+jlook : cmd : :
-jlook : cmd : :
joy_accel_filter : 0 : , "cl" :
joy_accelmax : 1 : , "a", "cl" :
joy_accelscale : 5 : , "a", "cl" :
joy_accelscalepoly : 0 : , "a", "cl" :
joy_advanced : 1 : , "a", "cl" :
joy_advaxisr : 2 : , "a", "cl" :
joy_advaxisu : 4 : , "a", "cl" :
joy_advaxisv : 0 : , "a", "cl" :
joy_advaxisx : 3 : , "a", "cl" :
joy_advaxisy : 1 : , "a", "cl" :
joy_advaxisz : 0 : , "a", "cl" :
Part 21
joy_autoaim_dampen_smoothout_speed : 0 : , "cl" :
joy_autoaimdampen : 0 : , "a", "user", "cl" : How much to scale user stick input when the gun is pointing at a valid target.
joy_autoAimDampenMethod : 0 : , "a", "cl" :
joy_autoaimdampenrange : 0 : , "a", "cl" : The stick range where autoaim dampening is applied. 0 = off
joy_autosprint : 0 : , "cl" : Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold : 0 : , "a" : Analog axis range before a button press is registered.
joy_cfg_preset : 1 : , "a", "cl", "ss" :
joy_circle_correct : 0 : , "a", "cl" :
joy_cursor_emulation : 1 : , "a", "cl" : When enabled, the right thumbstick emulates mouse movement when interacting with the UI
joy_cursor_sensitivity : 0 : , "cl" : Sensitivity when moving a mouse cursor with a controller
joy_curvepoint_1 : 0 : , "a", "cl" :
joy_curvepoint_2 : 0 : , "a", "cl" :
joy_curvepoint_3 : 0 : , "a", "cl" :
joy_curvepoint_4 : 1 : , "a", "cl" :
joy_curvepoint_end : 2 : , "a", "cl" :
joy_deadzone_mode : 1 : : 0 => Cross-shaped deadzone (default), 1 => Square deadzone.
joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too.
joy_display_input : 0 : , "a", "cl" :
joy_forwardsensitivity : -1 : , "a", "cl" :
joy_forwardthreshold : 0 : , "a", "cl" :
joy_gamma : 0 : , "a", "cl" :
joy_invertx : 1 : , "a", "cl", "ss" : Whether to invert the X axis of the joystick for looking.
joy_inverty : 0 : , "a", "cl", "ss" : Whether to invert the Y axis of the joystick for looking.
joy_lookspin_default : 0 : , "cl" :
joy_lowend : 0 : , "a", "cl" :
joy_lowend_linear : 0 : , "a", "cl" :
joy_lowmap : 0 : , "a", "cl" :
joy_movement_stick : 0 : , "a", "cl", "ss" : Which stick controls movement : 0 = left stick, 1 = right stick, 2 = legacy controls
joy_name : 0 : , "a", "cl" :
joy_no_accel_jump : 0 : , "a", "cl" :
joy_pegged : 0 : , "cl" :
joy_pitchsensitivity : 0 : , "a", "cl", "ss" : joystick pitch sensitivity
joy_pitchsensitivity_default : -1 : , "cl" :
joy_pitchthreshold : 0 : , "a", "cl" :
joy_remap_player_for_controller1 : 0 : , "a" : Force controller 1 to control a different player. 0 = default, 1-4 = player number
joy_remap_player_for_controller2 : 0 : , "a" : Force controller 2 to control a different player. 0 = default, 1-4 = player number
joy_remap_player_for_controller3 : 0 : , "a" : Force controller 3 to control a different player. 0 = default, 1-4 = player number
joy_remap_player_for_controller4 : 0 : , "a" : Force controller 4 to control a different player. 0 = default, 1-4 = player number
joy_response_look : 1 : , "a", "cl" : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion
joy_response_look_pitch : 1 : , "a", "cl" : 'Look' stick response mode for pitch: 0=Default, 1=Acceleration Promotion
joy_response_move : 5 : , "a", "cl" : 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity
joy_response_move_vehicle : 6 : , "cl" :
joy_sensitive_step0 : 0 : , "a", "cl" :
joy_sensitive_step1 : 0 : , "a", "cl" :
joy_sensitive_step2 : 0 : , "a", "cl" :
joy_sidesensitivity : 1 : , "a", "cl" :
joy_sidethreshold : 0 : , "a", "cl" :
joy_useNewAcecelMethod : 1 : , "cl" :
joy_useNewJoystickPeggedTest : 0 : , "cl" :
joy_variable_frametime : 1 : , "cl" :
joy_vehicle_turn_lowend : 0 : , "cl" :
joy_vehicle_turn_lowmap : 0 : , "cl" :
joy_vibration : 1 : , "a", "cl", "ss" : Controller vibration.
joy_virtual_peg : 0 : , "cl" :
joy_wingmanwarrior_centerhack : 0 : , "a" : Wingman warrior centering hack.
joy_wingmanwarrior_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded : 0 : , "cl" : If 0, the 360controller.cfg file will be executed on startup & option changes.
joy_xcontroller_found : 0 : : Automatically set to 1 if an xcontroller has been detected.
joy_yawsensitivity : 0 : , "a", "cl", "ss" : joystick yaw sensitivity
joy_yawsensitivity_default : -1 : , "cl" :
joy_yawthreshold : 0 : , "a", "cl" :
joyadvancedupdate : cmd : :
joystick : 1 : , "a", "cl" : True if the joystick is enabled, false otherwise.
joystick_force_disabled : 0 : , "a", "cl" : Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
joystick_force_disabled_set : 0 : , "a", "cl" : Sets controllers enabled/disabled just before the config is written.
jpeg : cmd : : Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
jpeg_quality : 90 : : jpeg screenshot quality.
-jump : cmd : :
+jump : cmd : :
Part 22
kdtree_create : cmd : : Test K-D tree
kdtree_debug : cmd : : Test K-D tree
kdtree_search : cmd : : Search the tree
kdtree_test : cmd : : 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 : : Kills the player with generic damage
killserver : cmd : : Shutdown the server.
killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
-klook : cmd : :
+klook : cmd : :
ladder_autocenter : 1 : , "rep", "cl" : Auto-center players on ladders.
ladder_climb_speed : 120 : , "cheat", "rep", "cl" :
ladder_console_controls : 0 : , "rep", "cl" : Use absolute (up is always up and down always down) ladder controls.
ladder_horizon : 0 : , "cheat", "rep", "cl" :
ladder_mountdot : 0 : , "cheat", "rep", "cl" : Minimum 2D dot product from player's view to a ladder to be able to grab it
lastinv : cmd : :
+leanleft : cmd : :
-leanleft : cmd : :
+leanright : cmd : :
-leanright : cmd : :
-left : cmd : :
+left : cmd : :
light_crosshair : cmd : : Show texture color at crosshair
lightcache_maxmiss : 2 : , "cheat" :
lightprobe : cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material
linefile : cmd : : Parses map leak data from .lin file
listdemo : cmd : : List demo file contents.
listid : cmd : : Lists banned users.
listip : cmd : : List IP addresses on the ban list.
listissues : cmd : : List all the issues that can be voted on.
listmodels : cmd : : List loaded models.
listrecentfiles : cmd : : ListRecentFiles
listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.
listtheateritems : cmd : :
listtrackedfiles : cmd : : ListTrackedFiles
load : cmd : : Load a saved game.
loader_dump_table : cmd : :
loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All
loader_spew_info_ex : 0 : : (internal)
loader_throttle_io : 1 : :
locator_background_border_color : 157028064.000 : , "cl" : The default color for the border.
locator_background_border_thickness : 2 : , "cl" : How many pixels the background borders the left and right.
locator_background_color : -2116252160.000 : , "cl" : The default color for the background.
locator_background_shift_x : 3 : , "cl" : How many pixels the background is shifted right.
locator_background_shift_y : 1 : , "cl" : How many pixels the background is shifted down.
locator_background_style : 0 : , "cl" : Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
locator_background_thickness_x : 8 : , "cl" : How many pixels the background borders the left and right.
locator_background_thickness_y : 0 : , "cl" : How many pixels the background borders the top and bottom.
locator_fade_time : 0 : , "cl" : Number of seconds it takes for a lesson to fully fade in/out.
locator_icon_max_size_non_ss : 2 : , "cl" : Minimum scale of the icon on the screen
locator_icon_min_size_non_ss : 1 : , "cl" : Minimum scale of the icon on the screen
locator_lerp_rest : 0 : , "cl" : Number of seconds before moving from the center.
locator_lerp_speed : 5 : , "cl" : Speed that static lessons move along the Y axis.
locator_lerp_time : 1 : , "cl" : Number of seconds to lerp before reaching final destination
locator_pulse_time : 1 : , "cl" : Number of seconds to pulse after changing icon or position
locator_screen_pos_y : 0 : , "cl" : Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud.
locator_split_len : 0 : , "cheat", "cl" :
locator_split_maxwide_percent : 0 : , "cheat", "cl" :
locator_start_at_crosshair : 1 : , "cl" : Start position at the crosshair instead of the top middle of the screen.
locator_target_offset_x : -17 : , "cl" : How many pixels to offset the locator from the target position.
locator_target_offset_y : -64 : , "cl" : How many pixels to offset the locator from the target position.
locator_topdown_style : 0 : , "cl" : Topdown games set this to handle distance and offscreen location differently.
log : cmd : : Enables logging to file, console, and udp < on | off >.
log_color : cmd : : Set the color of a logging channel.
log_dumpchannels : cmd : : Dumps information about all logging channels.
log_flags : cmd : : Set the flags on a logging channel.
log_level : cmd : : Set the spew level of a logging channel.
Part 23
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.
-lookdown : cmd : :
+lookdown : cmd : :
-lookspin : cmd : :
+lookspin : cmd : :
lookspring : 0 : , "a", "cl" :
lookstrafe : 0 : , "a", "cl" :
+lookup : cmd : :
-lookup : cmd : :
loopsingleplayermaps : 0 : , "sv", "cheat", "rep" :
lservercfgfile : 0 : , "sv" :
m_customaccel : 0 : , "a", "cl" : Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit
m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value.
m_forward : 1 : , "a", "cl" : Mouse forward factor.
m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed : 1 : , "a", "cl" : Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold
m_pitch : 0 : , "a", "cl", "ss" : Mouse pitch factor.
m_rawinput : 1 : , "a", "cl" : Use Raw Input for mouse input.
m_side : 0 : , "a", "cl" : Mouse side factor.
m_yaw : 0 : , "a", "cl" : Mouse yaw factor.
map : cmd : : Start playing on specified map.
map_background : cmd : : Runs a map as the background to the main menu.
map_commentary : cmd : : Start playing, with commentary, on a specified map.
map_edit : cmd : :
map_noareas : 0 : : Disable area to area connection testing.
map_wants_save_disable : 0 : :
mapcycledisabled : 0 : , "rep", "cl" : repeats the same map after each match instead of using the map cycle
mapcyclefile : 0 : , "sv" : Name of the default .txt file used to cycle the maps on multiplayer servers
mapgroup : cmd : : Specify a map group
maps : cmd : : Displays list of maps.
mat_aaquality : 0 : :
mat_accelerate_adjust_exposure_down : 40 : , "cheat", "cl" :
mat_alphacoverage : 1 : :
mat_alternatefastclipalgorithm : 1 : :
mat_ambient_light_b : 0 : , "cheat" :
mat_ambient_light_g : 0 : , "cheat" :
mat_ambient_light_r : 0 : , "cheat" :
mat_aniso_disable : 0 : , "cheat" : NOTE: You must change mat_forceaniso after changing this convar for this to take effect
mat_antialias : 8 : :
mat_autoexposure_max : 2 : , "cheat", "cl" :
mat_autoexposure_max_multiplier : 1 : , "cheat", "cl" :
mat_autoexposure_min : 0 : , "cheat", "cl" :
mat_bloom_scalefactor_scalar : 1 : , "cheat", "cl" :
mat_bloomamount_rate : 0 : , "cheat", "cl" :
mat_bloomscale : 1 : , "cheat", "cl" :
mat_blur_b : 0 : , "cl" :
mat_blur_g : 0 : , "cl" :
mat_blur_r : 0 : , "cl" :
mat_bufferprimitives : 1 : :
mat_bumpbasis : 0 : , "cheat" :
mat_bumpmap : 1 : :
mat_ca_frac_night : 1 : , "cheat", "cl" :
mat_ca_frac_suppressed_max : 1 : , "cheat", "cl" :
mat_ca_frac_suppressed_min : 1 : , "cheat", "cl" :
mat_ca_max_stamina : 0 : , "cheat", "cl" :
mat_ca_min_stamina : 0 : , "cheat", "cl" :
mat_camerarendertargetoverlaysize : 128 : , "cheat", "cl" :
mat_clipz : 1 : , "cl" :
mat_colcorrection_disableentities : 0 : : Disable map color-correction entities
mat_colcorrection_editor : 0 : :
mat_colcorrection_forceentitiesclientside : 0 : , "cheat", "cl" : Forces color correction entities to be updated on the client
mat_colorcorrection : 1 : , "cheat" :
mat_compressedtextures : 1 : :
mat_configcurrent : cmd : : show the current video control panel config for the material system
mat_crosshair : cmd : : Display the name of the material under the crosshair
mat_crosshair_edit : cmd : : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer : cmd : : open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial : cmd : : print the material under the crosshair
mat_crosshair_reloadmaterial : cmd : : reload the material under the crosshair
mat_debug : cmd : : Activates debugging spew for a specific material.
mat_debug_bloom : 0 : , "cheat", "cl" :
mat_debug_postprocessing_effects : 0 : , "cheat", "cl" : 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
mat_debugalttab : 0 : , "cheat" :
mat_debugdepth : 0 : :
mat_debugdepthmode : 0 : :
mat_debugdepthval : 128 : :
Part 24
mat_debugdepthvalmax : 256 : :
mat_defaultlightmap : 1 : : Default brightness for lightmaps where none have been created in the level.
mat_depth_blur_focal_distance_override : -1 : , "cheat" :
mat_depth_blur_strength_override : -1 : , "cheat" :
mat_depthbias_decal : 0 : , "cheat" :
mat_depthbias_normal : 0 : , "cheat" :
mat_depthbias_shadowmap : 0 : :
mat_depthfeather_enable : 1 : :
mat_depthfeather_override_scale : 0 : , "cheat" : When higher than 0.0, this value controls the blend scale/distance
mat_depthwrite_new_path : 1 : :
mat_detail_tex : 1 : :
mat_diffuse : 1 : :
mat_disable_bloom : 0 : , "cheat", "cl" :
mat_disable_fancy_blending : 0 : :
mat_disablehwmorph : 1 : : Disables HW morphing for particular mods
mat_displacementmap : 1 : , "cheat" :
mat_do_not_shrink_dynamic_vb : 0 : : Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
mat_dof_enabled : 1 : , "cl" :
mat_dof_far_blur_depth : 1000 : , "cl" :
mat_dof_far_blur_radius : 5 : , "cl" :
mat_dof_far_focus_depth : 250 : , "cl" :
mat_dof_max_blur_radius : 10 : :
mat_dof_near_blur_depth : 20 : , "cl" :
mat_dof_near_blur_radius : 10 : , "cl" :
mat_dof_near_focus_depth : 100 : , "cl" :
mat_dof_override : 0 : , "cl" :
mat_dof_quality : 0 : :
mat_drawflat : 0 : , "cheat" :
mat_drawTexture : 0 : , "cheat", "cl" : Enable debug view texture
mat_drawTextureScale : 1 : , "cheat", "cl" : Debug view texture scale
mat_drawTitleSafe : 0 : : Enable title safe overlay
mat_drawwater : 1 : , "cheat", "cl" :
mat_dump_rts : 0 : , "cl" :
mat_dxlevel : 95 : :
mat_dynamic_tonemapping : 1 : , "cheat" :
mat_dynamicPaintmaps : 0 : , "cheat" :
mat_edit : cmd : : Bring up the material under the crosshair in the editor
mat_envmapsize : 128 : :
mat_envmaptgasize : 32 : :
mat_evict_all : cmd : : Evict all fine mipmaps from the gpu
mat_exclude_async_update : 1 : :
mat_excludetextures : 0 : , "cheat" :
mat_exposure_center_region_x : 0 : , "cheat", "cl" :
mat_exposure_center_region_y : 0 : , "cheat", "cl" :
mat_fastclip : 0 : , "cheat" :
mat_fastnobump : 0 : , "cheat" :
mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate : 0 : , "cheat" :
mat_filterlightmaps : 1 : :
mat_filtertextures : 1 : :
mat_force_bloom : 0 : , "cheat", "cl" :
mat_force_tonemap_min_avglum : -1 : , "cheat", "cl" : Override. Old default was 3.0
mat_force_tonemap_percent_bright_pixels : -1 : , "cheat", "cl" : Override. Old value was 2.0
mat_force_tonemap_percent_target : -1 : , "cheat", "cl" : Override. Old default was 60.
mat_force_tonemap_scale : 0 : , "cheat" :
mat_force_vertexfog : 0 : :
mat_forceaniso : 2 : :
mat_forcedynamic : 0 : , "cheat" :
mat_forcehardwaresync : 1 : :
mat_forcemanagedtextureintohardware : 1 : , "cheat" :
mat_frame_sync_enable : 1 : , "cheat" :
mat_frame_sync_force_texture : 0 : , "cheat" : Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize : 128 : , "cl" :
mat_fullbright : 0 : , "cheat" :
mat_fxaa_edge_sharpness_C : 8 : , "cl" : Does not affect PS3 which uses FXAA_CONSOLE_PS3_EDGE_SHARPNESS define due to being ALU bound (and only safe values are 2, 4, 8)
mat_fxaa_edge_threshold_C : 0 : , "cl" : Does not affect PS3 which uses FXAA_CONSOLE_PS3_EDGE_THRESHOLD define due to being ALU bound (and only safe values are 1/4, 1/8
mat_fxaa_edge_threshold_min_C : 0 : , "cl" : Trims the algorithm from processing darks. Does not affect PS3 due to being ALU bound. (0.04 - slower and less aliasing in dark
mat_fxaa_edge_threshold_min_Q : 0 : , "cl" : Trims the algorithm from processing darks: (0.0312 - visible limit, slower), (0.0625 - high quality, faster), (0.0833 - upper l
mat_fxaa_edge_threshold_Q : 0 : , "cl" : The minimum amount of local contrast required to apply algorithm: (0.063 - overkill, slower), (0.125 - high quality), (0.166 -
mat_fxaa_subpixel_C : 0 : , "cl" : Effects sub-pixel AA quality and inversely sharpness (only used on FXAA Console): (0.33 - sharper), (0.5 - default)
mat_fxaa_subpixel_Q : 0 : , "cl" : Effects sub-pixel AA quality and inversely sharpness (only used on FXAA Quality): (0.0 - off), (1.0 - upper limit, softer), def
mat_gbuffer : 1 : , "cheat", "cl" :
mat_gbuffer_mode : 0 : :
mat_gbuffer_overview : 0 : , "cheat", "cl" : Shows an overview of the G-Buffer render targets
mat_gbuffer_renderviewmodels : 0 : , "cheat", "cl" :
mat_grain_enable : 1 : , "cl" :
mat_grain_scale_override : -1 : , "cheat" :
mat_hbao : 0 : , "a", "cl" : Enables HBAO rendering
mat_hbao_anglebias : 0 : , "cheat", "cl" : View angle at which surface should be biased. Helps reduce artifacts, decreases overall accuracy of AO result
mat_hbao_blur : 1 : , "cheat", "cl" :
mat_hbao_blursharpness : 1000 : :
mat_hbao_fogwarp : 1 : , "cheat" :
mat_hbao_occlusionintensity : 5 : , "cheat", "cl" : Specifies the intensity of the effect
Part 25
mat_hbao_occlusionradius : 0 : , "cheat", "cl" : Specifies range of occlusion checks
mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging
mat_hdr_level : 2 : : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_hdr_uncapexposure : 0 : , "cheat", "cl" :
mat_hsv : 0 : , "cheat", "cl" :
mat_info : cmd : : Shows material system info
mat_insdof : 0 : , "a", "cl" : Enables Depth of Field rendering
mat_insdof_debug : 0 : :
mat_insdof_focaldistance_override : 0 : , "a", "cl" :
mat_insdof_focallength : 35 : , "a" :
mat_insdof_focalspeed : 3 : , "a", "cl" : Speed at which focus is pulled when the focal distance is not overridden
mat_insdof_fstop : 22 : , "a" :
mat_insdof_radius : 6 : , "cheat" :
mat_leafvis : 0 : , "cheat" : Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what
mat_leafvis_draw_mask : 3 : : A bitfield which affects leaf visibility debug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS- an
mat_leafvis_freeze : 0 : : 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 : 0 : : Updates leafvis debug render every frame (expensive)
mat_lensdirt_frac_night : 0 : , "cheat", "cl" :
mat_lensdirt_frac_suppressed_max : 0 : , "cheat", "cl" :
mat_lensdirt_frac_suppressed_min : 1 : , "cheat", "cl" :
mat_lensdirt_max_stamina : 3 : , "cheat", "cl" :
mat_lensdirt_min_stamina : 1 : , "cheat", "cl" :
mat_lensfx : 1 : , "a", "cl" :
mat_lensfx_abberation_override : 0 : , "cheat", "cl" :
mat_lensfx_dustpower_override : 0 : , "cheat", "cl" :
mat_levelflush : 1 : :
mat_lightmap_pfms : 0 : : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_lmap_new_path : 1 : :
mat_loadtextures : 1 : , "cheat" :
mat_local_contrast_edge_scale_override : -1000 : , "cheat" :
mat_local_contrast_enable : 1 : , "cl" :
mat_local_contrast_midtone_mask_override : -1 : , "cheat" :
mat_local_contrast_scale_override : 0 : , "cheat" :
mat_local_contrast_vignette_end_override : -1 : , "cheat" :
mat_local_contrast_vignette_start_override : -1 : , "cheat" :
mat_lodin_hidden_pop : 1 : :
mat_lodin_time : 0 : :
mat_lpreview_mode : -1 : , "cheat", "cl" :
mat_luxels : 0 : , "cheat" :
mat_managedtextures : 1 : , "a" : If set, allows Direct3D to manage texture uploading at the cost of extra system memory
mat_max_worldmesh_vertices : 65536 : :
mat_maxframelatency : 1 : :
mat_measurefillrate : 0 : , "cheat" :
mat_mipmaptextures : 1 : :
mat_monitorgamma : 1 : , "a" : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_force_480_full_tv_range : 1 : :
mat_monitorgamma_pwl2srgb : 0 : :
mat_monitorgamma_tv_enabled : 0 : , "a" :
mat_monitorgamma_tv_exp : 2 : :
mat_monitorgamma_tv_range_max : 235 : :
mat_monitorgamma_tv_range_min : 16 : :
mat_monitorgamma_vganonpwlgamma : 2 : :
mat_morphstats : 0 : , "cheat" :
mat_motion_blur_enabled : 0 : :
mat_motion_blur_falling_intensity : 1 : , "cl" :
mat_motion_blur_falling_max : 20 : , "cl" :
mat_motion_blur_falling_min : 10 : , "cl" :
mat_motion_blur_forward_enabled : 0 : , "cl" :
mat_motion_blur_percent_of_screen_max : 4 : :
mat_motion_blur_rotation_intensity : 1 : , "cl" :
mat_motion_blur_strength : 1 : , "cl" :
mat_nightvision_vignette_size : 2 : , "cheat" :
mat_nightvision_vignette_softness : 2 : , "cheat" :
mat_nightvision_vignette_strength : 5 : , "cheat" :
mat_noise_enable : 0 : , "cheat" :
mat_non_hdr_bloom_scalefactor : 0 : , "cheat", "cl" :
mat_norendering : 0 : , "cheat" :
mat_normalmaps : 0 : , "cheat" :
mat_normals : 0 : , "cheat" :
mat_object_motion_blur_enable : 0 : , "cl" :
mat_object_motion_blur_model_scale : 1 : , "cl" :
mat_paint_enabled : 0 : :
mat_parallaxmap : 1 : :
mat_parallaxmapsamplesmax : 50 : :
mat_parallaxmapsamplesmin : 12 : :
mat_phong : 1 : :
mat_phong_lightmappedgeneric : 1 : : 0 = disable, 1 = default, 2 = visualize phong component only (no diffuse), 3 = visualize material generated phong masks only
mat_picmip : -1 : :
mat_postprocess_enable : 1 : , "cheat", "cl" :
mat_postprocess_x : 4 : , "cl" :
mat_postprocess_y : 1 : , "cl" :
mat_powersavingsmode : 0 : , "a" : Power Savings Mode
mat_print_top_model_vert_counts : 0 : : Constantly print to screen the top N models as measured by total faces rendered this frame
mat_processtoolvars : 0 : :
mat_proxy : 0 : , "cheat" :
mat_queue_mode : -1 : : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued
mat_queue_mode_force_allow : 0 : : Whether QMS can be enabled on single threaded CPU
mat_queue_priority : 1 : :
Part 26
mat_reducefillrate : 0 : :
mat_reduceparticles : 0 : :
mat_reloadallmaterials : cmd : : Reloads all materials
mat_reloadmaterial : cmd : : Reloads a single material
mat_reloadtextures : cmd : : Reloads all textures
mat_remoteshadercompile : 127 : , "cheat" :
mat_rendered_faces_count : 0 : , "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_re
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
mat_report_queue_status : 0 : :
mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.
mat_resolveFullFrameDepth : 1 : : Enable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra
mat_reversedepth : 0 : , "cheat" :
mat_rgbfilmgrain : 0 : , "cl" :
mat_rgbfilmgrain_falloff : 3 : , "a" :
mat_rgbfilmgrain_intensity : 2 : , "a" :
mat_rgbfilmgrain_size : 128 : , "a" :
mat_rgbfilmgrain_spectatoronly : 0 : , "cl" :
mat_rgbfilmgrain_speed : 5 : , "a" :
mat_savechanges : cmd : : saves current video configuration to the registry
mat_scope_debug : 0 : , "cl" :
mat_scope_draw_viewmodel : 0 : , "cl" :
mat_scope_fancy : 1 : , "a", "cl" : Render fancy scopes?
mat_scope_render_quality : 3 : , "a", "cl" : Scope render quality
mat_scope_roll_fixup : 1 : , "cl" :
mat_scope_roll_offset : 90 : , "cl" :
mat_scope_znear : 10 : , "cheat", "cl" :
mat_screen_blur_override : -1 : , "cheat" :
mat_setvideomode : cmd : : sets the width, height, windowed state of the material system
mat_shadercount : cmd : : display count of all shaders and reset that count
mat_shadowstate : 1 : :
mat_show_ab_hdr_hudelement : 0 : , "cl" : HDR Demo HUD Element toggle.
mat_show_histogram : 0 : , "cheat", "cl" :
mat_show_texture_memory_usage : 0 : , "cheat", "numeric" : Display the texture memory usage on the HUD.
mat_showaspectratioinfo : cmd : : Spew info about the hardware aspect ratio
mat_showcamerarendertarget : 0 : , "cheat", "cl" :
mat_showenvmapmask : 0 : :
mat_showframebuffertexture : 0 : , "cheat", "cl" :
mat_showlightmappage : -1 : , "cl" :
mat_showlowresimage : 0 : , "cheat" :
mat_showmaterials : cmd : : Show materials.
mat_showmaterialsverbose : cmd : : Show materials (verbose version).
mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else
mat_showtextures : cmd : : Show used textures.
mat_showwatertextures : 0 : , "cheat", "cl" :
mat_slopescaledepthbias_decal : -2 : , "cheat" :
mat_slopescaledepthbias_normal : 0 : , "cheat" :
mat_slopescaledepthbias_shadowmap : 3 : :
mat_software_aa_blur_one_pixel_lines : 0 : , "cl" : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)
mat_software_aa_debug : 0 : , "cl" : Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-a
mat_software_aa_edge_threshold : 1 : , "cl" : Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more
mat_software_aa_quality : 0 : , "cl" : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)
mat_software_aa_strength : 0 : : Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
mat_software_aa_strength_vgui : -1 : , "cl" : Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.
mat_software_aa_tap_offset : 1 : , "cl" : Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
mat_softwarelighting : 0 : :
mat_softwareskin : 0 : , "cheat" :
mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spew_long_frames : 0 : : warn about frames that go over 66ms for CERT purposes.
mat_spew_on_texture_size : 0 : : Print warnings about vtf content that isn't of the expected size
mat_spewalloc : 0 : , "a" :
mat_spewvertexandpixelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console
mat_stub : 0 : , "cheat", "cl" :
mat_superbloom : 0 : :
mat_superbloom_intensity : 0 : , "cheat", "cl" :
mat_superbloom_kernel : 4 : , "cl" :
mat_superbloom_offset : 0 : , "cheat" :
mat_superbloom_power : 1 : , "cheat" :
mat_superbloom_saturation : 0 : , "cheat" :
mat_supportflashlight : 1 : , "cheat" : 0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported
mat_suppress : cmd : : Suppress a material from drawing
mat_surfaceid : 0 : , "cheat" :
mat_surfacemat : 0 : , "cheat" :
mat_tessellation_accgeometrytangents : 0 : , "cheat" :
mat_tessellation_cornertangents : 1 : , "cheat" :
mat_tessellation_update_buffers : 1 : , "cheat" :
mat_tessellationlevel : 6 : , "cheat" :
mat_texture_limit : -1 : , "numeric" : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
Part 27
+mat_texture_list : cmd : :
mat_texture_list : 0 : , "cheat" : For debugging, show a list of used textures per frame
-mat_texture_list : cmd : :
mat_texture_list_all : 0 : , "numeric" : If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texture_list_all_frames : 2 : : How many frames to sample texture memory for all textures.
mat_texture_list_content_path : 0 : , "a" : The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently runn
mat_texture_list_exclude : cmd : : 'load' - loads the exclude list file, 'reset' - resets all loaded exclude information, 'save' - saves exclude list file
mat_texture_list_exclude_editing : 0 : :
mat_texture_list_txlod : cmd : : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
mat_texture_list_txlod_sync : cmd : : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files
mat_texture_list_view : 1 : , "numeric" : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.
mat_texture_reload_frame_swap_workaround : 0 : : Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps
mat_texture_tracking : 0 : :
mat_tonemap_algorithm : 1 : , "cheat", "cl" : 0 = Original Algorithm 1 = New Algorithm
mat_tonemapping_occlusion_use_stencil : 0 : :
mat_triplebuffered : 1 : : This means we want triple buffering if we are fullscreen and vsync'd
mat_unlit_new_path : 1 : :
mat_updateconvars : cmd : : updates the video config convars
mat_use_compressed_hdr_textures : 1 : :
mat_velocity_blur : 0 : , "cl" :
mat_velocity_blur_scale : 1 : :
mat_viewportscale : 1 : , "a", "cl" : Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_vignette_blur : 0 : , "cl" :
mat_vignette_enable : 1 : , "rep" :
mat_vignette_end : 1 : , "cl" :
mat_vignette_start : 0 : , "cl" :
mat_vsync : 1 : : Force sync to vertical retrace
mat_vtxlit_new_path : 1 : :
mat_water_debug : 0 : , "cheat" :
mat_water_debug_color : 1942517248.000 : :
mat_water_exponent : 0 : , "cheat" :
mat_water_intensity : 0 : , "cheat" :
mat_water_phong : 1 : , "a" :
mat_water_waves : 0 : :
mat_wateroverlaysize : 128 : , "cl" :
mat_wireframe : 0 : , "cheat" :
mat_worldggx_fallback : 0 : :
mat_worldggx_fallback_ps2 : 0 : :
mat_worldggx_lightintensity : 10000 : , "cheat" :
mat_wvt2worldggx : 0 : : Automatically convert compatible WorldVertexTransition and LightmappedGeneric shaders to WorldGGX shaders.
mat_wvt2worldggx_roughness : -1 : :
mat_yuv : 0 : , "cheat", "cl" :
maxplayers : cmd : : Change the maximum number of players allowed on this server.
mc_accel_band_size : 0 : , "a", "cl" : Percentage of half the screen width or height.
mc_always_lock_ret_on_zoom : 1 : , "cl" : Always lock the reticle when zoomed (even for partial zoom weapons)
mc_dampening_blend_amount : 0 : , "cl" : dampening player's aim
mc_dead_zone_radius : 0 : , "a", "cl" : 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
mc_force_aim_x : 0 : , "cl" : debug for testing player's aim
mc_force_aim_y : 0 : , "cl" : debug for testing player's aim
mc_max_dampening : 0 : , "cl" : dampening player's aim
mc_max_pitchrate : 100 : , "a", "cl" : (degrees/sec)
mc_max_turn_dampening : 0 : , "cl" : dampening player's aim while scoped
mc_max_yawrate : 230 : , "a", "cl" : (degrees/sec)
mc_screen_clamp : 0 : , "cl" : Clamps the cursor to this much of the screen.
mc_turn_curve : 0 : , "cl" : What type of acceleration curve to use for turning.
mc_turn_dampening_blend_amount : 0 : , "cl" : dampening player's aim while scoped
mc_turnPctPegged : 1 : , "cl" : pegged at above this amount
mc_turnPctPeggedMultiplier : 1 : , "cl" : speed multiplier when pegged
mc_zoom_out_cursor_offset_blend : 0 : , "cl" : 0.0 means snap to the new amount.
mc_zoomed_aim_style : 1 : , "cl" : 0-analog stick style. 1-pointer style.
mc_zoomed_out_dead_zone_radius : 0 : , "cl" : 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
mdlcache_dump_dictionary_state : cmd : : Dump the state of the MDLCache Dictionary.
melee_combo_reset_time : 1 : , "cheat", "rep", "cl" : Seconds after a swing until we reset the combo activities
melee_show_hits : 0 : , "cheat", "rep", "cl" :
melee_show_swing : 0 : , "cheat", "rep", "cl" :
mem_compact : cmd : :
mem_dump : cmd : : Dump memory stats to text file.
mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_dumpvballocs : cmd : : Dump VB memory allocation stats.
mem_eat : cmd : :
mem_force_flush : 0 : : Force cache flush of unlocked resources on every alloc
mem_force_flush_section : 0 : : Cache section to restrict mem_force_flush
mem_incremental_compact : cmd : :
mem_incremental_compact_rate : 0 : , "cheat" : Rate at which to attempt internal heap compation
mem_level : 2 : : Memory Level - Default: Medium
Part 28
mem_max_heapsize : 512 : : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_max_heapsize_dedicated : 64 : : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)
mem_min_heapsize : 48 : : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_periodicdumps : 0 : : Write periodic memstats dumps every n seconds.
mem_test : cmd : :
mem_test_each_frame : 0 : : Run heap check at end of every frame
mem_test_every_n_seconds : 0 : : Run heap check at a specified interval
mem_test_quiet : 0 : : 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 : 0 : :
minisave : cmd : : Saves game (for current level only!)
mm_cfgdebug_mode : 0 : :
mm_cfgoverride_commit : 0 : :
mm_cfgoverride_file : 0 : :
mm_csgo_community_search_players_min : 3 : , "a" : 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 : 6 : : How many frames to delay before attempting to mount the xlsp patch.
mm_datacenter_query_delay : 2 : : Delay after datacenter update is enabled before data is actually queried.
mm_datacenter_report_version : 5 : : Data version to report to DC.
mm_datacenter_retry_infochunks_attempts : 3 : : How many times can we retry retrieving each info chunk before failing.
mm_datacenter_retry_interval : 75 : : Interval between datacenter stats retries.
mm_datacenter_update_interval : 3600 : : Interval between datacenter stats updates.
mm_debugprint : cmd : : Show debug information about current matchmaking session
mm_dedicated_allow : 1 : : 1 = allow searches for dedicated servers
mm_dedicated_fake : 0 : : 1 = pretend like search is going, but abort after some time
mm_dedicated_force_servers : 0 : : Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
mm_dedicated_ip : 0 : : IP address of dedicated servers to consider available
mm_dedicated_search_maxping : 150 : : Longest preferred ping to dedicated servers for games
mm_dedicated_search_maxresults : 75 : :
mm_dedicated_timeout_request : 20 : :
mm_disable_listen_server : 0 : :
mm_dlc_debugprint : cmd : : Shows information about dlc
mm_events_listeners_validation : 0 : :
mm_heartbeat_seconds : 300 : :
mm_heartbeat_seconds_xlsp : 60 : :
mm_heartbeat_timeout : 10 : :
mm_heartbeat_timeout_legacy : 15 : :
mm_ignored_sessions_forget_pass : 5 : :
mm_ignored_sessions_forget_time : 600 : :
mm_ignored_sessions_reset : cmd : : Reset ignored sessions
mm_match_search_update_interval : 10 : : Interval between matchsearcher updates.
mm_player_search_count : 5 : :
mm_player_search_lan_ping_duration : 3 : : Duration of LAN discovery ping phase.
mm_player_search_lan_ping_interval : 0 : : Interval between LAN discovery pings.
mm_player_search_update_interval : 10 : : Interval between players searches.
mm_server_search_inet_ping_interval : 1 : : How long to wait between pinging internet server details.
mm_server_search_inet_ping_refresh : 15 : : How often to refresh a listed server.
mm_server_search_inet_ping_timeout : 3 : : How long to wait for internet server details.
mm_server_search_inet_ping_window : 10 : : How many servers can be pinged for server details in a batch.
mm_server_search_lan_ping_duration : 1 : : Duration of LAN discovery ping phase.
mm_server_search_lan_ping_interval : 0 : : Interval between LAN discovery pings.
mm_server_search_lan_ports : 27015 : , "a" : 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 : 180 : : How long until a server is no longer returned by the master till we remove it.
mm_server_search_update_interval : 60 : : Interval between servers updates.
mm_session_search_distance : 1 : :
mm_session_search_num_results : 50 : :
mm_session_search_ping_buckets : 4 : :
mm_session_search_ping_limit : 200 : :
mm_session_search_qos_timeout : 15 : :
mm_session_sys_connect_timeout : 8 : :
mm_session_sys_delay_create : 0 : :
mm_session_sys_delay_create_host : 1 : :
mm_session_sys_ranking_timeout : 12 : :
mm_session_sys_timeout : 3 : :
mm_session_team_res_timeout : 30 : :
mm_session_voice_loading : 0 : :
mm_status : cmd : : Matchmaking status
mm_sv_load_test : 0 : :
mm_teamsearch_errortime : 3 : : Time team search is in error state until it self-cancels
mm_teamsearch_nostart : 0 : : Team search will fake cancel before searching for server
mm_title_debug_dccheck : 0 : : This matchmaking query will override datacenter connectivity: -1 for local, 1 for dedicated
mm_title_debug_minquery : 0 : : This matchmaking query will run with minimal set of parameters
mm_title_debug_version : 0 : : This matchmaking version will override .res file version for isolating matchmaking
Part 29
mm_tu_string : 0 : :
mod_check_vcollide : 0 : : Check all vcollides on load
mod_dont_load_vertices : 0 : : For the dedicated server, supress loading model vertex data
mod_forcedata : 1 : : Forces all model file data into cache on model load.
mod_forcetouchdata : 1 : : Forces all model file data into cache on model load.
mod_load_anims_async : 0 : :
mod_load_fakestall : 0 : : Forces all ANI file loading to stall for specified ms
mod_load_mesh_async : 0 : :
mod_load_preload : 1 : : Indicates how far ahead in seconds to preload animations.
mod_load_showstall : 0 : : 1 - show hitches , 2 - show stalls
mod_load_vcollide_async : 0 : :
mod_lock_mdls_on_load : 1 : :
mod_lock_meshes_on_load : 1 : :
mod_log_filesystem : 0 : : Log the filesystem type
mod_test_mesh_not_available : 0 : :
mod_test_not_available : 0 : :
mod_test_verts_not_available : 0 : :
mod_touchalldata : 1 : : Touch model data during level startup
mod_trace_load : 0 : :
morph_debug : 0 : :
morph_path : 7 : :
mortar_visualize : 0 : , "sv" :
motdfile : 0 : , "sv" : The MOTD file to load.
+movedown : cmd : :
-movedown : cmd : :
+moveleft : cmd : :
-moveleft : cmd : :
movement_anim_playback_minrate : 0 : , "rep", "cl" :
+moveright : cmd : :
-moveright : cmd : :
+moveup : cmd : :
-moveup : cmd : :
movie_fixwave : cmd : : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
movie_volume_scale : 1 : :
mp_allowNPCs : 1 : , "sv", "nf" :
mp_allowspectators : 1 : , "rep", "cl" : toggles whether the server allows spectator mode or not
mp_ambush_single_point_max : 10 : , "a", "sv", "nf" : Max number of players where a single point is used
mp_autocrosshair : 1 : , "sv", "nf" :
mp_autokick : 1 : , "rep", "cl" : Kick team-killing players
mp_autokick_idlers : 0 : , "rep", "cl" : Kick idlers players ( mins )
mp_autokick_tk_cooldown : 180 : , "rep", "cl" : Amount of time between TKs being cooled off
mp_autokick_tk_limit : 3 : , "rep", "cl" : Number of TKs allowed before auto-kick
mp_autoteambalance : 1 : , "sv" :
mp_checkpoint_counterattack_always : 0 : , "rep", "cl" : Always have a counter-attack after each cap. Value represents number of human players needed.
mp_checkpoint_counterattack_capture_speedup : 2 : , "rep", "cl" : Bot capture speed-up
mp_checkpoint_counterattack_delay : 12 : , "rep", "cl" : How long (in seconds) until the enemy counter-attack wave spawns.
mp_checkpoint_counterattack_delay_finale : 20 : , "rep", "cl" : How long (in seconds) until the enemy counter-attack wave spawns (finale).
mp_checkpoint_counterattack_disable : 0 : , "rep", "cl" : 1 to Disable all counter attacks in Checkpoint
mp_checkpoint_counterattack_duration : 65 : , "rep", "cl" : How long a checkpoint counter-attack lasts
mp_checkpoint_counterattack_duration_finale : 120 : , "rep", "cl" : How long a checkpoint counter-attack lasts
mp_checkpoint_counterattack_wave_finale : 60 : , "rep", "cl" : How long until we get the subsequent waves in Checkpoint finale?
mp_checkpoint_disable_victory : 0 : , "sv" :
mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal
mp_conquer_auto_reinforce_at_bot_count : 0 : , "sv" : If there are this many bots left alive, an automatic reinforcement will be deployed
mp_conquer_cache_destroyed_response_distance_high_strength : 4500 : , "sv" : The distance bots will respond to humans destroying a cache when high strength
mp_conquer_cache_destroyed_response_distance_low_strength : 3500 : , "sv" : The distance bots will respond to humans destroying a cache when low strength
mp_conquer_capture_finished_response_distance_high_strength : 5000 : , "sv" : The distance bots will respond to humans finishing a capture when high strength
mp_conquer_capture_finished_response_distance_low_strength : 3000 : , "sv" : The distance bots will respond to humans finishing a capture when low strength
mp_conquer_capture_start_followup_response_distance_high_strength : 16000 : , "sv" : The distance bots will respond to humans starting a capture when high strength
mp_conquer_capture_start_followup_response_distance_low_strength : 7000 : , "sv" : The distance bots will respond to humans starting a capture when low strength
mp_conquer_capture_start_response_distance_high_strength : 20000 : , "sv" : The distance bots will respond to humans starting a capture when high strength
mp_conquer_capture_start_response_distance_low_strength : 9000 : , "sv" : The distance bots will respond to humans starting a capture when low strength
mp_conquer_debug_gamemode : 1 : , "sv", "cheat" :
mp_conquer_enemy_strength_all_caches : 1 : , "sv" : The percentage of bots to spawn when none of the caches are destroyed
mp_conquer_enemy_strength_all_caches_solo : 0 : , "sv" : The percentage of bots to spawn when none of the caches are destroyed in Solo mode
mp_conquer_enemy_strength_no_caches : 0 : , "sv" : The percentage of bots to spawn when all the caches are destroyed
mp_conquer_enemy_strength_no_caches_solo : 0 : , "sv" : The percentage of bots to spawn when all the caches are destroyed in Solo mode
mp_conquer_followup_wave_time_high_strength : 20 : , "sv" : The time after a capture is initiated that a second AI wave will spawn when high strength
mp_conquer_followup_wave_time_low_strength : 40 : , "sv" : The time after a capture is initiated that a second AI wave will spawn when low strength
Part 30
mp_conquer_hostile_objective_response_distance_high_strength : 5000 : , "sv" : The distance bots will respond to a human owned objective when high strength
mp_conquer_hostile_objective_response_distance_high_strength_solo : 2000 : , "sv" : The distance bots will respond to a human owned objective when high strength
mp_conquer_hostile_objective_response_distance_low_strength : 3500 : , "sv" : The distance bots will respond to a human owned objective when low strength
mp_conquer_hostile_objective_response_distance_low_strength_solo : 400 : , "sv" : The distance bots will respond to a human owned objective when low strength
mp_conquer_last_man_standing_capture_speedup : 2 : , "sv" : How much faster capturing goes if you're the last man standing (scales towards this)
mp_conquer_losing_objective_response_distance_high_strength : 9000 : , "sv" : The distance bots will respond to losing an objective when high strength
mp_conquer_losing_objective_response_distance_high_strength_solo : 5000 : , "sv" : The distance bots will respond to losing an objective when high strength
mp_conquer_losing_objective_response_distance_low_strength : 6000 : , "sv" : The distance bots will respond to losing an objective when low strength
mp_conquer_losing_objective_response_distance_low_strength_solo : 1500 : , "sv" : The distance bots will respond to losing an objective when low strength
mp_conquer_obj_recapture_distance_high_strength : 6000 : , "sv" : The distance bots will attempt to recapture a nearby enemy objective when high strength
mp_conquer_obj_recapture_distance_low_strength : 3500 : , "sv" : The distance bots will attempt to recapture a nearby enemy objective when low strength
mp_coop_ai_teammate_count : 0 : , "rep", "cl" : Number of Teammates, 0 to fill lobby
mp_coop_ai_teammate_handicap : 0 : , "rep", "cl" : How much should these bots impact enemy bot counts
mp_coop_ai_teammates : 0 : , "rep", "cl" : Use AI Teammate System
mp_coop_ai_teammates_debug : 0 : , "cl" :
mp_coop_lobbysize : 6 : , "nf", "rep", "cl" : Size of coop lobby
mp_coop_max_bots : 18 : , "a", "rep", "cl" : Maximum number of bots allowed on the server.
mp_coop_min_bots : 5 : , "a", "rep", "cl" : The number of bots used for 1 player.
mp_cp_capture_time : 2 : , "sv", "nf" : capture time in seconds
mp_cp_deteriorate_time : 8 : , "sv", "nf" : deteriorate time in seconds
mp_cp_proximity_check_frequency : 3 : , "sv", "nf", "rep" : Frequency CP proximity should be checked
mp_cp_proximity_distance : 3500 : , "sv", "nf", "rep" : Distance players are considered to be close to a capture zone
mp_cp_proximity_distance_sabotage : 1500 : , "sv", "nf", "rep" : Distance players are considered to be close to a capture zone in sabotage
mp_cp_speedup_max : 5 : , "nf", "rep", "cl" : Maximum players to effect the speed-up.
mp_cp_speedup_rate : 0 : , "nf", "rep", "cl" : Speed-up rate per additional teammate in the cap zone.
mp_death_fade_in_duration : 3 : , "rep", "cl" : Fade in duration from dying -> spectator
mp_death_fade_in_duration_critical : 0 : , "rep", "cl" : Fade out duration from dying from a headshot or explosion.
mp_death_fade_out_delay : 0 : , "rep", "cl" : Death fade out delay
mp_death_fade_out_delay_critical : 0 : , "rep", "cl" : Death fade out delay from a headshot or explosion
mp_death_fade_out_duration : 1 : , "rep", "cl" : Fade out duration from dying.
mp_defaultteam : 0 : , "sv" :
mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked
mp_extract_point : 0 : , "a", "nf", "cl" : Point to use for patrol (0 = random, 1-3 = specified point)
mp_facefronttime : 3 : , "rep", "cl" : After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_fadetoblack : 0 : , "nf", "rep", "cl" : fade a player's screen to black when he dies
mp_fall_damage_threshold : 0 : , "rep", "cl" : Minimum HP of fall damage to be inflicted.
mp_fall_speed_fatal : 720 : , "rep", "cl" : sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe : 560 : , "rep", "cl" : sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe_iron : 250 : , "rep", "cl" : sqrt( 2 * gravity * x * 12 )
mp_falldamage : 0 : , "sv", "nf" :
mp_feetyawrate : 720 : , "rep", "cl" : How many degrees per second that we can turn our feet or upper body.
mp_flashlight : 0 : , "sv", "nf" :
mp_footsteps : 1 : , "sv", "nf" :
mp_forcecamera : 1 : , "rep", "cl" : Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
mp_forcerespawn : 1 : , "sv", "nf" :
mp_fraglimit : 0 : , "nf", "rep", "cl" : The number of kills at which the map ends
mp_freezetime : 15 : , "nf", "rep", "cl" : Round freeze time in seconds
mp_friendlyfire : 1 : , "nf", "rep", "cl" : Allows team members to injure other members of their team
mp_friendlyfire_damage : 0 : , "sv" : The frac value applied to friendly fire damage
mp_friendlyfire_damage_spawnarea : 0 : , "sv" : The frac value applied to friendly fire damage when either in a spawn area
mp_friendlyfire_explosives : 0 : , "nf", "rep", "cl" : When enabled, friendlies can set off each other's explosives if they are reactive.
mp_gamemode : 0 : , "rep", "cl" : Current game mode, acceptable values are occupy, coop, battle, elimination and firefight; changed using map command, eg: map ma
mp_hunt_autoattack_bot_frac : 0 : , "rep", "cl" : The % of bot players that need to be left before auto attack starts
mp_hunt_autoattack_distance_too_close : 400 : , "rep", "cl" : If bots are closer than this distance to an alive player they won't auto attack
mp_hunt_autoattack_start_delay : 10 : , "rep", "cl" : The delay after the autoattack bot % is reached before the autoattack actually begins
mp_hunt_counterattack_distance : 6000 : , "rep", "cl" : Distance bots will respond to a cache blowing up
mp_hunt_nav_spawning : 0 : , "sv", "rep" : Enable experimental spawning system?
mp_hunt_patrol_proximity_to_cache : 6000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of their cache
mp_hunt_patrol_proximity_to_cache_destroyed : 2000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of their cache
mp_ignore_timer_conditions : 0 : , "nf", "rep", "cl" : Ignore round timer conditions.
mp_ignore_win_conditions : 0 : , "nf", "rep", "cl" : Ignore round win conditions.
mp_ik : 1 : , "rep", "cl" : Use IK on in-place turns.
Part 31
mp_invasion_capture_time_extension : 300 : , "a", "cl" : How long (in seconds) the round should be extended for after a capture.
mp_invasion_counter_round : 0 : , "rep", "cl" : If on, after full-cap victory, flip the attacking team for a counter attack round.
mp_invasion_deferred_advance : 0 : , "rep", "cl" : If >0, advanced spawns will be delayed by this number of seconds.
mp_invasion_final_holdout_spawn_delay : 8 : , "rep", "cl" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa
mp_joinwaittime : 20 : , "nf", "cl" : How long to wait for the first round once the minimum players requirement has been reached.
mp_lobbytime : 10 : , "nf", "rep", "cl" : Lobby time in seconds
mp_match_restart_delay : 15 : , "rep", "cl" : Time (in seconds) until a match restarts.
mp_maxgames : 1 : , "nf", "rep", "cl" : Max games before map change
mp_maxrounds : 10 : , "nf", "rep", "cl" : Max rounds before game ends
mp_minteamplayers : 1 : , "nf", "rep", "cl" : min players on each team to start the match
mp_occupy_bonus_wave : 1 : , "rep", "cl" : Number of waves given to a team for capturing the point.
mp_outpost_nav_spawning : 1 : , "rep", "cl" :
mp_player_resupply_coop_delay_base : 20 : , "sv" : Delay applied to resupplying
mp_player_resupply_coop_delay_max : 40 : , "sv" : Max delay for resupply
mp_player_resupply_coop_delay_penalty : 10 : , "sv" : Delay added for each additional resupply
mp_player_resupply_coop_grace : 15 : , "sv" : Grace time in which the resupply delay is not applied.
mp_player_resupply_coop_grace_initial : 30 : , "sv" : Grace timer applied when the player hasn't left spawn yet
mp_player_resupply_coop_penalty_reset : 45 : , "sv" : Time taken to decrement resupply counter
mp_player_resupply_delay_base : 20 : , "sv" : Delay applied to resupplying
mp_player_resupply_delay_max : 90 : , "sv" : Max delay for resupply
mp_player_resupply_delay_penalty : 15 : , "sv" : Delay added for each additional resupply
mp_player_resupply_grace : 15 : , "sv" : Grace time in which the resupply delay is not applied.
mp_player_resupply_grace_initial : 30 : , "sv" : Grace timer applied when the player hasn't left spawn yet
mp_player_resupply_penalty_reset : 45 : , "sv" : Time taken to decrement resupply counter
mp_push_capture_time_extension : 300 : , "a", "cl" : How long (in seconds) the round should be extended for after a capture.
mp_push_counter_round : 0 : , "rep", "cl" : If on, after full-cap victory, flip the attacking team for a counter attack round.
mp_push_deferred_advance : 0 : , "rep", "cl" : If >0, advanced spawns will be delayed by this number of seconds.
mp_push_final_holdout_spawn_delay : 8 : , "rep", "cl" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa
mp_respawnwavetime_max : 0 : , "nf", "rep", "cl" : Min respawn wave interval.
mp_respawnwavetime_min : 0 : , "nf", "rep", "cl" : Max respawn wave interval.
mp_restartgame : 0 : , "sv" : If non-zero, game will restart in the specified number of seconds
mp_restartround : 0 : , "sv" : If non-zero, round will restart in the specified number of seconds
mp_restricted_area_wpn_time : 3 : , "rep", "cl" : Time a player can use their weapon inside a restricted area for.
mp_roundlives : 0 : , "nf", "rep", "cl" : Max lives in a round
mp_roundtime : 210 : , "nf", "rep", "cl" : round time per map in seconds
mp_scrambleteams : cmd : : Scramble the teams and restart the game
mp_scrambleteams_auto : 0 : , "sv", "nf" : Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
mp_scrambleteams_auto_windifference : 3 : , "sv", "nf" : Number of round wins a team must lead by in order to trigger an auto scramble.
mp_searchdestroy_capture_time_extension : 120 : , "a", "cl" : How long (in seconds) the round should be extended for after a cache gets destroyed.
mp_searchdestroy_single_cache_max : 12 : , "a", "nf", "cl" : Max number of players where a single cache is used
mp_showcleanedupents : 0 : , "cheat", "rep", "cl" : Show entities that are removed on round respawn.
mp_showgestureslots : -1 : , "cheat", "rep", "cl" : Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
mp_slammoveyaw : 0 : , "rep", "cl" : Force movement yaw along an animation path.
mp_spawnprotectiontime_navspawn : 15 : , "nf", "rep", "cl" : Spawn protection time in seconds when spawning on the nav
mp_spawnprotectontime : 30 : , "nf", "rep", "cl" : Spawn protection time in seconds
mp_spawns_per_frame : 6 : , "cl" : Maximum number of players to spawn per frame
mp_spectator_allow_chase : 1 : , "a", "sv", "rep" : When set to 0, chase camera in spectator mode is disabled
mp_strike_capture_time_extension : 180 : , "a", "cl" : How long (in seconds) the round should be extended for after a capture.
mp_strike_capture_wave_decrement : 1 : , "a", "cl" : How many waves to deduct from defenders when a cache is blown
mp_supply_gain : 1 : , "sv", "nf", "rep" : Whether players earn supply throughout the course of a round depending on actions
mp_supply_gain_kill_assist_amount : 1 : , "sv", "nf", "rep" : Once threshold is reached, how much supply is earned
mp_supply_gain_kill_assist_threshold : 5 : , "sv", "nf", "rep" : Total kills/assists to earn before being rewarded
mp_supply_gain_obj_cap : 1 : , "sv", "nf", "rep" : Amount of supply players earn by capturing a point
mp_supply_gain_obj_destroyed : 1 : , "sv", "nf", "rep" : Amount of supply players earn by destroying a cache
mp_supply_gain_obj_hero_cap : 1 : , "sv", "nf", "rep" : Amount of supply players earn for hero capture on top of capturing
mp_supply_gain_regroup : 1 : , "sv", "nf", "rep" : Amount of supply players earn by falling back to regroup
mp_supply_rate_losing_team_high : 0 : , "nf", "rep", "cl" : Amount of supply the more skilled players on the losing team get
mp_supply_rate_losing_team_low : 0 : , "nf", "rep", "cl" : Amount of supply the less skilled players on the losing team get
mp_supply_rate_winning_team_high : 0 : , "nf", "rep", "cl" : Amount of supply the more skilled players on the winning team get
mp_supply_rate_winning_team_low : 0 : , "nf", "rep", "cl" : Amount of supply the less skilled players on the winning team get
Part 32
mp_supply_token_base : 10 : , "sv", "nf", "rep" : The amount of supply players start with
mp_supply_token_bot_base : 18 : , "sv", "nf", "rep" : The amount of supply bots start with
mp_supply_token_max : 30 : , "sv", "nf", "rep" : The maximum amount of supply a player can get
mp_survival_nav_spawning : 0 : , "sv", "rep" :
mp_survival_patrol_proximity_to_active_safehouse : 3000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of an active safehouse
mp_survival_patrol_proximity_to_potential_safehouse : 8000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of a potentially new safehouse
mp_switchteams : cmd : : Switch teams and restart the game
mp_switchteams_each_game : 0 : , "nf", "rep", "cl" : Switch the teams after each game
mp_switchteams_each_round : 0 : , "nf", "rep", "cl" : If >0, switch the teams after x rounds
mp_switchteams_reset_supply : 1 : , "nf", "rep", "cl" : Should supply be reset when teams are switched?
mp_teamlist : 0 : , "sv", "nf" :
mp_teamoverride : 1 : , "sv" :
mp_teamplay : 0 : , "sv", "nf" :
mp_teams_auto_join : 1 : , "sv" : When enabled, players are automatically assigned to a team on join.
mp_teams_unbalance_limit : 1 : , "nf", "rep", "cl" : Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_theater_force_holiday : 0 : , "rep", "cl" :
mp_theater_override : 0 : , "rep", "cl" : If set, the given theater file is loaded instead.
mp_timelimit : 0 : , "nf", "rep", "cl" : game time per map in minutes
mp_timelimit_waiting : 3600 : , "rep", "cl" : Time to wait on an empty server before changing levels.
mp_timelimit_waiting_random : 0 : , "rep", "cl" : If true, pick a random map on the map cycle when performing the empty server switch
mp_timer_postgame : 0 : , "nf", "rep", "cl" : Postgame timer in seconds
mp_timer_postround : 19 : , "nf", "rep", "cl" : Postround timer in seconds
mp_timer_pregame : 10 : , "nf", "rep", "cl" : Pregame timer in seconds
mp_timer_preround : 15 : , "nf", "rep", "cl" : Preround timer in seconds
mp_timer_preround_first : 15 : , "nf", "rep", "cl" : Preround timer in seconds for the first round
mp_timer_preround_switch : 30 : , "nf", "rep", "cl" : Preround timer in seconds when a team switch occurs
mp_timer_voting : 25 : , "nf", "rep", "cl" : Time given to post-game voting.
mp_tkpunish : 1 : , "rep", "cl" : Will a TK'er be punished in the next round? {0=no, 1=warning, 2=kill}
mp_usehwmmodels : -1 : , "cl" : Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
mp_usehwmvcds : -1 : , "cl" : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
mp_voice_bias : 0 : , "cheat", "rep", "cl" :
mp_voice_blocked_lineofsight_enemy_volume : 0 : , "cheat", "rep", "cl" :
mp_voice_blocked_lineofsight_friendly_volume : 0 : , "cheat", "rep", "cl" :
mp_voice_friendly_volume_bias : 0 : , "cheat", "rep", "cl" :
mp_voice_max_distance_enemy : 550 : , "cheat", "rep", "cl" :
mp_voice_max_distance_friendly : 1300 : , "cheat", "rep", "cl" :
mp_voice_max_distance_friendly_radio : 6000 : , "cheat", "rep", "cl" :
mp_voice_max_enemy_volume_local : 0 : , "cheat", "rep", "cl" :
mp_voice_max_friendly_volume_local : 1 : , "cheat", "rep", "cl" :
mp_voice_max_squad_volume_local : 1 : , "cheat", "rep", "cl" :
mp_voice_max_squad_volume_radio : 1 : , "cheat", "rep", "cl" :
mp_voice_min_distance_enemy : 100 : , "cheat", "rep", "cl" :
mp_voice_min_distance_friendly : 100 : , "cheat", "rep", "cl" :
mp_voice_min_enemy_volume_local : 0 : , "cheat", "rep", "cl" :
mp_voice_min_friendly_volume_local : 0 : , "cheat", "rep", "cl" :
mp_voice_min_squad_volume_local : 1 : , "cheat", "rep", "cl" :
mp_voice_min_squad_volume_radio : 1 : , "cheat", "rep", "cl" :
mp_voice_radio_filter : 1 : , "rep", "cl" : Should a radio filter be applied to distant squad comms?
mp_voice_squad_radio : 1 : , "rep", "cl" : Whether to use the squad radio or not. Disabling this will force spatial only.
mp_voice_use_3d_voip : 1 : , "rep", "cl" : Alive players use spatial audio for voice communications?
mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period.
mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds
mp_wave_capture_increment : 0 : , "rep", "cl" : Amount of waves awarded for capturing points
mp_wave_count_attackers : 10 : , "rep", "cl" : Total waves for attackers
mp_wave_count_defenders : 20 : , "rep", "cl" : Total waves for defenders
mp_wave_count_defenders_per_obj : 5 : , "rep", "cl" : Total waves for defenders per objective (so Push can support many objectives)
mp_wave_count_perteam : 2 : , "rep", "cl" : Total waves per team
mp_wave_dpr_attackers : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for attacking team
mp_wave_dpr_attackers_finale : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for attacking team during the last stand specifically
mp_wave_dpr_defenders : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for defending team
mp_wave_dpr_defenders_finale : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for defending team for the last objective specifically
mp_wave_dpr_perteam : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for both teams
mp_wave_dpr_survival_end : 0 : , "rep", "cl" : Dead player ratio at level 30 of Survival game
mp_wave_dpr_survival_start : 0 : , "rep", "cl" : Dead player ratio at start of Survival game
mp_wave_grace_period : 30 : , "rep", "cl" : Grace period where if a reinforcement wave occurs it does not get deducted from wave count
mp_wave_max_wait_attackers : 30 : , "rep", "cl" : Max wave trigger time for attacking team
mp_wave_max_wait_defenders : 30 : , "rep", "cl" : Max wave trigger time for defending team
mp_wave_max_wait_perteam : 40 : , "rep", "cl" : Max wave trigger time for both teams
Part 33
mp_wave_spawn_instant : 0 : , "rep", "cl" : Server side option to force instant spawning
mp_waves_enabled : 1 : , "rep", "cl" : Whether or not waves are enabled for this mode
mp_weaponstay : 0 : , "sv", "nf" :
mp_winlimit : 5 : , "nf", "rep", "cl" : win limit
mp_winlimit_coop : 1 : , "nf", "rep", "cl" : win limit for coop
ms_player_dump_properties : cmd : : Prints a dump the current players property data
ms_player_unaward : cmd : : UnAwards the current player an award
multvar : cmd : : Multiply specified convar value.
muteid : cmd : : Server side mute
muzzleflash_light : 1 : , "a", "cl" :
name : 0 : , "a", "user", "print", "server_can_execute", "ss" : Current user name
namelockid : cmd : : Prevent name changes for this userID.
nav_add_to_selected_set : cmd : : Add current area to the selected set.
nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.
nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor : 1462824576.000 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation
nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.
nav_begin_area : cmd : : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and
nav_begin_deselecting : cmd : : Start continuously removing from the selected set.
nav_begin_drag_deselecting : cmd : : Start dragging a selection area.
nav_begin_drag_selecting : cmd : : Start dragging a selection area.
nav_begin_selecting : cmd : : Start continuously adding to the selected set.
nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.
nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.
nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute
nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas
nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set : cmd : : Clear the selected set.
nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.
nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous.
nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit : 0 : , "sv", "cheat" :
nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" :
nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.
nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.
nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet
nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.
nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.
nav_debug_blocked : 0 : , "sv", "cheat" :
nav_delete : cmd : : Deletes the currently highlighted Area.
nav_delete_marked : cmd : : Deletes the currently marked Area (if any).
nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections.
nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center
nav_draw_limit : 500 : , "sv", "cheat" : The maximum number of areas to draw in edit mode
nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file.
nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting : cmd : : Stop continuously removing from the selected set.
nav_end_drag_deselecting : cmd : : Stop dragging a selection area.
nav_end_drag_selecting : cmd : : Stop dragging a selection area.
nav_end_selecting : cmd : : Stop continuously adding to the selected set.
nav_end_shift_xy : cmd : : Finish shifting the Selected Set.
nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
Part 34
nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation
nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas : 1 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections
nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range : 2000 : , "sv", "cheat" :
nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas.
nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_ladder_flip : cmd : : Flips the selected ladder's direction.
nav_load : cmd : : Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume.
nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume.
nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.
nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable : cmd : : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_max_view_distance : 6000 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length : 64 : , "sv", "cheat" :
nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm
nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.
nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.
nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.
nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli
nav_place_list : cmd : : Lists all place names used in the map.
nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.
nav_place_replace : cmd : : Replaces all instances of the first place with the second place.
nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" :
nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_quicksave : 1 : , "sv", "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 : : Raise the top of the drag select volume.
nav_raise_drag_volume_min : cmd : : Raise the bottom of the drag select volume.
nav_recall_selected_set : cmd : : Re-selects the stored selected set.
nav_remove_from_selected_set : cmd : : Remove current area from the selected set.
nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.
nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.
nav_save : cmd : : Saves the current Navigation Mesh to disk.
nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set
nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set
nav_select_half_space : cmd : : Selects any areas that intersect the given half-space.
nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.
nav_select_larger_than : cmd : : Select nav areas where both dimensions are larger than the given size.
nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set
nav_select_orphans : cmd : : Adds all orphan areas to the selected set (highlight a valid area first).
nav_select_overlapping : cmd : : Selects nav areas that are overlapping others.
nav_select_radius : cmd : : Adds all areas in a radius to the selection set
nav_select_stairs : cmd : : Adds all stairway areas to the selected set
nav_selected_set_border_color : -1238331008.000 : , "sv", "cheat" : Color used to draw the selected set borders while editing.
nav_selected_set_color : 704121664.000 : , "sv", "cheat" : Color used to draw the selected set background while editing.
nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift : cmd : : Shifts the selected areas by the specified amount
nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.
nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing
nav_show_compass : 0 : , "sv", "cheat" :
nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections
nav_show_cursor_position : 0 : , "sv", "cheat" :
nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.
nav_show_dumped_positions : cmd : : Show the (x,y,z) coordinate positions of the given dump file.
Part 35
nav_show_func_nav_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities
nav_show_func_nav_prefer : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prefer entities
nav_show_light_intensity : 0 : , "sv", "cheat" :
nav_show_node_grid : 0 : , "sv", "cheat" :
nav_show_node_id : 0 : , "sv", "cheat" :
nav_show_nodes : 0 : , "sv", "cheat" :
nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.
nav_show_potentially_visible : 0 : , "sv", "cheat" : Show areas that are potentially visible from the current nav area
nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance : 0 : , "sv", "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 : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas
nav_solid_props : 1 : , "sv", "cheat" : Make props solid to nav generation/editing
nav_spawn_debug : 0 : , "sv", "cheat" : Turn on debug messages for spawn system
nav_spawn_debug_force_collect : cmd : : Rebuild All Nav Spawn Points
nav_spawn_debug_show_discards : 0 : , "sv" :
nav_spawn_debug_show_spawns : 0 : , "sv", "cheat" :
nav_spawn_enemy_maximum_distance_conquer : 5000 : , "sv", "cheat" : Maximum distance to players to consider (conquer)
nav_spawn_enemy_maximum_distance_hunt : 20000 : , "sv", "cheat" : Maximum distance to players to consider (hunt)
nav_spawn_enemy_maximum_distance_outpost : 6000 : , "sv", "cheat" : Maximum distance to players to consider (outpost)
nav_spawn_enemy_maximum_distance_survival : 5000 : , "sv", "cheat" : Maximum distance to players to consider (survival)
nav_spawn_enemy_minimum_distance_conquer : 800 : , "sv", "cheat" : Minimum distance to players to consider (conquer)
nav_spawn_enemy_minimum_distance_frac_conquer : 1 : , "sv", "cheat" : Map based Frac for Conquer during Round
nav_spawn_enemy_minimum_distance_frac_conquer_start : 2 : , "sv", "cheat" : Map based Frac for Conquer at the start of the Round
nav_spawn_enemy_minimum_distance_frac_hunt_start : 1 : , "sv", "cheat" : Map based Frac for Hunt at the start of the Round
nav_spawn_enemy_minimum_distance_frac_outpost : 1 : , "sv", "cheat" : Map based Frac for Outpost during Round
nav_spawn_enemy_minimum_distance_frac_outpost_start : 3 : , "sv", "cheat" : Map based Frac for Outpost at the start of the Round
nav_spawn_enemy_minimum_distance_frac_survival : 1 : , "sv", "cheat" : Map based Frac for Survival during Round
nav_spawn_enemy_minimum_distance_frac_survival_start : 4 : , "sv", "cheat" : Map based Frac for Survival at the start of the Round
nav_spawn_enemy_minimum_distance_hunt : 4000 : , "sv", "cheat" : Minimum distance to players to consider (hunt)
nav_spawn_enemy_minimum_distance_outpost : 500 : , "sv", "cheat" : Minimum distance to players to consider (outpost)
nav_spawn_enemy_minimum_distance_survival : 500 : , "sv", "cheat" : Minimum distance to players to consider (survival)
nav_spawn_fill_empty_rate : 250 : , "sv" :
nav_spawn_max_per_controlpoint : 16 : , "sv" :
nav_spawn_max_player_distance_default : 7000 : , "sv", "cheat" : Maximum distance to players to consider
nav_spawn_min_area_size : 128 : , "sv", "cheat" : Minimum size of nav area tile to be considered
nav_spawn_min_bot_spawn_frequency : 0 : , "sv", "cheat" : Minimum time inbetween each bot spawn
nav_spawn_min_human_spawn_frequency : 0 : , "sv", "cheat" : Minimum time inbetween each human spawn
nav_spawn_min_per_controlpoint : 8 : , "sv" :
nav_spawn_min_player_distance_default : 1500 : , "sv", "cheat" : Minimum distance to players to consider
nav_spawn_min_spacing_sq : 1024 : , "sv", "cheat" : Minimum spacing inbetween each spawn point
nav_spawn_proximity_penalty : 20 : , "sv" :
nav_spawn_recollect_time : 60 : , "sv", "cheat" : Max time before spawn system discards and recollects spawn points
nav_spawn_rescore_rate : 5 : , "sv" :
nav_spawn_rescore_time : 15 : , "sv", "cheat" : Persistently show the active spawns
nav_spawn_score_base : 1 : , "sv", "cheat" : Base score given to a nav spawn before anything is factored
nav_spawn_score_cachepoint_bonus : 1 : , "sv", "cheat" : bonus max for being near a cache point
nav_spawn_score_controlpoint_bonus : 2 : , "sv", "cheat" : bonus max for being near a control point
nav_spawn_score_controlpoint_proximity : 1500 : , "sv", "cheat" : how far to fall off the controlpoint bonus
nav_spawn_score_cp_locked : 0 : , "sv" :
nav_spawn_score_cp_proximity_max : 1800 : , "sv" :
nav_spawn_score_cp_proximity_min : 100 : , "sv" :
nav_spawn_score_cp_score_max : 1 : , "sv" :
nav_spawn_score_cp_score_min : 1 : , "sv" :
nav_spawn_score_decoy_score_max : 1 : , "sv" :
nav_spawn_score_decoy_score_min : 1 : , "sv" :
nav_spawn_score_discard : 0 : , "sv", "cheat" : Minimum score a nav spawn must have to be added
nav_spawn_score_enemy_player_proximity_bonus : 2 : , "sv", "cheat" : Max bonus to apply
nav_spawn_score_enemy_player_proximity_distance : 2000 : , "sv", "cheat" : Ideal distance from enemies for each spawn
nav_spawn_score_enemy_player_proximity_falloff : 3000 : , "sv", "cheat" : Range to apply the distance bonus
nav_spawn_score_enemy_spawn_dist_ideal : 2500 : , "sv" :
nav_spawn_score_enemy_spawn_dist_min : 1500 : , "sv" :
nav_spawn_score_enemy_spawn_score_ideal : 1 : , "sv" :
nav_spawn_score_enemy_spawn_score_ideal_falloff : 0 : , "sv" :
nav_spawn_score_friendly_spawn_bonus : 1 : , "sv", "cheat" : bonus max for being near a friendly spawn zone
nav_spawn_score_friendly_spawn_bonus_max_distance : 500 : , "sv", "cheat" : how far to fall off the spawn zone bonus
nav_spawn_score_hiding_bonus : 1 : , "sv", "cheat" : Bonus given to Nav Spawns derived from Hiding Spots
nav_spawn_score_inside : 1 : , "sv", "cheat" : Modifier for areas that are inside
nav_spawn_score_outpost_bonus : 2 : , "sv" :
nav_spawn_score_player_proximity_bonus : 2 : , "sv" :
nav_spawn_score_player_proximity_distance : 1000 : , "sv" :
nav_spawn_score_player_proximity_outpost_max : 2000 : , "sv" :
nav_spawn_score_player_proximity_outpost_min : 100 : , "sv" :
nav_spawn_score_player_proximity_penalty : 2 : , "sv" :
Part 36
nav_spawn_score_player_proximity_sustained_max : 1000 : , "sv" :
nav_spawn_score_player_proximity_sustained_min : 100 : , "sv" :
nav_spawn_score_potentially_visible : 0 : , "sv", "cheat" : Modifier for areas that are potentially visible by enemy team
nav_spawn_score_random_max : 1 : , "sv", "cheat" : Random modifier given to each spawn to prevent spawn patterns
nav_spawn_score_random_min : 0 : , "sv", "cheat" : Random modifier given to each spawn to prevent spawn patterns
nav_spawn_score_spawn_point_bonus : 1 : , "sv", "cheat" : Bonus given to Nav Spawns derived from Spawn Points
nav_spawn_score_sustained_bonus : 2 : , "sv" :
nav_spawn_stored_spawn_expiration : 1 : , "sv" :
nav_spawn_verify_rate : 1 : , "sv" :
nav_splice : cmd : : 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 : : To split an Area into two, align the split line using your cursor and invoke the split command.
nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.
nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.
nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.
nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.
nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_subdivide : cmd : : Subdivides all selected areas.
nav_test_node : 0 : , "sv", "cheat" :
nav_test_node_crouch : 0 : , "sv", "cheat" :
nav_test_node_crouch_dir : 4 : , "sv", "cheat" :
nav_test_stairs : cmd : : Test the selected set for being on stairs
nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.
nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.
nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.
nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.
nav_unmark : cmd : : Clears the marked Area or Ladder.
nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.
nav_update_lighting : cmd : : Recomputes lighting values
nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility
nav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.
nav_warp_to_mark : cmd : : Warps the player to the marked area.
nav_world_center : cmd : : Centers the nav mesh in the world
nb_allow_avoiding : 1 : , "sv", "cheat" :
nb_allow_climbing : 1 : , "sv", "cheat" :
nb_allow_gap_jumping : 1 : , "sv", "cheat" :
nb_blind : 0 : , "sv", "cheat" : Disable vision
nb_command : cmd : : Sends a command string to all bots
nb_debug : cmd : : Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.
nb_debug_climbing : 0 : , "sv", "cheat" :
nb_debug_filter : cmd : : Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
nb_debug_history : 0 : , "sv", "cheat" : If true, each bot keeps a history of debug output in memory
nb_debug_known_entities : 0 : , "sv", "cheat" : Show the 'known entities' for the bot that is the current spectator target
nb_debug_spectatefilter : 0 : , "sv", "cheat" : If 1, nextbot debug will only show for the observer target.
nb_force_look_at : cmd : : Force selected bot to look at the local player's position
nb_goal_look_ahead_range : 50 : , "sv", "cheat" :
nb_head_aim_resettle_angle : 100 : , "sv", "cheat" : After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad
nb_head_aim_resettle_time : 0 : , "sv", "cheat" : How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad
nb_head_aim_settle_duration : 0 : , "sv", "cheat" :
nb_head_aim_steady_max_rate : 100 : , "sv", "cheat" :
nb_ladder_align_range : 50 : , "sv", "cheat" :
nb_move_to_cursor : cmd : : Tell all NextBots to move to the cursor position
nb_nav_combat_build_rate : 0 : , "sv", "cheat" : Gunfire/second increase (combat caps at 1.0)
nb_nav_combat_decay_rate : 0 : , "sv", "cheat" : Decay/second toward zero
nb_nav_death_build_rate : 0 : , "sv", "cheat" : Death increase (caps at 1.0)
nb_nav_death_decay_rate : 0 : , "sv", "cheat" : Decay/second toward zero
nb_nav_hiding_spot_show_cover : 0 : , "sv", "cheat" :
nb_nav_hiding_spot_show_score : 0 : , "sv", "cheat" :
nb_nav_in_combat_duration : 30 : , "sv", "cheat" : How long after gunfire occurs is this area still considered to be 'in combat'
nb_nav_show_actor_potential_visibility : 0 : , "sv", "cheat" :
nb_nav_show_blocked_areas : 0 : , "sv", "cheat" : Highlight areas that are considered blocked for TF-specific reasons
nb_nav_show_bomb_drop_areas : 0 : , "sv", "cheat" :
nb_nav_show_bomb_target_distance : 0 : , "sv", "cheat" : Display travel distances to bomb target
nb_nav_show_control_points : 0 : , "sv", "cheat" :
nb_nav_show_death_areas : 0 : , "sv", "cheat" :
Part 37
nb_nav_show_enemy_invasion_areas : 0 : , "sv", "cheat" : Highlight areas where the enemy team enters the visible environment of the local player
nb_nav_show_gate_defense_areas : 0 : , "sv", "cheat" :
nb_nav_show_in_combat_areas : 0 : , "sv", "cheat" :
nb_nav_show_incursion_distance : 0 : , "sv", "cheat" : Display travel distances from current spawn room (1=red, 2=blue)
nb_nav_show_incursion_flow : 0 : , "sv", "cheat" :
nb_nav_show_incursion_flow_gradient : 0 : , "sv", "cheat" : 1 = red, 2 = blue
nb_nav_show_incursion_flow_range : 150 : , "sv", "cheat" : 1 = red, 2 = blue
nb_nav_show_incursion_range : 0 : , "sv", "cheat" : 1 = red, 2 = blue
nb_nav_show_incursion_range_max : 0 : , "sv", "cheat" : Highlight areas with incursion distances between min and max cvar values
nb_nav_show_incursion_range_min : 0 : , "sv", "cheat" : Highlight areas with incursion distances between min and max cvar values
nb_nav_show_mesh_decoration : 0 : , "sv", "cheat" : Highlight special areas
nb_nav_show_mesh_decoration_manual : 0 : , "sv", "cheat" : Highlight special areas marked by hand
nb_nav_show_point_defense_areas : 0 : , "sv", "cheat" :
nb_nav_show_sentry_danger : 0 : , "sv", "cheat" :
nb_nav_show_sniper_areas : 0 : , "sv", "cheat" :
nb_nav_show_sniper_areas_safety_range : 1000 : , "sv", "cheat" :
nb_nav_show_sweeped_areas : 0 : , "sv", "cheat" :
nb_nav_show_turf_ownership : 0 : , "sv", "cheat" : Color nav area by smallest incursion distance
nb_nav_show_valid_spawn_points : 0 : , "sv", "cheat" : Show points > 11 score ( 1 = team_one , 2 = team_two )
nb_path_draw_inc : 100 : , "sv", "cheat" :
nb_path_draw_segment_count : 100 : , "sv", "cheat" :
nb_path_segment_influence_radius : 100 : , "sv", "cheat" :
nb_player_crouch : 0 : , "sv", "cheat" : Force bots to crouch
nb_player_move : 1 : , "sv", "cheat" : Prevents bots from moving
nb_player_move_direct : 0 : , "sv" :
nb_player_stop : 0 : , "sv", "cheat" : Stop all NextBotPlayers from updating
nb_player_walk : 0 : , "sv", "cheat" : Force bots to walk
nb_saccade_speed : 1000 : , "sv", "cheat" :
nb_saccade_time : 0 : , "sv", "cheat" :
nb_select : cmd : : Select the bot you are aiming at for further debug operations.
nb_shadow_dist : 400 : , "cl" :
nb_speed_look_ahead_range : 150 : , "sv", "cheat" :
nb_stop : 0 : , "sv", "cheat", "rep" : Stop all NextBots
nb_update_debug : 0 : , "sv", "cheat" :
nb_update_framelimit : 10 : , "sv", "cheat" :
nb_update_frequency : 0 : , "sv", "cheat" :
nb_update_maxslide : 4 : , "sv", "cheat" :
nb_warp_selected_here : cmd : : Teleport the selected bot to your cursor position
nearz_player_death : 0 : , "cheat", "cl" :
net_allow_multicast : 1 : , "a" :
net_allow_syslink : 1 : :
net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name>
net_channels : cmd : : Shows net channel info
net_checksumpackets : 1 : : Perform a checksum on game packets.
net_chokeloop : 0 : : Apply bandwidth choke to loopback packets
net_compresspackets : 1 : : Use lz compression on game packets.
net_compresspackets_minsize : 1000 : : Don't bother compressing packets below this size.
net_compressvoice : 0 : : Attempt to compress out of band voice payloads (360 only).
net_drawslider : 0 : : Draw completion slider during signon
net_droppackets : 0 : , "cheat" : Drops next n packets on client
net_dumpeventstats : cmd : : Dumps out a report of game event network usage
net_earliertempents : 0 : , "cheat" :
net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time
net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph : 0 : , "a", "cl" : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.
net_graphheight : 64 : , "a", "cl" : Height of netgraph panel
net_graphmsecs : 400 : , "a", "cl" : The latency graph represents this many milliseconds.
net_graphpos : 1 : , "a", "cl" :
net_graphproportionalfont : 1 : , "a", "cl" : Determines whether netgraph font is proportional or not
net_graphshowinterp : 1 : , "a", "cl" : Draw the interpolation graph.
net_graphshowlatency : 1 : , "a", "cl" : Draw the ping/packet loss graph.
net_graphshowsvframerate : 0 : , "a", "cl" : Draw the server framerate graph.
net_graphsolid : 1 : , "a", "cl" :
net_graphtext : 1 : , "a", "cl" : Draw text fields
net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB
net_maxfragments : 1200 : : Max fragment bytes per packet
net_maxroutable : 1200 : , "a", "user" : Requested max packet size before packets are 'split'.
net_megasnapshot : 1 : :
net_minroutable : 16 : : Forces larger payloads.
net_public_adr : 0 : : For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x'
net_queue_trace : 0 : :
net_queued_packet_thread : 1 : : Use a high priority thread to send queued packets out instead of sending them each frame.
net_scale : 5 : , "a", "cl" :
net_showdrop : 0 : : Show dropped packets in console
net_showeventlisteners : 0 : : Show listening addition/removals
net_showevents : 0 : , "cheat" : Dump game events to console (1=client only, 2=all).
Part 38
net_showfragments : 0 : : Show netchannel fragments
net_showmsg : 0 : : Show incoming message: <0|1|name>
net_showpeaks : 0 : : Show messages for large packets only: <size>
net_showreliablesounds : 0 : , "cheat" :
net_showsplits : 0 : : Show info about packet splits
net_showtcp : 0 : : Dump TCP stream summary to console
net_showudp : 0 : : Dump UDP packets summary to console
net_showudp_oob : 0 : : Dump OOB UDP packets summary to console
net_showudp_remoteonly : 0 : : Dump non-loopback udp only
net_showusercmd : 0 : , "cl" : Show user command encoding
net_splitrate : 1 : : 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 : 1 : , "a" : Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
net_steamcnx_debug : 1 : : Show debug spew for steam based connections, 2 shows all network traffic for steam sockets.
net_steamcnx_enabled : 1 : : Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.
net_steamcnx_status : cmd : : Print status of steam connection sockets.
net_usesocketsforloopback : 0 : : Use network sockets layer even for listen server local player's packets (multiplayer only).
next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo : cmd : : Play next demo in sequence.
nextlevel : 0 : , "sv", "nf", "rep" : If set to a valid map name, will change to this map during the next changelevel
noclip : cmd : : Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup : 1 : , "sv", "cheat" :
notarget : cmd : : Toggle. Player becomes hidden to NPCs.
npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment
npc_vphysics : 0 : , "sv" :
obj_capture_damage : 0 : , "sv" : Captures all damage taken by objects for dumping later.
obj_child_damage_factor : 0 : , "sv", "cheat" : Factor applied to damage done to objects that are built on a buildpoint
obj_damage_factor : 0 : , "sv", "cheat" : Factor applied to all damage done to objects
obj_damage_tank_achievement_amount : 2000 : , "sv", "cheat" :
obj_dump_damage : cmd : :
obj_gib_maxspeed : 800 : , "sv", "cheat" :
obj_gib_velocity_max : 450 : , "sv", "cheat" :
obj_gib_velocity_min : 100 : , "sv", "cheat" :
obj_ground_clearance : 32 : , "sv", "cheat" : Object corners can be this high above the ground
obj_show_damage : 0 : , "sv" : Show all damage taken by objects.
obj_upgrade_per_hit : 25 : , "sv", "cheat" :
obj_verbose : 0 : , "sv", "cheat" : Debug object system.
old_radiusdamage : 0 : , "rep", "cl" :
openserverbrowser : cmd : : Opens server browser
option_duck_method : 0 : , "a", "cl", "ss" :
option_speed_method : 0 : , "a", "cl", "ss" :
overview_alpha : 1 : , "a", "clientcmd_can_execute", "cl" : Overview map translucency.
overview_bounds_alpha : 1 : , "a", "cl" :
overview_focus_box_opacity : 240 : , "cl" :
overview_grid_overlay : 1 : , "cl" :
overview_health : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's health in map overview.
overview_locked : 1 : , "a", "clientcmd_can_execute", "cl" : Locks map angle, doesn't follow view angle.
overview_marker_size : 12 : , "cl" : Marker icon size
overview_mode : cmd : : Sets overview map mode off,small,large: <0|1|2>
overview_names : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's names in map overview.
overview_player_size : 150 : , "cl" : Icon size
overview_tracks : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's tracks in map overview.
overview_zoom : cmd : : Sets overview map zoom: <zoom> [<time>] [rel]
paint_alpha_offset_enabled : 1 : , "rep" :
paint_max_surface_border_alpha : 0 : , "rep" :
paint_min_valid_alpha_value : 0 : , "rep" :
paintsplat_bias : 0 : , "cheat", "rep" : Change bias value for computing circle buffer
paintsplat_max_alpha_noise : 0 : , "cheat", "rep" : Max noise value of circle alpha
paintsplat_noise_enabled : 1 : , "cheat", "rep" :
panel_test_title_safe : 0 : , "cheat" : Test vgui panel positioning with title safe indentation
particle_sim_alt_cores : 2 : , "cl" :
particle_simulateoverflow : 0 : , "cheat", "cl" : Used for stress-testing particle systems. Randomly denies creation of particles.
particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode
particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn
particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particl
particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
password : 0 : , "a", "norecord" : Current server access password
path : cmd : : Show the engine filesystem path.
pause : cmd : : Toggle the server pause state.
Part 39
pc_fake_controller : 0 : :
perf_fire_bullet_firstpredictedonly : 1 : , "rep", "cl" : Only do effects tracing, etc., first time a CUserCmd is predicted.
perf_fire_bullet_single : 0 : , "rep", "cl" :
perfui : cmd : : Show/hide the level performance tools UI.
perfvisualbenchmark : cmd : :
perfvisualbenchmark_abort : cmd : :
phonemedelay : 0 : , "cl" : Phoneme delay to account for sound system latency.
phonemefilter : 0 : , "cl" : Time duration of box filter to pass over phonemes.
phonemesnap : 2 : , "cl" : Lod at level at which visemes stops always considering two phonemes, regardless of duration.
phys_debug_check_contacts : 0 : , "cheat", "rep", "cl" :
phys_explosion_force : 7 : , "sv", "cheat" :
phys_impactforcescale : 1 : , "sv" :
phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes.
phys_pushscale : 1 : , "rep", "cl" :
phys_show_active : 0 : , "sv", "cheat" :
phys_speeds : 0 : , "sv" :
phys_stressbodyweights : 5 : , "sv" :
phys_timescale : 1 : , "sv" : Scale time for physics
phys_upimpactforcescale : 0 : , "sv" :
physics_budget : cmd : : Times the cost of each active object
physics_constraints : cmd : : Highlights constraint system graph for an entity
physics_debug_entity : cmd : : Dumps debug info for an entity
physics_highlight_active : cmd : : Turns on the absbox for all active physics objects
physics_report_active : cmd : : Lists all active physics objects
physics_select : cmd : : Dumps debug info for an entity
physicsshadowupdate_render : 0 : , "sv" :
picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
ping : cmd : : Display ping to server.
pingserver : cmd : : Ping a server for info
pipeline_static_props : 1 : :
pixelvis_debug : cmd : : Dump debug info
play : cmd : : Play a sound.
play_distance : 1 : , "a", "cl" : Set to 1:'2 foot' or 2:'10 foot' presets.
playdemo : cmd : : Play a recorded demo file (.dem ).
player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.
player_old_armor : 0 : , "sv" :
player_prone_pushaway_debug : 0 : , "cl" :
player_prone_pushaway_distance : 42 : , "rep", "cl" :
player_prone_pushaway_speed : 35 : , "rep", "cl" :
player_prone_pushaway_speed_ads : 14 : , "rep", "cl" :
player_prone_pushaway_sufacezmax : 0 : , "rep", "cl" :
player_prone_pushaway_zmin : 12 : , "rep", "cl" :
player_slide_cooldown : 3 : , "cheat", "rep", "cl" :
player_slide_duration : 0 : , "cheat", "rep", "cl" :
player_slide_impact_epsilon : 8 : , "sv", "cheat" :
player_slide_probe_distance : 16 : , "sv", "cheat" :
player_slide_probe_dot : 0 : , "sv", "cheat" :
player_slide_sample_period : 0 : , "sv", "cheat" :
player_slide_speed_acceleration : 10 : , "cheat", "rep", "cl" :
player_slide_speedfrac_max : 1 : , "cheat", "rep", "cl" :
player_slide_speedfrac_warmup : 1 : , "cheat", "rep", "cl" :
player_slide_warmup_interval : 0 : , "cheat", "rep", "cl" :
player_use_radius : 96 : , "cheat", "rep", "cl" :
player_use_tolerance : 0 : , "cheat", "rep", "cl" :
playflush : cmd : : Play a sound, reloading from disk in case of changes.
playgamesound : cmd : : Play a sound from the game sounds txt file
playsoundscape : cmd : : Forces a soundscape to play
playtest_connect_string : 184 : , "cl" : Connect string for demo UI
playvideo : cmd : : Plays a video: <filename> [width height]
playvideo_end_level_transition : cmd : : Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
playvideo_exitcommand : cmd : : Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerrupt : cmd : : Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerrupt : cmd : : Plays a video without ability to skip: <filename> [width height]
playvol : cmd : : Play a sound at a specified volume.
plr_debug : 0 : , "cheat", "rep", "cl" :
plr_debug_inventory : 0 : , "cheat", "rep", "cl" :
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
+posedebug : cmd : : Turn on pose debugger or add ents to pose debugger UI
-posedebug : cmd : : Turn off pose debugger or hide ents from pose debugger UI
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

, d[own])
print_colorcorrection : cmd : : Display the color correction layer information.
progress_enable : cmd : :

Part 40
+prone : cmd : :
-prone : cmd : :
prop_active_gib_limit : 64 : , "sv" :
prop_active_gib_max_fade_time : 12 : , "sv" :
prop_break_disable_float : 0 : , "sv" :
prop_crosshair : cmd : : Shows name for prop looking at
prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_sprinkler_debug : 0 : , "sv", "cheat" :
props_break_max_pieces : 50 : , "rep", "cl" : Maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe : -1 : , "rep", "cl" : Maximum prop breakable piece count per frame (-1 = model default)
pwatchent : -1 : , "cheat", "cl" : Entity to watch for prediction system changes.
pwatchvar : 0 : , "cheat", "cl" : Entity variable to watch in prediction system for changes.
qa_force_mvp : 0 : , "sv", "cheat" : Force the specific entindex to be mvp
quit : cmd : : Exit the engine.
r_3dsky : 1 : , "cheat", "cl" : Enable the rendering of 3d sky boxes
r_alphafade_usefov : 1 : , "cheat", "cl" : Account for FOV when computing an entity's distance-based alpha fade
r_ambientboost : 1 : : Set to boost ambient term if it is totally swamped by local lights
r_ambientfactor : 5 : : Boost ambient cube by no more than this factor
r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting used to boost lighting when model requests
r_ambientlightingonly : 0 : , "cheat" : Set this to 1 to light models with only ambient lighting (and no static lighting).
r_ambientmin : 0 : : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright
r_aspectratio : 0 : :
r_avglight : 1 : , "cheat" :
r_avglightmap : 0 : , "cheat" :
r_bloomtintb : 0 : :
r_bloomtintexponent : 2 : :
r_bloomtintg : 0 : :
r_bloomtintr : 0 : :
r_brush_queue_mode : 0 : , "cheat" :
r_buildingmapforworld : 0 : :
r_cheapwaterend : cmd : :
r_cheapwaterstart : cmd : :
r_cleardecals : cmd : : Usage r_cleardecals <permanent>.
r_ClipAreaFrustums : 1 : , "cheat" :
r_ClipAreaPortals : 1 : , "cheat" :
r_colorstaticprops : 0 : , "cheat" :
r_debug_ik : 0 : , "cl" :
r_debug_sequencesets : -2 : , "cl" :
r_debugcheapwater : 0 : , "cheat", "cl" :
r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_decal_cover_count : 4 : :
r_decal_overlap_area : 0 : :
r_decal_overlap_count : 3 : :
r_decals : 2048 : :
r_decalstaticprops : 1 : : Decal static props test
r_deferopaquefastclipped : 1 : , "cl" :
r_depthoverlay : 0 : , "cheat", "cl" : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_depthpass_batchbspgeometry : 1 : :
r_disable_distance_fade_on_big_props : 0 : , "cheat", "cl" : Completely disable distance fading on large props
r_disable_distance_fade_on_big_props_thresh : 48000 : , "cheat", "cl" : Distance prop fade disable threshold size
r_disable_update_shadow : 1 : , "cheat", "cl" :
r_DispBuildable : 0 : , "cheat" :
r_dispcombinecalls : 0 : , "cheat" : Experimental feature that combines the draw calls of displacements
r_DispWalkable : 0 : , "cheat" :
r_dlightsenable : 1 : , "cheat" :
r_dopixelvisibility : 1 : , "cl" :
r_draw_flashlight_3rd_person : 1 : , "cheat", "cl" : Draw flashlight beams for other players
r_draw_lasersight_1st_person : 1 : , "cl" : Draw laser sight for the local player
r_draw_lasersight_3rd_person : 1 : , "cl" : Draw laser sights for other players
r_draw_lasersight_debug : 0 : , "cl" :
r_drawallrenderables : 0 : , "cheat", "cl" : Draw all renderables, even ones inside solid leaves.
r_drawbatchdecals : 1 : : Render decals batched.
r_DrawBeams : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe
r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe
r_drawclipbrushes : 0 : , "cheat" : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
r_drawdecals : 1 : , "cheat" : Render decals.
r_DrawDetailProps : 1 : , "cl" : 0=Off, 1=Normal, 2=Wireframe
r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps
r_drawentities : 1 : , "cheat" :
r_drawflecks : 1 : , "cl" :
r_drawfuncdetail : 1 : , "cheat" : Render func_detail
r_drawleaf : -1 : , "cheat" : Draw the specified leaf.
r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays
r_drawlightinfo : 0 : , "cheat" :
r_drawlights : 0 : , "cheat" :
r_drawmodeldecals : 1 : :
r_DrawModelLightOrigin : 0 : , "cheat" :
Part 41
r_drawmodelstatsoverlay : 0 : , "cheat" :
r_drawmodelstatsoverlaydistance : 500 : , "cheat" :
r_drawmodelstatsoverlayfilter : -1 : , "cheat" :
r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables : 1 : , "cheat", "cl" :
r_drawopaqueworld : 1 : , "cheat", "cl" :
r_drawothermodels : 1 : , "cheat", "cl" : 0=Off, 1=Normal, 2=Wireframe
r_drawparticles : 1 : , "cheat", "cl" : Enable/disable particle rendering
r_drawpixelvisibility : 0 : , "cl" : Show the occlusion proxies
r_DrawPortals : 0 : , "cheat" :
r_DrawRain : 1 : , "cheat", "cl" : Enable/disable rain rendering.
r_drawrenderboxes : 0 : , "cheat", "cl" : (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
r_drawropes : 1 : , "cheat", "cl" :
r_drawscreenoverlay : 1 : , "cheat", "server_can_execute", "cl" :
r_drawskybox : 1 : , "cheat" :
r_DrawSpecificStaticProp : -1 : :
r_drawsprites : 1 : , "cheat", "cl" :
r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe
r_drawtracers : 1 : , "cheat", "cl" :
r_drawtracers_firstperson : 1 : , "a", "cl" : Toggle visibility of first person weapon tracers
r_drawtracers_movetonotintersect : 1 : , "cheat", "cl" :
r_drawtranslucentrenderables : 1 : , "cheat", "cl" :
r_drawtranslucentworld : 1 : , "cheat" :
r_drawunderwateroverlay : 0 : , "cheat", "cl" :
r_drawvgui : 1 : , "cheat" : Enable the rendering of vgui panels
r_drawviewmodel : 1 : , "cheat", "cl" :
r_drawworld : 1 : , "cheat" : Render the world.
r_dscale_basefov : 90 : , "cheat" :
r_dscale_fardist : 2000 : , "cheat" :
r_dscale_farscale : 4 : , "cheat" :
r_dscale_neardist : 100 : , "cheat" :
r_dscale_nearscale : 1 : , "cheat" :
r_dynamic : 1 : :
r_dynamiclighting : 1 : , "cheat" :
r_emulategl : 0 : :
r_entity : -1 : , "cheat" :
r_entityclips : 1 : , "cl" :
r_eyeglintlodpixels : 20 : : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss : 1 : , "a", "cl" :
r_eyemove : 1 : , "a" :
r_eyes : 1 : :
r_eyeshift_x : 0 : , "a" :
r_eyeshift_y : 0 : , "a" :
r_eyeshift_z : 0 : , "a" :
r_eyesize : 0 : , "a" :
r_eyewaterepsilon : 7 : , "cheat", "cl" :
r_fade360style : 1 : , "cl" :
r_farz : -1 : , "cheat", "cl" : Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastreflectionfastpath : 1 : , "cl" :
r_fastzreject : 0 : : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
r_flashlight_3rd_person_range : 200 : , "cheat", "cl" : Distance to draw flashlight beams for other players
r_flashlight_always_cull_for_single_pass : 0 : :
r_flashlight_attach_to_viewmodel : 1 : , "cheat", "cl" : Attach the flashlight effect to the viewmodel
r_flashlight_info : 0 : , "cl" : Information about currently enabled flashlights
r_flashlight_topdown : 0 : , "cl" :
r_flashlightambient : 0 : , "cheat", "cl" :
r_flashlightbacktraceoffset : 0 : , "cheat", "cl" :
r_flashlightbrightness : 0 : , "cheat" :
r_flashlightclip : 0 : , "cheat" :
r_flashlightconstant : 0 : , "cheat", "cl" :
r_flashlightculldepth : 1 : :
r_flashlightdepth_drawtranslucents : 0 : , "cl" :
r_flashlightdepthres : 1024 : , "cl" :
r_flashlightdepthreshigh : 1024 : , "cl" :
r_flashlightdepthtexture : 1 : :
r_FlashlightDetailProps : 1 : , "cl" : Enable a flashlight drawing pass on detail props. 0 = off, 1 = single pass, 2 = multipass (multipass is PC ONLY)
r_flashlightdrawclip : 0 : , "cheat" :
r_flashlightdrawdepth : 0 : :
r_flashlightdrawdepthres : 256 : :
r_flashlightdrawfrustum : 0 : , "cl" :
r_flashlightdrawfrustumbbox : 0 : , "cl" :
r_flashlightdrawsweptbbox : 0 : :
r_flashlightenableculling : 1 : , "cl" : Enable frustum culling of flashlights
r_flashlightfar : 2600 : , "cheat", "cl" :
r_flashlightfov : 48 : , "cheat", "cl" :
r_flashlightladderdist : 40 : , "cheat", "cl" :
r_flashlightlinear : 130 : , "cheat", "cl" :
r_flashlightlockposition : 0 : , "cheat", "cl" :
r_flashlightmodels : 1 : , "cl" :
r_flashlightmuzzleflashfov : 120 : , "cheat", "cl" :
r_flashlightnear : 4 : , "cheat", "cl" :
r_flashlightnearoffsetscale : 1 : , "cheat", "cl" :
r_flashlightnodraw : 0 : :
r_flashlightoffsetforward : 0 : , "cheat", "cl" :
r_flashlightoffsetforward_low : 0 : , "cheat", "cl" :
r_flashlightoffsetright : 5 : , "cheat", "cl" :
r_flashlightoffsetright_low : 10 : , "cheat", "cl" :
Part 42
r_flashlightoffsetup : -5 : , "cheat", "cl" :
r_flashlightoffsetup_low : -16 : , "cheat", "cl" :
r_flashlightquadratic : 0 : , "cheat", "cl" :
r_flashlightrender : 1 : :
r_flashlightrendermodels : 1 : :
r_flashlightrenderworld : 1 : :
r_flashlightscissor : 0 : , "cheat" :
r_flashlightshadowatten : 0 : , "cheat", "cl" :
r_flashlighttracedistcutoff : 128 : , "cl" :
r_flashlightupdatedepth : 1 : :
r_flashlightvisualizetrace : 0 : , "cheat", "cl" :
r_flashlightvolumetrics : 1 : , "cl" :
r_flex : 1 : :
r_flushlod : cmd : : Flush and reload LODs.
r_force_first_dynamic_light_to_directional_for_csm : 1 : , "cheat" :
r_ForceRestore : 0 : :
r_ForceWaterLeaf : 0 : , "cl" : Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld : 1 : :
r_glint_alwaysdraw : 0 : :
r_glint_procedural : 0 : :
r_hidepaintedsurfaces : 0 : : If enabled, hides all surfaces which have been painted.
r_highlight_translucent_renderables : 0 : , "cl" :
r_hunkalloclightmaps : 1 : :
r_hwmorph : 0 : , "cheat" :
r_ignoreStaticColorChecksum : 1 : , "cheat" : 0 - validate vhvhdr and studiohdr checksum, 1 - default, ignore checksum (useful if iterating physics model only for example)
r_impacts_alt_orientation : 1 : , "cl" :
r_itemblinkmax : 0 : , "cheat" :
r_itemblinkrate : 4 : , "cheat" :
r_JeepFOV : 90 : , "sv", "cheat", "rep" :
r_jiggle_bones : 1 : , "cl" :
r_keepstyledlightmapsonly : 0 : :
r_lightaverage : 1 : : Activates/deactivate light averaging
r_lightcache_invalidate : cmd : :
r_lightcache_numambientsamples : 162 : , "cheat" : number of random directions to fire rays when computing ambient lighting
r_lightcache_radiusfactor : 1000 : , "cheat" : Allow lights to influence lightcaches beyond the lights' radii
r_lightcache_zbuffercache : 0 : :
r_lightcachecenter : 1 : , "cheat" :
r_lightcachemodel : -1 : , "cheat" :
r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap : -1 : , "cheat" :
r_lightstyle : -1 : , "cheat" :
r_lightwarpidentity : 0 : , "cheat" :
r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.
r_lod : -1 : :
r_mapextents : 16384 : , "cheat", "cl" : Set the max dimension for the map. This determines the far clipping plane
r_maxdlights : 32 : :
r_maxmodeldecal : 50 : :
r_maxnewsamples : 6 : :
r_maxsampledist : 128 : :
r_minnewsamples : 3 : :
r_modelAmbientMin : 0 : , "cheat" : Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
r_modelwireframedecal : 0 : , "cheat" :
r_nohw : 0 : , "cheat" :
r_norefresh : 0 : :
r_nosw : 0 : , "cheat" :
r_novis : 0 : , "cheat" : Turn off the PVS.
r_occludeemaxarea : 0 : : 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 : 0 : : 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 : 0 : : At least this many occluders will be used, no matter how big they are.
r_occlusion : 1 : : Activate/deactivate the occlusion system.
r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection : 0 : , "cheat" : Set this to revert to HL2's method of selecting lights
r_overlayfadeenable : 0 : :
r_overlayfademax : 2000 : :
r_overlayfademin : 1750 : :
r_overlaywireframe : 0 : :
r_particle_sim_spike_threshold_ms : 0 : , "cl" :
r_particle_timescale : 1 : , "cheat", "cl" :
r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it.
r_PhysPropStaticLighting : 0 : , "cl" :
r_pix_recordframes : 0 : :
r_pix_start : 0 : :
r_pixelfog : 1 : :
r_pixelvisibility_partial : 1 : , "cl" :
r_pixelvisibility_spew : 0 : , "cl" :
r_portal_use_pvs_optimization : 1 : : Enables an optimization that allows portals to be culled when outside of the PVS.
r_portalscloseall : 0 : :
r_portalsopenall : 0 : , "cheat" : Open all portals
r_PortalTestEnts : 1 : , "cheat", "cl" : Clip entities against portal frustums.
r_printdecalinfo : cmd : :
r_proplightingfromdisk : 1 : , "cheat" : 0=Off, 1=On, 2=Show Errors
r_proplightingpooling : -1 : , "cheat" : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_propsmaxdist : 1200 : , "cl" : Maximum visible distance
Part 43
r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing : 0 : , "cl" :
r_queued_ropes : 1 : , "cl" :
r_radiosity : 4 : , "cheat" : 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
r_RainAllowInSplitScreen : 0 : , "cl" : Allows rain in splitscreen
r_rainalpha : 0 : , "cheat", "cl" :
r_rainalphapow : 0 : , "cheat", "cl" :
r_RainCheck : 0 : , "cheat", "cl" : Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration : 0 : , "cheat", "cl" : Shows rain tracelines for this many seconds (0 disables)
r_raindensity : 0 : , "cheat", "cl" :
r_RainHack : 0 : , "cheat", "cl" :
r_rainlength : 0 : , "cheat", "cl" :
r_RainParticleDensity : 0 : , "cl" : Density of Particle Rain 0-1
r_RainProfile : 0 : , "cheat", "cl" : Enable/disable rain profiling.
r_RainRadius : 1500 : , "cheat", "cl" :
r_RainSideVel : 130 : , "cheat", "cl" : How much sideways velocity rain gets.
r_RainSimulate : 1 : , "cheat", "cl" : Enable/disable rain simulation.
r_rainspeed : 600 : , "cheat", "cl" :
r_RainSplashPercentage : 20 : , "cheat", "cl" :
r_rainwidth : 0 : , "cheat", "cl" :
r_randomflex : 0 : , "cheat" :
r_redownloadallpaintmaps : 0 : :
r_renderoverlaybatch : 1 : :
r_renderoverlayfragment : 1 : :
r_rimlight : 1 : , "cheat" :
r_rootlod : 0 : : Root LOD
r_ropetranslucent : 1 : , "cl" :
r_scope_mask_debug : 0 : , "cheat", "cl" :
r_screenoverlay : cmd : : Draw specified material as an overlay
r_sequence_debug : 0 : , "cl" :
r_shader_srgb : 0 : : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
r_shader_srgbread : 0 : : 1 = use shader srgb texture reads, 0 = use HW
r_shadow_debug_spew : 0 : , "cheat", "cl" :
r_shadow_deferred : 0 : , "cheat" : Toggle deferred shadow rendering
r_shadow_deferred_downsample : 0 : , "cl" : Toggle low-res deferred shadow rendering
r_shadow_deferred_simd : 0 : , "cl" :
r_shadow_half_update_rate : 0 : , "cl" : Updates shadows at half the framerate
r_shadow_lightpos_lerptime : 0 : , "cl" :
r_shadow_shortenfactor : 2 : , "cl" : Makes shadows cast from local lights shorter
r_shadowangles : cmd : : Set shadow angles
r_shadowblobbycutoff : cmd : : some shadow stuff
r_shadowcolor : cmd : : Set shadow color
r_shadowdir : cmd : : Set shadow direction
r_shadowdist : cmd : : Set shadow distance
r_shadowfromanyworldlight : 0 : , "cheat", "cl" :
r_shadowfromworldlights : 1 : , "cl" : Enable shadowing from world lights
r_shadowfromworldlights_debug : 0 : , "cheat", "cl" :
r_shadowids : 0 : , "cheat" :
r_shadowlod : -1 : , "cl" :
r_shadowmaxrendered : 32 : , "cl" :
r_shadowrendertotexture : 0 : :
r_shadows : 1 : :
r_shadows_gamecontrol : -1 : , "cheat" :
r_shadows_on_renderables_enable : 0 : , "cl" : Support casting RTT shadows onto other renderables
r_shadowwireframe : 0 : , "cheat" :
r_showenvcubemap : 0 : , "cheat" :
r_ShowViewerArea : 0 : :
r_showz_power : 1 : , "cheat" :
r_simpleworldmodel_drawbeyonddistance_fullscreen : -1 : , "cl" :
r_simpleworldmodel_drawbeyonddistance_pip : -1 : , "cl" :
r_simpleworldmodel_drawbeyonddistance_splitscreen : -1 : , "cl" :
r_simpleworldmodel_drawforrecursionlevel_fullscreen : -1 : , "cl" :
r_simpleworldmodel_drawforrecursionlevel_pip : -1 : , "cl" :
r_simpleworldmodel_drawforrecursionlevel_splitscreen : -1 : , "cl" :
r_simpleworldmodel_waterreflections_fullscreen : 0 : , "cl" :
r_simpleworldmodel_waterreflections_pip : 0 : , "cl" :
r_simpleworldmodel_waterreflections_splitscreen : 0 : , "cl" :
r_skin : 0 : , "cheat" :
r_skybox : 1 : , "cheat", "cl" : Enable the rendering of sky boxes
r_skybox_draw_last : 0 : , "cheat" : Draws skybox after world brush geometry, rather than before.
r_slowpathwireframe : 0 : , "cheat" :
r_snapportal : -1 : :
r_SnowDebugBox : 0 : , "cheat", "cl" : Snow Debug Boxes.
r_SnowEnable : 1 : , "cheat", "cl" : Snow Enable
r_SnowEndAlpha : 255 : , "cheat", "cl" : Snow.
r_SnowEndSize : 0 : , "cheat", "cl" : Snow.
r_SnowFallSpeed : 1 : , "cheat", "cl" : Snow fall speed scale.
r_SnowInsideRadius : 256 : , "cheat", "cl" : Snow.
r_SnowOutsideRadius : 1024 : , "cheat", "cl" : Snow.
r_SnowParticles : 500 : , "cheat", "cl" : Snow.
r_SnowPosScale : 1 : , "cheat", "cl" : Snow.
r_SnowRayEnable : 1 : , "cheat", "cl" : Snow.
r_SnowRayLength : 8192 : , "cheat", "cl" : Snow.
r_SnowRayRadius : 256 : , "cheat", "cl" : Snow.
r_SnowSpeedScale : 1 : , "cheat", "cl" : Snow.
r_SnowStartAlpha : 25 : , "cheat", "cl" : Snow.
r_SnowStartSize : 1 : , "cheat", "cl" : Snow.
r_SnowWindScale : 0 : , "cheat", "cl" : Snow.
r_SnowZoomOffset : 384 : , "cheat", "cl" : Snow.
r_SnowZoomRadius : 512 : , "cheat", "cl" : Snow.
Part 44
r_spray_lifetime : 10 : : Number of rounds player sprays are visible
r_sse_s : 1 : , "cl" : sse ins for particle sphere create
r_staticlight_streams : 1 : :
r_staticprop_lod : -1 : :
r_staticpropinfo : 0 : :
r_swingflashlight : 1 : , "cheat", "cl" :
r_teeth : 1 : :
r_threaded_particles : 1 : , "cl" :
r_threaded_shadow_clip : 0 : :
r_threadeddetailprops : 1 : , "cl" : enable threading of detail prop drawing
r_unlimitedrefract : 0 : , "cl" :
r_unloadlightmaps : 0 : , "cheat" :
r_updaterefracttexture : 1 : , "cheat", "cl" :
r_vehicleBrakeRate : 1 : , "sv", "cheat" :
r_VehicleViewClamp : 1 : , "cheat", "cl" :
r_VehicleViewDampen : 1 : , "cheat", "nf", "rep", "cl" :
r_visambient : 0 : : Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces : 0 : , "cheat" :
r_visualizelighttracesshowfulltrace : 0 : , "cheat" :
r_visualizeproplightcaching : 0 : , "cl" :
r_visualizetraces : 0 : , "cheat" :
r_volumetricsunshafts : 0 : , "cheat", "cl" :
r_volumetricsunshafts_blurmode : 0 : , "cl" :
r_volumetricsunshafts_debug : 0 : :
r_volumetricsunshafts_fullresolutionpass : 0 : , "cl" :
r_volumetricsunshafts_intensity : 0 : :
r_volumetricsunshafts_offset : 0 : :
r_volumetricsunshafts_scattering : 0 : :
r_WaterDrawReflection : 1 : , "cl" : Enable water reflection
r_WaterDrawRefraction : 1 : , "cl" : Enable water refraction
r_waterforceexpensive : 0 : , "cl" :
r_waterforcereflectentities : 0 : , "cl" :
r_worldlightmin : 0 : :
r_worldlights : 3 : : number of world lights to use per vertex
r_worldlistcache : 1 : , "cl" :
-radialmenu : cmd : : Closes radial menu
+radialmenu : cmd : : Opens radial menu
ragdoll_sleep_debug : 0 : , "cheat", "cl" :
ragdoll_sleepaftertime : 2 : , "cl" : After this many seconds of being basically stationary, the ragdoll will go to sleep.
rate : 196608 : , "a", "user" : Max bytes/sec the host can receive data
rcon : cmd : : Issue an rcon command.
rcon_address : 0 : , "norecord" : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password : 0 : , "norecord" : remote console password.
recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).
record : cmd : : Record a demo.
reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).
+reload : cmd : :
-reload : cmd : :
reload_hud_panels : cmd : : Reloads each hud panel
reload_inventory : cmd : : Reloads the inventory menu
reload_materials : 0 : :
reload_schemes : cmd : : Reloads all schemes (gameui_scheme, clientscheme, few engine schemes)
reload_scoreboard : cmd : : Reloads the scoreboard menu
reload_spectatorgui : cmd : : Reloads the scoreboard menu
reload_vjobs : cmd : : reload vjobs module
remote_bug : cmd : : Starts a bug report with data from the currently connected rcon machine
remove_upgrade : cmd : : Remove weapon upgrade for active weapon to the player
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
report_cliententitysim : 0 : , "cheat", "cl" : List all clientside simulations and time - will report and turn itself off.
report_clientthinklist : 0 : , "cheat", "cl" : List all clientside entities thinking and time - will report and turn itself off.
report_entities : cmd : : Lists all entities
report_simthinklist : cmd : : Lists all simulating/thinking entities
report_soundpatch : cmd : : reports sound patch count
report_touchlinks : cmd : : Lists all touchlinks
res_restrict_access : 0 : :
reset_gameconvars : cmd : : Reset a bunch of game convars to default values
respawn_entities : cmd : : 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 : : Retry connection to last server.
+right : cmd : :
-right : cmd : :
room_type : 0 : , "demo" :
rope_averagelight : 1 : , "cl" : Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide : 1 : , "cl" : Collide rope with the world
rope_min_pixel_diameter : 2 : , "cheat" :
rope_rendersolid : 1 : , "cl" :
rope_shake : 0 : , "cl" :
Part 45
rope_smooth : 1 : , "cl" : Do an antialiasing effect on ropes
rope_smooth_enlarge : 1 : , "cl" : How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha : 0 : , "cl" : Alpha for rope antialiasing effect
rope_smooth_maxalphawidth : 1 : , "cl" :
rope_smooth_minalpha : 0 : , "cl" : Alpha for rope antialiasing effect
rope_smooth_minwidth : 0 : , "cl" : When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_solid_maxalpha : 1 : , "cl" :
rope_solid_maxwidth : 1 : , "cl" :
rope_solid_minalpha : 0 : , "cl" :
rope_solid_minwidth : 0 : , "cl" :
rope_subdiv : 2 : , "cl" : Rope subdivision amount
rope_wind_dist : 1000 : , "cl" : Don't use CPU applying small wind gusts to ropes when they're past this distance.
round_start_reset_duck : 0 : , "cl" :
round_start_reset_speed : 0 : , "cl" :
rr_debugresponseconcept : 0 : , "sv" : If set, rr_debugresponses will print only responses testing for the specified concept
rr_debugresponses : 0 : , "sv" : Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/f
rr_debugrule : 0 : , "sv" : 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 : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)
rr_followup_maxdist : 1800 : , "sv", "cheat" : 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
rr_forceconcept : cmd : : fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> 'criteria1:value1,criteria2:va
rr_reloadresponsesystems : cmd : : Reload all response system scripts.
rr_thenany_score_slop : 0 : , "sv", "cheat" : When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere
save : cmd : : Saves current game.
save_async : 1 : :
save_asyncdelay : 0 : : For testing, adds this many milliseconds of delay to the save operation.
save_console : 0 : : Autosave on the PC behaves like it does on the consoles.
save_disable : 0 : :
save_finish_async : cmd : :
save_history_count : 1 : : Keep this many old copies in history of autosaves and quicksaves.
save_huddelayframes : 1 : : Number of frames to defer for drawing the Saving message.
save_in_memory : 0 : : Set to 1 to save to memory instead of disk (Xbox 360)
save_noxsave : 0 : :
save_screenshot : 1 : : 0 = none, 1 = non-autosave, 2 = always
save_spew : 0 : :
say : cmd : : Display player message
say_team : cmd : : Display player message to team
sb_firstopentime : 0 : : Indicates the time the server browser was first opened.
sb_numtimesopened : 0 : : Indicates the number of times the server browser was opened this session.
sb_quick_list_bit_field : -1 : :
sb_showblacklists : 0 : : If set to 1, blacklist rules will be printed to the console as they're applied.
sb_version_filter : 1 : : If set to 1, only servers matching your client version will appear in the server browser
sc_autoaimdampen_enable : 1 : , "a", "cl" : Use autoaim dampen on Steam Controllers?
sc_debug_sets : 0 : , "a" : Debugging
sc_enable : 1 : , "a", "cl", "ss" : Enable SteamController
sc_joystick_inner_deadzone_scale : 1 : , "a", "cl" : Scale of the default inner deadzone
sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.
sc_joystick_outer_deadzone_scale : 0 : , "a", "cl" : Scale of the default outer pegged amount
sc_pitch_sensitivity : 0 : , "a", "cl", "ss" : SteamController pitch factor.
sc_pitch_sensitivity_default : 0 : , "cl" :
sc_yaw_sensitivity : 1 : , "a", "cl", "ss" : SteamController yaw factor.
sc_yaw_sensitivity_default : 1 : , "cl" :
scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info.
scene_clientflex : 1 : , "rep", "cl" : Do client side flex animation.
scene_clientplayback : 1 : , "sv" : Play all vcds on the clients.
scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.
scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius : 500 : , "sv", "rep" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_playvcd : cmd : : Play the given VCD as an instanced scripted scene.
scene_print : 0 : , "rep", "cl" : When playing back a scene, print timing and event info to console.
scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.
scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.
scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.
scene_vcdautosave : 0 : , "cl" : Create a savegame before VCD playback
+score : cmd : :
-score : cmd : :
scr_centertime : 2 : , "cl" :
screenfademaxsize : cmd : : Modify global screen fade max size in pixels
screenfademinsize : cmd : : Modify global screen fade min size in pixels
screenshot : cmd : : Take a screenshot.
Part 46
scrolldown : cmd : :
scrollup : cmd : :
sensitivity : 4 : , "a", "cl" : Mouse sensitivity.
server_game_time : cmd : : Gives the game time in seconds (server's curtime)
servercfgfile : 0 : , "sv" :
set_mdl : cmd : :
setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo : cmd : : Adds a new user info value
setmaster : cmd : : add/remove/enable/disable master servers
setmodel : cmd : : Changes's player's model
setpause : cmd : : Set the pause state of the server.
setpos : cmd : : Move player to specified origin (must have sv_cheats).
setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).
setpos_player : cmd : : Move specified player to specified origin (must have sv_cheats).
sfm_record_hz : 30 : , "cl" :
shake : cmd : : Shake the screen.
shake_show : 0 : , "cl" : Displays a list of the active screen shakes.
shake_stop : cmd : : Stops all active screen shakes.
shake_testpunch : cmd : : Test a punch-style screen shake.
+showbudget : cmd : :
-showbudget : cmd : :
showbudget_texture : 0 : , "cheat" : Enable the texture budget panel.
-showbudget_texture : cmd : :
+showbudget_texture : cmd : :
-showbudget_texture_global : cmd : :
+showbudget_texture_global : cmd : :
showbudget_texture_global_dumpstats : cmd : : Dump all items in +showbudget_texture_global in a text form
showbudget_texture_global_sum : 0 : :
showconsole : cmd : : Show the console.
showfiremode : cmd : : Show current firemode
showinfo : cmd : : Shows a info panel: <type> <title> <message> [<command number>]
showpanel : cmd : : Shows a viewport panel <name>
showparticlecounts : 0 : , "cl" : Display number of particles drawn per frame
-showscores : cmd : :
+showscores : cmd : :
showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes
showtriggers_toggle : cmd : : Toggle show triggers
-showvprof : cmd : :
+showvprof : cmd : :
simple_bot_add : cmd : : Add a simple bot.
simulate_capturezone_pointindex : -1 : , "sv", "cheat" :
simulate_capturezone_team0 : 0 : , "sv", "cheat" :
simulate_capturezone_team1 : 0 : , "sv", "cheat" :
singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )
sk_autoaim_mode : 1 : , "a", "rep", "cl" :
sk_player_arm : 1 : , "sv" :
sk_player_chest : 1 : , "sv" :
sk_player_head : 2 : , "sv" :
sk_player_leg : 1 : , "sv" :
sk_player_stomach : 1 : , "sv" :
skill : 1 : , "a" : Game skill level (1-3).
skip_next_map : cmd : : Skips the next map in the map rotation for the server.
sleep_when_meeting_framerate : 1 : : Sleep instead of spinning if we're meeting the desired framerate.
slot0 : cmd : :
slot1 : cmd : :
slot2 : cmd : :
slot3 : cmd : :
slot4 : cmd : :
slot5 : cmd : :
slot6 : cmd : :
slot7 : cmd : :
slot8 : cmd : :
slot9 : cmd : :
smoothstairs : 1 : , "rep", "cl" : Smooth player eye z coordinate when traversing stairs.
snapto : cmd : :
snd_async_flush : cmd : : Flush all unlocked async audio data
snd_async_fullyasync : 1 : : All playback is fully async (sound doesn't play until data arrives).
snd_async_minsize : 262144 : :
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 : 0 : : Spew message to console any time async sound loading blocks on file i/o.
snd_async_stream_fail : 0 : : Spew stream pool failures.
snd_async_stream_purges : 0 : : Spew stream pool purges.
snd_async_stream_recover_from_exhausted_stream : 1 : : If 1, recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many soun
snd_async_stream_spew : 0 : : Spew streaming info ( 0=Off, 1=streams, 2=buffers
snd_async_stream_spew_delayed_start_filter : 0 : : 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 : 500 : : Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms del
Part 47
snd_async_stream_spew_exhausted_buffer : 1 : : 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 : 1000 : : Number of milliseconds between each exhausted buffer spew.
snd_async_stream_static_alloc : 0 : : If 1, spews allocations on the static alloc pool. Set to 0 for no spew.
snd_buildcache : cmd : : <directory or VPK filename> Rebulds sound cache for a given search path.
snd_cull_duplicates : 0 : : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
snd_debug_gaincurve : 0 : : Visualize sound gain fall off
snd_debug_gaincurvevol : 1 : : Visualize sound gain fall off
snd_debug_panlaw : 0 : , "cheat" : Visualize panning crossfade curves
snd_debug_radio : 0 : : Applies radio DSP to all voice, should be used with voice_loopback 1
snd_debug_roomvoice : 0 : : Forcefully applies room DSP to all voice
snd_defer_trace : 1 : :
snd_delay_for_choreo_enabled : 1 : : Enables update of delay for choreo to compensate for IO latency.
snd_delay_for_choreo_reset_after_N_milliseconds : 500 : : Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
snd_delay_sound_shift : 0 : :
snd_disable_mixer_duck : 0 : , "cheat" :
snd_disable_mixer_solo : 0 : , "cheat" :
snd_dsp_cancel_old_preset_after_N_milliseconds : 1000 : : Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
snd_dsp_optimization : 0 : : Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
snd_dsp_spew_changes : 0 : : Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
snd_dsp_test1 : 1 : :
snd_dsp_test2 : 1 : :
snd_duckerattacktime : 0 : , "a" :
snd_duckerreleasetime : 2 : , "a" :
snd_duckerthreshold : 0 : , "a" :
snd_ducking_off : 1 : , "a" :
snd_ducktovolume : 0 : , "a" :
snd_dump_filepaths : cmd : :
snd_dumpclientsounds : cmd : : Dump sounds to console
snd_dvar_dist_max : 1320 : , "cheat" : Play full 'far' sound at this distance
snd_dvar_dist_min : 240 : , "cheat" : Play full 'near' sound at this distance
snd_filter : 0 : , "cheat" :
snd_find_channel : 0 : : Scan every channel to find the corresponding sound.
snd_foliage_db_loss : 4 : , "cheat" : foliage dB loss per 1200 units
snd_gain : 1 : , "cheat" :
snd_gain_max : 1 : , "cheat" :
snd_gain_min : 0 : , "cheat" :
snd_getmixer : cmd : : Get data related to mix group matching string
snd_legacy_surround : 0 : , "a" :
snd_list : 0 : , "cheat" :
snd_lockpartial : 1 : :
snd_max_same_sounds : 4 : , "cheat" :
snd_max_same_weapon_sounds : 3 : , "cheat" :
snd_mergemethod : 1 : : Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
snd_mix_async : 0 : :
snd_mix_dry_volume : 1 : :
snd_mix_menudsp : 0 : : Enables the low pass menu DSP filter
snd_mix_optimization : 0 : : Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
snd_mix_soundchar_enabled : 1 : : 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
snd_mix_test1 : 1 : :
snd_mix_test2 : 1 : :
snd_mixahead : 0 : , "a" :
snd_mixer_master_dsp : 1 : , "cheat" :
snd_mixer_master_level : 1 : , "cheat" :
snd_moviefix : 1 : : Defer sound recording until next tick when laying off movies.
snd_musicvolume : 0 : , "a", "user" : Music volume
snd_mute_losefocus : 1 : , "a" :
snd_noextraupdate : 0 : :
snd_obscured_gain_dB : -2 : , "cheat" :
snd_obstruction_debug : 0 : , "cheat" : If set to 1, display debug information for obstruction
snd_obstruction_debug_force : -1 : , "cheat" : Force occlusion amount, 0 to 1 representing 0% to 100% occlusion
snd_obstruction_debug_players : 0 : , "cheat" : If set to 1, display debug information for obstruction players
snd_obstruction_enable : 0 : : Enable additional DSP effects for obstructed sound sources (not fully implemented)
snd_op_test_convar : 1 : , "cheat" :
snd_pause_all : 1 : , "cheat" : Specifies to pause all sounds and not just voice
snd_pitchquality : 1 : , "a" :
snd_playsounds : cmd : : Play sounds from the game sounds txt file at a given location
snd_pre_gain_dist_falloff : 1 : , "cheat" :
snd_prefetch_common : 1 : : Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_prevent_ss_duplicates : 0 : , "cheat", "rep", "cl" : 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.
Part 48
snd_radio_filter : 0 : , "a" : Enables/disables voice radio filter
snd_refdb : 60 : , "cheat" : Reference dB at snd_refdist
snd_refdist : 36 : , "cheat" : Reference distance for snd_refdb
snd_report_format_sound : 0 : , "cheat" : If set to 1, report all sound formats.
snd_report_loop_sound : 0 : , "cheat" : If set to 1, report all sounds that just looped.
snd_report_start_sound : 0 : , "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
snd_report_stop_sound : 0 : , "cheat" : If set to 1, report all sounds stopped with S_StopSound().
snd_report_verbose_error : 0 : , "cheat" : If set to 1, report more error found when playing sounds.
snd_restart : cmd : : Restart sound system.
snd_rms_active : 0 : : Actually manipulate audio signal
snd_rms_compressor_attack : 0 : : Attack time (ms)
snd_rms_compressor_postgain : 0 : : Post-gain (dB)
snd_rms_compressor_pregain : 0 : : Pre-gain (dB)
snd_rms_compressor_ratio : 1 : : Ratio (x:1)
snd_rms_compressor_release : 0 : : Release time (ms)
snd_rms_compressor_treshold : -5 : : Treshold (dB)
snd_rms_limiter : 0 : , "cheat" : 0 - off, 1 - compressor, 2 - limiter
snd_rms_override : 0 : , "cheat" : Override RMS
snd_set_master_volume : cmd : : Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_setmixer : cmd : : Set named Mixgroup of current mixer to mix vol, mute, solo.
snd_setmixlayer : cmd : : Set named Mixgroup of named mix layer to mix vol, mute, solo.
snd_setmixlayer_amount : cmd : : Set named mix layer mix amount.
snd_setsoundparam : cmd : : Set a sound paramater
snd_show : 0 : , "cheat" : Show sounds info
snd_show_channel_count : 0 : : Show the current count of channel types.
snd_showclassname : 0 : , "cheat" :
snd_showmixer : 0 : , "cheat" :
snd_showstart : 0 : , "cheat" :
snd_ShowThreadFrameTime : 0 : :
snd_sos_allow_dynamic_chantype : 1 : :
snd_sos_exec_when_paused : 1 : :
snd_sos_flush_operators : cmd : : Flush and re-parse the sound operator system
snd_sos_get_opvar : cmd : :
snd_sos_list_operator_updates : 0 : , "cheat" :
snd_sos_print_operators : cmd : : Prints a list of currently available operators
snd_sos_set_opvar : cmd : :
snd_sos_show_block_debug : 0 : , "cheat" : Spew data about the list of block entries.
snd_sos_show_client_rcv : 0 : , "cheat" :
snd_sos_show_client_xmit : 0 : , "cheat", "cl" :
snd_sos_show_entry_match_free : 0 : :
snd_sos_show_operator_entry_filter : 0 : , "cheat" :
snd_sos_show_operator_init : 0 : , "cheat" :
snd_sos_show_operator_parse : 0 : , "cheat" :
snd_sos_show_operator_prestart : 0 : , "cheat" :
snd_sos_show_operator_shutdown : 0 : , "cheat" :
snd_sos_show_operator_start : 0 : , "cheat" :
snd_sos_show_operator_stop_entry : 0 : , "cheat" :
snd_sos_show_operator_updates : 0 : , "cheat" :
snd_sos_show_opvar_list : 0 : :
snd_sos_show_queuetotrack : 0 : , "cheat" :
snd_sos_show_server_xmit : 0 : , "sv", "cheat" :
snd_sos_show_source_info : 0 : , "cheat" :
snd_sos_show_startqueue : 0 : , "cheat" :
snd_sos_show_track_list : 0 : :
snd_soundmixer : 0 : :
snd_soundmixer_flush : cmd : : 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 : 0 : :
snd_soundmixer_set_trigger_factor : cmd : : Set named mix layer / mix group, trigger amount.
snd_soundmixer_version : 2 : :
snd_spatialize_roundrobin : 0 : : Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
snd_spew_dsp_process : 0 : : Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
snd_store_filepaths : 0 : :
snd_surround_speakers : 0 : :
snd_visualize : 0 : , "cheat" : Show sounds location in world
snd_voice_echo : 0 : :
snd_vol_no_xfade : 5 : : If current and target volumes are close, don't cross-fade.
snd_vol_xfade_incr_max : 20 : : Never change volume by more than +/-N units per frame during cross-fade.
snd_vol_xfade_speed_multiplier_for_doppler : 1 : : Doppler effect is extremely sensible to volume variation. To reduce the pops, the cross-fade has to be very slow.
snd_vol_xfade_time : 0 : : Channel volume cross-fade time in seconds.
snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout : 300 : :
snd_vox_sectimetout : 300 : :
snd_vox_seqtimetout : 300 : :
sndplaydelay : cmd : :
solo_timer_pregame : 0 : , "nf", "rep", "cl" : Pregame timer in seconds (solo)
solo_timer_preround : 15 : , "nf", "rep", "cl" : Preround timer in seconds (solo)
soundfade : cmd : : Fade client volume.
soundinfo : cmd : : Describe the current sound device.
Part 49
soundlist : cmd : : List all known sounds.
soundpatch_captionlength : -1 : , "rep", "cl" : How long looping soundpatch captions should display for.
soundscape_debug : 0 : , "sv", "cheat" : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
soundscape_dumpclient : cmd : : Dumps the client's soundscape data.
soundscape_fadetime : 3 : , "cheat", "cl" : Time to crossfade sound effects between soundscapes
soundscape_flush : cmd : : Flushes the server & client side soundscapes
soundscape_message : 0 : , "cl" :
soundscape_radius_debug : 0 : , "cheat", "cl" : Prints current volume of radius sounds
spawnpoint_debug : 0 : , "sv", "cheat" : Display debugging information on each spawn point. You must active this cvar before loading a level!
speak : cmd : : Play a constructed sentence.
spec_allow_bots : 0 : , "sv", "nf" : Can we spectate bots in coop?
spec_autodirector : 1 : , "clientcmd_can_execute", "cl" : Auto-director chooses best view modes while spectating
spec_bank : 0 : , "a", "cl" : Roll the camera when yawing
spec_bank_angle : 4 : , "a", "cl" : Maximum roll angle
spec_bank_override : 0 : , "a", "cl" : Override bank angle
spec_bank_speed : 0 : , "a", "cl" : Banking speed
spec_camera_options_gui : cmd : : Opens a window with option sliders for various roaming spectator camera options
spec_focaldistance_delta : 8 : , "a", "cl" : Units of change when using focal distance overrides for the Depth of Field
spec_fov : 0 : , "a", "cl" : Use manual spectator FOV controls (scrollwheel)
spec_fov_angle : 134 : , "a", "cl" : Spectator camera FOV
spec_fov_delta : 2 : , "a", "cl" : Degrees of change
spec_fov_lockdoftofov : 0 : , "a", "cl" : Lock Depth of Field focal length to FOV
spec_fov_maximum : 130 : , "a", "cl" : Maximum FOV
spec_fov_minimum : 20 : , "a", "cl" : Minimum FOV
spec_fov_smoothing : 0 : , "a", "cl" : FOV smoothing amount
spec_freeze_deathanim_time : 2 : , "cheat", "rep", "cl" : The time that the death cam will spend watching the player's ragdoll before going into freeze cam
spec_freeze_distance_max : 80 : , "cheat", "rep", "cl" : Maximum random distance from the target to stop when framing them in observer freeze cam when t hey are far away from the camer
spec_freeze_distance_min : 60 : , "cheat", "rep", "cl" : Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_enable : 0 : , "rep", "cl" : Toggle FreezeCam
spec_freeze_fov : 65 : , "cheat", "rep", "cl" : FOV while in FreezeCam
spec_freeze_roll : -15 : , "cheat", "rep", "cl" : Camera roll tilt while freeze cam is active.
spec_freeze_time : 4 : , "cheat", "rep", "cl" : Time spend frozen in observer freeze cam.
spec_freeze_traveltime : 0 : , "cheat", "rep", "cl" : Time taken to zoom in to frame a target in observer freeze cam.
spec_freeze_zoffset_max : -10 : , "cheat", "rep", "cl" : Maximum random z distance from the target to stop when framing them in observer freeze cam.
spec_freeze_zoffset_min : -20 : , "cheat", "rep", "cl" : Minimum random z distance from the target to stop when framing them in observer freeze cam.
spec_handheld : 0 : , "a", "cl" : Simulates handheld camera feel
spec_handheld_amplitude : 0 : , "a", "cl" : Handheld camera movement amplitude
spec_handheld_frequency : 1 : , "a", "cl" : Handheld camera movement frequency
spec_interpolate : 0 : , "a", "cl" : Enables configurable mouse smoothing
spec_interpolate_position : 0 : , "a", "cl" : Smooth out camera position over time
spec_interpolate_position_smoothing : 0 : , "a", "cl" : Camera position smoothing amount
spec_interpolate_smoothing : 0 : , "a", "cl" : Amount of mouse smoothing
spec_mode : cmd : : Set spectator mode
spec_next : cmd : : Spectate next player
spec_player : cmd : : Spectate player by partial name, steamid, or userid
spec_pos : cmd : : dump position and angles to the console
spec_prev : cmd : : Spectate previous player
spec_scoreboard : 0 : , "a", "cl" :
spec_toggle_xray : cmd : : Toggle spectator x-ray on and off
spec_track : 0 : , "cl" : Tracks an entity in spec mode
spec_xray : 0 : , "a", "cl" : Enable xrays in spectator?
spec_xray_demo : 0 : , "a", "cl" : Show spectator x-rays when playing back a demo?
spec_xray_test : 0 : , "cheat", "cl" :
+special1 : cmd : :
-special1 : cmd : :
+special2 : cmd : :
-special2 : cmd : :
+speed : cmd : :
-speed : cmd : :
spike : cmd : : generates a fake spike
-sprint : cmd : :
+sprint : cmd : :
ss_connect : cmd : : If connected with available split screen slots, connects a split screen player to this machine.
ss_debug_draw_player : -1 : , "cheat", "cl" :
ss_disconnect : cmd : : If connected with available split screen slots, connects a split screen player to this machine.
ss_map : cmd : : Start playing on specified map with max allowed splitscreen players.
ss_mimic : 0 : , "cheat", "cl" : Split screen users mimic base player's CUserCmds
ss_teleport : cmd : : Teleport other splitscreen player to my location.
ss_voice_hearpartner : 0 : : Route voice between splitscreen players on same system.
+stance : cmd : :
-stance : cmd : :
Part 50
star_memory : cmd : : Dump memory stats
startdemos : cmd : : Play demos in demo sequence.
startmovie : cmd : : 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
stat_dump : cmd : :
stat_save : cmd : :
stats : cmd : : Prints server performance variables
stats_debug : 0 : , "sv" :
stats_enabled : 0 : , "sv" :
stats_host_override : 0 : , "sv" :
stats_server_environment : 0 : , "sv" :
stats_use_ssl : 1 : , "sv" :
status : cmd : : Display map and connection status.
step_spline : 0 : , "sv" :
stop : cmd : : Finish recording demo.
stop_transition_videos_fadeout : cmd : : Fades out all transition videos playing to the screen: <time>
stopdemo : cmd : : Stop playing back a demo.
stopsound : cmd : :
stopsoundscape : cmd : : Stops all soundscape processing and fades current looping sounds
stopvideos : cmd : : Stops all videos playing to the screen
stopvideos_fadeout : cmd : : Fades out all videos playing to the screen: <time>
+strafe : cmd : :
-strafe : cmd : :
stringtable_alwaysrebuilddictionaries : 0 : : Rebuild dictionary file on every level load
stringtable_compress : 1 : : Compress string table for networking
stringtable_showsizes : 0 : : Show sizes of string tables when building for signon
stringtable_usedictionaries : 0 : : Use dictionaries for string table networking
stringtabledictionary : cmd : : Create dictionary for current strings.
studio_queue_mode : 1 : :
stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.
suitvolume : 0 : , "a", "sv" :
surfaceprop : cmd : : Reports the surface properties at the cursor
sv_accelerate : 10 : , "nf", "rep", "cl" :
sv_airaccelerate : 10 : , "nf", "rep", "cl" :
sv_allchat : 1 : , "sv", "nf" : Players can receive all other players' text chat, team restrictions apply
sv_allow_legacy_cmd_execution_from_client : 0 : : Enables old concommand execution behavior allowing remote clients to run any command not explicitly flagged as disallowed.
sv_allow_point_servercommand : 0 : , "sv" : Allow use of point_servercommand entities in map. Potentially dangerous for untrusted maps. disallow : Always disallow alwa
sv_allow_suppression : 1 : , "cheat", "rep", "cl" :
sv_allow_votes : 1 : , "rep", "cl" : Allow voting?
sv_allow_wait_command : 1 : , "rep" : Allow or disallow the wait command on clients connected to this server.
sv_allowdownload : 1 : : Allow clients to download files
sv_allowupload : 1 : : Allow clients to upload customizations files
sv_alltalk : 1 : , "nf", "rep", "cl" : Players can hear all other players, no team restrictions
sv_alltalk_dead : 0 : , "nf", "rep", "cl" : Dead players broadcast their voice to enemies?
sv_alltalk_endgame : 1 : , "nf", "rep", "cl" : All talk enabled at the end of the game?
sv_alltalk_intermission : 1 : , "nf", "rep", "cl" : All talk enabled between rounds?
sv_alternateticks : 0 : : If set, server only simulates entities on even numbered ticks.
sv_autosave : 1 : : Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_backspeed : 0 : , "rep", "cl" : How much to slow down backwards motion
sv_battleye : 0 : , "rep" : Enable BattlEye?
sv_benchmark_autovprofrecord : 0 : , "sv" : If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.
sv_benchmark_force_start : cmd : : 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 : 3300 : , "sv" : If > 0, then it only runs the benchmark for this # of ticks.
sv_bipod_debug : 0 : , "cheat", "rep", "cl" :
sv_bipod_min_dot : 0 : , "cheat", "rep", "cl" :
sv_bonus_challenge : 0 : , "sv", "rep" : Set to values other than 0 to select a bonus map challenge type.
sv_bounce : 0 : , "nf", "rep", "cl" : Bounce multiplier for when physically simulated objects collide with other objects.
sv_breathing_particles : 1 : , "sv", "cheat" : Enables breathing particle effect
sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_changelevel_next_round : 0 : , "nf", "cl" : Change level next round?
sv_cheats : 0 : , "nf", "rep" : Allow cheats on server
sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference : 0 : , "rep" : cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_client_max_interp_ratio : 5 : , "rep" : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
sv_client_min_interp_ratio : 1 : , "rep" : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
sv_client_predict : -1 : , "rep" : This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
sv_clockcorrection_msecs : 30 : , "sv" : The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
Part 51
sv_consistency : 1 : , "rep" : Whether the server enforces file consistency for critical files
sv_contact : 0 : , "nf" : Contact email for server sysop
sv_crawl_grace_timer : 0 : , "rep", "cl" :
sv_creationtickcheck : 1 : , "cheat" : Do extended check for encoding of timestamps against tickcount
sv_dc_friends_reqd : 0 : , "sv" : Set this to 0 to allow direct connects to a game in progress even if no presents are present
sv_deadtalk : 0 : , "nf", "rep", "cl" : Can chat messages from dead players be seen by living?
sv_deadtalk_team : 1 : , "nf", "rep", "cl" : Can dead players use team text chat to speak to living?
sv_deadvoice : 0 : , "nf", "rep", "cl" : Can dead players speak to the living?
sv_debug_mapdatabase : 0 : , "sv", "cheat" :
sv_debug_muzzledraw : 0 : , "cheat", "rep", "cl" : show muzzle attachment on viewmodel (1=both, 2=client-only, 3=server-only)
sv_debug_muzzledraw_time : 0 : , "cheat", "rep", "cl" :
sv_debug_plant : 0 : , "sv", "cheat" :
sv_debug_player_use : 0 : , "rep", "cl" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debug_ragdoll_removal : 0 : , "cheat", "rep", "cl" :
sv_debug_ragdoll_test : 0 : , "cheat", "rep", "cl" :
sv_debug_stamina : 0 : , "cheat", "rep", "cl" :
sv_debug_suppression : 0 : , "cheat", "cl" :
sv_debug_weapon_removal : 0 : , "sv" :
sv_debug_weapon_test : 0 : , "sv" :
sv_debug_weaponsway : 0 : , "cheat", "rep", "cl" :
sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed.
sv_debugtempentities : 0 : : Show temp entity bandwidth usage.
sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime : 0 : : Enable profiling of CalcDelta calls
sv_disable_querycache : 0 : , "sv", "cheat", "rep" : debug - disable trace query cache
sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files
sv_dump_serialized_entities_mem : cmd : : Dump serialized entity allocations stats.
sv_dumpstringtables : 0 : , "cheat" :
sv_enable_delta_packing : 0 : : When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b
sv_enableoldqueries : 0 : : Enable support for old style (HL1) server queries
sv_extra_client_connect_time : 15 : : Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
sv_filterban : 1 : : Set packet filtering by IP mode
sv_findsoundname : cmd : : Find sound names which reference the specified wave files.
sv_footstep_low_time_sound : 900 : , "cheat", "rep", "cl" : How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_footstep_run_time_sound : 740 : , "cheat", "rep", "cl" : How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_footstep_sound_frequency : 0 : , "cheat", "rep", "cl" : How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_footstep_sprint_time_sound : 340 : , "cheat", "rep", "cl" : How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_footstep_thirdperson : 0 : , "cheat", "rep", "cl" : Enable the player's step sound or how fast they appear to be running from third person.
sv_footstepinterval : 0 : , "cheat", "rep", "cl" :
sv_footsteps : 1 : , "nf", "rep", "cl" : Play footstep sound for players
sv_force_transmit_ents : 0 : , "sv", "cheat" : Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
sv_forcepreload : 0 : , "a" : Force server side preloading.
sv_friction : 4 : , "nf", "rep", "cl" : World friction.
sv_gameinstructor_disable : 0 : , "rep", "cl" : Force all clients to disable their game instructors.
sv_gravity : 800 : , "nf", "rep", "cl" : World gravity.
sv_health_bonus_enable : 0 : , "rep", "cl" :
sv_health_bonus_per_outnumbered_player : 5 : , "rep", "cl" :
sv_hibernate_ms : 20 : : # of milliseconds to sleep per frame while hibernating
sv_hibernate_ms_vgui : 20 : : # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
sv_hibernate_postgame_delay : 5 : : # of seconds to wait after final client leaves before hibernating.
sv_hibernate_when_empty : 1 : : Puts the server into extremely low CPU usage mode when no clients connected
sv_hosting_lobby : 0 : , "rep" :
sv_hq_messages_allowed : 1 : , "rep", "cl" : If 0, HQ messages will be disabled for all players
sv_hud_deathmessages : 0 : , "nf", "rep", "cl" :
sv_hud_deathmessages_spectator : 0 : , "nf", "rep", "cl" : Show death notices to people spectating?
sv_hud_enemy_wave_display : 1 : , "nf", "rep", "cl" :
sv_hud_scoreboard_show_score : 0 : , "nf", "rep", "cl" : Show score when alive and out of spawn?
sv_hud_scoreboard_show_score_dead : 1 : , "nf", "rep", "cl" : Show score info while dead?
sv_hud_targetindicator : 1 : , "nf", "rep", "cl" :
sv_hud_targetindicator_party_color : 0 : , "nf", "rep", "cl" : Sets the color of the target indicator for players in the same party.
sv_hud_targetindicator_party_obstruct : 0 : , "nf", "rep", "cl" : Hide obstructed target indicators for players in the same party.
sv_hud_targetindicator_squad_color : 0 : , "nf", "rep", "cl" : Sets the color of the target indicator for players in the same squad.
sv_hud_targetindicator_squad_obstruct : 0 : , "nf", "rep", "cl" : Hide obstructed target indicators for players in the same squad.
sv_hud_targetindicator_teammate_color : 0 : , "nf", "rep", "cl" : Sets the color of the target indicator for players on the same team.
sv_hud_targetindicator_teammate_obstruct : 1 : , "nf", "rep", "cl" : Hide obstructed target indicators for teammates.
sv_hud_targetindicator_vip_color : 0 : , "nf", "rep", "cl" : Sets the color of the target indicator for players on the same team.
Part 52
sv_hudhint_sound : 1 : , "rep", "cl" :
sv_ignore_hitboxes : 0 : , "rep", "cl" : Disable hitboxes
sv_infected_damage_cutouts : 1 : , "rep", "cl" :
sv_infinite_ammo : 0 : , "cheat", "rep", "cl" : Player's active weapon will never run out of ammo
sv_instancebaselines : 1 : : Enable instanced baselines. Saves network overhead.
sv_ladder_angle : 0 : , "cheat", "rep", "cl" : Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
sv_ladder_dampen : 0 : , "cheat", "rep", "cl" : Amount to dampen perpendicular movement on a ladder
sv_lagcompensateself : 0 : , "sv", "cheat" : Player can lag compensate themselves.
sv_lagcompensationforcerestore : 1 : , "sv", "cheat" : Don't test validity of a lag comp restore, just do it.
sv_lagflushbonecache : 1 : , "sv" : Flushes entity bone cache on lag compensation
sv_lagpushticks : 0 : , "sv" : Push computed lag compensation amount by this many ticks.
sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_log_onefile : 0 : , "a" : Log server information to only one file.
sv_logbans : 0 : , "a" : Log server bans in the server logs.
sv_logblocks : 0 : : If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist : 0 : :
sv_logecho : 1 : , "a" : Echo log information to the console.
sv_logfile : 1 : , "a" : Log server information in the log file.
sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).
sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.
sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)
sv_map_voting : 1 : , "nf", "rep", "cl" : Is map voting enabled?
sv_map_voting_shuffle : 1 : , "nf", "rep", "cl" : Initially use random map selections in the vote rather than using the map cycle order.
sv_massreport : 0 : , "sv" :
sv_master_legacy_mode : 1 : : Use (outside-of-Steam) code to communicate with master servers.
sv_master_share_game_socket : 1 : : 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 comm
sv_max_queries_sec : 3 : : Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global : 60 : : Maximum queries per second to respond to from anywhere.
sv_max_queries_window : 30 : : Window over which to average queries per second averages.
sv_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks.
sv_max_usercmd_move_magnitude : 1000 : , "sv" : Maximum move magnitude that can be requested by client.
sv_maxclientframes : 128 : :
sv_maxcmdrate : 64 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
sv_maxrate : 0 : , "rep" : Max bandwidth rate allowed on server, 0 == unlimited
sv_maxreplay : 0 : : Maximum replay time in seconds
sv_maxroutable : 1200 : : Server upper bound on net_maxroutable that a client can use.
sv_maxspeed : 320 : , "nf", "rep", "cl" :
sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds
sv_maxupdaterate : 64 : , "rep" : Maximum updates per second that the server will allow
sv_maxuptimelimit : 0 : : If set, whenever a game ends, if the uptime is greater than this number of hours, the server will exit
sv_maxvelocity : 3500 : , "rep", "cl" : Maximum speed any ballistically moving object is allowed to attain per axis.
sv_memlimit : 0 : : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
sv_mincmdrate : 64 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate : 16000 : , "rep" : Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate : 64 : , "rep" : Minimum updates per second that the server will allow
sv_mmqueue_reservation : 0 : , "norecord" : Server queue reservation
sv_mmqueue_reservation_timeout : 10 : : Time in seconds before mmqueue reservation expires.
sv_multiplayer_maxtempentities : 64 : :
sv_multiplayer_sounds : 40 : :
sv_mumble_positionalaudio : 1 : , "rep", "cl" : Allows players using Mumble to have support for positional audio.
sv_name_change_limit : 10 : , "sv" :
sv_namechange_cooldown_seconds : 30 : : When a client name change is received, wait N seconds before allowing another name change
sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance
sv_new_delta_bits : 1 : :
sv_noclipaccelerate : 5 : , "a", "nf", "rep", "cl" :
sv_noclipduringpause : 0 : , "cheat", "rep", "cl" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed : 5 : , "a", "nf", "rep", "cl" :
sv_nwi_backend : 0 : , "rep", "cl" :
sv_optimizedmovement : 1 : , "rep", "cl" :
sv_parallel_packentities : 1 : :
sv_parallel_sendsnapshot : 1 : :
sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games
sv_pausable : 0 : : Is the server pausable.
sv_pausable_dev : 1 : : Whether listen server is pausable when running -dev and playing solo against bots
sv_pausable_dev_ds : 0 : : Whether dedicated server is pausable when running -dev and playing solo against bots
sv_player_death_time : 2 : , "rep", "cl" :
sv_player_stuck_tolerance : 10 : , "sv", "cheat" :
Part 53
sv_playerperfhistorycount : 20 : , "sv" : Number of samples to maintain in player perf history
sv_playlist : 0 : , "nf", "rep", "cl" : Active playlist. Format: sv_playlist <playlist>
sv_precacheinfo : cmd : : Show precache info.
sv_pure : cmd : : Show user data.
sv_pure_consensus : 100000000.000 : : Minimum number of file hashes to agree to form a consensus.
sv_pure_kick_clients : 1 : : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_retiretime : 900 : : Seconds of server idle time to flush the sv_pure file hash cache.
sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
sv_purge_on_unload : 0 : : If enabled, purge all unused models after unloading a level to save memory at a cost of load times.
sv_pushaway_clientside : 0 : , "rep", "cl" : Clientside physics push away (0=off, 1=only localplayer, 1=all players)
sv_pushaway_clientside_size : 15 : , "rep", "cl" : Minimum size of pushback objects
sv_pushaway_force : 30000 : , "rep", "cl" : How hard physics objects are pushed away from the players on the server.
sv_pushaway_max_force : 1000 : , "rep", "cl" : Maximum amount of force applied to physics objects by players.
sv_pushaway_max_player_force : 10000 : , "cheat", "rep", "cl" : Maximum of how hard the player is pushed away from physics objects.
sv_pushaway_min_player_speed : 75 : , "rep", "cl" : If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
sv_pushaway_player_force : 200000 : , "cheat", "rep", "cl" : How hard the player is pushed away from physics objects (falls off with inverse square of distance).
sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS
sv_querycache_stats : cmd : : Display status of the query cache (client only)
sv_quota_stringcmdspersecond : 40 : : How many string commands per second clients are allowed to submit, 0 to disallow all string commands
sv_radial_cooldown : 1 : , "sv", "rep" : Wait time between radial commands
sv_radial_enemy_confirm : 8 : , "sv" : Timeout for enemy spotted confirmation commands
sv_radial_marker_duration : 15 : , "sv", "rep" : How long do radial markers persist in the world.
sv_radial_marker_duration_attack : 10 : , "sv", "rep" : How long does the waypoint marker persist.
sv_radial_spam_cooldown : 2 : , "sv", "rep" : How long until spam counter resets
sv_radial_spam_delay : 0 : , "sv", "rep" : How much to increase delay by if radial commands are being spammed
sv_radial_spam_delay_leaderfrac : 6 : , "sv", "rep" : Max possible delay for radial command spamming
sv_radial_viewcone_enemy : 5 : , "cheat", "rep", "cl" : Viewcone for radial menu FoV enemy check (degrees)
sv_radial_viewcone_objective : 12 : , "cheat", "rep", "cl" : Viewcone for radial menu FoV objective check (degrees)
sv_radial_vo_enemies : 420 : , "sv", "rep" : If non-zero, enemy radial commands within this distance are audible
sv_radiusdamage_concussion : 1 : , "cheat", "rep", "cl" :
sv_ragdoll_cleanup : 1 : , "sv" : Clean up player ragdolls if they have already been spawned before
sv_ragdoll_dismemberment : 1 : , "rep", "cl" : Enables meat grinding code, please refrain from eating the meat.
sv_ragdoll_max_fps : 30 : , "sv" : Clients with framerates less than this will reduce the ideal number of ragdolls to display
sv_ragdoll_max_remove_per_frame : 1 : , "sv" :
sv_ragdoll_maxcount : 25 : , "sv" : Server will only show this many ragdolls
sv_ragdoll_min_fps : 10 : , "sv" : Clients with framerates less than this will only show 1 ragdoll of each type
sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication
sv_rcon_log : 1 : : Enable/disable rcon logging.
sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications
sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'
sv_recoil_debug : 0 : , "cheat", "rep", "cl" :
sv_regeneration_wait_time : 1 : , "sv", "rep" :
sv_region : -1 : : The region of the world to report this server in.
sv_reservation_grace : 5 : : Time in seconds given for a lobby reservation.
sv_reservation_timeout : 45 : : Time in seconds before lobby reservation expires.
sv_rollangle : 0 : , "nf", "rep", "cl" : Max view roll angle
sv_rollspeed : 200 : , "nf", "rep", "cl" :
sv_ruleset : 0 : , "nf", "rep", "cl" : Active playlist ruleset. Format: sv_ruleset <ruleset>
sv_runcmds : 1 : , "sv" :
sv_script_think_interval : 0 : , "sv" :
sv_search_key : 0 : : When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
sv_search_team_key : 0 : : When initiating team search, set this key to match with known opponents team
sv_sendtables : 0 : : Force full sendtable sending path.
sv_setsteamaccount : cmd : :
sv_showanimstate : -1 : , "sv", "cheat" : Show the (server) animation state for the specified entity (-1 for none).
sv_showanimstate_activities : 0 : , "sv", "cheat" : Show activities in the (server) animation state display.
sv_showanimstate_log : 0 : , "sv", "cheat" : 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
sv_showdamage : 0 : , "rep", "cl" : Shows base damage below what sv_showimpacts would show, and if a player was hit he'll show the damage he took above it (as heal
Part 54
sv_showdebugtracers : 0 : , "rep", "cl" : 1: Shows a line following bullet path. Blue on client, red on server. (They should always match.) 2:Show autoaim candidates.
sv_showfootsteps : 0 : , "cheat", "rep", "cl" : Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)
sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).
sv_showimpacts : 0 : , "rep", "cl" : Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
sv_showimpacts_text : 0 : , "sv" : Show debug text relating to bullet penetration?
sv_showimpacts_time : 4 : , "rep", "cl" : Time that impacts are shown for.
sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.
sv_showlagcompensation_duration : 4 : , "sv", "cheat" : Duration to show lag-compensated hitboxes
sv_showplayerhitboxes : 0 : , "rep", "cl" : Show lag compensated hitboxes for the specified player index whenever a player fires.
sv_showplayerpositions : 0 : , "sv", "cheat", "rep" :
sv_showtags : cmd : : Describe current gametags.
sv_showvminteraction : 0 : , "cheat", "rep", "cl" :
sv_shutdown : cmd : : Sets the server to shutdown when all games have completed
sv_shutdown_cancel : cmd : : Cancels pending sv_shutdown command
sv_shutdown_timeout_minutes : 45 : , "rep" : If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown.
sv_simulatebreathing : 1 : , "cheat", "rep", "cl" : allow the breathing simulation
sv_skip_wounds : 1 : , "sv" :
sv_skyname : 0 : , "a", "rep", "cl" : Current name of the skybox texture
sv_SlowOnHit : 1 : , "sv" :
sv_sound_discardextraunreliable : 1 : :
sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)
sv_soundemitter_reload : cmd : : Flushes the sounds.txt system
sv_soundemitter_spew : cmd : : Print details about a sound.
sv_soundemitter_trace : -1 : , "rep", "cl" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for eve
sv_soundemitter_version : 2 : , "cheat", "rep", "cl" : specfies what version of soundemitter system to use
sv_soundscape_printdebuginfo : cmd : : print soundscapes
sv_specaccelerate : 5 : , "a", "nf", "rep", "cl" :
sv_specnoclip : 1 : , "a", "nf", "rep", "cl" :
sv_specspeed : 3 : , "a", "nf", "rep", "cl" :
sv_stats : 1 : : Collect CPU usage stats
sv_steamgroup : 0 : , "nf" : 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 comm
sv_steamgroup_exclusive : 0 : : 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 ser
sv_stepsize : 18 : , "nf", "rep", "cl" :
sv_stickysprint_default : 0 : , "cl" :
sv_stopspeed : 100 : , "nf", "rep", "cl" : Minimum stopping speed when on ground.
sv_stopspeed_prone : 45 : , "nf", "rep", "cl" : Minimum stopping speed when on ground and prone.
sv_stressbots : 0 : : If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs
sv_suppress_steam_score : 0 : : If enabled, player scores are not sent to the master server and will show as 0 for all players
sv_suppress_viewpunch : 0 : , "cheat", "rep", "cl" :
sv_sway_debug : 0 : , "cheat", "rep", "cl" :
sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_takedamagedebug : 0 : , "sv", "cheat" :
sv_teststepsimulation : 1 : , "sv" :
sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp.
sv_thirdperson : 0 : , "nf", "rep", "cl" :
sv_thirdperson_aimangle : 45 : , "nf", "rep", "cl" : Camera aim-cone angle for third-person.
sv_thirdperson_aimdist : 1000 : , "nf", "rep", "cl" : Camera aim-point distance for third-person.
sv_thirdperson_dist : 100 : , "nf", "rep", "cl" : Camera distance for third-person.
sv_thirdperson_fov : 75 : , "nf", "rep", "cl" : Camera FOV for third-person.
sv_thirdperson_height : 20 : , "nf", "rep", "cl" : Camera height for third-person.
sv_thirdperson_leandist : 35 : , "nf", "rep", "cl" : Camera lean distance for third-person.
sv_thirdperson_mindist : 25 : , "nf", "rep", "cl" : Camera minimum distance for third-person.
sv_thirdperson_useangle : 15 : , "nf", "rep", "cl" : Camera use-cone angle for third-person.
sv_threaded_init : 0 : , "sv" :
sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped
sv_traceattackdebug : 0 : , "sv", "cheat" :
sv_turbophysics : 0 : , "rep", "cl" : Turns on turbo physics
sv_unlag : 1 : , "sv" : Enables player lag compensation
sv_unlag_debug : 0 : , "sv" :
sv_unlag_fixstuck : 0 : , "sv" : Disallow backtracking a player for lag compensation if it will cause them to become stuck
sv_unlockedchapters : 1 : , "a" : Highest unlocked game chapter.
sv_useexplicitdelete : 1 : : Explicitly delete dormant client entities caused by AllowImmediateReuse().
sv_validate_edict_change_infos : 0 : : Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
Part 55
sv_vehicle_autoaim_scale : 8 : , "sv" :
sv_viewpointrotationtime : 5 : , "cheat", "rep", "cl" :
sv_visiblemaxplayers : -1 : : Overrides the max players reported to prospective clients
sv_voicecodec : 0 : : Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable : 1 : , "a", "nf" :
sv_vote_allow_spectators : 0 : , "sv" : Allow spectators to vote?
sv_vote_command_delay : 2 : , "sv" : How long after a vote passes until the action happens
sv_vote_creation_timer : 120 : , "sv" : How often someone can individually call a vote.
sv_vote_failure_timer : 300 : , "sv" : A vote that fails cannot be re-submitted for this long
sv_vote_issue_botcount_allowed : 1 : , "sv", "rep" : Can people hold votes to change AI count?
sv_vote_issue_botcount_min_population : 0 : , "sv" : The voting population required to pass a bot count vote
sv_vote_issue_botcount_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_issue_botdifficulty_allowed : 1 : , "sv", "rep" : Can people hold votes to change AI difficulty?
sv_vote_issue_botdifficulty_min_population : 0 : , "sv" : The voting population required to pass a next level vote
sv_vote_issue_botdifficulty_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_issue_changegamemode_allowed : 0 : , "sv" : Can people hold votes to change the gamemode?
sv_vote_issue_changelevel_allowed : 1 : , "sv" : Can people hold votes to change levels?
sv_vote_issue_changelevel_wait : 1 : , "sv" : If enabled, wait until the end of the round to change levels
sv_vote_issue_kick_allowed : 1 : , "sv" : Can people hold votes to kick players from the server?
sv_vote_issue_kick_other_team : 0 : , "sv" : Can we kick the other team?
sv_vote_issue_mute_allowed : 1 : , "sv" : Can people hold votes to mute players on the server?
sv_vote_issue_mute_duration : 30 : , "sv" : How long a mute should last (in minutes)
sv_vote_issue_mute_min_players : 4 : , "sv" : The minimum number of players needed on the server to start a vote mute.
sv_vote_issue_mute_min_voters : 3 : , "sv" : Minimum number of vote attempts required to start an actual mute.
sv_vote_issue_nextlevel_allowed : 1 : , "sv" : Can people hold votes to set the next level?
sv_vote_issue_nextlevel_allowextend : 0 : , "sv" : Allow players to extend the current map?
sv_vote_issue_nextlevel_choicesmode : 1 : , "sv" : Present players with a list of maps to choose from?
sv_vote_issue_nextlevel_min_population : 0 : , "sv" : The voting population required to pass a next level vote
sv_vote_issue_nextlevel_min_ratio : 0 : , "sv" : How strong does the yes vote need to be to win? (2.0 = 2x more voters)
sv_vote_issue_nextlevel_prevent_change : 1 : , "sv" : Not allowed to vote for a nextlevel if one has already been set.
sv_vote_issue_nextlevel_round_count_delay : 1 : , "sv" : How many rounds before map voting can begin.
sv_vote_issue_restart_game_allowed : 1 : , "sv" : Can people hold votes to restart the game?
sv_vote_issue_restart_round_allowed : 1 : , "sv" : Can people hold votes to restart the round?
sv_vote_issue_scramble_teams_allowed : 1 : , "sv" : Can people hold votes to scramble the teams?
sv_vote_issue_switch_teams_allowed : 1 : , "sv" : Can people hold votes to switch the teams?
sv_vote_kick_ban_duration_cheating : 240 : , "sv" : How long should a kick ban last for if a player is kicked for hacking? (minutes)
sv_vote_kick_ban_duration_idle : 0 : , "sv" : How long should a kick vote ban someone from the server? (in minutes)
sv_vote_kick_ban_duration_teamkilling : 10 : , "sv" : How long should a kick ban last for if a player is kicked for team killing? (minutes)
sv_vote_kick_ban_duration_trolling : 60 : , "sv" : How long should a kick ban last for if a player is kicked for trolling? (minutes)
sv_vote_kick_ban_owner : 1 : , "sv" : If a user is successfully votebanned, shall we also ban the game owner if the game has been shared?
sv_vote_kick_hack_min_population : 0 : , "sv" : The voting population required to kick a person for hacking
sv_vote_kick_hack_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_kick_idle_min_population : 0 : , "sv" : The voting population required to kick a person for being idle
sv_vote_kick_idle_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_kick_min_players : 4 : , "sv" : The minimum number of players needed on the server to start a vote kick.
sv_vote_kick_min_voters : 3 : , "sv" : Minimum number of vote attempts required to start an actual vote.
sv_vote_kick_tk_min_population : 0 : , "sv" : The voting population required to kick a person for team killing
sv_vote_kick_tk_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_kick_troll_min_population : 0 : , "sv" : The voting population required to kick a person for trolling
sv_vote_kick_troll_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_min_population : 0 : , "sv" : The voting population required
sv_vote_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_timer_duration : 15 : , "sv" : How long to allow voting on an issue
sv_vote_ui_hide_disabled_issues : 1 : , "sv" : Suppress listing of disabled issues in the vote setup screen.
sv_wateraccelerate : 10 : , "nf", "rep", "cl" :
sv_waterdist : 12 : , "rep", "cl" : Vertical view fixup when eyes are near water plane.
sv_waterfriction : 1 : , "nf", "rep", "cl" :
sv_weapon_manager_cleanup : 1 : , "sv" :
sv_weapon_manager_drop_timer : 45 : , "sv" :
sv_weapon_manager_max_count : 50 : , "sv" :
sv_workshop_enabled : 0 : , "sv" : Enable Workshop support?
sv_workshop_list_file : 0 : , "sv" : File containing list of server Workshop files.
sv_workshop_mapcycle_random : 0 : , "sv" : Generate mapcycle in random order?
sv_workshop_mapcycle_start : 1 : , "sv" : Start Workshop mapcycle if any maps are defined?
Part 56
sys_minidumpexpandedspew : 1 : :
sys_minidumpspewlines : 500 : : Lines of crash dump console spew to keep.
+tacticalmap : cmd : :
-tacticalmap : cmd : :
template_debug : 0 : , "sv" :
Test_CreateEntity : cmd : :
test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
Test_EHandle : cmd : :
test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.
test_freezeframe : cmd : : Test the freeze frame code.
test_grenade_target : cmd : : Test a grenade target
test_hqmessage : cmd : : Issue a HQ message
Test_InitRandomEntitySpawner : cmd : :
Test_Loop : cmd : : Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount : cmd : : Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_outtro_stats : cmd : :
Test_ProxyToggle_EnableProxy : cmd : :
Test_ProxyToggle_EnsureValue : cmd : : Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue : cmd : :
Test_RandomChance : cmd : : Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS : cmd : :
Test_RandomPlayerPosition : cmd : :
Test_RemoveAllRandomEntities : cmd : :
Test_RunFrame : cmd : :
Test_SendKey : cmd : :
Test_SpawnRandomEntities : cmd : :
Test_StartLoop : cmd : : Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript : cmd : : Start a test script running..
Test_Wait : cmd : :
Test_WaitForCheckPoint : cmd : :
test_xplevel : cmd : : Send fake XP level data to client for testing XP UI
testhudanim : cmd : : Test a hud element animation. Arguments: <anim name>
testscript_debug : 0 : : Debug test scripts.
testscript_running : 0 : : Set to true when test scripts are running
texture_budget_background_alpha : 128 : , "a" : how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1
texture_budget_panel_global : 0 : : Show global times in the texture budget panel.
texture_budget_panel_height : 284 : , "a" : height in pixels of the budget panel
texture_budget_panel_width : 512 : , "a" : width in pixels of the budget panel
texture_budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y : 450 : , "a" : number of pixels from the top side of the game screen to draw the budget panel
think_limit : 10 : , "rep", "cl" : Maximum think time in milliseconds, warning is printed if this is exceeded.
think_trace_limit : 0 : , "cheat" : Break into the debugger if this many or more traces are performed in a single think function. Negative numbers mean that the sa
thirdperson : cmd : : Switch to thirdperson camera.
thirdperson_mayamode : cmd : : Switch to thirdperson Maya-like camera controls.
thirdperson_platformer : 0 : , "cl" : Player will aim in the direction they are moving.
thirdperson_screenspace : 0 : , "cl" : Movement will be relative to the camera, eg: left means screen-left
thread_test_tslist : cmd : :
thread_test_tsqueue : cmd : :
threadpool_affinity : 1 : : Enable setting affinity
threadpool_cycle_reserve : cmd : : Cycles threadpool reservation by powers of 2
threadpool_reserve : 0 : : Consume the specified number of threads in the thread pool
threadpool_run_tests : cmd : :
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
timerefresh : cmd : : Profile the renderer.
toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.
-toggle_duck : cmd : :
+toggle_duck : cmd : :
-toggle_sprint : cmd : :
+toggle_sprint : cmd : :
-toggle_walk : cmd : :
+toggle_walk : cmd : :
+toggle_zoom : cmd : :
-toggle_zoom : cmd : :
togglecompass : cmd : : Toggle compass
toggleconsole : cmd : : Show/hide the console.
toggleLmapPath : cmd : : toggleLmapPath
togglemeleeexplosives : cmd : :
toggleprimarysecondary : cmd : :
toggleradialmenu : cmd : : Toggles radial menu
toggleShadowPath : cmd : : Toggles CSM generation method
toggleUnlitPath : cmd : : toggleUnlitPath
toggleVtxLitPath : cmd : : toggleVtxLitPath
Part 57
toolload : cmd : : Load a tool.
toolunload : cmd : : Unload a tool.
trace_report : 0 : , "sv" :
tracer_extra : 1 : , "cl" :
TransmitEvents : cmd : : Transmits Game Events to <address:port>
tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man
tv_allow_static_shots : 1 : , "sv" : Auto director uses fixed level cameras for shots
tv_autorecord : 0 : : Automatically records all games as SourceTV demos.
tv_autoretry : 1 : : Relay proxies retry connection after network timeout
tv_chatgroupsize : 0 : : Set the default chat group size
tv_chattimelimit : 8 : : Limits spectators to chat only every n seconds
tv_clients : cmd : : Shows list of connected SourceTV clients.
tv_debug : 0 : : SourceTV debug info.
tv_delay : 30 : , "sv" : SourceTV broadcast delay in seconds
tv_delaymapchange : 0 : , "sv" : Delays map change until broadcast is complete
tv_deltacache : 2 : : Enable delta entity bit stream cache
tv_dispatchmode : 1 : : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
tv_enable : 0 : , "nf" : Activates SourceTV on server.
tv_maxclients : 128 : : Maximum client number on SourceTV server.
tv_maxrate : 8000 : : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
tv_msg : cmd : : Send a screen message to all clients.
tv_name : 0 : : SourceTV host name
tv_nochat : 0 : , "a", "user" : Don't receive chat messages from other SourceTV spectators
tv_overridemaster : 0 : : Overrides the SourceTV master root address.
tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients
tv_port : 27020 : : Host SourceTV port
tv_record : cmd : : Starts SourceTV demo recording.
tv_relay : cmd : : Connect to SourceTV server and relay broadcast.
tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies
tv_relayvoice : 1 : : Relay voice data: 0=off, 1=on
tv_retry : cmd : : Reconnects the SourceTV relay proxy.
tv_snapshotrate : 16 : : Snapshots broadcasted per second
tv_status : cmd : : Show SourceTV server status.
tv_stop : cmd : : Stops the SourceTV broadcast.
tv_stoprecord : cmd : : Stops SourceTV demo recording.
tv_timeout : 30 : : SourceTV connection timeout in seconds.
tv_title : 0 : : Set title for SourceTV spectator UI
tv_transmitall : 0 : , "rep" : Transmit all entities (not only director view)
ui_posedebug_fade_in_time : 0 : , "cheat", "norecord", "cl" : Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time : 0 : , "cheat", "norecord", "cl" : Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
ui_reloadscheme : cmd : : Reloads the resource files for the active UI window
ui_show_window_borders : 0 : , "cl" :
ui_volume_scale : 1 : :
unbind : cmd : : Unbind a key.
unbindall : cmd : : Unbind all keys.
unbindalljoystick : cmd : : Unbind all joystick keys.
unbindallmousekeyboard : cmd : : Unbind all mouse / keyboard keys.
+underbarrel : cmd : :
-underbarrel : cmd : :
unpause : cmd : : Unpause the game.
use : cmd : : Use a particular weapon Arguments: <weapon_name>
-use : cmd : :
+use : cmd : :
+use_accessory : cmd : :
-use_accessory : cmd : :
user : cmd : : Show user data.
-usereload : cmd : :
+usereload : cmd : :
users : cmd : : Show user info for players on server.
v_centermove : 0 : , "cl" :
v_centerspeed : 500 : , "cl" :
vcollide_wireframe : 0 : , "cheat", "cl" : Render physics collision models in wireframe
vehicle_flushscript : cmd : : Flush and reload all vehicle scripts
version : cmd : : Print version info string.
vgui_cache_res_files : 1 : :
vgui_drawfocus : 0 : : Report which panel is under the mouse.
vgui_drawkeyfocus : 0 : : Report which panel has keyboard focus.
-vgui_drawtree : cmd : :
+vgui_drawtree : cmd : :
vgui_drawtree : 0 : , "cheat" : Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds : 0 : : Show panel bounds.
vgui_drawtree_clear : cmd : :
vgui_drawtree_draw_selected : 0 : : Highlight the selected panel
vgui_drawtree_freeze : 0 : : Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden : 0 : : Draw the hidden panels.
vgui_drawtree_panelalpha : 0 : : Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr : 0 : : Show the panel pointer values in the vgui_drawtree view.
Part 58
vgui_drawtree_popupsonly : 0 : : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order : 0 : : List the vgui_drawtree panels in render order.
vgui_drawtree_scheme : 0 : : Show scheme file for each panel
vgui_drawtree_visible : 1 : : Draw the visible panels.
vgui_dump_panels : cmd : : vgui_dump_panels [visible]
vgui_show_glyph_miss : 0 : :
vgui_spew_fonts : cmd : :
vgui_togglepanel : cmd : : show/hide vgui panel by name.
view_punch_decay : 11 : , "cheat", "rep", "cl" : Decay factor exponent for view punch
view_recoil_tracking : 0 : , "cheat", "rep", "cl" : How closely the view tracks with the aim punch from weapon recoil
viewanim_addkeyframe : cmd : :
viewanim_create : cmd : : viewanim_create
viewanim_load : cmd : : load animation from file
viewanim_reset : cmd : : reset view angles!
viewanim_save : cmd : : Save current animation to file
viewanim_test : cmd : : test view animation
viewmodel_fov : 56 : , "cheat", "rep", "cl" :
viewmodel_offset_x : 0 : , "a", "cl" :
viewmodel_offset_y : 0 : , "a", "cl" :
viewmodel_offset_z : 0 : , "a", "cl" :
violence_ablood : 1 : : Draw alien blood
violence_agibs : 1 : : Show alien gib entities
violence_hblood : 1 : : Draw human blood
violence_hgibs : 1 : : Show human gib entities
vis_force : 0 : , "sv", "cheat" :
vismon_poll_frequency : 0 : , "sv", "cheat" :
vismon_trace_limit : 12 : , "sv", "cheat" :
vm_debug : 0 : , "cheat", "cl" :
vm_draw_always : 0 : , "cheat", "cl" : 1 - Always draw view models, 2 - Never draw view models. Should be done before map launches.
vm_pointer_pitch_up_scale : 0 : , "cl" : Limit how much the view model follows the pointer in looking up.
voice_all_icons : 0 : , "cheat", "cl" : Draw all players' voice icons
voice_avggain : 0 : :
voice_clientdebug : 0 : , "cl" :
voice_debugfeedback : 0 : :
voice_debugfeedbackfrom : 0 : :
voice_enable : 1 : , "a" : Toggle voice transmit and receive.
voice_fadeouttime : 0 : :
voice_forcemicrecord : 1 : , "a" :
voice_forceproximity : 0 : , "cheat" :
voice_forcesource : -1 : , "cheat" :
voice_head_icon_height : 20 : , "cl" : Voice icons are this many inches over player eye positions
voice_head_icon_size : 6 : , "cl" : Size of voice icon over player heads in inches
voice_icons_method : 2 : , "cheat", "cl" : 0 = classic style, 1 = particles, 2 = integrated into target ID
voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.
voice_local_icon : 0 : , "cl" : Draw local player's voice icon
voice_loopback : 0 : , "user" :
voice_maxgain : 10 : :
voice_minimum_gain : 0 : :
voice_modenable : 1 : , "a", "clientcmd_can_execute", "cl" : Enable/disable voice in this mod.
voice_mute : cmd : : Mute a specific Steam user
voice_overdrive : 2 : :
voice_overdrivefadetime : 0 : :
voice_player_speaking_delay_threshold : 0 : , "sv", "cheat" :
voice_profile : 0 : :
voice_recordtofile : 0 : : 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 : 0 : , "a" :
voice_serverdebug : 0 : , "sv" :
voice_show_mute : cmd : : Show whether current players are muted.
voice_showchannels : 0 : :
voice_showincoming : 0 : :
voice_steal : 2 : :
voice_threshold : 2000 : , "a" :
voice_thresold_delay : 0 : :
voice_unmute : cmd : : Unmute a specific Steam user, or `all` to unmute all connected players.
voice_verbose : 0 : , "cheat" : Turns on debug output with detailed spew about voice data processing.
voice_vox : 0 : :
voice_writevoices : 0 : : Saves each speaker's voice data into separate .wav files
voice_xsend_debug : 0 : :
-voicerecord : cmd : :
+voicerecord : cmd : :
voicerecord_toggle : cmd : :
volume : 0 : , "a" : Sound volume
vox_reload : cmd : : Reload sentences.txt file
voxeltree_box : cmd : : View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.
voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view : cmd : : 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
Part 59
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 : 0 : :
vprof_counters_show_minmax : 0 : :
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 : 0 : : Interval (in seconds) at which vprof will batch up data and dump it to the console.
vprof_dump_spikes : 0 : : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump
vprof_dump_spikes_budget_group : 0 : : Budget gtNode to start report from when doing a dump spikes
vprof_dump_spikes_hiearchy : 0 : : Set to 1 to get a hierarchy report whith vprof_dump_spikes
vprof_dump_spikes_node : 0 : : Node to start report from when doing a dump spikes
vprof_dump_spikes_terse : 0 : : 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 : 0 : : Draw the vprof graph.
vprof_graph_averagingtype : 0 : : 0 - moving average 1 - weighed average -1 - No averaging
vprof_graph_averagingwindow : 32 : , "a" :
vprof_graph_pacingdelta : 1 : : Frame pacing delta threshold
vprof_graphheight : 256 : , "a" :
vprof_graphwidth : 0 : , "a" :
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 : 0 : : Set a specific scope to start showing vprof tree
vprof_scope_entity_gamephys : 0 : , "sv" :
vprof_scope_entity_thinks : 0 : , "sv" :
vprof_server_spike_threshold : 999 : :
vprof_server_thread : 0 : :
vprof_think_limit : 0 : , "sv" :
vprof_to_csv : cmd : : Convert a recorded .vprof file to .csv.
vprof_unaccounted_limit : 0 : , "a" : number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose : 1 : , "a" : 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 : 10 : , "a" : Above this many milliseconds render the label red to indicate slow code.
vtune : cmd : : Controls VTune's sampling.
vx_do_not_throttle_events : 0 : : 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
+walk : cmd : :
-walk : cmd : :
warningcallstacks_enable : 0 : : All Warning()/DevWarning()/... calls will attach a callstack
warningcallstacks_length : 5 : : Length of automatic warning callstacks
weapon_showproficiency : 0 : , "sv" :
weapon_throw_force : 2000 : , "sv", "cheat", "rep" :
whitelistcmd : cmd : : Runs a whitelisted command.
windows_speaker_config : 1 : , "a" :
wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.
wpn_collapse_ammo : 1 : , "rep", "cl" :
wpn_debug_active_weapon : 0 : , "cheat", "rep", "cl" :
wpn_muzzleoffset : -25 : , "rep", "cl" :
wpn_muzzleoffset_ads : -25 : , "rep", "cl" :
wpn_shot_bias_max : 1 : , "rep", "cl" :
wpn_shot_bias_min : -1 : , "rep", "cl" :
wpn_showanimations : 0 : , "cheat", "rep", "cl" :
wpn_spread : 1 : , "rep", "cl" :
Part 60
write_dump : cmd : : Forces an instant breakpad dump
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 : 2700 : , "ss" : time remaining in trial mode
xbox_arcade_title_unlocked : 1 : : debug unlocking arcade title
xbox_autothrottle : 1 : , "a", "sv" :
xbox_steering_deadzone : 0 : , "sv" :
xbox_throttlebias : 100 : , "a", "sv" :
xbox_throttlespoof : 200 : , "a", "sv" :
xc_crouch_debounce : 0 : , "sv" :
xload : cmd : : Load a saved game from a console storage device.
xlook : cmd : :
xlsp_force_dc_name : 0 : : Restrict to xlsp datacenter by name.
xmove : cmd : :
xsave : cmd : : Saves current game to a console storage device.
z_added_light_max : 0 : , "sv", "rep" :
z_added_light_min : 0 : , "sv", "rep" :
z_ragdoll_impact_strength : 500 : , "cl" :
-zoom : cmd : :
+zoom : cmd : :
-zoom_in : cmd : :
+zoom_in : cmd : :
-zoom_out : cmd : :
+zoom_out : cmd : :
zoom_sensitivity_ratio_joystick : 1 : , "a", "cl", "ss" : Additional controller sensitivity scale factor applied when FOV is zoomed in.
zoom_sensitivity_ratio_mouse : 1 : , "a", "cl", "ss" : Additional mouse sensitivity scale factor applied when FOV is zoomed in.
--------------
4388 total convars/concommands
4 Comments
Klucly 31 Jul @ 1:16pm 
Well done!
Dione963 27 Jan, 2023 @ 7:22pm 
uai
TheOwl 19 Jan, 2023 @ 12:48pm 
?
Reflexion 18 Jan, 2023 @ 2:01pm 
dude