2647 console commands for Counter-Strike: Source - GAMERCONFIG

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2647 console commands for Counter-Strike: Source

  1. +alt1
  2. +alt2
  3. +attack
  4. +attack2
  5. +attack3
  6. +back
  7. +break
  8. +camdistance
  9. +camin
  10. +cammousemove
  11. +camout
  12. +campitchdown
  13. +campitchup
  14. +camyawleft
  15. +camyawright
  16. +commandermousemove
  17. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  18. +duck
  19. +forward
  20. +graph
  21. +grenade1
  22. +grenade2
  23. +jlook
  24. +jump
  25. +klook
  26. +left
  27. +lookdown
  28. +lookup
  29. +mat_texture_list
  30. +movedown
  31. +moveleft
  32. +moveright
  33. +moveup
  34. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  35. +reload
  36. +right
  37. +score
  38. +showbudget
  39. +showbudget_texture
  40. +showbudget_texture_global
  1. +showscores
  2. +showvprof
  3. +speed
  4. +strafe
  5. +use
  6. +vgui_drawtree
  7. +voicerecord
  8. +walk
  9. +zoom
  10. -alt1
  11. -alt2
  12. -attack
  13. -attack2
  14. -attack3
  15. -back
  16. -break
  17. -camdistance
  18. -camin
  19. -cammousemove
  20. -camout
  21. -campitchdown
  22. -campitchup
  23. -camyawleft
  24. -camyawright
  25. -commandermousemove
  26. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  27. -duck
  28. -forward
  29. -graph
  30. -grenade1
  31. -grenade2
  32. -jlook
  33. -jump
  34. -klook
  35. -left
  36. -lookdown
  37. -lookup
  38. -mat_texture_list
  39. -movedown
  40. -moveleft
  41. -moveright
  42. -moveup
  43. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  44. -reload
  45. -right
  46. -score
  47. -showbudget
  48. -showbudget_texture
  49. -showbudget_texture_global
  50. -showscores
  51. -showvprof
  52. -speed
  53. -strafe
  54. -use
  55. -vgui_drawtree
  56. -voicerecord
  57. -walk
  58. -zoom
  59. achievement_debug "0" // Turn on achievement debug msgs.
  60. addip // Add an IP address to the ban list.
  61. adsp_alley_min "122"
  62. adsp_courtyard_min "126"
  63. adsp_debug "0"
  64. adsp_door_height "112"
  65. adsp_duct_min "106"
  66. adsp_hall_min "110"
  67. adsp_low_ceiling "108"
  68. adsp_opencourtyard_min "126"
  69. adsp_openspace_min "130"
  70. adsp_openstreet_min "118"
  71. adsp_openwall_min "130"
  72. adsp_room_min "102"
  73. adsp_street_min "118"
  74. adsp_tunnel_min "114"
  75. adsp_wall_height "128"
  76. air_density // Changes the density of air for drag computations.
  77. ai_auto_contact_solver "1"
  78. ai_block_damage "0"
  79. ai_debugscriptconditions "0"
  80. ai_debug_assault "0"
  81. ai_debug_avoidancebounds "0"
  82. ai_debug_directnavprobe "0"
  83. ai_debug_doors "0"
  84. ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
  85. ai_debug_efficiency "0"
  86. ai_debug_enemies "0"
  87. ai_debug_expressions "0" // Show random expression decisions for NPCs.
  88. ai_debug_follow "0"
  89. ai_debug_loners "0"
  90. ai_debug_looktargets "0"
  91. ai_debug_los "0" // itl
  92. ai_debug_nav "0"
  93. ai_debug_node_connect // Debug the attempted connection between two nodes
  94. ai_debug_ragdoll_magnets "0"
  95. ai_debug_shoot_positions "0"
  96. ai_debug_speech "0"
  97. ai_debug_squads "0"
  98. ai_debug_think_ticks "0"
  99. ai_default_efficient "0"
  100. ai_drawbattlelines "0"
  101. ai_drop_hint // Drop an ai_hint at the players current eye position.
  102. ai_dump_hints
  103. ai_efficiency_override "0"
  104. ai_enable_fear_behavior "1"
  105. ai_expression_frametime "0" // Maximum frametime to still play background expressions.
  106. ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
  107. ai_fear_player_dist "720"
  108. ai_find_lateral_cover "1"
  109. ai_find_lateral_los "1"
  110. ai_follow_use_points "1"
  111. ai_follow_use_points_when_moving "1"
  112. ai_force_serverside_ragdoll "0"
  113. ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
  114. ai_lead_time "0"
  115. ai_LOS_mode "0"
  116. ai_moveprobe_debug "0"
  117. ai_moveprobe_jump_debug "0"
  118. ai_moveprobe_usetracelist "0"
  119. ai_navigator_generate_spikes "0"
  120. ai_navigator_generate_spikes_strength "8"
  121. ai_norebuildgraph "0"
  122. ai_no_local_paths "0"
  123. ai_no_node_cache "0"
  124. ai_no_select_box "0"
  125. ai_no_steer "0"
  126. ai_no_talk_delay "0"
  127. ai_path_adjust_speed_on_immediate_turns "1"
  128. ai_path_insert_pause_at_est_end "1"
  129. ai_path_insert_pause_at_obstruction "1"
  130. ai_post_frame_navigation "0"
  131. ai_radial_max_link_dist "512"
  132. ai_reaction_delay_alert "0"
  133. ai_reaction_delay_idle "0"
  134. ai_rebalance_thinks "1"
  135. ai_report_task_timings_on_limit "0"
  136. ai_sequence_debug "0"
  137. ai_setupbones_debug "0" // Shows that bones that are setup every think
  138. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  139. ai_shot_bias "1"
  140. ai_shot_bias_max "1"
  141. ai_shot_bias_min "-1"
  142. ai_shot_stats "0"
  143. ai_shot_stats_term "1000"
  144. ai_show_hull_attacks "0"
  145. ai_show_think_tolerance "0"
  146. ai_simulate_task_overtime "0"
  147. ai_spread_cone_focus_time "0"
  148. ai_spread_defocused_cone_multiplier "3"
  149. ai_spread_pattern_focus_time "0"
  150. ai_strong_optimizations "0"
  151. ai_strong_optimizations_no_checkstand "0"
  152. ai_task_pre_script "0"
  153. ai_test_moveprobe_ignoresmall "0"
  154. ai_think_limit_label "0"
  155. ai_use_clipped_paths "1"
  156. ai_use_efficiency "1"
  157. ai_use_frame_think_limits "1"
  158. ai_use_think_optimizations "1"
  159. ai_use_visibility_cache "1"
  160. ai_vehicle_avoidance "1"
  161. alias // Alias a command.
  162. ammo_338mag_max "30"
  163. ammo_357sig_max "52"
  164. ammo_45acp_max "100"
  165. ammo_50AE_max "35"
  166. ammo_556mm_box_max "200"
  167. ammo_556mm_max "90"
  168. ammo_57mm_max "100"
  169. ammo_762mm_max "90"
  170. ammo_9mm_max "120"
  171. ammo_buckshot_max "32"
  172. ammo_flashbang_max "2"
  173. ammo_hegrenade_max "1"
  174. ammo_smokegrenade_max "1"
  175. anim_3wayblend "1" // Toggle the 3-way animation blending code.
  176. askconnect_accept // Accept a redirect request by the server.
  177. async_allow_held_files "1" // Allow AsyncBegin/EndRead()
  178. async_mode "0" // 1 = synchronous)
  179. async_resume
  180. async_serialize "0" // Force async reads to serialize for profiling
  181. async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
  182. async_suspend
  183. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  184. autoaim_max_deflect "0"
  185. autoaim_max_dist "2160"
  186. autobuy // Attempt to purchase items with the order listed in cl_autobuy
  187. autosave // Autosave
  188. autosavedangerous // AutoSaveDangerous
  189. autosavedangerousissafe
  190. banid // Add a user ID to the ban list.
  191. banip // Add an IP address to the ban list.
  192. benchframe // Takes a snapshot of a particular frame in a time demo.
  193. bench_end // Ends gathering of info.
  194. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
  195. bench_start // Starts gathering of info. Arguments: filename to write results into
  196. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  197. bind // Bind a key.
  198. binds_per_command "1"
  199. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  200. bind_mac // not win32
  201. blink_duration "0" // How many seconds an eye blink will last.
  202. bloodspray // blood
  203. bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
  204. bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
  205. bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
  206. bot_allow_grenades "1" // bots may use grenades.
  207. bot_allow_machine_guns "1" // bots may use the machine gun.
  208. bot_allow_pistols "1" // bots may use pistols.
  209. bot_allow_rifles "1" // bots may use rifles.
  210. bot_allow_rogues "1" // nor pursue scenario goals.
  211. bot_allow_shotguns "1" // bots may use shotguns.
  212. bot_allow_snipers "1" // bots may use sniper rifles.
  213. bot_allow_sub_machine_guns "1" // bots may use sub-machine guns.
  214. bot_all_weapons // Allows the bots to use all weapons
  215. bot_auto_follow "0" // bots with high co-op may automatically follow a nearby human player.
  216. bot_auto_vacate "1" // bots will automatically leave to make room for human players.
  217. bot_chatter "0" // or normal.
  218. bot_crouch "0"
  219. bot_debug "0" // For internal testing purposes.
  220. bot_debug_target "0" // For internal testing purposes.
  221. bot_defer_to_human "0" // the bots will not do the scenario tasks.
  222. bot_difficulty "1" // 3=expert.
  223. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
  224. bot_eco_limit "2000" // bots will not buy if their money falls below this amount.
  225. bot_flipout "0" // they run around randomly.
  226. bot_freeze "0"
  227. bot_goto_mark // Sends a bot to the selected nav area (useful for testing navigation meshes)
  228. bot_join_after_player "1" // bots wait until a player joins before entering the game.
  229. bot_join_delay "0" // Prevents bots from joining the server for this many seconds after a map change.
  230. bot_join_team "0" // or CT.
  231. bot_kick // matching the given criteria.
  232. bot_kill // matching the given criteria.
  233. bot_knives_only // Restricts the bots to only using knives
  234. bot_loadout "0" // bots are given these items at round start
  235. bot_mimic "0" // Bot uses usercmd of player by index.
  236. bot_mimic_yaw_offset "180"
  237. bot_pistols_only // Restricts the bots to only using pistols
  238. bot_prefix "0" // This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bots difficulty. <w
  239. bot_profile_db "0" // The filename from which bot profiles will be read.
  240. bot_quota "0" // Determines the total number of bots in the game.
  241. bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
  242. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
  243. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
  244. bot_show_nav "0" // For internal testing purposes.
  245. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
  246. bot_snipers_only // Restricts the bots to only using sniper rifles
  247. bot_stop "0" // immediately stops all bot processing.
  248. bot_traceview "0" // For internal testing purposes.
  249. bot_walk "0" // not run.
  250. bot_zombie "0" // bots will stay in idle mode and not attack.
  251. box // Draw a debug box.
  252. breakable_disable_gib_limit "0"
  253. breakable_multiplayer "1"
  254. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  255. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  256. budget_background_alpha "128" // how translucent the budget panel is
  257. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  258. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  259. budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
  260. budget_history_range_ms "66" // budget history range in milliseconds
  261. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  262. budget_panel_height "384" // height in pixels of the budget panel
  263. budget_panel_width "512" // width in pixels of the budget panel
  264. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  265. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  266. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  267. budget_show_averages "0" // enable/disable averages in the budget panel
  268. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  269. budget_show_peaks "1" // enable/disable peaks in the budget panel
  270. budget_toggle_group // Turn a budget group on/off
  271. bug // Show/hide the bug reporting UI.
  272. bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
  273. bugreporter_uploadasync "0" // Upload attachments asynchronously
  274. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  275. buildcubemaps // Rebuild cubemaps.
  276. building_cubemaps "0"
  277. buyequip // Show equipment buy menu
  278. buymenu // Show main buy menu
  279. cache_print // cache_print [section] Print out contents of cache memory.
  280. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  281. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  282. callvote // Start a vote on an issue.
  283. camortho // Switch to orthographic camera.
  284. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  285. cam_command "0"
  286. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  287. cam_idealdist "150"
  288. cam_idealdistright "0"
  289. cam_idealdistup "0"
  290. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  291. cam_idealpitch "0"
  292. cam_idealyaw "0"
  293. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  294. cam_snapto "0"
  295. cancelselect
  296. cast_hull // Tests hull collision detection
  297. cast_ray // Tests collision detection
  298. ccs_create_convars_from_hwconfig // useful for diffing purposes
  299. cc_captiontrace "1" // 2 = show in hud)
  300. cc_emit // Emits a closed caption
  301. cc_findsound // Searches for soundname which emits specified text.
  302. cc_flush // Flushes asyncd captions.
  303. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  304. cc_linger_time "1" // Close caption linger time.
  305. cc_minvisibleitems "1" // Minimum number of caption items to show.
  306. cc_predisplay_time "0" // Close caption delay before showing caption.
  307. cc_random // Emits a random caption
  308. cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
  309. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  310. cc_smallfontlength "300" // force usage of small font size.
  311. cc_subtitles "0" // wont help hearing impaired players).
  312. centerview
  313. changelevel // Change server to the specified map
  314. changelevel2 // Transition to the specified map in single player
  315. changelevel_next // Immediately changes to the next map in the map rotation for the server.
  316. chooseteam // Choose a new team
  317. ch_createairboat // Spawn airboat in front of the player.
  318. ch_createjeep // Spawn jeep in front of the player.
  319. clear // Clear all console output.
  320. clear_debug_overlays // clears debug overlays
  321. clientport "27005" // Host game client port
  322. closecaption "0" // Enable close captioning.
  323. cl_allowdownload "1" // Client downloads customization files
  324. cl_allowupload "1" // Client uploads customization files
  325. cl_anglespeedkey "0"
  326. cl_animationinfo // Hud element to examine.
  327. cl_autobuy "0" // The order in which autobuy will attempt to purchase items
  328. cl_autohelp "1" // Auto-help
  329. cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
  330. cl_backspeed "400"
  331. cl_bob "0"
  332. cl_bobcycle "0"
  333. cl_bobup "0"
  334. cl_burninggibs "0" // A burning player that gibs has burning gibs.
  335. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
  336. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
  337. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
  338. cl_buy_favorite_reset // Reset favorite loadouts to the default
  339. cl_buy_favorite_set // Saves the current loadout as a favorite
  340. cl_c4dynamiclight "0" // Draw dynamic light when planted c4 flashes
  341. cl_c4progressbar "1" // Draw progress bar when defusing the C4
  342. cl_chatfilters "63" // Stores the chat filter settings
  343. cl_class "0" // Default class when joining a game
  344. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  345. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  346. cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  347. cl_clock_correction "1" // Enable/disable clock correction on the client.
  348. cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
  349. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  350. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  351. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  352. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  353. cl_cmdrate "30" // Max number of command packets sent to server per second
  354. cl_crosshairalpha "255"
  355. cl_crosshaircolor "3" // 5=custom
  356. cl_crosshaircolor_b "50"
  357. cl_crosshaircolor_g "250"
  358. cl_crosshaircolor_r "250"
  359. cl_crosshairdot "1"
  360. cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
  361. cl_crosshairsize "4"
  362. cl_crosshairspreadscale "0"
  363. cl_crosshairthickness "0"
  364. cl_crosshairusealpha "1"
  365. cl_customsounds "0" // Enable customized player sound playback
  366. cl_debugrumble "0" // Turn on rumble debugging spew
  367. cl_debug_player_perf "0"
  368. cl_demoviewoverride "0" // Override view during demo playback
  369. cl_detaildist "1200" // Distance at which detail props are no longer visible
  370. cl_detailfade "400" // Distance across which detail props fade in
  371. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
  372. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
  373. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
  374. cl_detail_max_sway "5" // Amplitude of the detail prop sway
  375. cl_detail_multiplier "1" // extra details to create
  376. cl_disablefreezecam "0" // Turn on/off freezecam on client
  377. cl_disablehtmlmotd "0" // Disable HTML motds.
  378. cl_downloadfilter "0" // mapsonly)
  379. cl_drawhud "1" // Enable the rendering of the hud
  380. cl_drawleaf "-1"
  381. cl_drawmaterial "0" // Draw a particular material over the frame
  382. cl_drawmonitors "1"
  383. cl_drawshadowtexture "0"
  384. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  385. cl_dynamiccrosshair "1" // 3=l
  386. cl_ejectbrass "1"
  387. cl_entityreport "0" // draw entity states to console
  388. cl_entityreport_sorted "0" // 3 = peak
  389. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  390. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  391. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  392. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  393. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  394. cl_fastdetailsprites "1" // whether to use new detail sprite system
  395. cl_fasttempentcollision "5"
  396. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  397. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  398. cl_first_person_uses_world_model "0" // Causes the third person model to be drawn instead of the view model
  399. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  400. cl_forcepreload "0" // Whether we should force preloading.
  401. cl_forwardspeed "400"
  402. cl_fullupdate // Forces the server to send a full update packet
  403. cl_hudhint_sound "1" // Disable hudhint sounds.
  404. cl_idealpitchscale "0"
  405. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  406. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  407. cl_interp_all "0" // Disable interpolation list optimizations.
  408. cl_interp_npcs "0" // if greater)
  409. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  410. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  411. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  412. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  413. cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
  414. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  415. cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
  416. cl_left_hand_ik "0" // Attach players left hand to rifle with IK.
  417. cl_legacy_crosshair_recoil "0" // Enable legacy framerate dependent crosshair recoil
  418. cl_legacy_crosshair_scale "0" // Enable legacy crosshair scaling
  419. cl_leveloverview "0"
  420. cl_leveloverviewmarker "0"
  421. cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
  422. cl_locationalpha "150"
  423. cl_logofile "0" // Spraypoint logo decal.
  424. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  425. cl_meathook_neck_pivot_ingame_fwd "3"
  426. cl_meathook_neck_pivot_ingame_up "7"
  427. cl_minmodels "0" // Uses one player model for each team.
  428. cl_min_ct "1" // Controls which CT model is used when cl_minmodels is set.
  429. cl_min_t "1" // Controls which Terrorist model is used when cl_minmodels is set.
  430. cl_mouseenable "1"
  431. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  432. cl_new_impact_effects "0"
  433. cl_nowinpanel "0" // Turn on/off win panel on client
  434. cl_observercrosshair "1"
  435. cl_overdraw_test "0"
  436. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  437. cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
  438. cl_particle_batch_mode "1"
  439. cl_particle_retire_cost "0"
  440. cl_particle_show_bbox "0"
  441. cl_particle_show_bbox_cost "0" // Show # of particles: green->blue->red. Use a negative number to show ALL particles even cheap ones
  442. cl_particle_stats_start // Start or restart particle stats - also dumps to particle_stats.csv
  443. cl_particle_stats_stop // or snapshot this frame - also dumps to particle_stats.csv
  444. cl_particle_stats_trigger_count "0" // Dump stats if the particle count exceeds this number.
  445. cl_pclass "0" // Dump entity by prediction classname.
  446. cl_pdump "-1" // Dump info about this entity to screen.
  447. cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
  448. cl_phys_props_max "300" // Maximum clientside physic props
  449. cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
  450. cl_phys_props_respawnrate "60" // between clientside prop respawns.
  451. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  452. cl_pitchdown "89"
  453. cl_pitchspeed "225" // Client pitch speed.
  454. cl_pitchup "89"
  455. cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
  456. cl_playerspraydisable "0" // Disable player sprays.
  457. cl_precacheinfo // Show precache info (client).
  458. cl_predict "1" // Perform client side prediction.
  459. cl_predictionlist "0" // Show which entities are predicting
  460. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  461. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
  462. cl_pred_track // for field fieldname.
  463. cl_radaralpha "200"
  464. cl_radartype "0"
  465. cl_radar_locked "0" // Lock the angle of the radar display?
  466. cl_ragdoll_collide "0"
  467. cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
  468. cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
  469. cl_removedecals // Remove the decals from the entity under the crosshair.
  470. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  471. cl_righthand "1" // Use right-handed view models.
  472. cl_round_win_fade_time "1"
  473. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
  474. cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
  475. cl_scoreboard_clan_ct_color_blue "255" // Scoreboard CT player clan tag blue channel
  476. cl_scoreboard_clan_ct_color_green "200" // Scoreboard CT player clan tag green channel
  477. cl_scoreboard_clan_ct_color_red "150" // Scoreboard CT player clan tag red channel
  478. cl_scoreboard_clan_t_color_blue "90" // Scoreboard T player clan tag blue channel
  479. cl_scoreboard_clan_t_color_green "90" // Scoreboard T player clan tag green channel
  480. cl_scoreboard_clan_t_color_red "240" // Scoreboard T player clan tag red channel
  481. cl_scoreboard_ct_color_blue "255" // Scoreboard CT player data blue channel
  482. cl_scoreboard_ct_color_green "200" // Scoreboard CT player data green channel
  483. cl_scoreboard_ct_color_red "150" // Scoreboard CT player data red channel
  484. cl_scoreboard_dead_clan_color_blue "125" // Scoreboard dead player clan tag blue channel
  485. cl_scoreboard_dead_clan_color_green "125" // Scoreboard dead player clan tag green channel
  486. cl_scoreboard_dead_clan_color_red "125" // Scoreboard dead player clan tag red channel
  487. cl_scoreboard_dead_color_blue "125" // Scoreboard dead player data blue channel
  488. cl_scoreboard_dead_color_green "125" // Scoreboard dead player data green channel
  489. cl_scoreboard_dead_color_red "125" // Scoreboard dead player data red channel
  490. cl_scoreboard_t_color_blue "90" // Scoreboard T player data blue channel
  491. cl_scoreboard_t_color_green "90" // Scoreboard T player data green channel
  492. cl_scoreboard_t_color_red "240" // Scoreboard T player data red channel
  493. cl_screenshotname "0" // Custom Screenshot name
  494. cl_SetupAllBones "0"
  495. cl_shadowtextureoverlaysize "256"
  496. cl_showbattery "0" // Draw current battery level at top of screen when on battery power
  497. cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
  498. cl_showdemooverlay "0" // -1 - show always)
  499. cl_showents // Dump entity list to console.
  500. cl_showerror "0" // 2 for above plus detailed field deltas.
  501. cl_showevents "0" // Print event firing info in the console
  502. cl_showfps "0" // 2 = smooth fps)
  503. cl_showhelp "1" // Set to 0 to not show on-screen help
  504. cl_showpausedimage "1" // Show the Paused image when game is paused.
  505. cl_showpluginmessages "1" // Allow plugins to display messages to you
  506. cl_showpos "0" // Draw current position at top of screen
  507. cl_ShowSunVectors "0"
  508. cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
  509. cl_show_achievement_popups "1"
  510. cl_show_connectionless_packet_warnings "0" // Show console messages about ignored connectionless packets on the client.
  511. cl_show_num_particle_systems "0" // Display the number of active particle systems.
  512. cl_show_splashes "1"
  513. cl_sidespeed "400"
  514. cl_smooth "1" // Smooth view/eye origin after prediction errors
  515. cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
  516. cl_software_cursor "0" // Switches the game to use a larger software cursor instead of the normal OS cursor
  517. cl_soundemitter_flush // Flushes the sounds.txt system (client only)
  518. cl_soundfile "0" // Jingle sound file.
  519. cl_soundscape_flush // Flushes the client side soundscapes
  520. cl_soundscape_printdebuginfo // print soundscapes
  521. cl_spec_mode "6" // spectator mode
  522. cl_sporeclipdistance "512"
  523. cl_sun_decay_rate "0"
  524. cl_team "0" // Default team when joining a game
  525. cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
  526. cl_threaded_client_leaf_system "0"
  527. cl_timeout "30" // the client will disconnect itself
  528. cl_updaterate "20" // Number of packets per second of updates you are requesting from the server
  529. cl_upspeed "320"
  530. cl_view // Set the view entity index.
  531. cl_voice_filter "0" // Filter voice by name substring
  532. cl_vote_ui_active_after_voting "0"
  533. cl_vote_ui_show_notification "0"
  534. cl_winddir "0" // Weather effects wind direction angle
  535. cl_windspeed "0" // Weather effects wind speed scalar
  536. cl_wpn_sway_interp "0"
  537. cl_wpn_sway_scale "1"
  538. cl_yawspeed "210" // Client yaw speed.
  539. cmd // Forward command to server.
  540. collision_shake_amp "0"
  541. collision_shake_freq "0"
  542. collision_shake_time "0"
  543. collision_test // Tests collision system
  544. colorcorrectionui // Show/hide the color correction tools UI.
  545. commentary "0" // Desired commentary mode state.
  546. commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
  547. commentary_cvarsnotchanging
  548. commentary_finishnode
  549. commentary_firstrun "0"
  550. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  551. commentary_testfirstrun
  552. condump // dump the text currently in the console to condumpXX.log
  553. connect // Connect to specified server.
  554. contimes "8" // Number of console lines to overlay for debugging.
  555. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
  556. con_enable "1" // Allows the console to be activated.
  557. con_filter_enable "0" // 2 displays filtered text brighter than ot
  558. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  559. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  560. con_logfile "0" // Console output gets written to this file
  561. con_notifytime "8" // How long to display recent console text to the upper part of the game window
  562. con_nprint_bgalpha "50" // Con_NPrint background alpha.
  563. con_nprint_bgborder "5" // Con_NPrint border size.
  564. con_timestamp "0" // Prefix console.log entries with timestamps
  565. con_trace "0" // Print console text to low level printout.
  566. coop "0" // Cooperative play.
  567. CreateHairball
  568. CreatePredictionError // Create a prediction error
  569. create_flashlight
  570. creditsdone
  571. crosshair "1"
  572. cs_make_vip // Marks a player as the VIP
  573. cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
  574. cvarlist // Show the list of convars/concommands.
  575. c_maxdistance "200"
  576. c_maxpitch "90"
  577. c_maxyaw "135"
  578. c_mindistance "30"
  579. c_minpitch "0"
  580. c_minyaw "-135"
  581. c_orthoheight "100"
  582. c_orthowidth "100"
  583. datacachesize "256" // Size in MB.
  584. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  585. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  586. deathmatch "1" // Running a deathmatch server.
  587. debugsystemui // Show/hide the debug system UI.
  588. debug_materialmodifycontrol "0"
  589. debug_materialmodifycontrol_client "0"
  590. debug_physimpact "0"
  591. debug_touchlinks "0" // Spew touch link activity
  592. decalfrequency "10"
  593. default_fov "90"
  594. demolist // Print demo sequence list.
  595. demos // Demo demo file sequence.
  596. demoui // Show/hide the demo player UI.
  597. demoui2 // Show/hide the advanced demo player UI (demoui2).
  598. demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
  599. demo_debug "0" // Demo debug info.
  600. demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
  601. demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
  602. demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
  603. demo_fov_override "0" // this value will be used to override FOV during demo playback.
  604. demo_gototick // Skips to a tick in demo.
  605. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
  606. demo_interpolateview "1" // Do view interpolation during dem playback.
  607. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
  608. demo_pause // Pauses demo playback.
  609. demo_pauseatservertick "0" // Pauses demo playback at server tick
  610. demo_quitafterplayback "0" // Quits game after demo playback.
  611. demo_recordcommands "1" // Record commands typed at console into .dem files.
  612. demo_resume // Resumes demo playback.
  613. demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
  614. demo_timescale // Sets demo replay speed.
  615. demo_togglepause // Toggles demo playback.
  616. developer "0" // Set developer message level
  617. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  618. devshots_screenshot // use the screenshot command instead.
  619. differences // Show all convars which are not at their default values.
  620. disconnect // Disconnect game from server.
  621. dispcoll_drawplane "0"
  622. displaysoundlist "0"
  623. disp_dynamic "0"
  624. dlight_debug // Creates a dlight in front of the player
  625. download_debug "0"
  626. drawcross // Draws a cross at the given location Arguments: x y z
  627. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  628. drawradar // Draws HUD radar
  629. dsp_automatic "0"
  630. dsp_db_min "80"
  631. dsp_db_mixdrop "0"
  632. dsp_dist_max "1440"
  633. dsp_dist_min "0"
  634. dsp_enhance_stereo "0"
  635. dsp_facingaway "0"
  636. dsp_mix_max "0"
  637. dsp_mix_min "0"
  638. dsp_off "0"
  639. dsp_player "0"
  640. dsp_reload
  641. dsp_room "0"
  642. dsp_slow_cpu "0"
  643. dsp_spatial "40"
  644. dsp_speaker "50"
  645. dsp_volume "1"
  646. dsp_vol_2ch "1"
  647. dsp_vol_4ch "0"
  648. dsp_vol_5ch "0"
  649. dsp_water "14"
  650. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  651. dtwarning "0" // Print data table warnings?
  652. dtwatchclass "0" // Watch all fields encoded with this table.
  653. dtwatchent "-1" // Watch this entities data table encoding.
  654. dtwatchvar "0" // Watch the named variable.
  655. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
  656. dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
  657. dumpentityfactories // Lists all entity factory names.
  658. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  659. dumpgamestringtable // Dump the contents of the game string table to the console.
  660. dumplongticks // Enables generating minidumps on long ticks.
  661. dumpsavedir // List the contents of the save directory in memory
  662. dumpstringtables // Print string tables to console.
  663. dump_entity_sizes // Print sizeof(entclass)
  664. dump_globals // Dump all global entities/states
  665. dump_panels // Dump Panel Tree
  666. dump_x360_cfg // Dump X360 config files to disk
  667. dump_x360_saves // Dump X360 save games to disk
  668. echo // Echo text to console.
  669. editdemo // Edit a recorded demo file (.dem ).
  670. editor_toggle // Disables the simulation and returns focus to the editor
  671. enable_debug_overlays "1" // Enable rendering of debug overlays
  672. endmovie // Stop recording movie frames.
  673. endround // End the current round.
  674. engine_no_focus_sleep "50"
  675. english "0" // running the english language set of assets.
  676. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  677. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  678. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  679. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  680. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  681. ent_create // Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat
  682. ent_debugkeys "0"
  683. ent_dump // Usage: ent_dump <entity name>
  684. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  685. ent_info // Usage: ent_info <class name>
  686. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <v
  687. ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
  688. ent_messages_draw "0" // Visualizes all entity input/output activity.
  689. ent_name
  690. ent_orient // only orients target entitys YAW. Use the allangles opt
  691. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  692. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  693. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  694. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  695. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  696. ent_rotate // Rotates an entity by a specified # of degrees
  697. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  698. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  699. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  700. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  701. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  702. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  703. envmap
  704. escape // Escape key pressed.
  705. exec // Execute script file.
  706. exit // Exit the engine.
  707. explode // Kills the player with explosive damage
  708. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  709. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  710. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  711. fast_fogvolume "0"
  712. filesystem_buffer_size "0" // Size of per file buffers. 0 for none
  713. filesystem_max_stdio_read "16"
  714. filesystem_native "1" // Use native FS or STDIO
  715. filesystem_report_buffered_io "0"
  716. filesystem_unbuffered_io "1"
  717. filesystem_use_overlapped_io "1"
  718. find // Find concommands with the specified string in their name/help text.
  719. findflags // Find concommands by flags.
  720. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  721. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  722. firetarget
  723. fire_absorbrate "3"
  724. fire_dmgbase "1"
  725. fire_dmginterval "1"
  726. fire_dmgscale "0"
  727. fire_extabsorb "5"
  728. fire_extscale "12"
  729. fire_growthrate "1"
  730. fire_heatscale "1"
  731. fire_incomingheatscale "0"
  732. fire_maxabsorb "50"
  733. firstperson // Switch to firstperson camera.
  734. fish_debug "0" // Show debug info for fish
  735. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  736. flex_expression "0"
  737. flex_looktime "5"
  738. flex_maxawaytime "1"
  739. flex_maxplayertime "7"
  740. flex_minawaytime "0"
  741. flex_minplayertime "5"
  742. flex_rules "1" // Allow flex animation rules to run.
  743. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  744. flex_talk "0"
  745. flush // Flush unlocked cache memory.
  746. flush_locked // Flush unlocked and locked cache memory.
  747. fogui // Show/hide fog control UI.
  748. fog_color "-1"
  749. fog_colorskybox "-1"
  750. fog_enable "1"
  751. fog_enableskybox "1"
  752. fog_enable_water_fog "1"
  753. fog_end "-1"
  754. fog_endskybox "-1"
  755. fog_maxdensity "-1"
  756. fog_maxdensityskybox "-1"
  757. fog_override "0"
  758. fog_start "-1"
  759. fog_startskybox "-1"
  760. force_centerview
  761. fov // Change players FOV
  762. fps_max "300" // cannot be set while connected to a server.
  763. free_pass_peek_debug "0"
  764. fs_monitor_read_from_pack "0" // 2:Sync only
  765. fs_printopenfiles // Show all files currently opened by the engine.
  766. fs_report_sync_opens "0" // 2:Not during load
  767. fs_warning_level // Set the filesystem warning level.
  768. fs_warning_mode "0" // 2:Warn other threads
  769. func_breakdmg_bullet "0"
  770. func_breakdmg_club "1"
  771. func_breakdmg_explosive "1"
  772. func_break_max_pieces "15"
  773. func_break_reduction_factor "0"
  774. g15_dumpplayer // Spew player data.
  775. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  776. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  777. gamemenucommand // Issue game menu command.
  778. gameui_activate // Shows the game UI
  779. gameui_allowescape // Escape key allowed to hide game UI
  780. gameui_allowescapetoshow // Escape key allowed to show game UI
  781. gameui_hide // Hides the game UI
  782. gameui_hide_dialog // asdf
  783. gameui_preventescape // Escape key doesnt hide game UI
  784. gameui_preventescapetoshow // Escape key doesnt show game UI
  785. gameui_show_dialog // Show an arbitrary Dialog.
  786. gameui_xbox "0"
  787. getpos // dump position and angles to the console
  788. give // Give item to player. Arguments: <item_name>
  789. givecurrentammo // Give a supply of ammo for current weapon..
  790. global_set // 2 = DEAD).
  791. gl_amd_occlusion_workaround "1"
  792. gl_clear "0"
  793. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  794. god // Toggle. Player becomes invulnerable.
  795. groundlist // Display ground entity list <index>
  796. g_debug_angularsensor "0"
  797. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  798. g_debug_doors "0"
  799. g_debug_npc_vehicle_roles "0"
  800. g_debug_ragdoll_removal "0"
  801. g_debug_ragdoll_visualize "0"
  802. g_debug_trackpather "0"
  803. g_debug_transitions "0" // 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
  804. g_debug_vehiclebase "0"
  805. g_debug_vehicledriver "0"
  806. g_debug_vehicleexit "0"
  807. g_debug_vehiclesound "0"
  808. g_jeepexitspeed "100"
  809. g_Language "0"
  810. g_ragdoll_fadespeed "600"
  811. g_ragdoll_important_maxcount "2"
  812. g_ragdoll_lvfadespeed "100"
  813. g_ragdoll_maxcount "8"
  814. hammer_update_entity // Updates the entitys position/angles when in edit mode
  815. hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
  816. hap_damagescale_game "1"
  817. hap_HasDevice "0" // falcon is connected
  818. hap_melee_scale "0"
  819. hap_noclip_avatar_scale "0"
  820. hap_ui_vehicles "0"
  821. heartbeat // Force heartbeat of master servers
  822. help // Find help about a convar/concommand.
  823. hideconsole // Hide the console.
  824. hidehud "0"
  825. hidepanel // Hides a viewport panel <name>
  826. hideradar // Hides HUD radar
  827. hl2_episodic "0"
  828. hostage_debug "0" // Show hostage AI debug information
  829. hostip "0" // Host game server ip
  830. hostname "0" // Hostname for server.
  831. hostport "27015" // Host game server port
  832. host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
  833. host_framerate "0" // Set to lock per-frame time elapse.
  834. host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
  835. host_map "0" // Current map name.
  836. host_profile "0"
  837. host_runofftime // Run off some time without rendering/updating sounds
  838. host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
  839. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
  840. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  841. host_speeds "0" // Show general system running times.
  842. host_thread_mode "0" // 2 == force)
  843. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
  844. host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only)
  845. host_timescale "1" // Prescale the clock by this amount.
  846. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  847. hud_achievement_count "5" // Max number of achievements that can be shown on the HUD
  848. hud_achievement_description "1" // Show full descriptions of achievements on the HUD
  849. hud_achievement_glowtime "2" // Duration of glow effect around incremented achievements
  850. hud_achievement_tracker "1" // Show or hide the achievement tracker
  851. hud_autoaim_method "1"
  852. hud_autoaim_scale_icon "0"
  853. hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
  854. hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
  855. hud_deathnotice_time "6"
  856. hud_drawhistory_time "5"
  857. hud_draw_active_reticle "0"
  858. hud_draw_fixed_reticle "0"
  859. hud_fastswitch "0"
  860. hud_freezecamhide "0" // Hide the HUD during freeze-cam
  861. hud_jeephint_numentries "10"
  862. hud_magnetism "0"
  863. hud_reloadscheme // Reloads hud layout and animation scripts.
  864. hud_reticle_alpha_speed "700"
  865. hud_reticle_maxalpha "255"
  866. hud_reticle_minalpha "125"
  867. hud_reticle_scale "1"
  868. hud_saytext_time "12"
  869. hud_showtargetid "1" // Enables display of target names
  870. hud_showtargetpos "0" // 4: lower right
  871. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  872. hurtme // Hurts the player. Arguments: <health to lose>
  873. impulse
  874. incrementvar // Increment specified convar value.
  875. invnext
  876. invprev
  877. in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
  878. ip "0" // Overrides IP for multihomed hosts
  879. joyadvancedupdate
  880. joystick "0"
  881. joy_accelmax "1"
  882. joy_accelscale "0"
  883. joy_accel_filter "0"
  884. joy_active "-1" // Which of the connected joysticks / gamepads to use (-1 means first found)
  885. joy_advanced "0"
  886. joy_advaxisr "0"
  887. joy_advaxisu "0"
  888. joy_advaxisv "0"
  889. joy_advaxisx "0"
  890. joy_advaxisy "0"
  891. joy_advaxisz "0"
  892. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  893. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  894. joy_autosprint "0" // Automatically sprint when moving with an analog joystick
  895. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  896. joy_axis_deadzone "0" // Dead zone near the zero point to not report movement.
  897. joy_diagonalpov "0" // too.
  898. joy_display_input "0"
  899. joy_forwardsensitivity "-1"
  900. joy_forwardthreshold "0"
  901. joy_gamecontroller_config "0" // can also be configured in Steam Big Picture mode.
  902. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  903. joy_inverty_default "0"
  904. joy_lowend "1"
  905. joy_lowmap "1"
  906. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
  907. joy_movement_stick_default "0"
  908. joy_name "0"
  909. joy_pegged "0"
  910. joy_pitchsensitivity "1"
  911. joy_pitchsensitivity_default "-1"
  912. joy_pitchthreshold "0"
  913. joy_response_look "0" // 1=Acceleration Promotion
  914. joy_response_move "1" // 1/sensitivity
  915. joy_response_move_vehicle "6"
  916. joy_sidesensitivity "1"
  917. joy_sidethreshold "0"
  918. joy_vehicle_turn_lowend "0"
  919. joy_vehicle_turn_lowmap "0"
  920. joy_virtual_peg "0"
  921. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  922. joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
  923. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
  924. joy_yawsensitivity "-1"
  925. joy_yawsensitivity_default "-1"
  926. joy_yawthreshold "0"
  927. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  928. jpeg_quality "90" // jpeg screenshot quality.
  929. kdtree_test // Tests spatial partition for entities queries.
  930. key_findbinding // Find key bound to specified command string.
  931. key_listboundkeys // List bound keys with bindings.
  932. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  933. kick // Kick a player by name.
  934. kickall // Kicks everybody connected with a message.
  935. kickid // with a message.
  936. kill // Kills the player with generic damage
  937. killserver // Shutdown the server.
  938. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  939. lastinv
  940. lightcache_maxmiss "2"
  941. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  942. light_crosshair // Show texture color at crosshair
  943. linefile // Parses map leak data from .lin file
  944. listdemo // List demo file contents.
  945. listid // Lists banned users.
  946. listip // List IP addresses on the ban list.
  947. listissues // List all the issues that can be voted on.
  948. listmodels // List loaded models.
  949. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  950. load // Load a saved game.
  951. loadcommentary
  952. loader_dump_table
  953. loader_spew_info "0" // -1:All
  954. loader_spew_info_ex "0" // (internal)
  955. lod_TransitionDist "800"
  956. log // and udp < on | off >.
  957. logaddress_add // Set address and port for remote host <ip:port>.
  958. logaddress_del // Remove address and port for remote host <ip:port>.
  959. logaddress_delall // Remove all udp addresses being logged to
  960. logaddress_list // List all addresses currently being used by logaddress.
  961. log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
  962. log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
  963. lookspring "0"
  964. lookstrafe "0"
  965. lservercfgfile "0"
  966. map // Start playing on specified map.
  967. mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
  968. maps // Displays list of maps.
  969. map_background // Runs a map as the background to the main menu.
  970. map_commentary // on a specified map.
  971. map_edit
  972. map_noareas "0" // Disable area to area connection testing.
  973. map_setbombradius // Sets the bomb radius for the map.
  974. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
  975. map_showspawnpoints // Shows player spawn points (red=invalid)
  976. matchmakingport "27025" // Host Matchmaking port
  977. mat_aaquality "0"
  978. mat_accelerate_adjust_exposure_down "3"
  979. mat_alphacoverage "1"
  980. mat_antialias "4"
  981. mat_autoexposure_max "2"
  982. mat_autoexposure_min "0"
  983. mat_bloomamount_rate "0"
  984. mat_bloomscale "1"
  985. mat_bloom_scalefactor_scalar "1"
  986. mat_bufferprimitives "1"
  987. mat_bumpbasis "0"
  988. mat_bumpmap "1"
  989. mat_camerarendertargetoverlaysize "256"
  990. mat_clipz "1"
  991. mat_colcorrection_disableentities "0" // Disable map color-correction entities
  992. mat_colorcorrection "0"
  993. mat_color_projection "0"
  994. mat_compressedtextures "1"
  995. mat_configcurrent // show the current video control panel config for the material system
  996. mat_crosshair // Display the name of the material under the crosshair
  997. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  998. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  999. mat_crosshair_printmaterial // print the material under the crosshair
  1000. mat_crosshair_reloadmaterial // reload the material under the crosshair
  1001. mat_debugalttab "0"
  1002. mat_debugdepth "0"
  1003. mat_debugdepthmode "0"
  1004. mat_debugdepthval "128"
  1005. mat_debugdepthvalmax "256"
  1006. mat_debug_autoexposure "0"
  1007. mat_debug_bloom "0"
  1008. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  1009. mat_debug_process_halfscreen "0"
  1010. mat_depthbias_decal "-262144"
  1011. mat_depthbias_normal "0"
  1012. mat_depthbias_shadowmap "0"
  1013. mat_diffuse "1"
  1014. mat_disablehwmorph "0" // Disables HW morphing for particular mods
  1015. mat_disable_bloom "0"
  1016. mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)
  1017. mat_disable_fancy_blending "0"
  1018. mat_disable_lightwarp "0"
  1019. mat_disable_ps_patch "0"
  1020. mat_drawflat "0"
  1021. mat_drawTexture "0" // Enable debug view texture
  1022. mat_drawTextureScale "1" // Debug view texture scale
  1023. mat_drawTitleSafe "0" // Enable title safe overlay
  1024. mat_drawwater "1"
  1025. mat_dump_rts "0"
  1026. mat_dxlevel "95"
  1027. mat_dynamic_tonemapping "1"
  1028. mat_edit // Bring up the material under the crosshair in the editor
  1029. mat_enable_vrmode // Switches the material system to VR mode (after restart)
  1030. mat_envmapsize "128"
  1031. mat_envmaptgasize "32"
  1032. mat_excludetextures "0"
  1033. mat_exposure_center_region_x "0"
  1034. mat_exposure_center_region_x_flashlight "0"
  1035. mat_exposure_center_region_y "0"
  1036. mat_exposure_center_region_y_flashlight "0"
  1037. mat_fastclip "0"
  1038. mat_fastnobump "0"
  1039. mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
  1040. mat_fillrate "0"
  1041. mat_filterlightmaps "1"
  1042. mat_filtertextures "1"
  1043. mat_forceaniso "8"
  1044. mat_forcedynamic "0"
  1045. mat_forcehardwaresync "1"
  1046. mat_forcemanagedtextureintohardware "0"
  1047. mat_force_bloom "0"
  1048. mat_force_ps_patch "0"
  1049. mat_force_tonemap_scale "0"
  1050. mat_framebuffercopyoverlaysize "256"
  1051. mat_frame_sync_enable "1"
  1052. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  1053. mat_fullbright "0"
  1054. mat_hdr_enabled // Report if HDR is enabled for debugging
  1055. mat_hdr_level "2" // and 2 for full HDR on HDR maps.
  1056. mat_hdr_manual_tonemap_rate "1"
  1057. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
  1058. mat_hdr_uncapexposure "0"
  1059. mat_hsv "0"
  1060. mat_info // Shows material system info
  1061. mat_leafvis "0" // Draw wireframe of current leaf
  1062. mat_levelflush "1"
  1063. mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
  1064. mat_loadtextures "1"
  1065. mat_luxels "0"
  1066. mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory
  1067. mat_maxframelatency "1"
  1068. mat_max_worldmesh_vertices "65536"
  1069. mat_measurefillrate "0"
  1070. mat_mipmaptextures "1"
  1071. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  1072. mat_monitorgamma_tv_enabled "0"
  1073. mat_monitorgamma_tv_exp "2"
  1074. mat_monitorgamma_tv_range_max "255"
  1075. mat_monitorgamma_tv_range_min "16"
  1076. mat_morphstats "0"
  1077. mat_motion_blur_enabled "1"
  1078. mat_motion_blur_falling_intensity "1"
  1079. mat_motion_blur_falling_max "20"
  1080. mat_motion_blur_falling_min "10"
  1081. mat_motion_blur_forward_enabled "0"
  1082. mat_motion_blur_percent_of_screen_max "4"
  1083. mat_motion_blur_rotation_intensity "1"
  1084. mat_motion_blur_strength "1"
  1085. mat_non_hdr_bloom_scalefactor "0"
  1086. mat_norendering "0"
  1087. mat_normalmaps "0"
  1088. mat_normals "0"
  1089. mat_parallaxmap "0"
  1090. mat_phong "1"
  1091. mat_picmip "0"
  1092. mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
  1093. mat_postprocess_x "4"
  1094. mat_postprocess_y "1"
  1095. mat_powersavingsmode "0" // Power Savings Mode
  1096. mat_proxy "0"
  1097. mat_queue_mode "0" // 2=queued multithreaded
  1098. mat_queue_report "0" // Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
  1099. mat_reducefillrate "0"
  1100. mat_reduceparticles "0"
  1101. mat_reloadallmaterials // Reloads all materials
  1102. mat_reloadmaterial // Reloads a single material
  1103. mat_reloadtextures // Reloads all textures
  1104. mat_remoteshadercompile "127"
  1105. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1106. mat_report_queue_status "0"
  1107. mat_reset_rendertargets // Resets all the render targets
  1108. mat_reversedepth "0"
  1109. mat_savechanges // saves current video configuration to the registry
  1110. mat_setvideomode // windowed state of the material system
  1111. mat_shadercount // display count of all shaders and reset that count
  1112. mat_shadowstate "1"
  1113. mat_showcamerarendertarget "0"
  1114. mat_showenvmapmask "0"
  1115. mat_showframebuffertexture "0"
  1116. mat_showlightmappage "-1"
  1117. mat_showlowresimage "0"
  1118. mat_showmaterials // Show materials.
  1119. mat_showmaterialsverbose // Show materials (verbose version).
  1120. mat_showmiplevels "0" // 1: everything else
  1121. mat_showtextures // Show used textures.
  1122. mat_showwatertextures "0"
  1123. mat_show_ab_hdr "0"
  1124. mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
  1125. mat_show_histogram "0"
  1126. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  1127. mat_slopescaledepthbias_decal "0"
  1128. mat_slopescaledepthbias_normal "0"
  1129. mat_slopescaledepthbias_shadowmap "16"
  1130. mat_softwarelighting "0"
  1131. mat_softwareskin "0"
  1132. mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
  1133. mat_software_aa_debug "0" // (2 - show anti-a
  1134. mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
  1135. mat_software_aa_quality "0" // (1 - 9-tap filter)
  1136. 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
  1137. mat_software_aa_strength_vgui "1" // but forced to this value when called by the post vgui AA pass.
  1138. mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
  1139. mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
  1140. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1141. mat_spew_on_texture_size "0" // Print warnings about vtf content that isnt of the expected size
  1142. mat_stub "0"
  1143. mat_supportflashlight "1" // 1 - flashlight is supported
  1144. mat_surfaceid "0"
  1145. mat_surfacemat "0"
  1146. mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
  1147. mat_texture_list "0" // show a list of used textures per frame
  1148. mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
  1149. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  1150. mat_texture_list_txlod // -1 to dec resolution
  1151. mat_texture_list_txlod_sync // save - saves all changes to material content files
  1152. mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
  1153. mat_texture_save_fonts // Save all font textures
  1154. mat_tonemapping_occlusion_use_stencil "0"
  1155. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  1156. mat_tonemap_min_avglum "3"
  1157. mat_tonemap_percent_bright_pixels "2"
  1158. mat_tonemap_percent_target "60"
  1159. mat_trilinear "0"
  1160. mat_use_compressed_hdr_textures "1"
  1161. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1162. mat_viewportupscale "1" // Scale the viewport back up
  1163. mat_visualize_dof "0"
  1164. mat_vrmode_adapter "-1"
  1165. mat_vsync "0" // Force sync to vertical retrace
  1166. mat_wateroverlaysize "256"
  1167. mat_wireframe "0"
  1168. mat_yuv "0"
  1169. maxplayers // Change the maximum number of players allowed on this server.
  1170. memory // Print memory stats.
  1171. memory_diff // show memory stats relative to snapshot
  1172. memory_list // dump memory list (linux only)
  1173. memory_mark // snapshot current allocation status
  1174. memory_status // show memory stats (linux only)
  1175. mem_compact
  1176. mem_dump // Dump memory stats to text file.
  1177. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
  1178. mem_dumpvballocs // Dump VB memory allocation stats.
  1179. mem_eat
  1180. mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
  1181. mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
  1182. mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
  1183. mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
  1184. mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
  1185. mem_test
  1186. mem_test_each_frame "0" // Run heap check at end of every frame
  1187. mem_test_every_n_seconds "0" // Run heap check at a specified interval
  1188. mem_vcollide // Dumps the memory used by vcollides
  1189. menuselect // menuselect
  1190. minisave // Saves game (for current level only!)
  1191. mission_list // List all available tactical missions
  1192. mission_show // Show the given mission
  1193. mm_add_item // Add a stats item
  1194. mm_add_player // Add a player
  1195. mm_max_spectators "4" // Max players allowed on the spectator team
  1196. mm_message // Send a message to all remote clients
  1197. mm_minplayers "2" // Number of players required to start an unranked game
  1198. mm_select_session // Select a session
  1199. mm_session_info // Dump session information
  1200. mm_stats
  1201. model_list // Dump model list to file
  1202. mod_forcedata "1" // Forces all model file data into cache on model load.
  1203. mod_forcetouchdata "1" // Forces all model file data into cache on model load.
  1204. mod_load_anims_async "0"
  1205. mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
  1206. mod_load_mesh_async "0"
  1207. mod_load_showstall "0" // 2 - show stalls
  1208. mod_load_vcollide_async "0"
  1209. mod_lock_mdls_on_load "0"
  1210. mod_test_mesh_not_available "0"
  1211. mod_test_not_available "0"
  1212. mod_test_verts_not_available "0"
  1213. mod_touchalldata "1" // Touch model data during level startup
  1214. mod_trace_load "0"
  1215. motdfile "0" // The MOTD file to load.
  1216. motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
  1217. movie_fixwave // etc.
  1218. mp_allowNPCs "1"
  1219. mp_allowspectators "1" // toggles whether the server allows spectator mode or not
  1220. mp_autocrosshair "1"
  1221. mp_autokick "1" // Kick idle/team-killing players
  1222. mp_autoteambalance "1"
  1223. mp_bonusroundtime "15" // Time after round win until round restarts
  1224. mp_buytime "1" // How many minutes after round start players can buy items for.
  1225. mp_c4timer "45" // how long from when the C4 is armed until it blows
  1226. mp_chattime "10" // amount of time players can chat after the game is over
  1227. mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
  1228. mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
  1229. mp_decals "200"
  1230. mp_defaultteam "0"
  1231. mp_disable_autokick // Prevents a userid from being auto-kicked
  1232. mp_disable_respawn_times "0"
  1233. mp_dump_timers // Prints round timers to the console for debugging
  1234. mp_enableroundwaittime "1" // Enable timers to wait between rounds.
  1235. mp_fadetoblack "0" // fade a players screen to black when he dies
  1236. mp_falldamage "0"
  1237. mp_flashlight "0"
  1238. mp_footsteps "1"
  1239. mp_forceautoteam "0" // Automatically assign players to teams when joining.
  1240. mp_forcecamera "1" // Restricts spectator modes for dead players
  1241. mp_forcerespawn "1"
  1242. mp_forcerespawnplayers // Force all players to respawn.
  1243. mp_forcewin // Forces team to win
  1244. mp_fraglimit "0" // The number of kills at which the map ends
  1245. mp_freezetime "6" // how many seconds to keep players frozen when the round starts
  1246. mp_friendlyfire "0" // Allows team members to injure other members of their team
  1247. mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed.
  1248. mp_hostagepenalty "13" // Terrorist are kicked for killing too much hostages
  1249. mp_humanteam "0" // T}
  1250. mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
  1251. mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
  1252. mp_logdetail "0" // 3=both)
  1253. mp_mapcycle_empty_timeout_seconds "0" // server will cycle to the next map if it has been empty on the current map for N seconds
  1254. mp_match_end_at_timelimit "0" // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
  1255. mp_maxrounds "0" // max number of rounds to play before server changes maps
  1256. mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
  1257. mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
  1258. mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
  1259. mp_respawnwavetime "10" // Time between respawn waves.
  1260. mp_restartgame "0" // game will restart in the specified number of seconds
  1261. mp_restartgame_immediate "0" // game will restart immediately
  1262. mp_restartround "0" // the current round will restart in the specified number of seconds
  1263. mp_roundtime "2" // How many minutes each round takes.
  1264. mp_round_restart_delay "5" // Number of seconds to delay before restarting a round after a win
  1265. mp_scrambleteams // Scramble the teams and restart the game
  1266. mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
  1267. mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble.
  1268. mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking.
  1269. mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
  1270. mp_stalemate_enable "0" // Enable/Disable stalemate mode.
  1271. mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.
  1272. mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round.
  1273. mp_startmoney "800" // amount of money each player gets when they reset
  1274. mp_switchteams // Switch teams and restart the game
  1275. mp_teamlist "0"
  1276. mp_teamoverride "1"
  1277. mp_teamplay "0"
  1278. mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
  1279. mp_timelimit "0" // game time per map in minutes
  1280. mp_tkpunish "0" // 1=yes}
  1281. mp_tournament "0"
  1282. mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin.
  1283. mp_tournament_restart // Restart Tournament Mode on the current level.
  1284. mp_usehwmmodels "0" // 0 = based upon GPU)
  1285. mp_usehwmvcds "0" // 0 = based upon GPU)
  1286. mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
  1287. mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
  1288. mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds
  1289. mp_weaponstay "0"
  1290. mp_winlimit "0" // Max score one team can reach before server changes maps
  1291. multvar // Multiply specified convar value.
  1292. muzzleflash_light "1"
  1293. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1294. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1295. m_customaccel_max "0" // 0 for no limit
  1296. m_customaccel_scale "0" // Custom mouse acceleration value.
  1297. m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1298. m_forward "1" // Mouse forward factor.
  1299. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1300. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1301. m_mousespeed "1" // 2 to enable secondary threshold
  1302. m_pitch "0" // Mouse pitch factor.
  1303. m_rawinput "0" // Use Raw Input for mouse input.
  1304. m_side "0" // Mouse side factor.
  1305. m_yaw "0" // Mouse yaw factor.
  1306. name "0" // Current user name
  1307. nav_add_to_selected_set // Add current area to the selected set.
  1308. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1309. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1310. nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
  1311. nav_area_max_size "50" // Max area size created in nav generation
  1312. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1313. nav_begin_area // drag the opposite corner to the desired location and
  1314. nav_begin_deselecting // Start continuously removing from the selected set.
  1315. nav_begin_drag_deselecting // Start dragging a selection area.
  1316. nav_begin_drag_selecting // Start dragging a selection area.
  1317. nav_begin_selecting // Start continuously adding to the selected set.
  1318. nav_begin_shift_xy // Begin shifting the Selected Set.
  1319. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1320. nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
  1321. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1322. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1323. nav_check_stairs // Update the nav mesh STAIRS attribute
  1324. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1325. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1326. nav_clear_selected_set // Clear the selected set.
  1327. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1328. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1329. nav_connect // then invoke the connect command. Note that this creates a
  1330. nav_coplanar_slope_limit "0"
  1331. nav_coplanar_slope_limit_displacement "0"
  1332. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1333. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1334. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1335. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1336. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1337. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1338. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1339. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1340. nav_debug_blocked "0"
  1341. nav_delete // Deletes the currently highlighted Area.
  1342. nav_delete_marked // Deletes the currently marked Area (if any).
  1343. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1344. nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
  1345. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1346. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1347. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
  1348. nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
  1349. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1350. nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
  1351. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1352. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1353. nav_end_deselecting // Stop continuously removing from the selected set.
  1354. nav_end_drag_deselecting // Stop dragging a selection area.
  1355. nav_end_drag_selecting // Stop dragging a selection area.
  1356. nav_end_selecting // Stop continuously adding to the selected set.
  1357. nav_end_shift_xy // Finish shifting the Selected Set.
  1358. nav_flood_select // use this command again.
  1359. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1360. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1361. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1362. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1363. nav_generate_incremental_range "2000"
  1364. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1365. nav_gen_cliffs_approx // post-processing approximation
  1366. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1367. nav_ladder_flip // Flips the selected ladders direction.
  1368. nav_load // Loads the Navigation Mesh for the current map.
  1369. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1370. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1371. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1372. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1373. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1374. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1375. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1376. nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1377. nav_max_vis_delta_list_length "64"
  1378. nav_merge // and invoke the merge comm
  1379. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1380. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1381. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1382. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1383. nav_place_list // Lists all place names used in the map.
  1384. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1385. nav_place_replace // Replaces all instances of the first place with the second place.
  1386. nav_place_set // Sets the Place of all selected areas to the current Place.
  1387. nav_potentially_visible_dot_tolerance "0"
  1388. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1389. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1390. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1391. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1392. nav_recall_selected_set // Re-selects the stored selected set.
  1393. nav_remove_from_selected_set // Remove current area from the selected set.
  1394. nav_remove_jump_areas // replacing them with connections.
  1395. nav_restart_after_analysis "1" // but is useful for increm
  1396. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1397. nav_save // Saves the current Navigation Mesh to disk.
  1398. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1399. nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
  1400. nav_selected_set_color "255" // Color used to draw the selected set background while editing.
  1401. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1402. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1403. nav_select_half_space // Selects any areas that intersect the given half-space.
  1404. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1405. nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
  1406. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1407. nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
  1408. nav_select_overlapping // Selects nav areas that are overlapping others.
  1409. nav_select_radius // Adds all areas in a radius to the selection set
  1410. nav_select_stairs // Adds all stairway areas to the selected set
  1411. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1412. nav_shift // Shifts the selected areas by the specified amount
  1413. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1414. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1415. nav_show_compass "0"
  1416. nav_show_continguous "0" // Highlight non-contiguous connections
  1417. nav_show_danger "0" // Show current danger levels.
  1418. nav_show_dumped_positions // z) coordinate positions of the given dump file.
  1419. nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
  1420. nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
  1421. nav_show_func_nav_prerequisite "0" // Show areas of designer-placed bot preference due to func_nav_prerequisite entities
  1422. nav_show_light_intensity "0"
  1423. nav_show_nodes "0"
  1424. nav_show_node_grid "0"
  1425. nav_show_node_id "0"
  1426. nav_show_player_counts "0" // Show current player counts in each area.
  1427. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  1428. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1429. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1430. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1431. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1432. nav_solid_props "0" // Make props solid to nav generation/editing
  1433. nav_splice // connected area between them.
  1434. nav_split // align the split line using your cursor and invoke the split command.
  1435. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1436. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1437. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1438. nav_store_selected_set // Stores the current selected set for later retrieval.
  1439. nav_strip // and Encounter Spots from the current Area.
  1440. nav_subdivide // Subdivides all selected areas.
  1441. nav_test_node "0"
  1442. nav_test_node_crouch "0"
  1443. nav_test_node_crouch_dir "4"
  1444. nav_test_stairs // Test the selected set for being on stairs
  1445. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1446. nav_toggle_in_selected_set // Remove current area from the selected set.
  1447. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1448. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1449. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1450. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1451. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1452. nav_unmark // Clears the marked Area or Ladder.
  1453. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1454. nav_update_lighting // Recomputes lighting values
  1455. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1456. nav_use_place // the current Place is set.
  1457. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1458. nav_warp_to_mark // Warps the player to the marked area.
  1459. nav_world_center // Centers the nav mesh in the world
  1460. nb_allow_avoiding "1"
  1461. nb_allow_climbing "1"
  1462. nb_allow_gap_jumping "1"
  1463. nb_blind "0" // Disable vision
  1464. nb_command // Sends a command string to all bots
  1465. nb_debug // ERRORS.
  1466. nb_debug_climbing "0"
  1467. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  1468. nb_debug_history "1" // each bot keeps a history of debug output in memory
  1469. nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
  1470. nb_delete_all // Delete all non-player NextBot entities.
  1471. nb_force_look_at // Force selected bot to look at the local players position
  1472. nb_goal_look_ahead_range "50"
  1473. nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
  1474. nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
  1475. nb_head_aim_settle_duration "0"
  1476. nb_head_aim_steady_max_rate "100"
  1477. nb_ladder_align_range "50"
  1478. nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
  1479. nb_move_to_cursor // Tell all NextBots to move to the cursor position
  1480. nb_path_draw_inc "100"
  1481. nb_path_draw_segment_count "100"
  1482. nb_path_segment_influence_radius "100"
  1483. nb_player_crouch "0" // Force bots to crouch
  1484. nb_player_move "1" // Prevents bots from moving
  1485. nb_player_move_direct "0"
  1486. nb_player_stop "0" // Stop all NextBotPlayers from updating
  1487. nb_player_walk "0" // Force bots to walk
  1488. nb_saccade_speed "1000"
  1489. nb_saccade_time "0"
  1490. nb_select // Select the bot you are aiming at for further debug operations.
  1491. nb_shadow_dist "400"
  1492. nb_speed_look_ahead_range "150"
  1493. nb_stop "0" // Stop all NextBots
  1494. nb_update_debug "0"
  1495. nb_update_framelimit "15"
  1496. nb_update_frequency "0"
  1497. nb_update_maxslide "2"
  1498. nb_warp_selected_here // Teleport the selected bot to your cursor position
  1499. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1500. net_channels // Shows net channel info
  1501. net_chokeloop "0" // Apply bandwidth choke to loopback packets
  1502. net_compresspackets "1" // Use compression on game packets.
  1503. net_compresspackets_minsize "1024" // Dont bother compressing packets below this size.
  1504. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
  1505. net_drawslider "0" // Draw completion slider during signon
  1506. net_droppackets "0" // Drops next n packets on client
  1507. net_fakejitter "0" // Jitter fakelag packet time
  1508. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1509. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1510. net_graph "1" // = 3 draws payload legend.
  1511. net_graphheight "64" // Height of netgraph panel
  1512. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1513. net_graphpos "1"
  1514. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1515. net_graphshowinterp "1" // Draw the interpolation graph.
  1516. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1517. net_graphsolid "1"
  1518. net_graphtext "1" // Draw text fields
  1519. net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
  1520. net_maxfilesize "16" // Maximum allowed file size for uploading in MB
  1521. net_maxfragments "1260" // Max fragment bytes per packet
  1522. net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit)
  1523. net_maxroutable "1260" // Requested max packet size before packets are split.
  1524. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
  1525. net_queue_trace "0"
  1526. net_scale "5"
  1527. net_showdrop "0" // Show dropped packets in console
  1528. net_showevents "0" // 2=all).
  1529. net_showfragments "0" // Show netchannel fragments
  1530. net_showmsg "0" // Show incoming message: <0|1|name>
  1531. net_showpeaks "0" // Show messages for large packets only: <size>
  1532. net_showsplits "0" // Show info about packet splits
  1533. net_showtcp "0" // Dump TCP stream summary to console
  1534. net_showudp "0" // Dump UDP packets summary to console
  1535. net_showudp_wire "0" // Show incoming packet information
  1536. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1537. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1538. net_start // Inits multiplayer network sockets
  1539. net_status // Shows current network status
  1540. net_udp_rcvbuf "131072" // Default UDP receive buffer size
  1541. net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
  1542. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1543. nextdemo // Play next demo in sequence.
  1544. nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
  1545. noclip // Toggle. Player becomes non-solid and flies.
  1546. notarget // Toggle. Player becomes hidden to NPCs.
  1547. npc_ally_deathmessage "1"
  1548. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1549. npc_sentences "0"
  1550. npc_vphysics "0"
  1551. old_radiusdamage "0"
  1552. option_duck_method "1"
  1553. option_duck_method_default "1"
  1554. opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.
  1555. overview_alpha "1" // Overview map translucency.
  1556. overview_health "1" // Show players health in map overview.
  1557. overview_locked "1" // doesnt follow view angle.
  1558. overview_mode // large: <0|1|2>
  1559. overview_names "1" // Show players names in map overview.
  1560. overview_preferred_mode "1" // Preferred overview mode
  1561. overview_preferred_view_size "600" // Preferred overview view size
  1562. overview_tracks "1" // Show players tracks in map overview.
  1563. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1564. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1565. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1566. particle_sim_alt_cores "2"
  1567. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1568. particle_test_attach_mode "0" // follow_origin
  1569. particle_test_file "0" // Name of the particle system to dynamically spawn
  1570. particle_test_start // particle_test_attach_mode and particl
  1571. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1572. password "0" // Current server access password
  1573. path // Show the engine filesystem path.
  1574. pause // Toggle the server pause state.
  1575. perfui // Show/hide the level performance tools UI.
  1576. perfvisualbenchmark
  1577. perfvisualbenchmark_abort
  1578. phonemedelay "0" // Phoneme delay to account for sound system latency.
  1579. phonemefilter "0" // Time duration of box filter to pass over phonemes.
  1580. phonemesnap "2" // regardless of duration.
  1581. physicsshadowupdate_render "0"
  1582. physics_budget // Times the cost of each active object
  1583. physics_constraints // Highlights constraint system graph for an entity
  1584. physics_debug_entity // Dumps debug info for an entity
  1585. physics_highlight_active // Turns on the absbox for all active physics objects
  1586. physics_report_active // Lists all active physics objects
  1587. physics_select // Dumps debug info for an entity
  1588. phys_impactforcescale "1"
  1589. phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
  1590. phys_pushscale "1"
  1591. phys_speeds "0"
  1592. phys_stressbodyweights "5"
  1593. phys_timescale "1" // Scale time for physics
  1594. phys_upimpactforcescale "0"
  1595. picker // pivot and debugging text is displayed for whatever entity the play
  1596. ping // Display ping to server.
  1597. pipeline_static_props "1"
  1598. pixelvis_debug // Dump debug info
  1599. play // Play a sound.
  1600. playdemo // Play a recorded demo file (.dem ).
  1601. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1602. player_old_armor "0"
  1603. playflush // reloading from disk in case of changes.
  1604. playgamesound // Play a sound from the game sounds txt file
  1605. playsoundscape // Forces a soundscape to play
  1606. playvideo // Plays a video: <filename> [width height]
  1607. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1608. playvol // Play a sound at a specified volume.
  1609. plugin_load // plugin_load <filename> : loads a plugin
  1610. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1611. plugin_pause_all // pauses all loaded plugins
  1612. plugin_print // Prints details about loaded plugins
  1613. plugin_unload // plugin_unload <index> : unloads a plugin
  1614. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1615. plugin_unpause_all // unpauses all disabled plugins
  1616. print_colorcorrection // Display the color correction layer information.
  1617. progress_enable
  1618. props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
  1619. props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
  1620. prop_active_gib_limit "999999"
  1621. prop_active_gib_max_fade_time "999999"
  1622. prop_crosshair // Shows name for prop looking at
  1623. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1624. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1625. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1626. pwatchent "-1" // Entity to watch for prediction system changes.
  1627. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1628. pyro_max_intensity "0"
  1629. pyro_max_rate "0"
  1630. pyro_max_side_length "0"
  1631. pyro_max_side_width "0"
  1632. pyro_min_intensity "0"
  1633. pyro_min_rate "0"
  1634. pyro_min_side_length "0"
  1635. pyro_min_side_width "0"
  1636. pyro_vignette "2"
  1637. pyro_vignette_distortion "1"
  1638. quit // Exit the engine.
  1639. radio1 // Opens a radio menu
  1640. radio2 // Opens a radio menu
  1641. radio3 // Opens a radio menu
  1642. ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
  1643. rate "30000" // Max bytes/sec the host can receive data
  1644. rcon // Issue an rcon command.
  1645. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  1646. rcon_password "0" // remote console password.
  1647. rebuy // Attempt to repurchase items with the order listed in cl_rebuy
  1648. recompute_speed // Recomputes clock speed (for debugging purposes).
  1649. record // Record a demo.
  1650. refresh_options_dialog // Refresh the options dialog.
  1651. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1652. reload_materials "0"
  1653. removeid // Remove a user ID from the ban list.
  1654. removeip // Remove an IP address from the ban list.
  1655. replay_debug "0"
  1656. replay_ignorereplayticks "0"
  1657. report_entities // Lists all entities
  1658. report_simthinklist // Lists all simulating/thinking entities
  1659. report_soundpatch // reports sound patch count
  1660. report_soundpatch // reports sound patch count
  1661. report_touchlinks // Lists all touchlinks
  1662. respawn_entities // Respawn all the entities in the map.
  1663. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1664. retry // Retry connection to last server.
  1665. room_type "0"
  1666. rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
  1667. rope_collide "1" // Collide rope with the world
  1668. rope_rendersolid "1"
  1669. rope_shake "0"
  1670. rope_smooth "1" // Do an antialiasing effect on ropes
  1671. rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
  1672. rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
  1673. rope_smooth_maxalphawidth "1"
  1674. rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
  1675. rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
  1676. rope_solid_maxalpha "1"
  1677. rope_solid_maxwidth "1"
  1678. rope_solid_minalpha "0"
  1679. rope_solid_minwidth "0"
  1680. rope_subdiv "2" // Rope subdivision amount
  1681. rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
  1682. rr_debugresponses "0" // it will only show response success/failure for np
  1683. rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
  1684. rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
  1685. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
  1686. rr_reloadresponsesystems // Reload all response system scripts.
  1687. r_3dnow // Enable/disable 3DNow code
  1688. r_3dsky "1" // Enable the rendering of 3d sky boxes
  1689. r_AirboatViewDampenDamp "1"
  1690. r_AirboatViewDampenFreq "7"
  1691. r_AirboatViewZHeight "0"
  1692. r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
  1693. r_ambientfactor "5" // Boost ambient cube by no more than this factor
  1694. r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting
  1695. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1696. r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
  1697. r_aspectratio "0"
  1698. r_avglight "1"
  1699. r_avglightmap "0"
  1700. r_bloomtintb "0"
  1701. r_bloomtintexponent "2"
  1702. r_bloomtintg "0"
  1703. r_bloomtintr "0"
  1704. r_cheapwaterend
  1705. r_cheapwaterstart
  1706. r_cleardecals // Usage r_cleardecals <permanent>.
  1707. r_ClipAreaPortals "1"
  1708. r_colorstaticprops "0"
  1709. r_debugcheapwater "0"
  1710. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1711. r_decals "2048"
  1712. r_decalstaticprops "1" // Decal static props test
  1713. r_decal_cover_count "4"
  1714. r_decal_cullsize "1"
  1715. r_decal_overlap_area "0"
  1716. r_decal_overlap_count "3"
  1717. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1718. r_DispBuildable "0"
  1719. r_DispDrawAxes "0"
  1720. r_DispWalkable "0"
  1721. r_dopixelvisibility "1"
  1722. r_drawbatchdecals "1" // Render decals batched.
  1723. r_DrawBeams "1" // 2=Wireframe
  1724. r_drawbrushmodels "1" // 2=Wireframe
  1725. r_drawclipbrushes "0" // purple=NPC)
  1726. r_drawdecals "1" // Render decals.
  1727. r_drawdetailprops "1" // 2=Wireframe
  1728. r_DrawDisp "1" // Toggles rendering of displacment maps
  1729. r_drawentities "1"
  1730. r_drawflecks "1"
  1731. r_drawfuncdetail "1" // Render func_detail
  1732. r_drawleaf "-1" // Draw the specified leaf.
  1733. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  1734. r_drawlightinfo "0"
  1735. r_drawlights "0"
  1736. r_drawmodeldecals "1"
  1737. r_DrawModelLightOrigin "0"
  1738. r_drawmodelstatsoverlay "0"
  1739. r_drawmodelstatsoverlaydistance "500"
  1740. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1741. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1742. r_drawopaquerenderables "1"
  1743. r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs
  1744. r_drawopaqueworld "1"
  1745. r_drawothermodels "1" // 2=Wireframe
  1746. r_drawparticles "1" // Enable/disable particle rendering
  1747. r_drawpixelvisibility "0" // Show the occlusion proxies
  1748. r_DrawPortals "0"
  1749. r_DrawRain "1" // Enable/disable rain rendering.
  1750. r_drawrenderboxes "0"
  1751. r_drawropes "1"
  1752. r_drawskybox "1"
  1753. r_DrawSpecificStaticProp "-1"
  1754. r_drawsprites "1"
  1755. r_drawstaticprops "1" // 2=Wireframe
  1756. r_drawtranslucentrenderables "1"
  1757. r_drawtranslucentworld "1"
  1758. r_drawvgui "1" // Enable the rendering of vgui panels
  1759. r_drawviewmodel "1"
  1760. r_drawworld "1" // Render the world.
  1761. r_dscale_basefov "90"
  1762. r_dscale_fardist "2000"
  1763. r_dscale_farscale "4"
  1764. r_dscale_neardist "100"
  1765. r_dscale_nearscale "1"
  1766. r_dynamic "1"
  1767. r_dynamiclighting "1"
  1768. r_entityclips "1"
  1769. r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
  1770. r_eyegloss "1"
  1771. r_eyemove "1"
  1772. r_eyes "1"
  1773. r_eyeshift_x "0"
  1774. r_eyeshift_y "0"
  1775. r_eyeshift_z "0"
  1776. r_eyesize "0"
  1777. r_eyewaterepsilon "10"
  1778. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1779. 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
  1780. r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
  1781. r_flashlightambient "0"
  1782. r_flashlightclip "0"
  1783. r_flashlightconstant "0"
  1784. r_flashlightculldepth "1"
  1785. r_flashlightdepthres "1024"
  1786. r_flashlightdepthtexture "1"
  1787. r_flashlightdrawclip "0"
  1788. r_flashlightdrawdepth "0"
  1789. r_flashlightdrawfrustum "0"
  1790. r_flashlightdrawfrustumbbox "0"
  1791. r_flashlightdrawsweptbbox "0"
  1792. r_flashlightfar "750"
  1793. r_flashlightfov "45"
  1794. r_flashlightladderdist "40"
  1795. r_flashlightlinear "100"
  1796. r_flashlightlockposition "0"
  1797. r_flashlightmodels "1"
  1798. r_flashlightnear "4"
  1799. r_flashlightnodraw "0"
  1800. r_flashlightoffsetx "10"
  1801. r_flashlightoffsety "-20"
  1802. r_flashlightoffsetz "24"
  1803. r_flashlightquadratic "0"
  1804. r_flashlightrender "1"
  1805. r_flashlightrendermodels "1"
  1806. r_flashlightrenderworld "1"
  1807. r_flashlightscissor "1"
  1808. r_flashlightshadowatten "0"
  1809. r_flashlightupdatedepth "1"
  1810. r_flashlightvisualizetrace "0"
  1811. r_flex "1"
  1812. r_flushlod // Flush and reload LODs.
  1813. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  1814. r_frustumcullworld "1"
  1815. r_glint_alwaysdraw "0"
  1816. r_glint_procedural "0"
  1817. r_hunkalloclightmaps "1"
  1818. r_hwmorph "1"
  1819. r_itemblinkmax "0"
  1820. r_itemblinkrate "4"
  1821. r_JeepFOV "90"
  1822. r_JeepViewBlendTo "1"
  1823. r_JeepViewBlendToScale "0"
  1824. r_JeepViewBlendToTime "1"
  1825. r_JeepViewDampenDamp "1"
  1826. r_JeepViewDampenFreq "7"
  1827. r_JeepViewZHeight "10"
  1828. r_lightaverage "1" // Activates/deactivate light averaging
  1829. r_lightcachecenter "1"
  1830. r_lightcachemodel "-1"
  1831. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  1832. r_lightcache_zbuffercache "0"
  1833. r_lightinterp "5" // 0 turns off interpolation
  1834. r_lightmap "-1"
  1835. r_lightstyle "-1"
  1836. r_lightwarpidentity "0"
  1837. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  1838. r_lod "-1"
  1839. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  1840. r_maxdlights "32"
  1841. r_maxmodeldecal "50"
  1842. r_maxnewsamples "6"
  1843. r_maxsampledist "128"
  1844. r_minnewsamples "3"
  1845. r_modelwireframedecal "0"
  1846. r_newflashlight "1"
  1847. r_nohw "0"
  1848. r_norefresh "0"
  1849. r_nosw "0"
  1850. r_novis "0" // Turn off the PVS.
  1851. 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.
  1852. 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.
  1853. r_occludermincount "0" // no matter how big they are.
  1854. r_occlusion "1" // Activate/deactivate the occlusion system.
  1855. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  1856. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  1857. r_overlayfadeenable "0"
  1858. r_overlayfademax "2000"
  1859. r_overlayfademin "1750"
  1860. r_overlaywireframe "0"
  1861. r_particle_sim_spike_threshold_ms "5"
  1862. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1863. r_PhysPropStaticLighting "1"
  1864. r_pixelfog "1"
  1865. r_pixelvisibility_partial "1"
  1866. r_pixelvisibility_spew "0"
  1867. r_pix_recordframes "0"
  1868. r_pix_start "0"
  1869. r_portalsopenall "0" // Open all portals
  1870. r_PortalTestEnts "1" // Clip entities against portal frustums.
  1871. r_printdecalinfo
  1872. r_proplightingfromdisk "1" // 2=Show Errors
  1873. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1874. r_propsmaxdist "1200" // Maximum visible distance
  1875. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  1876. r_queued_post_processing "0"
  1877. r_queued_ropes "1"
  1878. r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
  1879. r_rainalpha "0"
  1880. r_rainalphapow "0"
  1881. r_raindensity "0"
  1882. r_RainHack "0"
  1883. r_rainlength "0"
  1884. r_RainProfile "0" // Enable/disable rain profiling.
  1885. r_RainRadius "1500"
  1886. r_RainSideVel "130" // How much sideways velocity rain gets.
  1887. r_RainSimulate "1" // Enable/disable rain simulation.
  1888. r_rainspeed "600"
  1889. r_RainSplashPercentage "20"
  1890. r_rainwidth "0"
  1891. r_randomflex "0"
  1892. r_renderoverlayfragment "1"
  1893. r_rimlight "1"
  1894. r_rootlod "0" // Root LOD
  1895. r_ropetranslucent "1"
  1896. r_screenfademaxsize "0"
  1897. r_screenfademinsize "0"
  1898. r_screenoverlay // Draw specified material as an overlay
  1899. r_sequence_debug "0"
  1900. r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
  1901. r_shadowangles // Set shadow angles
  1902. r_shadowblobbycutoff // some shadow stuff
  1903. r_shadowcolor // Set shadow color
  1904. r_shadowdir // Set shadow direction
  1905. r_shadowdist // Set shadow distance
  1906. r_shadowids "0"
  1907. r_shadowmaxrendered "32"
  1908. r_shadowrendertotexture "1"
  1909. r_shadows "1"
  1910. r_shadows_gamecontrol "-1"
  1911. r_shadowwireframe "0"
  1912. r_showenvcubemap "0"
  1913. r_ShowViewerArea "0"
  1914. r_showz_power "1"
  1915. r_skin "0"
  1916. r_skybox "1" // Enable the rendering of sky boxes
  1917. r_snapportal "-1"
  1918. r_SnowColorBlue "200" // Snow.
  1919. r_SnowColorGreen "175" // Snow.
  1920. r_SnowColorRed "150" // Snow.
  1921. r_SnowDebugBox "0" // Snow Debug Boxes.
  1922. r_SnowEnable "1" // Snow Enable
  1923. r_SnowEndAlpha "255" // Snow.
  1924. r_SnowEndSize "0" // Snow.
  1925. r_SnowFallSpeed "1" // Snow fall speed scale.
  1926. r_SnowInsideRadius "256" // Snow.
  1927. r_SnowOutsideRadius "1024" // Snow.
  1928. r_SnowParticles "500" // Snow.
  1929. r_SnowPosScale "1" // Snow.
  1930. r_SnowRayEnable "1" // Snow.
  1931. r_SnowRayLength "8192" // Snow.
  1932. r_SnowRayRadius "256" // Snow.
  1933. r_SnowSpeedScale "1" // Snow.
  1934. r_SnowStartAlpha "25" // Snow.
  1935. r_SnowStartSize "1" // Snow.
  1936. r_SnowWindScale "0" // Snow.
  1937. r_SnowZoomOffset "384" // Snow.
  1938. r_SnowZoomRadius "512" // Snow.
  1939. r_spray_lifetime "2" // Number of rounds player sprays are visible
  1940. r_sse2 // Enable/disable SSE2 code
  1941. r_sse_s "1" // sse ins for particle sphere create
  1942. r_staticpropinfo "0"
  1943. r_staticprop_lod "-1"
  1944. r_studio_stats "0"
  1945. r_studio_stats_lock "0" // Lock the current studio stats entity selection
  1946. r_studio_stats_mode "0" // Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapon held by player under your cr
  1947. r_swingflashlight "1"
  1948. r_teeth "1"
  1949. r_threaded_client_shadow_manager "0"
  1950. r_threaded_particles "1"
  1951. r_threaded_renderables "0"
  1952. r_unloadlightmaps "0"
  1953. r_updaterefracttexture "1"
  1954. r_vehicleBrakeRate "1"
  1955. r_VehicleViewClamp "1"
  1956. r_VehicleViewDampen "1"
  1957. r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
  1958. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1959. r_visualizelighttraces "0"
  1960. r_visualizelighttracesshowfulltrace "0"
  1961. r_visualizeproplightcaching "0"
  1962. r_visualizetraces "0"
  1963. r_WaterDrawReflection "1" // Enable water reflection
  1964. r_WaterDrawRefraction "1" // Enable water refraction
  1965. r_waterforceexpensive "1"
  1966. r_waterforcereflectentities "0"
  1967. r_worldlightmin "0"
  1968. r_worldlights "4" // number of world lights to use per vertex
  1969. r_worldlistcache "1"
  1970. save // Saves current game.
  1971. save_async "1"
  1972. save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
  1973. save_console "0" // Autosave on the PC behaves like it does on the consoles.
  1974. save_disable "0"
  1975. save_finish_async
  1976. save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
  1977. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
  1978. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
  1979. save_noxsave "0"
  1980. save_screenshot "1" // 2 = always
  1981. save_spew "0"
  1982. say // Display player message
  1983. say_team // Display player message to team
  1984. sb_filter_incompatible_versions "1" // Hides servers running incompatible versions from the server browser. (Internet tab only.)
  1985. sb_mod_suggested_maxplayers "0"
  1986. sb_quick_list_bit_field "-1"
  1987. sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
  1988. scene_async_prefetch_spew "0" // Display async .ani file loading info.
  1989. scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think.
  1990. scene_clientflex "1" // Do client side flex animation.
  1991. scene_flatturn "1"
  1992. scene_flush // Flush all .vcds from the cache and reload from disk.
  1993. scene_forcecombined "0" // force use of combined .wav files even in english.
  1994. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
  1995. scene_print "0" // print timing and event info to console.
  1996. scene_showfaceto "0" // show the directions of faceto events.
  1997. scene_showlook "0" // show the directions of look events.
  1998. scene_showmoveto "0" // show the end location.
  1999. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  2000. screenshot // Take a screenshot.
  2001. scr_centertime "2"
  2002. sensitivity "3" // Mouse sensitivity.
  2003. servercfgfile "0"
  2004. server_game_time // Gives the game time in seconds (servers curtime)
  2005. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  2006. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  2007. setinfo // Adds a new user info value
  2008. setmodel // Changess players model
  2009. setpause // Set the pause state of the server.
  2010. setpos // Move player to specified origin (must have sv_cheats).
  2011. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  2012. shake // Shake the screen.
  2013. shake_show "0" // Displays a list of the active screen shakes.
  2014. shake_stop // Stops all active screen shakes.
  2015. showbudget_texture "0" // Enable the texture budget panel.
  2016. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  2017. showbudget_texture_global_sum "0"
  2018. showconsole // Show the console.
  2019. showhitlocation "0"
  2020. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
  2021. showpanel // Shows a viewport panel <name>
  2022. showparticlecounts "0" // Display number of particles drawn per frame
  2023. showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res
  2024. showtriggers "0" // Shows trigger brushes
  2025. showtriggers_toggle // Toggle show triggers
  2026. simple_bot_add // Add a simple bot.
  2027. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  2028. skill "1" // Game skill level (1-3).
  2029. skip_next_map // Skips the next map in the map rotation for the server.
  2030. sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
  2031. sk_autoaim_mode "1"
  2032. sk_npc_arm "1"
  2033. sk_npc_chest "1"
  2034. sk_npc_head "2"
  2035. sk_npc_leg "1"
  2036. sk_npc_stomach "1"
  2037. sk_player_arm "1"
  2038. sk_player_chest "1"
  2039. sk_player_head "2"
  2040. sk_player_leg "1"
  2041. sk_player_stomach "1"
  2042. slot0
  2043. slot1
  2044. slot10
  2045. slot2
  2046. slot3
  2047. slot4
  2048. slot5
  2049. slot6
  2050. slot7
  2051. slot8
  2052. slot9
  2053. smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
  2054. snapto
  2055. sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
  2056. snd_async_flush // Flush all unlocked async audio data
  2057. snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives).
  2058. snd_async_minsize "262144"
  2059. snd_async_showmem // Show async memory stats
  2060. snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
  2061. snd_async_stream_spew "0" // 2=buffers
  2062. snd_buildcache // <directory or VPK filename> Rebulds sound cache for a given search path.
  2063. snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
  2064. snd_defer_trace "1"
  2065. snd_delay_sound_shift "0"
  2066. snd_disable_mixer_duck "0"
  2067. snd_duckerattacktime "0"
  2068. snd_duckerreleasetime "2"
  2069. snd_duckerthreshold "0"
  2070. snd_ducktovolume "0"
  2071. snd_dumpclientsounds // Dump sounds to VXConsole
  2072. snd_foliage_db_loss "4"
  2073. snd_gain "1"
  2074. snd_gain_max "1"
  2075. snd_gain_min "0"
  2076. snd_legacy_surround "0"
  2077. snd_lockpartial "1"
  2078. snd_mixahead "0"
  2079. snd_mix_async "0"
  2080. snd_musicvolume "1" // Music volume
  2081. snd_mute_losefocus "1"
  2082. snd_noextraupdate "0"
  2083. snd_obscured_gain_dB "-2"
  2084. snd_pitchquality "1"
  2085. snd_profile "0"
  2086. snd_refdb "60"
  2087. snd_refdist "36"
  2088. snd_restart // Restart sound system.
  2089. snd_show "0" // Show sounds info
  2090. snd_showclassname "0"
  2091. snd_showmixer "0"
  2092. snd_showstart "0"
  2093. snd_ShowThreadFrameTime "0"
  2094. snd_soundmixer "0"
  2095. snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
  2096. snd_surround_speakers "2"
  2097. snd_visualize "0" // Show sounds location in world
  2098. snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
  2099. snd_vox_globaltimeout "300"
  2100. snd_vox_sectimetout "300"
  2101. snd_vox_seqtimetout "300"
  2102. soundfade // Fade client volume.
  2103. soundinfo // Describe the current sound device.
  2104. soundlist // List all known sounds.
  2105. soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
  2106. soundscape_debug "0" // red lines show soundscapes that ar
  2107. soundscape_dumpclient // Dumps the clients soundscape data.
  2108. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  2109. soundscape_flush // Flushes the server & client side soundscapes
  2110. speak // Play a constructed sentence.
  2111. spec_autodirector "1" // Auto-director chooses best view modes while spectating
  2112. spec_freeze_distance_max "90" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  2113. spec_freeze_distance_min "80" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  2114. spec_freeze_time "5" // Time spend frozen in observer freeze cam.
  2115. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  2116. spec_help // Show spectator help screen
  2117. spec_menu // Activates spectator menu
  2118. spec_mode // Set spectator mode
  2119. spec_next // Spectate next player
  2120. spec_player // Spectate player by name
  2121. spec_pos // dump position and angles to the console
  2122. spec_prev // Spectate previous player
  2123. spec_scoreboard "0"
  2124. spec_track "0" // Tracks an entity in spec mode
  2125. spew_consolelog_to_debugstring "0" // Send console log to PLAT_DebugString()
  2126. spike // generates a fake spike
  2127. startdemos // Play demos in demo sequence.
  2128. startmovie // Start recording movie frames.
  2129. startupmenu // and were not in developer
  2130. star_memory // Dump memory stats
  2131. stats // Prints server performance variables
  2132. stats_reset // Resets all player stats
  2133. status // Display map and connection status.
  2134. step_spline "0"
  2135. stop // Finish recording demo.
  2136. stopdemo // Stop playing back a demo.
  2137. stopsound
  2138. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  2139. studio_queue_mode "1"
  2140. stuffcmds // Parses and stuffs command line + commands to command buffer.
  2141. suitvolume "0"
  2142. surfaceprop // Reports the surface properties at the cursor
  2143. sv_accelerate "10"
  2144. sv_airaccelerate "10"
  2145. sv_allowdownload "1" // Allow clients to download files
  2146. sv_allowminmodels "1" // Allow or disallow the use of cl_minmodels on this server.
  2147. sv_allowupload "1" // Allow clients to upload customizations files
  2148. sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.
  2149. sv_allow_voice_from_file "1" // Allow or disallow clients from using voice_inputfromfile on this server.
  2150. sv_allow_votes "1" // Allow voting?
  2151. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  2152. sv_alltalk "0" // no team restrictions
  2153. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  2154. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
  2155. sv_backspeed "0" // How much to slow down backwards motion
  2156. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
  2157. sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
  2158. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
  2159. sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
  2160. sv_bonus_map_challenge_update // Updates a bonus map challenge score.
  2161. sv_bonus_map_complete // Completes a bonus map.
  2162. sv_bonus_map_unlock // Locks a bonus map.
  2163. sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
  2164. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
  2165. sv_cheats "0" // Allow cheats on server
  2166. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2167. sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
  2168. sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
  2169. sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
  2170. sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
  2171. sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  2172. sv_competitive_minspec "0" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages: r_drawdetailprops =
  2173. sv_compressstringtablebaselines "0" // Enable to compression for string table baselines. (Spend more CPU time to maybe save a little bandwidth.)
  2174. sv_consistency "1" // Legacy variable with no effect! This was deleted and then added as a temporary kludge to prevent players from being banned by
  2175. sv_contact "0" // Contact email for server sysop
  2176. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
  2177. sv_debugroundstats "0" // A temporary variable that will print extra information about stats upload which may be useful in debugging any problems.
  2178. sv_debugtempentities "0" // Show temp entity bandwidth usage.
  2179. sv_debug_player_use "0" // Green box=radius success
  2180. sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
  2181. sv_deltatime "0" // Enable profiling of CalcDelta calls
  2182. sv_disablefreezecam "0" // Turn on/off freezecam on server
  2183. sv_disable_querycache "0" // debug - disable trace query cache
  2184. sv_downloadurl "0" // Location from which clients can download missing files
  2185. sv_dumpstringtables "0"
  2186. sv_enableboost "0" // Allow boost exploits
  2187. sv_enablebunnyhopping "0"
  2188. sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
  2189. sv_filterban "1" // Set packet filtering by IP mode
  2190. sv_footsteps "1" // Play footstep sound for players
  2191. sv_forcepreload "0" // Force server side preloading.
  2192. sv_friction "4" // World friction.
  2193. sv_gravity "800" // World gravity.
  2194. sv_hudhint_sound "1"
  2195. sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
  2196. sv_ladder_angle "0" // Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
  2197. sv_ladder_dampen "0" // Amount to dampen perpendicular movement on a ladder
  2198. sv_lan "0" // no non-class C addresses )
  2199. sv_legacy_grenade_damage "0" // Enable to replicate grenade damage behavior of the original Counter-Strike Source game.
  2200. sv_logbans "0" // Log server bans in the server logs.
  2201. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
  2202. sv_logdownloadlist "1"
  2203. sv_logecho "1" // Echo log information to the console.
  2204. sv_logfile "1" // Log server information in the log file.
  2205. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2206. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2207. sv_logsecret "0" // not usual 0x52)
  2208. sv_log_onefile "0" // Log server information to only one file.
  2209. sv_lowedict_action "0" // 4 - go to the next ma
  2210. sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action.
  2211. sv_massreport "0"
  2212. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
  2213. sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.
  2214. sv_maxrate "0" // 0 == unlimited
  2215. sv_maxreplay "0" // Maximum replay time in seconds
  2216. sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.
  2217. sv_maxspeed "320"
  2218. sv_maxupdaterate "66" // Maximum updates per second that the server will allow
  2219. sv_maxusrcmdprocessticks "24" // 0 to allow no restrictions
  2220. sv_maxusrcmdprocessticks_warning "-1" // negat
  2221. sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
  2222. sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address.
  2223. sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere.
  2224. sv_max_connects_window "4" // Window over which to average connections per second averages.
  2225. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
  2226. sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.
  2227. sv_max_queries_window "30" // Window over which to average queries per second averages.
  2228. sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
  2229. sv_memlimit "0" // the server wi
  2230. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2231. sv_minrate "3500" // 0 == unlimited
  2232. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  2233. sv_motd_unload_on_dismissal "0" // the MOTD contents will be unloaded when the player closes the MOTD.
  2234. sv_mumble_positionalaudio "1" // Allows players using Mumble to have support for positional audio.
  2235. sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change
  2236. sv_netspike // Write network trace if amount of data sent to client exceeds N bytes. Use zero to disable tracing. Note that having this enabl
  2237. sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow
  2238. sv_netspike_output "1" // 2=ordinary server log
  2239. sv_netspike_sendtime_ms "0" // the server will dump a netspike trace if it takes more than N ms to prepare a snapshot to a single client. This fe
  2240. sv_noclipaccelerate "5"
  2241. sv_noclipduringpause "0" // etc.).
  2242. sv_noclipspeed "5"
  2243. sv_nomvp "0" // Disable MVP awards.
  2244. sv_nonemesis "0" // Disable nemesis and revenge.
  2245. sv_noroundstats "1" // A temporary variable that can be used for disabling upload of round stats.
  2246. sv_nostats "0" // Disable collecting statistics and awarding achievements.
  2247. sv_nowinpanel "0" // Turn on/off win panel on server
  2248. sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
  2249. sv_parallel_packentities "1"
  2250. sv_parallel_sendsnapshot "1"
  2251. sv_password "0" // Server password for entry into multiplayer games
  2252. sv_pausable "0" // Is the server pausable.
  2253. sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history
  2254. sv_player_display_usercommand_errors "0" // 1 = Display warning when command values are out-of-range. 2 = Spew invalid ranges.
  2255. sv_precacheinfo // Show precache info.
  2256. sv_pure // Show user data.
  2257. sv_pure_consensus "5" // Minimum number of file hashes to agree to form a consensus.
  2258. sv_pure_kick_clients "1" // it will issue a warning to the client.
  2259. sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
  2260. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  2261. sv_pushaway_clientside "0" // 1=all players)
  2262. sv_pushaway_force "30000" // How hard physics objects are pushed away from the players on the server.
  2263. sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
  2264. sv_pushaway_max_force "1000" // Maximum amount of force applied to physics objects by players.
  2265. sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
  2266. sv_pushaway_max_player_force "10000" // Maximum of how hard the player is pushed away from physics objects.
  2267. sv_pushaway_min_player_speed "75" // dont push away physics objects (enables ducking behind things).
  2268. sv_pushaway_player_force "200000" // How hard the player is pushed away from physics objects (falls off with inverse square of distance).
  2269. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  2270. sv_querycache_stats // Display status of the query cache (client only)
  2271. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
  2272. sv_rcon_log "1" // Enable/disable rcon logging.
  2273. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
  2274. sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
  2275. sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet
  2276. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  2277. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
  2278. sv_region "-1" // The region of the world to report this server in.
  2279. sv_restrict_aspect_ratio_fov "1" // This can be used to limit the effective FOV of users using wide-screen resolutions with aspect ratios wider than 1.85:1 (slight
  2280. sv_rollangle "0" // Max view roll angle
  2281. sv_rollspeed "200"
  2282. sv_runcmds "1"
  2283. sv_setsteamaccount // token Set game server account token to use for logging in to a persistent game server account
  2284. sv_showimpacts "0" // 3=server-only)
  2285. sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
  2286. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2287. sv_showplayerhitboxes "0" // Show lag compensated hitboxes for the specified player index whenever a player fires.
  2288. sv_shutdown // Sets the server to shutdown next time its empty
  2289. sv_shutdown_timeout_minutes "360" // wait at most N minutes for server to drain before forcing shutdown.
  2290. sv_skyname "0" // Current name of the skybox texture
  2291. sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
  2292. sv_specaccelerate "5"
  2293. sv_specnoclip "1"
  2294. sv_specspeed "3"
  2295. sv_stats "1" // Collect CPU usage stats
  2296. sv_steamblockingcheck "0" // 3 >= dr
  2297. sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
  2298. sv_stepsize "18"
  2299. sv_stickysprint_default "0"
  2300. sv_stopspeed "100" // Minimum stopping speed when on ground.
  2301. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
  2302. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2303. sv_teststepsimulation "1"
  2304. sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu
  2305. sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
  2306. sv_timebetweenducks "0" // Minimum time before recognizing consecutive duck key
  2307. sv_timeout "65" // the client is dropped
  2308. sv_turbophysics "0" // Turns on turbo physics
  2309. sv_unlockedchapters "1" // Highest unlocked game chapter.
  2310. sv_use_steam_voice "1" // voice_inputfromfile will no longer function).
  2311. sv_vehicle_autoaim_scale "8"
  2312. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2313. sv_voiceenable "1"
  2314. sv_vote_allow_spectators "0" // Allow spectators to vote?
  2315. sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
  2316. sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
  2317. sv_wateraccelerate "10"
  2318. sv_waterdist "12" // Vertical view fixup when eyes are near water plane.
  2319. sv_waterfriction "1"
  2320. systemlinkport "27030" // System Link port
  2321. sys_minidumpexpandedspew "1"
  2322. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2323. telemetry_demoend "0" // stop telemetry on tick #
  2324. telemetry_demostart "0" // start telemetry on tick #
  2325. telemetry_filtervalue "500" // Set Telemetry ZoneFilterVal (MicroSeconds)
  2326. telemetry_framecount "0" // Set Telemetry count of frames to capture
  2327. telemetry_level "0" // Set Telemetry profile level: 0 being off. Hight bit set for mask: 0x8#######
  2328. telemetry_pause "0" // Pause Telemetry
  2329. telemetry_resume "0" // Resume Telemetry
  2330. telemetry_server "0" // Set Telemetry server
  2331. template_debug "0"
  2332. testhudanim // Test a hud element animation. Arguments: <anim name>
  2333. testscript_debug "0" // Debug test scripts.
  2334. Test_CreateEntity
  2335. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2336. Test_EHandle
  2337. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2338. test_freezeframe // Test the freeze frame code.
  2339. Test_InitRandomEntitySpawner
  2340. Test_ProxyToggle_EnableProxy
  2341. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2342. Test_ProxyToggle_SetValue
  2343. Test_RandomizeInPVS
  2344. Test_RandomPlayerPosition
  2345. Test_RemoveAllRandomEntities
  2346. Test_SpawnRandomEntities
  2347. texture_budget_background_alpha "128" // how translucent the budget panel is
  2348. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2349. texture_budget_panel_global "0" // Show global times in the texture budget panel.
  2350. texture_budget_panel_height "284" // height in pixels of the budget panel
  2351. texture_budget_panel_width "512" // width in pixels of the budget panel
  2352. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2353. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2354. tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak
  2355. tf_arena_preround_time "10" // Length of the Pre-Round time
  2356. tf_arena_round_time "0"
  2357. tf_arena_use_queue "1" // Enables the spectator queue system for Arena.
  2358. tf_escort_score_rate "1" // in points per second
  2359. think_limit "10" // warning is printed if this is exceeded.
  2360. thirdperson // Switch to thirdperson camera.
  2361. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2362. thirdperson_platformer "0" // Player will aim in the direction they are moving.
  2363. thirdperson_screenspace "0" // eg: left means screen-left
  2364. threadpool_affinity "1" // Enable setting affinity
  2365. timedemo // Play a demo and report performance info.
  2366. timedemoquit // and then exit
  2367. timedemo_runcount "0" // Runs time demo X number of times.
  2368. timeleft // prints the time remaining in the match
  2369. timerefresh // Profile the renderer.
  2370. toggle // or cycles through a set of values.
  2371. toggleconsole // Show/hide the console.
  2372. togglescores // Toggles score panel
  2373. tracer_extra "1"
  2374. trace_report "0"
  2375. TrackerAnim // Test animation of the achievement tracker. Parameter is achievement number on HUD to flash
  2376. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  2377. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  2378. tv_autorecord "0" // Automatically records all games as SourceTV demos.
  2379. tv_autoretry "1" // Relay proxies retry connection after network timeout
  2380. tv_chatgroupsize "0" // Set the default chat group size
  2381. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  2382. tv_clients // Shows list of connected SourceTV clients.
  2383. tv_debug "0" // SourceTV debug info.
  2384. tv_delay "30" // SourceTV broadcast delay in seconds
  2385. tv_delaymapchange "0" // Delays map change until broadcast is complete
  2386. tv_deltacache "2" // Enable delta entity bit stream cache
  2387. tv_dispatchmode "1" // 2=always
  2388. tv_enable "0" // Activates SourceTV on server.
  2389. tv_maxclients "128" // Maximum client number on SourceTV server.
  2390. tv_maxrate "8000" // 0 == unlimited
  2391. tv_msg // Send a screen message to all clients.
  2392. tv_name "0" // SourceTV host name
  2393. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  2394. tv_overridemaster "0" // Overrides the SourceTV master root address.
  2395. tv_password "0" // SourceTV password for all clients
  2396. tv_port "27020" // Host SourceTV port
  2397. tv_record // Starts SourceTV demo recording.
  2398. tv_relay // Connect to SourceTV server and relay broadcast.
  2399. tv_relaypassword "0" // SourceTV password for relay proxies
  2400. tv_relayvoice "1" // 1=on
  2401. tv_retry // Reconnects the SourceTV relay proxy.
  2402. tv_snapshotrate "16" // Snapshots broadcasted per second
  2403. tv_status // Show SourceTV server status.
  2404. tv_stop // Stops the SourceTV broadcast.
  2405. tv_stoprecord // Stops SourceTV demo recording.
  2406. tv_timeout "30" // SourceTV connection timeout in seconds.
  2407. tv_title "0" // Set title for SourceTV spectator UI
  2408. tv_transmitall "0" // Transmit all entities (not only director view)
  2409. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2410. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2411. unbind // Unbind a key.
  2412. unbindall // Unbind all keys.
  2413. unbind_mac // Unbind a key on the Mac only.
  2414. unpause // Unpause the game.
  2415. use // Use a particular weapon Arguments: <weapon_name>
  2416. user // Show user data.
  2417. users // Show user info for players on server.
  2418. user_context // Set a Rich Presence Context: user_context <context id> <context value>
  2419. user_property // Set a Rich Presence Property: user_property <property id>
  2420. vcollide_wireframe "0" // Render physics collision models in wireframe
  2421. vcr_verbose "0" // Write extra information into .vcr file.
  2422. vehicle_flushscript // Flush and reload all vehicle scripts
  2423. version // Print version info string.
  2424. vgui_drawfocus "0" // Report which panel is under the mouse.
  2425. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2426. vgui_drawtree_bounds "0" // Show panel bounds.
  2427. vgui_drawtree_clear
  2428. vgui_drawtree_draw_selected "0" // Highlight the selected panel
  2429. vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
  2430. vgui_drawtree_hidden "0" // Draw the hidden panels.
  2431. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
  2432. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
  2433. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
  2434. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
  2435. vgui_drawtree_visible "1" // Draw the visible panels.
  2436. vgui_message_dialog_modal "1"
  2437. vgui_spew_fonts
  2438. vgui_togglepanel // show/hide vgui panel by name.
  2439. video_quicktime_decode_gamma "0" // QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
  2440. video_quicktime_encode_gamma "3" // QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
  2441. viewanim_addkeyframe
  2442. viewanim_create // viewanim_create
  2443. viewanim_load // load animation from file
  2444. viewanim_reset // reset view angles!
  2445. viewanim_save // Save current animation to file
  2446. viewanim_test // test view animation
  2447. viewmodel_fov "54"
  2448. violence_ablood "1" // Draw alien blood
  2449. violence_agibs "1" // Show alien gib entities
  2450. violence_hblood "1" // Draw human blood
  2451. violence_hgibs "1" // Show human gib entities
  2452. voice_avggain "0"
  2453. voice_clientdebug "0"
  2454. voice_debugfeedback "0"
  2455. voice_debugfeedbackfrom "0"
  2456. voice_enable "1"
  2457. voice_fadeouttime "0"
  2458. voice_forcemicrecord "1"
  2459. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  2460. voice_loopback "0"
  2461. voice_maxgain "10"
  2462. voice_modenable "1" // Enable/disable voice in this mod.
  2463. voice_overdrive "2"
  2464. voice_overdrivefadetime "0"
  2465. voice_printtalkers // voice debug.
  2466. voice_profile "0"
  2467. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2468. voice_scale "1"
  2469. voice_serverdebug "0"
  2470. voice_showchannels "0"
  2471. voice_showincoming "0"
  2472. voice_steal "2"
  2473. voice_writevoices "0" // Saves each speakers voice data into separate .wav files
  2474. volume "1" // Sound volume
  2475. voxeltree_box // Vector(max)>.
  2476. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2477. voxeltree_sphere // float(radius)>.
  2478. voxeltree_view // View entities in the voxel-tree.
  2479. vox_reload // Reload sentences.txt file
  2480. vprof // Toggle VProf profiler
  2481. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2482. vprof_cachemiss // Toggle VProf cache miss checking
  2483. vprof_cachemiss_off // Turn off VProf cache miss checking
  2484. vprof_cachemiss_on // Turn on VProf cache miss checking
  2485. vprof_child
  2486. vprof_collapse_all // Collapse the whole vprof tree
  2487. vprof_counters "0"
  2488. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2489. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
  2490. vprof_dump_spikes "0" // negative to reset after dump
  2491. vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
  2492. vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
  2493. vprof_expand_all // Expand the whole vprof tree
  2494. vprof_expand_group // Expand a budget group in the vprof tree by name
  2495. vprof_generate_report // Generate a report to the console.
  2496. vprof_generate_report_AI // Generate a report to the console.
  2497. vprof_generate_report_AI_only // Generate a report to the console.
  2498. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2499. vprof_generate_report_hierarchy // Generate a report to the console.
  2500. vprof_generate_report_map_load // Generate a report to the console.
  2501. vprof_graph "0" // Draw the vprof graph.
  2502. vprof_graphheight "256"
  2503. vprof_graphwidth "512"
  2504. vprof_nextsibling
  2505. vprof_off // Turn off VProf profiler
  2506. vprof_on // Turn on VProf profiler
  2507. vprof_parent
  2508. vprof_playback_average // Average the next N frames.
  2509. vprof_playback_start // Start playing back a recorded .vprof file.
  2510. vprof_playback_step // step to the next tick.
  2511. vprof_playback_stepback // step to the previous tick.
  2512. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2513. vprof_prevsibling
  2514. vprof_record_start // Start recording vprof data for playback later.
  2515. vprof_record_stop // Stop recording vprof data
  2516. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2517. vprof_remote_stop // Stop an existing remote VProf data request
  2518. vprof_report_oninterval "0" // Interval (in seconds) at which vprof will batch up a full report to the console -- more detailed than vprof_dump_oninterval.
  2519. vprof_reset // Reset the stats in VProf profiler
  2520. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2521. vprof_scope "0" // Set a specific scope to start showing vprof tree
  2522. vprof_scope_entity_gamephys "0"
  2523. vprof_scope_entity_thinks "0"
  2524. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  2525. vprof_verbose "1" // Set to one to show average and peak times
  2526. vprof_vtrace // Toggle whether vprof data is sent to VTrace
  2527. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2528. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  2529. vr_activate // Switch to VR mode
  2530. vr_activate_default "0" // If this is true the game will switch to VR mode once startup is complete.
  2531. vr_aim_yaw_offset "90" // This value is added to Yaw when returning the vehicle aim angles to Source.
  2532. vr_cycle_aim_move_mode // Cycle through the aim & move modes.
  2533. vr_deactivate // Switch from VR mode to normal mode
  2534. vr_debug_nochromatic "0"
  2535. vr_debug_nodistortion "0"
  2536. vr_debug_remote_cam "0"
  2537. vr_debug_remote_cam_pos_x "150"
  2538. vr_debug_remote_cam_pos_y "0"
  2539. vr_debug_remote_cam_pos_z "0"
  2540. vr_debug_remote_cam_target_x "0"
  2541. vr_debug_remote_cam_target_y "0"
  2542. vr_debug_remote_cam_target_z "-50"
  2543. vr_distortion_enable "1"
  2544. vr_first_person_uses_world_model "1" // Causes the third person model to be drawn instead of the view model
  2545. vr_force_windowed "0"
  2546. vr_hud_axis_lock_to_world "0" // 2=roll
  2547. vr_hud_display_ratio "0"
  2548. vr_hud_forward "500" // Apparent distance of the HUD in inches
  2549. vr_hud_max_fov "60" // Max FOV of the HUD
  2550. vr_hud_never_overlay "0"
  2551. vr_moveaim_mode "3" // 4=shoot with face+mouse cursor. 5+ are probably not that useful.
  2552. vr_moveaim_mode_zoom "3" // 4=shoot with face+mouse cursor. 5+ are probably not that useful.
  2553. vr_moveaim_reticle_pitch_limit "30" // the mouse clamps
  2554. vr_moveaim_reticle_pitch_limit_zoom "-1" // the mouse clamps
  2555. vr_moveaim_reticle_yaw_limit "10" // the mouse drags the torso
  2556. vr_moveaim_reticle_yaw_limit_zoom "0" // the mouse drags the torso
  2557. vr_projection_znear_multiplier "0" // Allows moving the ZNear plane to deal with body clipping
  2558. vr_refresh_distortion_texture
  2559. vr_render_hud_in_world "1"
  2560. vr_reset_home_pos // Sets the current HMD position as the zero point
  2561. vr_stereo_mono_set_eye "0" // 3=middle eye
  2562. vr_stereo_swap_eyes "0" // 1=swap eyes.
  2563. vr_toggle // Toggles VR mode
  2564. vr_track_reinit // Reinitializes HMD tracking
  2565. vr_translation_limit "10" // How far the in-game head will translate before being clamped.
  2566. vr_use_offscreen_render_target "0" // Experimental: Use larger offscreen render target for pre-distorted scene in VR
  2567. vr_viewmodel_offset_forward "-8"
  2568. vr_viewmodel_offset_forward_large "-15"
  2569. vr_viewmodel_translate_with_head "0" // 1=translate the viewmodel with the head motion.
  2570. vr_zoom_multiplier "2" // how big is the scope on your HUD?
  2571. vr_zoom_scope_scale "6" // Something to do with the default scope HUD overlay size.
  2572. vtune // Controls VTunes sampling.
  2573. v_centermove "0"
  2574. v_centerspeed "500"
  2575. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
  2576. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
  2577. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
  2578. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
  2579. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  2580. wc_destroy_undo // When in WC edit mode restores the last deleted node
  2581. wc_link_edit
  2582. weapon_showproficiency "0"
  2583. windows_speaker_config "4"
  2584. wipe_nav_attributes // Clear all nav attributes of selected area.
  2585. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2586. writeip // Save the ban list to banned_ip.cfg.
  2587. x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  2588. x360_resolution_height "480" // This is only used for reference. Changing this value does nothing
  2589. x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing
  2590. x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing
  2591. x360_resolution_width "640" // This is only used for reference. Changing this value does nothing
  2592. xbox_autothrottle "1"
  2593. xbox_steering_deadzone "0"
  2594. xbox_throttlebias "100"
  2595. xbox_throttlespoof "200"
  2596. xc_crouch_debounce "0"
  2597. xload // Load a saved game from a 360 storage device.
  2598. xlook
  2599. xmove
  2600. xsave // Saves current game to a 360 storage device.
  2601. zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  2602. _autosave // Autosave
  2603. _autosavedangerous // AutoSaveDangerous
  2604. _bugreporter_restart // Restarts bug reporter .dll
  2605. _fov "0" // Automates fov command to server.
  2606. _resetgamestats // Erases current game stats and writes out a blank stats file
  2607. _restart // Shutdown and restart the engine.