2764 console commands for Half-Life 2: Deathmatch - GAMERCONFIG
Sign in with Google Y U No Signup?! Sign in with Facebook Hide

2764 console commands for Half-Life 2: Deathmatch

  1. +alt1
  2. +alt2
  3. +attack
  4. +attack2
  5. +back
  6. +break
  7. +camdistance
  8. +camin
  9. +cammousemove
  10. +camout
  11. +campitchdown
  12. +campitchup
  13. +camyawleft
  14. +camyawright
  15. +commandermousemove
  16. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  17. +duck
  18. +forward
  19. +graph
  20. +grenade1
  21. +grenade2
  22. +jlook
  23. +jump
  24. +klook
  25. +left
  26. +lookdown
  27. +lookup
  28. +mat_texture_list
  29. +movedown
  30. +moveleft
  31. +moveright
  32. +moveup
  33. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  34. +reload
  35. +right
  36. +score
  37. +showbudget
  38. +showbudget_texture
  39. +showbudget_texture_global
  40. +showscores


  1. +showvprof
  2. +speed
  3. +strafe
  4. +use
  5. +vgui_drawtree
  6. +voicerecord
  7. +walk
  8. +zoom
  9. -alt1
  10. -alt2
  11. -attack
  12. -attack2
  13. -back
  14. -break
  15. -camdistance
  16. -camin
  17. -cammousemove
  18. -camout
  19. -campitchdown
  20. -campitchup
  21. -camyawleft
  22. -camyawright
  23. -commandermousemove
  24. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  25. -duck
  26. -forward
  27. -graph
  28. -grenade1
  29. -grenade2
  30. -jlook
  31. -jump
  32. -klook
  33. -left
  34. -lookdown
  35. -lookup
  36. -mat_texture_list
  37. -movedown
  38. -moveleft
  39. -moveright
  40. -moveup
  41. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  42. -reload
  43. -right
  44. -score
  45. -showbudget
  46. -showbudget_texture
  47. -showbudget_texture_global
  48. -showscores
  49. -showvprof
  50. -speed
  51. -strafe
  52. -use
  53. -vgui_drawtree
  54. -voicerecord
  55. -walk
  56. -zoom
  57. achievement_debug "0" // Turn on achievement debug msgs.
  58. addip // Add an IP address to the ban list.
  59. adsp_alley_min "122"
  60. adsp_courtyard_min "126"
  61. adsp_debug "0"
  62. adsp_door_height "112"
  63. adsp_duct_min "106"
  64. adsp_hall_min "110"
  65. adsp_low_ceiling "108"
  66. adsp_opencourtyard_min "126"
  67. adsp_openspace_min "130"
  68. adsp_openstreet_min "118"
  69. adsp_openwall_min "130"
  70. adsp_room_min "102"
  71. adsp_street_min "118"
  72. adsp_tunnel_min "114"
  73. adsp_wall_height "128"
  74. ainet_generate_report // Generate a report to the console.
  75. ainet_generate_report_only // Generate a report to the console.
  76. airboat_fatal_stress "5000" // Amount of stress in kg that would kill the airboat driver.
  77. airboat_joy_response_move "1"
  78. air_density // Changes the density of air for drag computations.
  79. ai_actbusy_search_time "10"
  80. ai_ally_manager_debug "0"
  81. ai_auto_contact_solver "1"
  82. ai_block_damage "0"
  83. ai_citizen_debug_commander "1"
  84. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
  85. ai_debugscriptconditions "0"
  86. ai_debug_actbusy "0" // Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes theyve chosen to actbusy at. 2:
  87. ai_debug_assault "0"
  88. ai_debug_avoidancebounds "0"
  89. ai_debug_directnavprobe "0"
  90. ai_debug_doors "0"
  91. ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
  92. ai_debug_efficiency "0"
  93. ai_debug_enemies "0"
  94. ai_debug_enemyfinders "0"
  95. ai_debug_expressions "0" // Show random expression decisions for NPCs.
  96. ai_debug_follow "0"
  97. ai_debug_loners "0"
  98. ai_debug_looktargets "0"
  99. ai_debug_los "0" // itl
  100. ai_debug_nav "0"
  101. ai_debug_node_connect // Debug the attempted connection between two nodes
  102. ai_debug_ragdoll_magnets "0"
  103. ai_debug_readiness "0"
  104. ai_debug_shoot_positions "0"
  105. ai_debug_speech "0"
  106. ai_debug_squads "0"
  107. ai_debug_think_ticks "0"
  108. ai_default_efficient "0"
  109. ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
  110. ai_drawbattlelines "0"
  111. ai_drop_hint // Drop an ai_hint at the players current eye position.
  112. ai_dump_hints
  113. ai_efficiency_override "0"
  114. ai_ef_hate_npc_duration "1"
  115. ai_ef_hate_npc_frequency "5"
  116. ai_enable_fear_behavior "1"
  117. ai_expression_frametime "0" // Maximum frametime to still play background expressions.
  118. ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
  119. ai_fear_player_dist "720"
  120. ai_find_lateral_cover "1"
  121. ai_find_lateral_los "1"
  122. ai_follow_move_commands "1"
  123. ai_follow_use_points "1"
  124. ai_follow_use_points_when_moving "1"
  125. ai_force_serverside_ragdoll "0"
  126. ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
  127. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
  128. ai_inhibit_spawners "0"
  129. ai_lead_time "0"
  130. ai_LOS_mode "0"
  131. ai_moveprobe_debug "0"
  132. ai_moveprobe_jump_debug "0"
  133. ai_moveprobe_usetracelist "0"
  134. ai_navigator_generate_spikes "0"
  135. ai_navigator_generate_spikes_strength "8"
  136. ai_newgroundturret "0"
  137. ai_new_aiming "1"
  138. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
  139. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
  140. ai_norebuildgraph "0"
  141. ai_no_local_paths "0"
  142. ai_no_node_cache "0"
  143. ai_no_select_box "0"
  144. ai_no_steer "0"
  145. ai_no_talk_delay "0"
  146. ai_path_adjust_speed_on_immediate_turns "1"
  147. ai_path_insert_pause_at_est_end "1"
  148. ai_path_insert_pause_at_obstruction "1"
  149. ai_post_frame_navigation "0"
  150. ai_radial_max_link_dist "512"
  151. ai_reaction_delay_alert "0"
  152. ai_reaction_delay_idle "0"
  153. ai_readiness_decay "120"
  154. ai_rebalance_thinks "1"
  155. ai_report_task_timings_on_limit "0"
  156. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
  157. ai_sequence_debug "0"
  158. ai_setupbones_debug "0" // Shows that bones that are setup every think
  159. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  160. ai_shot_bias "1"
  161. ai_shot_bias_max "1"
  162. ai_shot_bias_min "-1"
  163. ai_shot_stats "0"
  164. ai_shot_stats_term "1000"
  165. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  166. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  167. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  168. ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
  169. ai_show_grid // Draw a grid on the floor where looking.
  170. ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
  171. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
  172. ai_show_hull_attacks "0"
  173. ai_show_node // Highlight the specified node
  174. ai_show_think_tolerance "0"
  175. ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
  176. ai_simulate_task_overtime "0"
  177. ai_spread_cone_focus_time "0"
  178. ai_spread_defocused_cone_multiplier "3"
  179. ai_spread_pattern_focus_time "0"
  180. ai_step // use ai_step again. To resume processing no
  181. ai_strong_optimizations "0"
  182. ai_strong_optimizations_no_checkstand "0"
  183. ai_task_pre_script "0"
  184. ai_test_los // Test AI LOS from the players POV
  185. ai_test_moveprobe_ignoresmall "0"
  186. ai_think_limit_label "0"
  187. ai_use_clipped_paths "1"
  188. ai_use_efficiency "1"
  189. ai_use_frame_think_limits "1"
  190. ai_use_readiness "1"
  191. ai_use_think_optimizations "1"
  192. ai_use_visibility_cache "1"
  193. ai_vehicle_avoidance "1"
  194. alias // Alias a command.
  195. anim_3wayblend "1" // Toggle the 3-way animation blending code.
  196. antlion_easycrush "1"
  197. askconnect_accept // Accept a redirect request by the server.
  198. async_allow_held_files "1" // Allow AsyncBegin/EndRead()
  199. async_mode "0" // 1 = synchronous)
  200. async_resume
  201. async_serialize "0" // Force async reads to serialize for profiling
  202. async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
  203. async_suspend
  204. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  205. autoaim_max_deflect "0"
  206. autoaim_max_dist "2160"
  207. autoaim_unlock_target "0"
  208. autosave // Autosave
  209. autosavedangerous // AutoSaveDangerous
  210. autosavedangerousissafe
  211. banid // Add a user ID to the ban list.
  212. banip // Add an IP address to the ban list.
  213. benchframe // Takes a snapshot of a particular frame in a time demo.
  214. bench_end // Ends gathering of info.
  215. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
  216. bench_start // Starts gathering of info. Arguments: filename to write results into
  217. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  218. bind // Bind a key.
  219. binds_per_command "1"
  220. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  221. bind_mac // not win32
  222. birds_debug "0"
  223. blink_duration "0" // How many seconds an eye blink will last.
  224. bloodspray // blood
  225. bot_mimic "0" // Bot uses usercmd of player by index.
  226. box // Draw a debug box.
  227. breakable_disable_gib_limit "0"
  228. breakable_multiplayer "1"
  229. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  230. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  231. budget_background_alpha "128" // how translucent the budget panel is
  232. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  233. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  234. 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
  235. budget_history_range_ms "66" // budget history range in milliseconds
  236. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  237. budget_panel_height "384" // height in pixels of the budget panel
  238. budget_panel_width "512" // width in pixels of the budget panel
  239. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  240. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  241. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  242. budget_show_averages "0" // enable/disable averages in the budget panel
  243. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  244. budget_show_peaks "1" // enable/disable peaks in the budget panel
  245. budget_toggle_group // Turn a budget group on/off
  246. bug // Show/hide the bug reporting UI.
  247. bugbait_distract_time "5"
  248. bugbait_grenade_radius "150"
  249. bugbait_hear_radius "2500"
  250. bugbait_radius "512"
  251. bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
  252. bugreporter_uploadasync "0" // Upload attachments asynchronously
  253. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  254. buildcubemaps // Rebuild cubemaps.
  255. building_cubemaps "0"
  256. bulletspeed "6000"
  257. cache_print // cache_print [section] Print out contents of cache memory.
  258. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  259. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  260. callvote // Start a vote on an issue.
  261. camortho // Switch to orthographic camera.
  262. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  263. cam_command "0"
  264. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  265. cam_idealdist "150"
  266. cam_idealdistright "0"
  267. cam_idealdistup "0"
  268. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  269. cam_idealpitch "0"
  270. cam_idealyaw "0"
  271. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  272. cam_snapto "0"
  273. cancelselect
  274. cast_hull // Tests hull collision detection
  275. cast_ray // Tests collision detection
  276. cc_captiontrace "1" // 2 = show in hud)
  277. cc_emit // Emits a closed caption
  278. cc_findsound // Searches for soundname which emits specified text.
  279. cc_flush // Flushes asyncd captions.
  280. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  281. cc_linger_time "1" // Close caption linger time.
  282. cc_minvisibleitems "1" // Minimum number of caption items to show.
  283. cc_predisplay_time "0" // Close caption delay before showing caption.
  284. cc_random // Emits a random caption
  285. cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
  286. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  287. cc_smallfontlength "300" // force usage of small font size.
  288. cc_subtitles "0" // wont help hearing impaired players).
  289. centerview
  290. changelevel // Change server to the specified map
  291. changelevel2 // Transition to the specified map in single player
  292. changelevel_next // Immediately changes to the next map in the map rotation for the server.
  293. ch_createairboat // Spawn airboat in front of the player.
  294. ch_createjeep // Spawn jeep in front of the player.
  295. clear // Clear all console output.
  296. clear_debug_overlays // clears debug overlays
  297. clientport "27005" // Host game client port
  298. closecaption "0" // Enable close captioning.
  299. cl_allowdownload "1" // Client downloads customization files
  300. cl_allowupload "1" // Client uploads customization files
  301. cl_anglespeedkey "0"
  302. cl_animationinfo // Hud element to examine.
  303. cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
  304. cl_backspeed "450"
  305. cl_bob "0"
  306. cl_bobcycle "0"
  307. cl_bobup "0"
  308. cl_burninggibs "0" // A burning player that gibs has burning gibs.
  309. cl_chatfilters "63" // Stores the chat filter settings
  310. cl_class "0" // Default class when joining a game
  311. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  312. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  313. 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.
  314. cl_clock_correction "1" // Enable/disable clock correction on the client.
  315. 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
  316. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  317. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  318. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  319. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  320. cl_cmdrate "30" // Max number of command packets sent to server per second
  321. cl_customsounds "0" // Enable customized player sound playback
  322. cl_debugrumble "0" // Turn on rumble debugging spew
  323. cl_debug_player_perf "0"
  324. cl_defaultweapon "0" // Default Spawn Weapon
  325. cl_demoviewoverride "0" // Override view during demo playback
  326. cl_detaildist "1200" // Distance at which detail props are no longer visible
  327. cl_detailfade "400" // Distance across which detail props fade in
  328. cl_detail_multiplier "1" // extra details to create
  329. cl_disablehtmlmotd "0" // Disable HTML motds.
  330. cl_downloadfilter "0" // nosounds)
  331. cl_drawhud "1" // Enable the rendering of the hud
  332. cl_drawleaf "-1"
  333. cl_drawmaterial "0" // Draw a particular material over the frame
  334. cl_drawmonitors "1"
  335. cl_drawshadowtexture "0"
  336. cl_draw_airboat_wake "1"
  337. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  338. cl_ejectbrass "1"
  339. cl_entityreport "0" // draw entity states to console
  340. cl_entityreport_sorted "0" // 3 = peak
  341. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  342. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  343. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  344. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  345. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  346. cl_fastdetailsprites "1" // whether to use new detail sprite system
  347. cl_fasttempentcollision "5"
  348. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  349. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  350. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  351. cl_forcepreload "0" // Whether we should force preloading.
  352. cl_forwardspeed "450"
  353. cl_fullupdate // Forces the server to send a full update packet
  354. cl_hudhint_sound "1" // Disable hudhint sounds.
  355. cl_idealpitchscale "0"
  356. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  357. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  358. cl_interp_all "0" // Disable interpolation list optimizations.
  359. cl_interp_npcs "0" // if greater)
  360. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  361. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  362. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  363. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  364. cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
  365. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  366. cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
  367. cl_leveloverview "0"
  368. cl_leveloverviewmarker "0"
  369. cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
  370. cl_logofile "0" // Spraypoint logo decal.
  371. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  372. cl_mouseenable "1"
  373. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  374. cl_new_impact_effects "0"
  375. cl_npc_speedmod_intime "0"
  376. cl_npc_speedmod_outtime "1"
  377. cl_observercrosshair "1"
  378. cl_overdraw_test "0"
  379. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  380. cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
  381. cl_particles_dump_effects
  382. cl_particles_show_bbox "0"
  383. cl_particle_batch_mode "1"
  384. cl_particle_max_count "0"
  385. cl_particle_retire_cost "0"
  386. cl_pclass "0" // Dump entity by prediction classname.
  387. cl_pdump "-1" // Dump info about this entity to screen.
  388. cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
  389. cl_phys_props_max "300" // Maximum clientside physic props
  390. cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
  391. cl_phys_props_respawnrate "60" // between clientside prop respawns.
  392. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  393. cl_pitchdown "89"
  394. cl_pitchspeed "225" // Client pitch speed.
  395. cl_pitchup "89"
  396. cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
  397. cl_playermodel "0" // Default Player Model
  398. cl_playerspraydisable "0" // Disable player sprays.
  399. cl_precacheinfo // Show precache info (client).
  400. cl_predict "1" // Perform client side prediction.
  401. cl_predictionlist "0" // Show which entities are predicting
  402. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  403. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
  404. cl_pred_track // for field fieldname.
  405. cl_ragdoll_collide "0"
  406. cl_removedecals // Remove the decals from the entity under the crosshair.
  407. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  408. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
  409. cl_screenshotname "0" // Custom Screenshot name
  410. cl_SetupAllBones "0"
  411. cl_shadowtextureoverlaysize "256"
  412. cl_showbattery "0" // Draw current battery level at top of screen when on battery power
  413. cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
  414. cl_showdemooverlay "0" // -1 - show always)
  415. cl_showents // Dump entity list to console.
  416. cl_showerror "0" // 2 for above plus detailed field deltas.
  417. cl_showevents "0" // Print event firing info in the console
  418. cl_showfps "0" // 2 = smooth fps)
  419. cl_showhelp "1" // Set to 0 to not show on-screen help
  420. cl_showpausedimage "1" // Show the Paused image when game is paused.
  421. cl_showpluginmessages "1" // Allow plugins to display messages to you
  422. cl_showpos "0" // Draw current position at top of screen
  423. cl_ShowSunVectors "0"
  424. cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
  425. cl_show_num_particle_systems "0" // Display the number of active particle systems.
  426. cl_show_splashes "1"
  427. cl_sidespeed "450"
  428. cl_smooth "1" // Smooth view/eye origin after prediction errors
  429. cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
  430. cl_soundemitter_flush // Flushes the sounds.txt system (client only)
  431. cl_soundfile "0" // Jingle sound file.
  432. cl_soundscape_flush // Flushes the client side soundscapes
  433. cl_soundscape_printdebuginfo // print soundscapes
  434. cl_spec_mode "1" // spectator mode
  435. cl_spewscriptintro "0"
  436. cl_sporeclipdistance "512"
  437. cl_starfield_diameter "128"
  438. cl_starfield_distance "256"
  439. cl_sun_decay_rate "0"
  440. cl_team "0" // Default team when joining a game
  441. cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
  442. cl_threaded_client_leaf_system "0"
  443. cl_timeout "30" // the client will disconnect itself
  444. cl_updaterate "20" // Number of packets per second of updates you are requesting from the server
  445. cl_upspeed "320"
  446. cl_view // Set the view entity index.
  447. cl_voice_filter "0" // Filter voice by name substring
  448. cl_vote_ui_active_after_voting "0"
  449. cl_vote_ui_show_notification "0"
  450. cl_winddir "0" // Weather effects wind direction angle
  451. cl_windspeed "0" // Weather effects wind speed scalar
  452. cl_wpn_sway_interp "0"
  453. cl_wpn_sway_scale "1"
  454. cl_yawspeed "210" // Client yaw speed.
  455. cmd // Forward command to server.
  456. collision_shake_amp "0"
  457. collision_shake_freq "0"
  458. collision_shake_time "0"
  459. collision_test // Tests collision system
  460. colorcorrectionui // Show/hide the color correction tools UI.
  461. combine_guard_spawn_health "1"
  462. combine_spawn_health "1"
  463. commentary "0" // Desired commentary mode state.
  464. commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
  465. commentary_cvarsnotchanging
  466. commentary_finishnode
  467. commentary_firstrun "0"
  468. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  469. commentary_testfirstrun
  470. condump // dump the text currently in the console to condumpXX.log
  471. connect // Connect to specified server.
  472. contimes "8" // Number of console lines to overlay for debugging.
  473. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
  474. con_enable "0" // Allows the console to be activated.
  475. con_filter_enable "0" // 2 displays filtered text brighter than ot
  476. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  477. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  478. con_logfile "0" // Console output gets written to this file
  479. con_notifytime "8" // How long to display recent console text to the upper part of the game window
  480. con_nprint_bgalpha "50" // Con_NPrint background alpha.
  481. con_nprint_bgborder "5" // Con_NPrint border size.
  482. con_timestamp "0" // Prefix console.log entries with timestamps
  483. con_trace "0" // Print console text to low level printout.
  484. coop "0" // Cooperative play.
  485. CreateHairball
  486. create_flashlight
  487. creditsdone
  488. crosshair "1"
  489. curve_bias "0"
  490. cvarlist // Show the list of convars/concommands.
  491. c_maxdistance "200"
  492. c_maxpitch "90"
  493. c_maxyaw "135"
  494. c_mindistance "30"
  495. c_minpitch "0"
  496. c_minyaw "-135"
  497. c_orthoheight "100"
  498. c_orthowidth "100"
  499. datacachesize "32" // Size in MB.
  500. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  501. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  502. deathmatch "1" // Running a deathmatch server.
  503. debugsystemui // Show/hide the debug system UI.
  504. debug_materialmodifycontrol "0"
  505. debug_materialmodifycontrol_client "0"
  506. debug_physimpact "0"
  507. debug_touchlinks "0" // Spew touch link activity
  508. decalfrequency "10"
  509. default_fov "75"
  510. demolist // Print demo sequence list.
  511. demos // Demo demo file sequence.
  512. demoui // Show/hide the demo player UI.
  513. demoui2 // Show/hide the advanced demo player UI (demoui2).
  514. demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
  515. demo_debug "0" // Demo debug info.
  516. demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
  517. demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
  518. demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
  519. demo_fov_override "0" // this value will be used to override FOV during demo playback.
  520. demo_gototick // Skips to a tick in demo.
  521. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
  522. demo_interpolateview "1" // Do view interpolation during dem playback.
  523. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
  524. demo_pause // Pauses demo playback.
  525. demo_pauseatservertick "0" // Pauses demo playback at server tick
  526. demo_quitafterplayback "0" // Quits game after demo playback.
  527. demo_recordcommands "1" // Record commands typed at console into .dem files.
  528. demo_resume // Resumes demo playback.
  529. demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
  530. demo_timescale // Sets demo replay speed.
  531. demo_togglepause // Toggles demo playback.
  532. developer "0" // Set developer message level
  533. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  534. devshots_screenshot // use the screenshot command instead.
  535. differences // Show all convars which are not at their default values.
  536. disconnect // Disconnect game from server.
  537. dispcoll_drawplane "0"
  538. displaysoundlist "0"
  539. disp_dynamic "0"
  540. dlight_debug // Creates a dlight in front of the player
  541. dog_debug "0"
  542. dog_max_wait_time "7"
  543. download_debug "0"
  544. drawcross // Draws a cross at the given location Arguments: x y z
  545. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  546. dropprimary // dropprimary: Drops the primary weapon of the player.
  547. dsp_automatic "0"
  548. dsp_db_min "80"
  549. dsp_db_mixdrop "0"
  550. dsp_dist_max "1440"
  551. dsp_dist_min "0"
  552. dsp_enhance_stereo "0"
  553. dsp_facingaway "0"
  554. dsp_mix_max "0"
  555. dsp_mix_min "0"
  556. dsp_off "0"
  557. dsp_player "0"
  558. dsp_reload
  559. dsp_room "0"
  560. dsp_slow_cpu "0"
  561. dsp_spatial "40"
  562. dsp_speaker "50"
  563. dsp_volume "1"
  564. dsp_vol_2ch "1"
  565. dsp_vol_4ch "0"
  566. dsp_vol_5ch "0"
  567. dsp_water "14"
  568. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  569. dtwarning "0" // Print data table warnings?
  570. dtwatchclass "0" // Watch all fields encoded with this table.
  571. dtwatchent "-1" // Watch this entities data table encoding.
  572. dtwatchvar "0" // Watch the named variable.
  573. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
  574. dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
  575. dumpentityfactories // Lists all entity factory names.
  576. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  577. dumpgamestringtable // Dump the contents of the game string table to the console.
  578. dumplongticks // Enables generating minidumps on long ticks.
  579. dumpsavedir // List the contents of the save directory in memory
  580. dumpstringtables // Print string tables to console.
  581. dump_entity_sizes // Print sizeof(entclass)
  582. dump_globals // Dump all global entities/states
  583. dump_panels // Dump Panel Tree
  584. dump_x360_cfg // Dump X360 config files to disk
  585. dump_x360_saves // Dump X360 save games to disk
  586. echo // Echo text to console.
  587. editdemo // Edit a recorded demo file (.dem ).
  588. editor_toggle // Disables the simulation and returns focus to the editor
  589. enable_debug_overlays "1" // Enable rendering of debug overlays
  590. endmovie // Stop recording movie frames.
  591. english "0" // running the english language set of assets.
  592. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  593. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  594. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  595. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  596. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  597. 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
  598. ent_debugkeys "0"
  599. ent_dump // Usage: ent_dump <entity name>
  600. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  601. ent_info // Usage: ent_info <class name>
  602. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  603. 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
  604. ent_messages_draw "0" // Visualizes all entity input/output activity.
  605. ent_name
  606. ent_orient // only orients target entitys YAW. Use the allangles opt
  607. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  608. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  609. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  610. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  611. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  612. ent_rotate // Rotates an entity by a specified # of degrees
  613. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  614. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  615. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  616. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  617. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  618. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  619. envmap
  620. escape // Escape key pressed.
  621. exec // Execute script file.
  622. exit // Exit the engine.
  623. explode // Kills the player with explosive damage
  624. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  625. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  626. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  627. fast_fogvolume "0"
  628. filesystem_buffer_size "0" // Size of per file buffers. 0 for none
  629. find // Find concommands with the specified string in their name/help text.
  630. findflags // Find concommands by flags.
  631. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  632. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  633. firetarget
  634. fire_absorbrate "3"
  635. fire_dmgbase "1"
  636. fire_dmginterval "1"
  637. fire_dmgscale "0"
  638. fire_extabsorb "5"
  639. fire_extscale "12"
  640. fire_growthrate "1"
  641. fire_heatscale "1"
  642. fire_incomingheatscale "0"
  643. fire_maxabsorb "50"
  644. firstperson // Switch to firstperson camera.
  645. fish_debug "0" // Show debug info for fish
  646. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  647. flex_expression "0"
  648. flex_looktime "5"
  649. flex_maxawaytime "1"
  650. flex_maxplayertime "7"
  651. flex_minawaytime "0"
  652. flex_minplayertime "5"
  653. flex_rules "1" // Allow flex animation rules to run.
  654. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  655. flex_talk "0"
  656. flush // Flush unlocked cache memory.
  657. flush_locked // Flush unlocked and locked cache memory.
  658. fogui // Show/hide fog control UI.
  659. fog_color "-1"
  660. fog_colorskybox "-1"
  661. fog_enable "1"
  662. fog_enableskybox "1"
  663. fog_enable_water_fog "1"
  664. fog_end "-1"
  665. fog_endskybox "-1"
  666. fog_maxdensity "-1"
  667. fog_maxdensityskybox "-1"
  668. fog_override "0"
  669. fog_start "-1"
  670. fog_startskybox "-1"
  671. force_centerview
  672. fov // Change players FOV
  673. fps_max "300" // cannot be set while connected to a server.
  674. free_pass_peek_debug "0"
  675. fs_monitor_read_from_pack "0" // 2:Sync only
  676. fs_printopenfiles // Show all files currently opened by the engine.
  677. fs_report_sync_opens "0" // 2:Not during load
  678. fs_warning_level // Set the filesystem warning level.
  679. fs_warning_mode "0" // 2:Warn other threads
  680. func_breakdmg_bullet "0"
  681. func_breakdmg_club "1"
  682. func_breakdmg_explosive "1"
  683. func_break_max_pieces "15"
  684. func_break_reduction_factor "0"
  685. g15_dumpplayer // Spew player data.
  686. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  687. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  688. gamemenucommand // Issue game menu command.
  689. gameui_activate // Shows the game UI
  690. gameui_allowescape // Escape key allowed to hide game UI
  691. gameui_allowescapetoshow // Escape key allowed to show game UI
  692. gameui_hide // Hides the game UI
  693. gameui_hide_dialog // asdf
  694. gameui_preventescape // Escape key doesnt hide game UI
  695. gameui_preventescapetoshow // Escape key doesnt show game UI
  696. gameui_show_dialog // Show an arbitrary Dialog.
  697. gameui_xbox "0"
  698. getpos // dump position and angles to the console
  699. give // Give item to player. Arguments: <item_name>
  700. givecurrentammo // Give a supply of ammo for current weapon..
  701. global_set // 2 = DEAD).
  702. gl_clear "0"
  703. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  704. god // Toggle. Player becomes invulnerable.
  705. groundlist // Display ground entity list <index>
  706. g_ai_citizen_show_enemy "0"
  707. g_antlion_cascade_push "1"
  708. g_antlion_maxgibs "16"
  709. g_debug_angularsensor "0"
  710. g_debug_antlion "0"
  711. g_debug_antlionguard "0"
  712. g_debug_antlionmaker "0"
  713. g_debug_antlion_worker "0"
  714. g_debug_basehelicopter "0"
  715. g_debug_basescanner "0"
  716. g_debug_combine_camera "0"
  717. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  718. g_debug_cscanner "0"
  719. g_debug_doors "0"
  720. g_debug_dropship "0"
  721. g_debug_dynamicresupplies "0" // Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item
  722. g_debug_gunship "0"
  723. g_debug_headcrab "0"
  724. g_debug_npc_vehicle_roles "0"
  725. g_debug_physcannon "0"
  726. g_debug_ragdoll_removal "0"
  727. g_debug_ragdoll_visualize "0"
  728. g_debug_trackpather "0"
  729. 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
  730. g_debug_turret "0"
  731. g_debug_turret_ceiling "0"
  732. g_debug_vehiclebase "0"
  733. g_debug_vehicledriver "0"
  734. g_debug_vehicleexit "0"
  735. g_debug_vehiclesound "0"
  736. g_debug_vortigaunt_aim "0"
  737. g_helicopter_bomb_danger_radius "120"
  738. g_helicopter_bullrush_bomb_enemy_distance "0"
  739. g_helicopter_bullrush_bomb_speed "850" // The maximum distance the player can be from the chopper before it stops firing
  740. g_helicopter_bullrush_bomb_time "10"
  741. g_helicopter_bullrush_distance "5000"
  742. g_helicopter_bullrush_mega_bomb_health "0" // Fraction of the health of the chopper before it mega-bombs
  743. g_helicopter_bullrush_shoot_height "650" // The maximum distance the player can be from the chopper before it stops firing
  744. g_helicopter_chargetime "2" // How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
  745. g_helicopter_idletime "3" // How much time we have to wait (on average) after we fire before we can charge up again
  746. g_helicopter_maxfiringdist "2500" // The maximum distance the player can be from the chopper before it stops firing
  747. g_Language "0"
  748. g_ragdoll_fadespeed "600"
  749. g_ragdoll_important_maxcount "2"
  750. g_ragdoll_lvfadespeed "100"
  751. g_ragdoll_maxcount "8"
  752. g_test_new_antlion_jump "1"
  753. hammer_update_entity // Updates the entitys position/angles when in edit mode
  754. 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
  755. hap_airboat_gun_mag "3"
  756. hap_damagescale_game "1"
  757. hap_HasDevice "0" // falcon is connected
  758. hap_melee_scale "0"
  759. hap_noclip_avatar_scale "0"
  760. hap_turret_mag "5"
  761. hap_ui_vehicles "1"
  762. heartbeat // Force heartbeat of master servers
  763. help // Find help about a convar/concommand.
  764. hideconsole // Hide the console.
  765. hidehud "0"
  766. hidepanel // Hides a viewport panel <name>
  767. hl2_darkness_flashlight_factor "1"
  768. hl2_episodic "0"
  769. hl2_normspeed "190"
  770. hl2_sprintspeed "320"
  771. hl2_walkspeed "150"
  772. hostip "0" // Host game server ip
  773. hostname "0" // Hostname for server.
  774. hostport "27015" // Host game server port
  775. host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
  776. host_framerate "0" // Set to lock per-frame time elapse.
  777. host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
  778. host_map "0" // Current map name.
  779. host_profile "0"
  780. host_runofftime // Run off some time without rendering/updating sounds
  781. host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
  782. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
  783. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  784. host_speeds "0" // Show general system running times.
  785. host_thread_mode "0" // 2 == force)
  786. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
  787. host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only)
  788. host_timescale "1" // Prescale the clock by this amount.
  789. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  790. hud_airboathint_numentries "10"
  791. hud_autoaim_method "1"
  792. hud_autoaim_scale_icon "0"
  793. hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
  794. hud_centerid "1"
  795. hud_deathnotice_time "6"
  796. hud_drawhistory_time "5"
  797. hud_draw_active_reticle "0"
  798. hud_draw_fixed_reticle "0"
  799. hud_fastswitch "0"
  800. hud_freezecamhide "0" // Hide the HUD during freeze-cam
  801. hud_magnetism "0"
  802. hud_quickinfo "1"
  803. hud_reloadscheme // Reloads hud layout and animation scripts.
  804. hud_reticle_alpha_speed "700"
  805. hud_reticle_maxalpha "255"
  806. hud_reticle_minalpha "125"
  807. hud_reticle_scale "1"
  808. hud_saytext_time "12"
  809. hud_showemptyweaponslots "1" // Shows slots for missing weapons when recieving weapons out of order
  810. hud_showtargetid "1"
  811. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  812. hurtme // Hurts the player. Arguments: <health to lose>
  813. impulse
  814. incrementvar // Increment specified convar value.
  815. invnext
  816. invprev
  817. in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
  818. ip "0" // Overrides IP for multihomed hosts
  819. joyadvancedupdate
  820. joystick "0"
  821. joy_accelmax "1"
  822. joy_accelscale "0"
  823. joy_accel_filter "0"
  824. joy_advanced "0"
  825. joy_advaxisr "0"
  826. joy_advaxisu "0"
  827. joy_advaxisv "0"
  828. joy_advaxisx "0"
  829. joy_advaxisy "0"
  830. joy_advaxisz "0"
  831. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  832. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  833. joy_autosprint "0" // Automatically sprint when moving with an analog joystick
  834. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  835. joy_diagonalpov "0" // too.
  836. joy_display_input "0"
  837. joy_forwardsensitivity "-1"
  838. joy_forwardthreshold "0"
  839. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  840. joy_inverty_default "0"
  841. joy_lowend "1"
  842. joy_lowmap "1"
  843. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
  844. joy_movement_stick_default "0"
  845. joy_name "0"
  846. joy_pegged "0"
  847. joy_pitchsensitivity "1"
  848. joy_pitchsensitivity_default "-1"
  849. joy_pitchthreshold "0"
  850. joy_response_look "0" // 1=Acceleration Promotion
  851. joy_response_move "1" // 1/sensitivity
  852. joy_response_move_vehicle "6"
  853. joy_sidesensitivity "1"
  854. joy_sidethreshold "0"
  855. joy_vehicle_turn_lowend "0"
  856. joy_vehicle_turn_lowmap "0"
  857. joy_virtual_peg "0"
  858. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  859. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  860. joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
  861. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
  862. joy_yawsensitivity "-1"
  863. joy_yawsensitivity_default "-1"
  864. joy_yawthreshold "0"
  865. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  866. jpeg_quality "90" // jpeg screenshot quality.
  867. kdtree_test // Tests spatial partition for entities queries.
  868. key_findbinding // Find key bound to specified command string.
  869. key_listboundkeys // List bound keys with bindings.
  870. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  871. kick // Kick a player by name.
  872. kickall // Kicks everybody connected with a message.
  873. kickid // with a message.
  874. kill // Kills the player with generic damage
  875. killserver // Shutdown the server.
  876. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  877. lastinv
  878. lightcache_maxmiss "2"
  879. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  880. light_crosshair // Show texture color at crosshair
  881. linefile // Parses map leak data from .lin file
  882. listdemo // List demo file contents.
  883. listid // Lists banned users.
  884. listip // List IP addresses on the ban list.
  885. listissues // List all the issues that can be voted on.
  886. listmodels // List loaded models.
  887. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  888. load // Load a saved game.
  889. loadcommentary
  890. loader_dump_table
  891. loader_spew_info "0" // -1:All
  892. loader_spew_info_ex "0" // (internal)
  893. lod_TransitionDist "800"
  894. log // and udp < on | off >.
  895. logaddress_add // Set address and port for remote host <ip:port>.
  896. logaddress_del // Remove address and port for remote host <ip:port>.
  897. logaddress_delall // Remove all udp addresses being logged to
  898. logaddress_list // List all addresses currently being used by logaddress.
  899. log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
  900. log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
  901. lookspring "0"
  902. lookstrafe "0"
  903. lservercfgfile "0"
  904. map // Start playing on specified map.
  905. mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
  906. maps // Displays list of maps.
  907. map_background // Runs a map as the background to the main menu.
  908. map_commentary // on a specified map.
  909. map_edit
  910. map_noareas "0" // Disable area to area connection testing.
  911. matchmakingport "27025" // Host Matchmaking port
  912. mat_aaquality "0"
  913. mat_accelerate_adjust_exposure_down "3"
  914. mat_alphacoverage "1"
  915. mat_antialias "0"
  916. mat_autoexposure_max "2"
  917. mat_autoexposure_min "0"
  918. mat_bloomamount_rate "0"
  919. mat_bloomscale "1"
  920. mat_bloom_scalefactor_scalar "1"
  921. mat_bufferprimitives "1"
  922. mat_bumpbasis "0"
  923. mat_bumpmap "1"
  924. mat_camerarendertargetoverlaysize "128"
  925. mat_clipz "1"
  926. mat_colcorrection_disableentities "0" // Disable map color-correction entities
  927. mat_colorcorrection "1"
  928. mat_color_projection "0"
  929. mat_compressedtextures "1"
  930. mat_configcurrent // show the current video control panel config for the material system
  931. mat_crosshair // Display the name of the material under the crosshair
  932. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  933. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  934. mat_crosshair_printmaterial // print the material under the crosshair
  935. mat_crosshair_reloadmaterial // reload the material under the crosshair
  936. mat_debugalttab "0"
  937. mat_debugdepth "0"
  938. mat_debugdepthmode "0"
  939. mat_debugdepthval "128"
  940. mat_debugdepthvalmax "256"
  941. mat_debug_autoexposure "0"
  942. mat_debug_bloom "0"
  943. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  944. mat_debug_process_halfscreen "0"
  945. mat_depthbias_decal "-262144"
  946. mat_depthbias_normal "0"
  947. mat_depthbias_shadowmap "0"
  948. mat_diffuse "1"
  949. mat_disablehwmorph "0" // Disables HW morphing for particular mods
  950. mat_disable_bloom "0"
  951. mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)
  952. mat_disable_fancy_blending "0"
  953. mat_disable_lightwarp "0"
  954. mat_disable_ps_patch "0"
  955. mat_drawflat "0"
  956. mat_drawTexture "0" // Enable debug view texture
  957. mat_drawTextureScale "1" // Debug view texture scale
  958. mat_drawTitleSafe "0" // Enable title safe overlay
  959. mat_drawwater "1"
  960. mat_dump_rts "0"
  961. mat_dxlevel "95"
  962. mat_dynamic_tonemapping "1"
  963. mat_edit // Bring up the material under the crosshair in the editor
  964. mat_envmapsize "128"
  965. mat_envmaptgasize "32"
  966. mat_excludetextures "0"
  967. mat_exposure_center_region_x "0"
  968. mat_exposure_center_region_x_flashlight "0"
  969. mat_exposure_center_region_y "0"
  970. mat_exposure_center_region_y_flashlight "0"
  971. mat_fastclip "0"
  972. mat_fastnobump "0"
  973. mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
  974. mat_fillrate "0"
  975. mat_filterlightmaps "1"
  976. mat_filtertextures "1"
  977. mat_forceaniso "1"
  978. mat_forcedynamic "0"
  979. mat_forcehardwaresync "1"
  980. mat_forcemanagedtextureintohardware "0"
  981. mat_force_bloom "0"
  982. mat_force_ps_patch "0"
  983. mat_force_tonemap_scale "0"
  984. mat_framebuffercopyoverlaysize "128"
  985. mat_frame_sync_enable "1"
  986. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  987. mat_fullbright "0"
  988. mat_hdr_enabled // Report if HDR is enabled for debugging
  989. mat_hdr_level "2" // and 2 for full HDR on HDR maps.
  990. mat_hdr_manual_tonemap_rate "1"
  991. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
  992. mat_hdr_uncapexposure "0"
  993. mat_hsv "0"
  994. mat_info // Shows material system info
  995. mat_leafvis "0" // Draw wireframe of current leaf
  996. mat_levelflush "1"
  997. mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
  998. mat_loadtextures "1"
  999. mat_luxels "0"
  1000. mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory
  1001. mat_maxframelatency "1"
  1002. mat_max_worldmesh_vertices "65536"
  1003. mat_measurefillrate "0"
  1004. mat_mipmaptextures "1"
  1005. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  1006. mat_monitorgamma_tv_enabled "0"
  1007. mat_monitorgamma_tv_exp "2"
  1008. mat_monitorgamma_tv_range_max "255"
  1009. mat_monitorgamma_tv_range_min "16"
  1010. mat_morphstats "0"
  1011. mat_motion_blur_enabled "0"
  1012. mat_motion_blur_falling_intensity "1"
  1013. mat_motion_blur_falling_max "20"
  1014. mat_motion_blur_falling_min "10"
  1015. mat_motion_blur_forward_enabled "0"
  1016. mat_motion_blur_percent_of_screen_max "4"
  1017. mat_motion_blur_rotation_intensity "1"
  1018. mat_motion_blur_strength "1"
  1019. mat_non_hdr_bloom_scalefactor "0"
  1020. mat_norendering "0"
  1021. mat_normalmaps "0"
  1022. mat_normals "0"
  1023. mat_parallaxmap "0"
  1024. mat_picmip "0"
  1025. mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
  1026. mat_postprocess_x "4"
  1027. mat_postprocess_y "1"
  1028. mat_powersavingsmode "0" // Power Savings Mode
  1029. mat_proxy "0"
  1030. mat_queue_mode "-2" // 1=queued sing
  1031. mat_reducefillrate "0"
  1032. mat_reduceparticles "0"
  1033. mat_reloadallmaterials // Reloads all materials
  1034. mat_reloadmaterial // Reloads a single material
  1035. mat_reloadtextures // Reloads all textures
  1036. mat_remoteshadercompile "0"
  1037. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1038. mat_report_queue_status "0"
  1039. mat_reversedepth "0"
  1040. mat_savechanges // saves current video configuration to the registry
  1041. mat_setvideomode // windowed state of the material system
  1042. mat_shadowstate "1"
  1043. mat_showcamerarendertarget "0"
  1044. mat_showenvmapmask "0"
  1045. mat_showframebuffertexture "0"
  1046. mat_showlightmappage "-1"
  1047. mat_showlowresimage "0"
  1048. mat_showmaterials // Show materials.
  1049. mat_showmaterialsverbose // Show materials (verbose version).
  1050. mat_showmiplevels "0" // 1: everything else
  1051. mat_showtextures // Show used textures.
  1052. mat_showwatertextures "0"
  1053. mat_show_ab_hdr "0"
  1054. mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
  1055. mat_show_histogram "0"
  1056. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  1057. mat_slopescaledepthbias_decal "0"
  1058. mat_slopescaledepthbias_normal "0"
  1059. mat_slopescaledepthbias_shadowmap "5"
  1060. mat_softwarelighting "0"
  1061. mat_softwareskin "0"
  1062. mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
  1063. mat_software_aa_debug "0" // (2 - show anti-a
  1064. 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
  1065. mat_software_aa_quality "0" // (1 - 9-tap filter)
  1066. mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
  1067. mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
  1068. 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
  1069. mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
  1070. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1071. mat_stub "0"
  1072. mat_supportflashlight "1" // 1 - flashlight is supported
  1073. mat_surfaceid "0"
  1074. mat_surfacemat "0"
  1075. mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
  1076. mat_texture_list "0" // show a list of used textures per frame
  1077. mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
  1078. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  1079. mat_texture_list_txlod // -1 to dec resolution
  1080. mat_texture_list_txlod_sync // save - saves all changes to material content files
  1081. mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
  1082. mat_tonemapping_occlusion_use_stencil "0"
  1083. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  1084. mat_tonemap_min_avglum "3"
  1085. mat_tonemap_percent_bright_pixels "2"
  1086. mat_tonemap_percent_target "60"
  1087. mat_trilinear "1"
  1088. mat_use_compressed_hdr_textures "1"
  1089. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1090. mat_visualize_dof "0"
  1091. mat_vsync "0" // Force sync to vertical retrace
  1092. mat_wateroverlaysize "128"
  1093. mat_wireframe "0"
  1094. mat_yuv "0"
  1095. maxplayers // Change the maximum number of players allowed on this server.
  1096. memory // Print memory stats.
  1097. memory_diff // show memory stats relative to snapshot
  1098. memory_list // dump memory list (linux only)
  1099. memory_mark // snapshot current allocation status
  1100. memory_status // show memory stats (linux only)
  1101. mem_compact
  1102. mem_dump // Dump memory stats to text file.
  1103. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
  1104. mem_dumpvballocs // Dump VB memory allocation stats.
  1105. mem_eat
  1106. mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
  1107. mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
  1108. mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
  1109. mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
  1110. mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
  1111. mem_test
  1112. mem_test_each_frame "0" // Run heap check at end of every frame
  1113. mem_test_every_n_seconds "0" // Run heap check at a specified interval
  1114. mem_vcollide // Dumps the memory used by vcollides
  1115. metropolice_charge "1"
  1116. metropolice_chase_use_follow "0"
  1117. metropolice_move_and_melee "1"
  1118. minisave // Saves game (for current level only!)
  1119. mission_list // List all available tactical missions
  1120. mission_show // Show the given mission
  1121. mm_add_item // Add a stats item
  1122. mm_add_player // Add a player
  1123. mm_max_spectators "4" // Max players allowed on the spectator team
  1124. mm_message // Send a message to all remote clients
  1125. mm_minplayers "2" // Number of players required to start an unranked game
  1126. mm_select_session // Select a session
  1127. mm_session_info // Dump session information
  1128. mm_stats
  1129. model_list // Dump model list to file
  1130. mod_forcedata "1" // Forces all model file data into cache on model load.
  1131. mod_forcetouchdata "1" // Forces all model file data into cache on model load.
  1132. mod_load_anims_async "0"
  1133. mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
  1134. mod_load_mesh_async "0"
  1135. mod_load_showstall "0" // 2 - show stalls
  1136. mod_load_vcollide_async "0"
  1137. mod_lock_mdls_on_load "0"
  1138. mod_test_mesh_not_available "0"
  1139. mod_test_not_available "0"
  1140. mod_test_verts_not_available "0"
  1141. mod_touchalldata "1" // Touch model data during level startup
  1142. mod_trace_load "0"
  1143. monk_headshot_freq "2"
  1144. mortar_visualize "0"
  1145. motdfile "0" // The MOTD file to load.
  1146. motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
  1147. movie_fixwave // etc.
  1148. mp_allowNPCs "1"
  1149. mp_allowspectators "1" // toggles whether the server allows spectator mode or not
  1150. mp_autocrosshair "1"
  1151. mp_autoteambalance "1"
  1152. mp_bonusroundtime "15" // Time after round win until round restarts
  1153. mp_chattime "10" // amount of time players can chat after the game is over
  1154. mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
  1155. mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
  1156. mp_decals "200"
  1157. mp_defaultteam "0"
  1158. mp_disable_autokick // Prevents a userid from being auto-kicked
  1159. mp_disable_respawn_times "0"
  1160. mp_enableroundwaittime "1" // Enable timers to wait between rounds.
  1161. mp_fadetoblack "0" // fade a players screen to black when he dies
  1162. mp_falldamage "0"
  1163. mp_flashlight "0"
  1164. mp_footsteps "1"
  1165. mp_forceautoteam "0" // Automatically assign players to teams when joining.
  1166. mp_forcecamera "1" // Restricts spectator modes for dead players
  1167. mp_forcerespawn "0"
  1168. mp_forcerespawnplayers // Force all players to respawn.
  1169. mp_forcewin // Forces team to win
  1170. mp_fraglimit "0" // The number of kills at which the map ends
  1171. mp_friendlyfire "0" // Allows team members to injure other members of their team
  1172. mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed.
  1173. 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.
  1174. mp_maxrounds "0" // max number of rounds to play before server changes maps
  1175. mp_readyrestart "0" // game will restart once each player gives the ready signal
  1176. mp_ready_signal "0" // Text that each player must speak for the match to begin
  1177. mp_respawnwavetime "10" // Time between respawn waves.
  1178. mp_restartgame "0" // game will restart in the specified number of seconds
  1179. mp_restartgame_immediate "0" // game will restart immediately
  1180. mp_restartround "0" // the current round will restart in the specified number of seconds
  1181. mp_scrambleteams // Scramble the teams and restart the game
  1182. mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
  1183. mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble.
  1184. mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking.
  1185. mp_simulatemultiplecappers "1"
  1186. mp_stalemate_enable "0" // Enable/Disable stalemate mode.
  1187. mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.
  1188. mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round.
  1189. mp_switchteams // Switch teams and restart the game
  1190. mp_teamlist "0"
  1191. mp_teamoverride "1"
  1192. mp_teamplay "0"
  1193. mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
  1194. mp_timelimit "0" // game time per map in minutes
  1195. mp_time_between_capscoring "30" // Delay between scoring of owned capture points.
  1196. mp_tournament "0"
  1197. mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin.
  1198. mp_tournament_restart // Restart Tournament Mode on the current level.
  1199. mp_usehwmmodels "0" // 0 = based upon GPU)
  1200. mp_usehwmvcds "0" // 0 = based upon GPU)
  1201. mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
  1202. mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
  1203. mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds
  1204. mp_weaponstay "0"
  1205. mp_winlimit "0" // Max score one team can reach before server changes maps
  1206. multvar // Multiply specified convar value.
  1207. muzzleflash_light "1"
  1208. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1209. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1210. m_customaccel_max "0" // 0 for no limit
  1211. m_customaccel_scale "0" // Custom mouse acceleration value.
  1212. m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1213. m_forward "1" // Mouse forward factor.
  1214. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1215. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1216. m_mousespeed "1" // 2 to enable secondary threshold
  1217. m_pitch "0" // Mouse pitch factor.
  1218. m_rawinput "0" // Use Raw Input for mouse input.
  1219. m_side "0" // Mouse side factor.
  1220. m_yaw "0" // Mouse yaw factor.
  1221. name "0" // Current user name
  1222. nav_add_to_selected_set // Add current area to the selected set.
  1223. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1224. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1225. nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
  1226. nav_area_max_size "50" // Max area size created in nav generation
  1227. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1228. nav_begin_area // drag the opposite corner to the desired location and
  1229. nav_begin_deselecting // Start continuously removing from the selected set.
  1230. nav_begin_drag_deselecting // Start dragging a selection area.
  1231. nav_begin_drag_selecting // Start dragging a selection area.
  1232. nav_begin_selecting // Start continuously adding to the selected set.
  1233. nav_begin_shift_xy // Begin shifting the Selected Set.
  1234. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1235. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1236. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1237. nav_check_stairs // Update the nav mesh STAIRS attribute
  1238. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1239. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1240. nav_clear_selected_set // Clear the selected set.
  1241. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1242. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1243. nav_connect // then invoke the connect command. Note that this creates a
  1244. nav_coplanar_slope_limit "0"
  1245. nav_coplanar_slope_limit_displacement "0"
  1246. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1247. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1248. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1249. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1250. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1251. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1252. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1253. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1254. nav_debug_blocked "0"
  1255. nav_delete // Deletes the currently highlighted Area.
  1256. nav_delete_marked // Deletes the currently marked Area (if any).
  1257. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1258. nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
  1259. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1260. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1261. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
  1262. nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
  1263. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1264. nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
  1265. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1266. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1267. nav_end_deselecting // Stop continuously removing from the selected set.
  1268. nav_end_drag_deselecting // Stop dragging a selection area.
  1269. nav_end_drag_selecting // Stop dragging a selection area.
  1270. nav_end_selecting // Stop continuously adding to the selected set.
  1271. nav_end_shift_xy // Finish shifting the Selected Set.
  1272. nav_flood_select // use this command again.
  1273. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1274. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1275. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1276. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1277. nav_generate_incremental_range "2000"
  1278. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1279. nav_gen_cliffs_approx // post-processing approximation
  1280. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1281. nav_ladder_flip // Flips the selected ladders direction.
  1282. nav_load // Loads the Navigation Mesh for the current map.
  1283. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1284. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1285. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1286. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1287. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1288. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1289. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1290. nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1291. nav_max_vis_delta_list_length "64"
  1292. nav_merge // and invoke the merge comm
  1293. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1294. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1295. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1296. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1297. nav_place_list // Lists all place names used in the map.
  1298. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1299. nav_place_replace // Replaces all instances of the first place with the second place.
  1300. nav_place_set // Sets the Place of all selected areas to the current Place.
  1301. nav_potentially_visible_dot_tolerance "0"
  1302. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1303. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1304. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1305. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1306. nav_recall_selected_set // Re-selects the stored selected set.
  1307. nav_remove_from_selected_set // Remove current area from the selected set.
  1308. nav_remove_jump_areas // replacing them with connections.
  1309. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1310. nav_save // Saves the current Navigation Mesh to disk.
  1311. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1312. nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
  1313. nav_selected_set_color "255" // Color used to draw the selected set background while editing.
  1314. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1315. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1316. nav_select_half_space // Selects any areas that intersect the given half-space.
  1317. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1318. nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
  1319. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1320. nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
  1321. nav_select_overlapping // Selects nav areas that are overlapping others.
  1322. nav_select_radius // Adds all areas in a radius to the selection set
  1323. nav_select_stairs // Adds all stairway areas to the selected set
  1324. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1325. nav_shift // Shifts the selected areas by the specified amount
  1326. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1327. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1328. nav_show_compass "0"
  1329. nav_show_continguous "0" // Highlight non-contiguous connections
  1330. nav_show_danger "0" // Show current danger levels.
  1331. nav_show_dumped_positions // z) coordinate positions of the given dump file.
  1332. nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
  1333. nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
  1334. nav_show_light_intensity "0"
  1335. nav_show_nodes "0"
  1336. nav_show_node_grid "0"
  1337. nav_show_node_id "0"
  1338. nav_show_player_counts "0" // Show current player counts in each area.
  1339. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  1340. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1341. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1342. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1343. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1344. nav_solid_props "0" // Make props solid to nav generation/editing
  1345. nav_splice // connected area between them.
  1346. nav_split // align the split line using your cursor and invoke the split command.
  1347. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1348. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1349. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1350. nav_store_selected_set // Stores the current selected set for later retrieval.
  1351. nav_strip // and Encounter Spots from the current Area.
  1352. nav_subdivide // Subdivides all selected areas.
  1353. nav_test_node "0"
  1354. nav_test_node_crouch "0"
  1355. nav_test_node_crouch_dir "4"
  1356. nav_test_stairs // Test the selected set for being on stairs
  1357. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1358. nav_toggle_in_selected_set // Remove current area from the selected set.
  1359. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1360. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1361. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1362. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1363. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1364. nav_unmark // Clears the marked Area or Ladder.
  1365. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1366. nav_update_lighting // Recomputes lighting values
  1367. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1368. nav_use_place // the current Place is set.
  1369. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1370. nav_warp_to_mark // Warps the player to the marked area.
  1371. nav_world_center // Centers the nav mesh in the world
  1372. nb_allow_avoiding "1"
  1373. nb_allow_climbing "1"
  1374. nb_allow_gap_jumping "1"
  1375. nb_blind "0" // Disable vision
  1376. nb_command // Sends a command string to all bots
  1377. nb_debug // ERRORS.
  1378. nb_debug_climbing "0"
  1379. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  1380. nb_debug_history "1" // each bot keeps a history of debug output in memory
  1381. nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
  1382. nb_delete_all // Delete all non-player NextBot entities.
  1383. nb_force_look_at // Force selected bot to look at the local players position
  1384. nb_goal_look_ahead_range "50"
  1385. nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
  1386. nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
  1387. nb_head_aim_settle_duration "0"
  1388. nb_head_aim_steady_max_rate "100"
  1389. nb_ladder_align_range "50"
  1390. nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
  1391. nb_move_to_cursor // Tell all NextBots to move to the cursor position
  1392. nb_path_draw_inc "100"
  1393. nb_path_draw_segment_count "100"
  1394. nb_path_segment_influence_radius "100"
  1395. nb_player_crouch "0" // Force bots to crouch
  1396. nb_player_move "1" // Prevents bots from moving
  1397. nb_player_move_direct "0"
  1398. nb_player_stop "0" // Stop all NextBotPlayers from updating
  1399. nb_player_walk "0" // Force bots to walk
  1400. nb_saccade_speed "1000"
  1401. nb_saccade_time "0"
  1402. nb_select // Select the bot you are aiming at for further debug operations.
  1403. nb_shadow_dist "400"
  1404. nb_speed_look_ahead_range "150"
  1405. nb_stop "0" // Stop all NextBots
  1406. nb_update_debug "0"
  1407. nb_update_framelimit "15"
  1408. nb_update_frequency "0"
  1409. nb_update_maxslide "2"
  1410. nb_warp_selected_here // Teleport the selected bot to your cursor position
  1411. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1412. net_channels // Shows net channel info
  1413. net_chokeloop "0" // Apply bandwidth choke to loopback packets
  1414. net_compresspackets "1" // Use lz compression on game packets.
  1415. net_compresspackets_minsize "128" // Dont bother compressing packets below this size.
  1416. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
  1417. net_drawslider "0" // Draw completion slider during signon
  1418. net_droppackets "0" // Drops next n packets on client
  1419. net_fakejitter "0" // Jitter fakelag packet time
  1420. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1421. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1422. net_graph "0" // = 3 draws payload legend.
  1423. net_graphheight "64" // Height of netgraph panel
  1424. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1425. net_graphpos "1"
  1426. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1427. net_graphshowinterp "1" // Draw the interpolation graph.
  1428. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1429. net_graphsolid "1"
  1430. net_graphtext "1" // Draw text fields
  1431. net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
  1432. net_maxfilesize "16" // Maximum allowed file size for uploading in MB
  1433. net_maxfragments "1260" // Max fragment bytes per packet
  1434. net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit)
  1435. net_maxroutable "1260" // Requested max packet size before packets are split.
  1436. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
  1437. net_queue_trace "0"
  1438. net_scale "5"
  1439. net_showdrop "0" // Show dropped packets in console
  1440. net_showevents "0" // 2=all).
  1441. net_showfragments "0" // Show netchannel fragments
  1442. net_showmsg "0" // Show incoming message: <0|1|name>
  1443. net_showpeaks "0" // Show messages for large packets only: <size>
  1444. net_showsplits "0" // Show info about packet splits
  1445. net_showtcp "0" // Dump TCP stream summary to console
  1446. net_showudp "0" // Dump UDP packets summary to console
  1447. net_showudp_wire "0" // Show incoming packet information
  1448. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1449. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1450. net_start // Inits multiplayer network sockets
  1451. net_status // Shows current network status
  1452. net_udp_rcvbuf "131072" // Default UDP receive buffer size
  1453. net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
  1454. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1455. nextdemo // Play next demo in sequence.
  1456. nextlevel "0" // will change to this map during the next changelevel
  1457. noclip // Toggle. Player becomes non-solid and flies.
  1458. notarget // Toggle. Player becomes hidden to NPCs.
  1459. npc_ally_deathmessage "1"
  1460. npc_ammo_deplete // Subtracts half of the targets ammo
  1461. npc_barnacle_swallow "0" // Use prototype swallow code.
  1462. npc_bipass // s
  1463. npc_citizen_auto_player_squad "1"
  1464. npc_citizen_auto_player_squad_allow_use "0"
  1465. npc_citizen_dont_precache_all "0"
  1466. npc_citizen_explosive_resist "0"
  1467. npc_citizen_insignia "0"
  1468. npc_citizen_medic_emit_sound "1"
  1469. npc_citizen_squad_marker "0"
  1470. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
  1471. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
  1472. npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that
  1473. npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
  1474. npc_create_equipment "0"
  1475. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
  1476. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
  1477. npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
  1478. npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
  1479. npc_freeze // uses the NPC under the crosshair. Arguments
  1480. npc_freeze_unselected // Freeze all NPCs not selected
  1481. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
  1482. npc_go_do_run "1" // Set whether should run on NPC go
  1483. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
  1484. npc_heal // Heals the target back to full health
  1485. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1486. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
  1487. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
  1488. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
  1489. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
  1490. npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
  1491. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
  1492. npc_sentences "0"
  1493. npc_speakall // Force the npc to try and speak all their responses
  1494. npc_squads // Obsolete. Replaced by npc_combat
  1495. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
  1496. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
  1497. npc_strider_height_adj "0"
  1498. npc_strider_shake_ropes_magnitude "150"
  1499. npc_strider_shake_ropes_radius "1200"
  1500. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
  1501. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
  1502. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
  1503. npc_thinknow // Trigger NPC to think
  1504. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
  1505. npc_vphysics "0"
  1506. old_radiusdamage "0"
  1507. option_duck_method "1"
  1508. option_duck_method_default "1"
  1509. opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.
  1510. overview_alpha "1" // Overview map translucency.
  1511. overview_health "1" // Show players health in map overview.
  1512. overview_locked "1" // doesnt follow view angle.
  1513. overview_mode // large: <0|1|2>
  1514. overview_names "1" // Show players names in map overview.
  1515. overview_tracks "1" // Show players tracks in map overview.
  1516. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1517. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1518. particle_sim_alt_cores "2"
  1519. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1520. particle_test_attach_mode "0" // follow_origin
  1521. particle_test_file "0" // Name of the particle system to dynamically spawn
  1522. particle_test_start // particle_test_attach_mode and particl
  1523. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1524. password "0" // Current server access password
  1525. path // Show the engine filesystem path.
  1526. pause // Toggle the server pause state.
  1527. perfui // Show/hide the level performance tools UI.
  1528. perfvisualbenchmark
  1529. perfvisualbenchmark_abort
  1530. phonemedelay "0" // Phoneme delay to account for sound system latency.
  1531. phonemefilter "0" // Time duration of box filter to pass over phonemes.
  1532. phonemesnap "2" // regardless of duration.
  1533. physcannon_ball_cone "0"
  1534. physcannon_chargetime "2"
  1535. physcannon_cone "0"
  1536. physcannon_maxforce "1500"
  1537. physcannon_maxmass "250"
  1538. physcannon_mega_enabled "0"
  1539. physcannon_minforce "700"
  1540. physcannon_pullforce "4000"
  1541. physcannon_tracelength "250"
  1542. physicsshadowupdate_render "0"
  1543. physics_budget // Times the cost of each active object
  1544. physics_constraints // Highlights constraint system graph for an entity
  1545. physics_debug_entity // Dumps debug info for an entity
  1546. physics_highlight_active // Turns on the absbox for all active physics objects
  1547. physics_report_active // Lists all active physics objects
  1548. physics_select // Dumps debug info for an entity
  1549. phys_impactforcescale "1"
  1550. phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
  1551. phys_pushscale "1"
  1552. phys_speeds "0"
  1553. phys_stressbodyweights "5"
  1554. phys_swap // Automatically swaps the current weapon for the physcannon and back again.
  1555. phys_timescale "1" // Scale time for physics
  1556. phys_upimpactforcescale "0"
  1557. picker // pivot and debugging text is displayed for whatever entity the play
  1558. ping // Display ping to server.
  1559. pipeline_static_props "1"
  1560. pixelvis_debug // Dump debug info
  1561. play // Play a sound.
  1562. playdemo // Play a recorded demo file (.dem ).
  1563. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1564. player_limit_jump_speed "1"
  1565. player_old_armor "0"
  1566. player_showpredictedposition "0"
  1567. player_showpredictedposition_timestep "1"
  1568. player_squad_autosummon_debug "0"
  1569. player_squad_autosummon_move_tolerance "20"
  1570. player_squad_autosummon_player_tolerance "10"
  1571. player_squad_autosummon_time "5"
  1572. player_squad_autosummon_time_after_combat "8"
  1573. player_squad_double_tap_time "0"
  1574. player_squad_transient_commands "1"
  1575. player_throwforce "1000"
  1576. playflush // reloading from disk in case of changes.
  1577. playgamesound // Play a sound from the game sounds txt file
  1578. playsoundscape // Forces a soundscape to play
  1579. playvideo // Plays a video: <filename> [width height]
  1580. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1581. playvol // Play a sound at a specified volume.
  1582. plugin_load // plugin_load <filename> : loads a plugin
  1583. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1584. plugin_pause_all // pauses all loaded plugins
  1585. plugin_print // Prints details about loaded plugins
  1586. plugin_unload // plugin_unload <index> : unloads a plugin
  1587. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1588. plugin_unpause_all // unpauses all disabled plugins
  1589. print_colorcorrection // Display the color correction layer information.
  1590. progress_enable
  1591. props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
  1592. props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
  1593. prop_active_gib_limit "999999"
  1594. prop_active_gib_max_fade_time "999999"
  1595. prop_crosshair // Shows name for prop looking at
  1596. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1597. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1598. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1599. pwatchent "-1" // Entity to watch for prediction system changes.
  1600. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1601. pyro_max_intensity "0"
  1602. pyro_max_rate "0"
  1603. pyro_max_side_length "0"
  1604. pyro_max_side_width "0"
  1605. pyro_min_intensity "0"
  1606. pyro_min_rate "0"
  1607. pyro_min_side_length "0"
  1608. pyro_min_side_width "0"
  1609. pyro_vignette "2"
  1610. pyro_vignette_distortion "1"
  1611. quit // Exit the engine.
  1612. ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
  1613. rate "30000" // Max bytes/sec the host can receive data
  1614. rcon // Issue an rcon command.
  1615. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  1616. rcon_password "0" // remote console password.
  1617. recompute_speed // Recomputes clock speed (for debugging purposes).
  1618. record // Record a demo.
  1619. refresh_options_dialog // Refresh the options dialog.
  1620. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1621. reload_materials "0"
  1622. removeid // Remove a user ID from the ban list.
  1623. removeip // Remove an IP address from the ban list.
  1624. replay_debug "0"
  1625. replay_ignorereplayticks "0"
  1626. report_entities // Lists all entities
  1627. report_simthinklist // Lists all simulating/thinking entities
  1628. report_soundpatch // reports sound patch count
  1629. report_soundpatch // reports sound patch count
  1630. report_touchlinks // Lists all touchlinks
  1631. respawn_entities // Respawn all the entities in the map.
  1632. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1633. retry // Retry connection to last server.
  1634. room_type "0"
  1635. rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
  1636. rope_collide "1" // Collide rope with the world
  1637. rope_rendersolid "1"
  1638. rope_shake "0"
  1639. rope_smooth "1" // Do an antialiasing effect on ropes
  1640. rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
  1641. rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
  1642. rope_smooth_maxalphawidth "1"
  1643. rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
  1644. rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
  1645. rope_solid_maxalpha "1"
  1646. rope_solid_maxwidth "1"
  1647. rope_solid_minalpha "0"
  1648. rope_solid_minwidth "0"
  1649. rope_subdiv "2" // Rope subdivision amount
  1650. rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
  1651. rr_debugresponses "0" // it will only show response success/failure for np
  1652. rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
  1653. rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
  1654. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
  1655. rr_reloadresponsesystems // Reload all response system scripts.
  1656. r_3dnow // Enable/disable 3DNow code
  1657. r_3dsky "1" // Enable the rendering of 3d sky boxes
  1658. r_AirboatPitchCurveLinear "60"
  1659. r_AirboatPitchCurveZero "25"
  1660. r_AirboatRollCurveLinear "120"
  1661. r_AirboatRollCurveZero "90"
  1662. r_AirboatViewBlendTo "1"
  1663. r_AirboatViewBlendToScale "0"
  1664. r_AirboatViewBlendToTime "1"
  1665. r_AirboatViewDampenDamp "1"
  1666. r_AirboatViewDampenFreq "7"
  1667. r_AirboatViewZHeight "0"
  1668. r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
  1669. r_ambientfactor "5" // Boost ambient cube by no more than this factor
  1670. r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting
  1671. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1672. r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
  1673. r_aspectratio "0"
  1674. r_avglight "1"
  1675. r_avglightmap "0"
  1676. r_bloomtintb "0"
  1677. r_bloomtintexponent "2"
  1678. r_bloomtintg "0"
  1679. r_bloomtintr "0"
  1680. r_cheapwaterend
  1681. r_cheapwaterstart
  1682. r_cleardecals // Usage r_cleardecals <permanent>.
  1683. r_ClipAreaPortals "1"
  1684. r_colorstaticprops "0"
  1685. r_debugcheapwater "0"
  1686. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1687. r_decals "2048"
  1688. r_decalstaticprops "1" // Decal static props test
  1689. r_decal_cover_count "4"
  1690. r_decal_cullsize "5"
  1691. r_decal_overlap_area "0"
  1692. r_decal_overlap_count "3"
  1693. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1694. r_DispBuildable "0"
  1695. r_DispDrawAxes "0"
  1696. r_DispWalkable "0"
  1697. r_dopixelvisibility "1"
  1698. r_drawbatchdecals "1" // Render decals batched.
  1699. r_DrawBeams "1" // 2=Wireframe
  1700. r_drawbrushmodels "1" // 2=Wireframe
  1701. r_drawclipbrushes "0" // purple=NPC)
  1702. r_drawdecals "1" // Render decals.
  1703. r_drawdetailprops "1" // 2=Wireframe
  1704. r_DrawDisp "1" // Toggles rendering of displacment maps
  1705. r_drawentities "1"
  1706. r_drawflecks "1"
  1707. r_drawfuncdetail "1" // Render func_detail
  1708. r_drawleaf "-1" // Draw the specified leaf.
  1709. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  1710. r_drawlightinfo "0"
  1711. r_drawlights "0"
  1712. r_drawmodeldecals "1"
  1713. r_DrawModelLightOrigin "0"
  1714. r_drawmodelstatsoverlay "0"
  1715. r_drawmodelstatsoverlaydistance "500"
  1716. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1717. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1718. r_drawopaquerenderables "1"
  1719. r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs
  1720. r_drawopaqueworld "1"
  1721. r_drawothermodels "1" // 2=Wireframe
  1722. r_drawparticles "1" // Enable/disable particle rendering
  1723. r_drawpixelvisibility "0" // Show the occlusion proxies
  1724. r_DrawPortals "0"
  1725. r_DrawRain "1" // Enable/disable rain rendering.
  1726. r_drawrenderboxes "0"
  1727. r_drawropes "1"
  1728. r_drawskybox "1"
  1729. r_DrawSpecificStaticProp "-1"
  1730. r_drawsprites "1"
  1731. r_drawstaticprops "1" // 2=Wireframe
  1732. r_drawtranslucentrenderables "1"
  1733. r_drawtranslucentworld "1"
  1734. r_drawvgui "1" // Enable the rendering of vgui panels
  1735. r_drawviewmodel "1"
  1736. r_drawworld "1" // Render the world.
  1737. r_dscale_basefov "90"
  1738. r_dscale_fardist "2000"
  1739. r_dscale_farscale "4"
  1740. r_dscale_neardist "100"
  1741. r_dscale_nearscale "1"
  1742. r_dynamic "1"
  1743. r_dynamiclighting "1"
  1744. r_emulategl "0"
  1745. r_entityclips "1"
  1746. r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
  1747. r_eyegloss "1"
  1748. r_eyemove "1"
  1749. r_eyes "1"
  1750. r_eyeshift_x "0"
  1751. r_eyeshift_y "0"
  1752. r_eyeshift_z "0"
  1753. r_eyesize "0"
  1754. r_eyewaterepsilon "10"
  1755. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1756. 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
  1757. r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
  1758. r_flashlightambient "0"
  1759. r_flashlightclip "0"
  1760. r_flashlightconstant "0"
  1761. r_flashlightculldepth "1"
  1762. r_flashlightdepthres "256"
  1763. r_flashlightdepthtexture "1"
  1764. r_flashlightdrawclip "0"
  1765. r_flashlightdrawdepth "0"
  1766. r_flashlightdrawfrustum "0"
  1767. r_flashlightdrawfrustumbbox "0"
  1768. r_flashlightdrawsweptbbox "0"
  1769. r_flashlightfar "750"
  1770. r_flashlightfov "45"
  1771. r_flashlightladderdist "40"
  1772. r_flashlightlinear "100"
  1773. r_flashlightlockposition "0"
  1774. r_flashlightmodels "1"
  1775. r_flashlightnear "4"
  1776. r_flashlightnodraw "0"
  1777. r_flashlightoffsetx "10"
  1778. r_flashlightoffsety "-20"
  1779. r_flashlightoffsetz "24"
  1780. r_flashlightquadratic "0"
  1781. r_flashlightrender "1"
  1782. r_flashlightrendermodels "1"
  1783. r_flashlightrenderworld "1"
  1784. r_flashlightscissor "1"
  1785. r_flashlightshadowatten "0"
  1786. r_flashlightupdatedepth "1"
  1787. r_flashlightvisualizetrace "0"
  1788. r_flex "1"
  1789. r_flushlod // Flush and reload LODs.
  1790. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  1791. r_frustumcullworld "1"
  1792. r_glint_alwaysdraw "0"
  1793. r_glint_procedural "0"
  1794. r_hunkalloclightmaps "1"
  1795. r_hwmorph "1"
  1796. r_itemblinkmax "0"
  1797. r_itemblinkrate "4"
  1798. r_JeepFOV "90"
  1799. r_JeepViewBlendTo "1"
  1800. r_JeepViewBlendToScale "0"
  1801. r_JeepViewBlendToTime "1"
  1802. r_JeepViewDampenDamp "1"
  1803. r_JeepViewDampenFreq "7"
  1804. r_JeepViewZHeight "10"
  1805. r_lightaverage "1" // Activates/deactivate light averaging
  1806. r_lightcachecenter "1"
  1807. r_lightcachemodel "-1"
  1808. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  1809. r_lightcache_zbuffercache "0"
  1810. r_lightinterp "5" // 0 turns off interpolation
  1811. r_lightmap "-1"
  1812. r_lightstyle "-1"
  1813. r_lightwarpidentity "0"
  1814. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  1815. r_lod "-1"
  1816. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  1817. r_maxdlights "32"
  1818. r_maxmodeldecal "50"
  1819. r_maxnewsamples "6"
  1820. r_maxsampledist "128"
  1821. r_minnewsamples "3"
  1822. r_modelwireframedecal "0"
  1823. r_newflashlight "1"
  1824. r_nohw "0"
  1825. r_norefresh "0"
  1826. r_nosw "0"
  1827. r_novis "0" // Turn off the PVS.
  1828. 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.
  1829. 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.
  1830. r_occludermincount "0" // no matter how big they are.
  1831. r_occlusion "1" // Activate/deactivate the occlusion system.
  1832. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  1833. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  1834. r_overlayfadeenable "0"
  1835. r_overlayfademax "2000"
  1836. r_overlayfademin "1750"
  1837. r_overlaywireframe "0"
  1838. r_particle_sim_spike_threshold_ms "5"
  1839. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1840. r_PhysPropStaticLighting "1"
  1841. r_pixelfog "1"
  1842. r_pixelvisibility_partial "1"
  1843. r_pixelvisibility_spew "0"
  1844. r_pix_recordframes "0"
  1845. r_pix_start "0"
  1846. r_portalsopenall "0" // Open all portals
  1847. r_PortalTestEnts "1" // Clip entities against portal frustums.
  1848. r_printdecalinfo
  1849. r_proplightingfromdisk "1" // 2=Show Errors
  1850. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1851. r_propsmaxdist "1200" // Maximum visible distance
  1852. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  1853. r_queued_post_processing "0"
  1854. r_queued_ropes "1"
  1855. 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
  1856. r_rainalpha "0"
  1857. r_rainalphapow "0"
  1858. r_raindensity "0"
  1859. r_RainHack "0"
  1860. r_rainlength "0"
  1861. r_RainProfile "0" // Enable/disable rain profiling.
  1862. r_RainRadius "1500"
  1863. r_RainSideVel "130" // How much sideways velocity rain gets.
  1864. r_RainSimulate "1" // Enable/disable rain simulation.
  1865. r_rainspeed "600"
  1866. r_RainSplashPercentage "20"
  1867. r_rainwidth "0"
  1868. r_randomflex "0"
  1869. r_renderoverlayfragment "1"
  1870. r_rimlight "1"
  1871. r_rootlod "0" // Root LOD
  1872. r_ropetranslucent "1"
  1873. r_screenfademaxsize "0"
  1874. r_screenfademinsize "0"
  1875. r_screenoverlay // Draw specified material as an overlay
  1876. r_sequence_debug "0"
  1877. r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
  1878. r_shadowangles // Set shadow angles
  1879. r_shadowblobbycutoff // some shadow stuff
  1880. r_shadowcolor // Set shadow color
  1881. r_shadowdir // Set shadow direction
  1882. r_shadowdist // Set shadow distance
  1883. r_shadowids "0"
  1884. r_shadowmaxrendered "32"
  1885. r_shadowrendertotexture "1"
  1886. r_shadows "1"
  1887. r_shadows_gamecontrol "-1"
  1888. r_shadowwireframe "0"
  1889. r_showenvcubemap "0"
  1890. r_ShowViewerArea "0"
  1891. r_showz_power "1"
  1892. r_skin "0"
  1893. r_skybox "1" // Enable the rendering of sky boxes
  1894. r_snapportal "-1"
  1895. r_SnowColorBlue "200" // Snow.
  1896. r_SnowColorGreen "175" // Snow.
  1897. r_SnowColorRed "150" // Snow.
  1898. r_SnowDebugBox "0" // Snow Debug Boxes.
  1899. r_SnowEnable "1" // Snow Enable
  1900. r_SnowEndAlpha "255" // Snow.
  1901. r_SnowEndSize "0" // Snow.
  1902. r_SnowFallSpeed "1" // Snow fall speed scale.
  1903. r_SnowInsideRadius "256" // Snow.
  1904. r_SnowOutsideRadius "1024" // Snow.
  1905. r_SnowParticles "500" // Snow.
  1906. r_SnowPosScale "1" // Snow.
  1907. r_SnowRayEnable "1" // Snow.
  1908. r_SnowRayLength "8192" // Snow.
  1909. r_SnowRayRadius "256" // Snow.
  1910. r_SnowSpeedScale "1" // Snow.
  1911. r_SnowStartAlpha "25" // Snow.
  1912. r_SnowStartSize "1" // Snow.
  1913. r_SnowWindScale "0" // Snow.
  1914. r_SnowZoomOffset "384" // Snow.
  1915. r_SnowZoomRadius "512" // Snow.
  1916. r_spray_lifetime "2" // Number of rounds player sprays are visible
  1917. r_sse2 // Enable/disable SSE2 code
  1918. r_sse_s "1" // sse ins for particle sphere create
  1919. r_staticpropinfo "0"
  1920. r_staticprop_lod "-1"
  1921. r_studio_stats "0"
  1922. r_studio_stats_lock "0" // Lock the current studio stats entity selection
  1923. 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
  1924. r_swingflashlight "1"
  1925. r_teeth "1"
  1926. r_threaded_client_shadow_manager "0"
  1927. r_threaded_particles "1"
  1928. r_threaded_renderables "0"
  1929. r_unloadlightmaps "0"
  1930. r_updaterefracttexture "1"
  1931. r_vehicleBrakeRate "1"
  1932. r_VehicleViewClamp "1"
  1933. r_VehicleViewDampen "1"
  1934. r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
  1935. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1936. r_visualizelighttraces "0"
  1937. r_visualizelighttracesshowfulltrace "0"
  1938. r_visualizeproplightcaching "0"
  1939. r_visualizetraces "0"
  1940. r_WaterDrawReflection "1" // Enable water reflection
  1941. r_WaterDrawRefraction "1" // Enable water refraction
  1942. r_waterforceexpensive "1"
  1943. r_waterforcereflectentities "0"
  1944. r_worldlightmin "0"
  1945. r_worldlights "4" // number of world lights to use per vertex
  1946. r_worldlistcache "1"
  1947. save // Saves current game.
  1948. save_async "1"
  1949. save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
  1950. save_console "0" // Autosave on the PC behaves like it does on the consoles.
  1951. save_disable "0"
  1952. save_finish_async
  1953. save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
  1954. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
  1955. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
  1956. save_noxsave "0"
  1957. save_screenshot "1" // 2 = always
  1958. save_spew "0"
  1959. say // Display player message
  1960. say_team // Display player message to team
  1961. sb_mod_suggested_maxplayers "0"
  1962. sb_quick_list_bit_field "-1"
  1963. sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
  1964. scene_async_prefetch_spew "0" // Display async .ani file loading info.
  1965. scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think.
  1966. scene_clientflex "1" // Do client side flex animation.
  1967. scene_flatturn "1"
  1968. scene_flush // Flush all .vcds from the cache and reload from disk.
  1969. scene_forcecombined "0" // force use of combined .wav files even in english.
  1970. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
  1971. scene_print "0" // print timing and event info to console.
  1972. scene_showfaceto "0" // show the directions of faceto events.
  1973. scene_showlook "0" // show the directions of look events.
  1974. scene_showmoveto "0" // show the end location.
  1975. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  1976. screenshot // Take a screenshot.
  1977. scr_centertime "2"
  1978. sensitivity "3" // Mouse sensitivity.
  1979. servercfgfile "0"
  1980. server_game_time // Gives the game time in seconds (servers curtime)
  1981. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  1982. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  1983. setinfo // Adds a new user info value
  1984. setmodel // Changess players model
  1985. setpause // Set the pause state of the server.
  1986. setpos // Move player to specified origin (must have sv_cheats).
  1987. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  1988. shake // Shake the screen.
  1989. shake_show "0" // Displays a list of the active screen shakes.
  1990. shake_stop // Stops all active screen shakes.
  1991. showbudget_texture "0" // Enable the texture budget panel.
  1992. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  1993. showbudget_texture_global_sum "256"
  1994. showconsole // Show the console.
  1995. showhitlocation "0"
  1996. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
  1997. showpanel // Shows a viewport panel <name>
  1998. showparticlecounts "0" // Display number of particles drawn per frame
  1999. showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res
  2000. showsniperdist "0"
  2001. showsniperlines "0"
  2002. showtriggers "0" // Shows trigger brushes
  2003. showtriggers_toggle // Toggle show triggers
  2004. simple_bot_add // Add a simple bot.
  2005. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  2006. skill "1" // Game skill level (1-3).
  2007. skip_next_map // Skips the next map in the map rotation for the server.
  2008. sk_airboat_drain_rate "10"
  2009. sk_airboat_max_ammo "100"
  2010. sk_airboat_recharge_rate "15"
  2011. sk_allow_autoaim "1"
  2012. sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
  2013. sk_ammo_qty_scale1 "1"
  2014. sk_ammo_qty_scale2 "1"
  2015. sk_ammo_qty_scale3 "0"
  2016. sk_antlionguard_dmg_charge "0"
  2017. sk_antlionguard_dmg_shove "0"
  2018. sk_antlionguard_health "0"
  2019. sk_antlion_air_attack_dmg "0"
  2020. sk_antlion_health "0"
  2021. sk_antlion_jump_damage "0"
  2022. sk_antlion_swipe_damage "0"
  2023. sk_apc_health "750"
  2024. sk_apc_missile_damage "15"
  2025. sk_autoaim_mode "1"
  2026. sk_autoaim_scale1 "1"
  2027. sk_autoaim_scale2 "1"
  2028. sk_auto_reload_time "3"
  2029. sk_barnacle_health "0"
  2030. sk_barney_health "0"
  2031. sk_battery "0"
  2032. sk_bullseye_health "0"
  2033. sk_citizen_giveammo_player_delay "10"
  2034. sk_citizen_health "0"
  2035. sk_citizen_heal_ally "30"
  2036. sk_citizen_heal_ally_delay "20"
  2037. sk_citizen_heal_ally_min_pct "0"
  2038. sk_citizen_heal_player "25"
  2039. sk_citizen_heal_player_delay "25"
  2040. sk_citizen_heal_player_min_forced "10"
  2041. sk_citizen_heal_player_min_pct "0"
  2042. sk_citizen_player_stare_dist "72"
  2043. sk_citizen_player_stare_time "1"
  2044. sk_citizen_stare_heal_time "5"
  2045. sk_combineball_guidefactor "0"
  2046. sk_combineball_seek_angle "15"
  2047. sk_combineball_seek_kill "0"
  2048. sk_combine_ball_search_radius "512"
  2049. sk_combine_guard_health "0"
  2050. sk_combine_guard_kick "0"
  2051. sk_combine_s_health "0"
  2052. sk_combine_s_kick "0"
  2053. sk_crowbar_lead_time "0"
  2054. sk_crow_health "1"
  2055. sk_crow_melee_dmg "0"
  2056. sk_dmg_homer_grenade "0"
  2057. sk_dmg_inflict_scale1 "1"
  2058. sk_dmg_inflict_scale2 "1"
  2059. sk_dmg_inflict_scale3 "0"
  2060. sk_dmg_pathfollower_grenade "0"
  2061. sk_dmg_sniper_penetrate_npc "0"
  2062. sk_dmg_sniper_penetrate_plr "0"
  2063. sk_dmg_take_scale1 "0"
  2064. sk_dmg_take_scale2 "1"
  2065. sk_dmg_take_scale3 "1"
  2066. sk_dropship_container_health "750"
  2067. sk_dynamic_resupply_modifier "1"
  2068. sk_env_headcrabcanister_shake_amplitude "50"
  2069. sk_env_headcrabcanister_shake_radius "1024"
  2070. sk_env_headcrabcanister_shake_radius_vehicle "2500"
  2071. sk_fraggrenade_radius "0"
  2072. sk_gunship_burst_dist "768"
  2073. sk_gunship_burst_min "800"
  2074. sk_gunship_burst_size "15"
  2075. sk_gunship_health_increments "0"
  2076. sk_headcrab_fast_health "0"
  2077. sk_headcrab_health "0"
  2078. sk_headcrab_melee_dmg "0"
  2079. sk_headcrab_poison_health "0"
  2080. sk_headcrab_poison_npc_damage "0"
  2081. sk_healthcharger "0"
  2082. sk_healthkit "0"
  2083. sk_healthvial "0"
  2084. sk_helicopter_burstcount "12" // the longer the firing is
  2085. sk_helicopter_drone_speed "450" // How fast does the zapper drone move?
  2086. sk_helicopter_firingcone "20" // The angle in degrees of the cone in which the shots will be fired
  2087. sk_helicopter_grenadedamage "25" // The amount of damage the helicopter grenade deals.
  2088. sk_helicopter_grenadeforce "55000" // The physics force that the helicopter grenade exerts.
  2089. sk_helicopter_grenaderadius "275" // The damage radius of the helicopter grenade.
  2090. sk_helicopter_grenade_puntscale "1" // scale its velocity by this much.
  2091. sk_helicopter_health "5600"
  2092. sk_helicopter_num_bombs1 "3"
  2093. sk_helicopter_num_bombs2 "5"
  2094. sk_helicopter_num_bombs3 "5"
  2095. sk_helicopter_roundsperburst "5" // How many shots to fire in a single burst
  2096. sk_homer_grenade_radius "0"
  2097. sk_ichthyosaur_health "0"
  2098. sk_ichthyosaur_melee_dmg "0"
  2099. sk_manhack_health "0"
  2100. sk_manhack_melee_dmg "0"
  2101. sk_manhack_v2 "1"
  2102. sk_max_357 "0"
  2103. sk_max_alyxgun "0"
  2104. sk_max_ar2 "0"
  2105. sk_max_ar2_altfire "0"
  2106. sk_max_buckshot "0"
  2107. sk_max_crossbow "0"
  2108. sk_max_gauss_round "0"
  2109. sk_max_grenade "0"
  2110. sk_max_pistol "0"
  2111. sk_max_rpg_round "0"
  2112. sk_max_smg1 "0"
  2113. sk_max_smg1_grenade "0"
  2114. sk_max_sniper_round "0"
  2115. sk_metropolice_health "0"
  2116. sk_metropolice_simple_health "26"
  2117. sk_metropolice_stitch_along_hitcount "2"
  2118. sk_metropolice_stitch_at_hitcount "1"
  2119. sk_metropolice_stitch_behind_hitcount "3"
  2120. sk_metropolice_stitch_distance "1000"
  2121. sk_metropolice_stitch_reaction "1"
  2122. sk_metropolice_stitch_tight_hitcount "2"
  2123. sk_npc_arm "1"
  2124. sk_npc_chest "1"
  2125. sk_npc_dmg_357 "0"
  2126. sk_npc_dmg_airboat "0"
  2127. sk_npc_dmg_alyxgun "0"
  2128. sk_npc_dmg_ar2 "0"
  2129. sk_npc_dmg_buckshot "0"
  2130. sk_npc_dmg_combineball "15"
  2131. sk_npc_dmg_crossbow "0"
  2132. sk_npc_dmg_dropship "5" // Dropship container cannon damage.
  2133. sk_npc_dmg_fraggrenade "0"
  2134. sk_npc_dmg_grenade "0"
  2135. sk_npc_dmg_gunship "0"
  2136. sk_npc_dmg_gunship_to_plr "0"
  2137. sk_npc_dmg_helicopter "6" // Damage helicopter shots deal to everything but the player
  2138. sk_npc_dmg_helicopter_to_plr "3" // Damage helicopter shots deal to the player
  2139. sk_npc_dmg_pistol "0"
  2140. sk_npc_dmg_rpg_round "0"
  2141. sk_npc_dmg_satchel "0"
  2142. sk_npc_dmg_smg1 "0"
  2143. sk_npc_dmg_smg1_grenade "0"
  2144. sk_npc_dmg_sniper_round "0"
  2145. sk_npc_dmg_tripmine "0"
  2146. sk_npc_head "2"
  2147. sk_npc_leg "1"
  2148. sk_npc_stomach "1"
  2149. sk_pathfollower_grenade_radius "0"
  2150. sk_player_arm "1"
  2151. sk_player_chest "1"
  2152. sk_player_head "2"
  2153. sk_player_leg "1"
  2154. sk_player_stomach "1"
  2155. sk_plr_dmg_357 "0"
  2156. sk_plr_dmg_airboat "0"
  2157. sk_plr_dmg_alyxgun "0"
  2158. sk_plr_dmg_ar2 "0"
  2159. sk_plr_dmg_buckshot "0"
  2160. sk_plr_dmg_crossbow "0"
  2161. sk_plr_dmg_fraggrenade "0"
  2162. sk_plr_dmg_grenade "0"
  2163. sk_plr_dmg_pistol "0"
  2164. sk_plr_dmg_rpg_round "0"
  2165. sk_plr_dmg_satchel "0"
  2166. sk_plr_dmg_smg1 "0"
  2167. sk_plr_dmg_smg1_grenade "0"
  2168. sk_plr_dmg_sniper_round "0"
  2169. sk_plr_dmg_tripmine "0"
  2170. sk_plr_grenade_drop_time "30"
  2171. sk_plr_health_drop_time "30"
  2172. sk_plr_num_shotgun_pellets "7"
  2173. sk_rollermine_shock "0"
  2174. sk_rollermine_stun_delay "1"
  2175. sk_rollermine_vehicle_intercept "1"
  2176. sk_satchel_radius "0"
  2177. sk_scanner_dmg_dive "0"
  2178. sk_scanner_health "0"
  2179. sk_smg1_grenade_radius "0"
  2180. sk_stalker_health "0"
  2181. sk_stalker_melee_dmg "0"
  2182. sk_strider_health "350"
  2183. sk_strider_num_missiles1 "5"
  2184. sk_strider_num_missiles2 "7"
  2185. sk_strider_num_missiles3 "7"
  2186. sk_suitcharger "0"
  2187. sk_suitcharger_citadel "0"
  2188. sk_suitcharger_citadel_maxarmor "0"
  2189. sk_tripmine_radius "0"
  2190. sk_vortigaunt_armor_charge "30"
  2191. sk_vortigaunt_armor_charge_per_token "5"
  2192. sk_vortigaunt_dmg_claw "0"
  2193. sk_vortigaunt_dmg_rake "0"
  2194. sk_vortigaunt_dmg_zap "0"
  2195. sk_vortigaunt_health "0"
  2196. sk_vortigaunt_vital_antlion_worker_dmg "0" // Vital-ally vortigaunts scale damage taken from antlion workers by this amount.
  2197. sk_vortigaunt_zap_range "100" // Range of vortigaunts ranged attack (feet)
  2198. sk_weapon_ar2_alt_fire_duration "4"
  2199. sk_weapon_ar2_alt_fire_mass "150"
  2200. sk_weapon_ar2_alt_fire_radius "10"
  2201. sk_zombie_dmg_both_slash "0"
  2202. sk_zombie_dmg_one_slash "0"
  2203. sk_zombie_health "0"
  2204. sk_zombie_poison_dmg_spit "0"
  2205. sk_zombie_poison_health "0"
  2206. slot0
  2207. slot1
  2208. slot10
  2209. slot2
  2210. slot3
  2211. slot4
  2212. slot5
  2213. slot6
  2214. slot7
  2215. slot8
  2216. slot9
  2217. smoke_trail "1"
  2218. smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
  2219. snapto
  2220. sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
  2221. snd_async_flush // Flush all unlocked async audio data
  2222. snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives).
  2223. snd_async_minsize "262144"
  2224. snd_async_showmem // Show async memory stats
  2225. snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
  2226. snd_async_stream_spew "0" // 2=buffers
  2227. snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
  2228. snd_defer_trace "1"
  2229. snd_delay_sound_shift "0"
  2230. snd_disable_mixer_duck "0"
  2231. snd_duckerattacktime "0"
  2232. snd_duckerreleasetime "2"
  2233. snd_duckerthreshold "0"
  2234. snd_ducktovolume "0"
  2235. snd_dumpclientsounds // Dump sounds to VXConsole
  2236. snd_foliage_db_loss "4"
  2237. snd_gain "1"
  2238. snd_gain_max "1"
  2239. snd_gain_min "0"
  2240. snd_legacy_surround "0"
  2241. snd_lockpartial "1"
  2242. snd_mixahead "0"
  2243. snd_mix_async "0"
  2244. snd_musicvolume "1" // Music volume
  2245. snd_mute_losefocus "1"
  2246. snd_noextraupdate "0"
  2247. snd_obscured_gain_dB "-2"
  2248. snd_pitchquality "1"
  2249. snd_profile "0"
  2250. snd_rebuildaudiocache // level caches) from reslists
  2251. snd_refdb "60"
  2252. snd_refdist "36"
  2253. snd_restart // Restart sound system.
  2254. snd_show "0" // Show sounds info
  2255. snd_showclassname "0"
  2256. snd_showmixer "0"
  2257. snd_showstart "0"
  2258. snd_ShowThreadFrameTime "0"
  2259. snd_soundmixer "0"
  2260. snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
  2261. snd_surround_speakers "2"
  2262. snd_visualize "0" // Show sounds location in world
  2263. snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
  2264. snd_vox_globaltimeout "300"
  2265. snd_vox_sectimetout "300"
  2266. snd_vox_seqtimetout "300"
  2267. snd_writemanifest // outputs the precache manifest for the current level
  2268. sniperspeak "0"
  2269. sniperviewdist "35"
  2270. sniper_xbox_delay "1"
  2271. soundfade // Fade client volume.
  2272. soundinfo // Describe the current sound device.
  2273. soundlist // List all known sounds.
  2274. soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
  2275. soundscape_debug "0" // red lines show soundscapes that ar
  2276. soundscape_dumpclient // Dumps the clients soundscape data.
  2277. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  2278. soundscape_flush // Flushes the server & client side soundscapes
  2279. speak // Play a constructed sentence.
  2280. spec_autodirector "1" // Auto-director chooses best view modes while spectating
  2281. spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  2282. spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  2283. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
  2284. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  2285. spec_mode // Set spectator mode
  2286. spec_next // Spectate next player
  2287. spec_player // Spectate player by name
  2288. spec_pos // dump position and angles to the console
  2289. spec_prev // Spectate previous player
  2290. spec_scoreboard "0"
  2291. spec_track "0" // Tracks an entity in spec mode
  2292. spike // generates a fake spike
  2293. startdemos // Play demos in demo sequence.
  2294. startmovie // Start recording movie frames.
  2295. startupmenu // and were not in developer
  2296. star_memory // Dump memory stats
  2297. stats // Prints server performance variables
  2298. status // Display map and connection status.
  2299. step_spline "0"
  2300. stop // Finish recording demo.
  2301. stopdemo // Stop playing back a demo.
  2302. stopsound
  2303. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  2304. strider_always_use_procedural_height "0"
  2305. strider_ar2_altfire_dmg "25"
  2306. strider_distributed_fire "1"
  2307. strider_eyepositions "0"
  2308. strider_free_knowledge "0"
  2309. strider_free_pass_after_escorts_dead "2"
  2310. strider_free_pass_cover_dist "120"
  2311. strider_free_pass_duration "2"
  2312. strider_free_pass_move_tolerance "320"
  2313. strider_free_pass_refill_rate "0"
  2314. strider_free_pass_start_time "3"
  2315. strider_free_pass_tolerance_after_escorts_dead "600"
  2316. strider_idle_test "0"
  2317. strider_immolate "0"
  2318. strider_missile_suppress_dist "240"
  2319. strider_missile_suppress_time "3"
  2320. strider_pct_height_no_crouch_move "90"
  2321. strider_peek_eye_dist "1"
  2322. strider_peek_eye_dist_z "4"
  2323. strider_peek_time "0"
  2324. strider_peek_time_after_damage "4"
  2325. strider_show_cannonlos "0"
  2326. strider_show_focus "0"
  2327. strider_show_weapon_los_condition "0"
  2328. strider_show_weapon_los_z "0"
  2329. strider_test_height "0"
  2330. studio_queue_mode "1"
  2331. stuffcmds // Parses and stuffs command line + commands to command buffer.
  2332. suitvolume "0"
  2333. surfaceprop // Reports the surface properties at the cursor
  2334. sv_allowdownload "1" // Allow clients to download files
  2335. sv_allowupload "1" // Allow clients to upload customizations files
  2336. sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.
  2337. sv_allow_voice_from_file "1" // Allow or disallow clients from using voice_inputfromfile on this server.
  2338. sv_allow_votes "1" // Allow voting?
  2339. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  2340. sv_alltalk "0" // no team restrictions
  2341. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  2342. sv_autojump "0"
  2343. sv_autoladderdismount "1" // Automatically dismount from ladders when you reach the end (dont have to +USE).
  2344. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
  2345. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
  2346. 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.
  2347. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
  2348. sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
  2349. sv_bonus_map_challenge_update // Updates a bonus map challenge score.
  2350. sv_bonus_map_complete // Completes a bonus map.
  2351. sv_bonus_map_unlock // Locks a bonus map.
  2352. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
  2353. sv_cheats "0" // Allow cheats on server
  2354. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2355. 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
  2356. 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_
  2357. 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
  2358. 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
  2359. sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  2360. sv_consistency "1" // Whether the server enforces file consistency for critical files
  2361. sv_contact "0" // Contact email for server sysop
  2362. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
  2363. sv_debugtempentities "0" // Show temp entity bandwidth usage.
  2364. sv_debug_player_use "0" // Green box=radius success
  2365. sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
  2366. sv_deltatime "0" // Enable profiling of CalcDelta calls
  2367. sv_disable_querycache "0" // debug - disable trace query cache
  2368. sv_downloadurl "0" // Location from which clients can download missing files
  2369. sv_dumpstringtables "0"
  2370. sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
  2371. sv_filterban "1" // Set packet filtering by IP mode
  2372. sv_forcepreload "0" // Force server side preloading.
  2373. sv_gravity "600" // World gravity.
  2374. sv_hl2mp_item_respawn_time "30"
  2375. sv_hl2mp_weapon_respawn_time "20"
  2376. sv_hudhint_sound "1"
  2377. sv_infinite_aux_power "0"
  2378. sv_ladderautomountdot "0" // this is the tolerance for looking now directly along the ladder axis.
  2379. sv_ladder_useonly "0" // ladders can only be mounted by pressing +USE
  2380. sv_lan "0" // no non-class C addresses )
  2381. sv_logbans "0" // Log server bans in the server logs.
  2382. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
  2383. sv_logdownloadlist "1"
  2384. sv_logecho "1" // Echo log information to the console.
  2385. sv_logfile "1" // Log server information in the log file.
  2386. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2387. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2388. sv_logsecret "0" // not usual 0x52)
  2389. sv_log_onefile "0" // Log server information to only one file.
  2390. sv_lowedict_action "0" // 4 - go to the next ma
  2391. sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action.
  2392. sv_massreport "0"
  2393. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
  2394. sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.
  2395. sv_maxrate "0" // 0 == unlimited
  2396. sv_maxreplay "0" // Maximum replay time in seconds
  2397. sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.
  2398. sv_maxupdaterate "66" // Maximum updates per second that the server will allow
  2399. sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address.
  2400. sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere.
  2401. sv_max_connects_window "4" // Window over which to average connections per second averages.
  2402. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
  2403. sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.
  2404. sv_max_queries_window "30" // Window over which to average queries per second averages.
  2405. sv_memlimit "0" // the server wi
  2406. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2407. sv_minrate "3500" // 0 == unlimited
  2408. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  2409. sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change
  2410. sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow
  2411. sv_noclipaccelerate "5"
  2412. sv_noclipduringpause "0" // etc.).
  2413. sv_noclipspeed "5"
  2414. sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
  2415. sv_parallel_packentities "1"
  2416. sv_parallel_sendsnapshot "1"
  2417. sv_password "0" // Server password for entry into multiplayer games
  2418. sv_pausable "0" // Is the server pausable.
  2419. sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history
  2420. sv_precacheinfo // Show precache info.
  2421. sv_pure // Show user data.
  2422. sv_pure_kick_clients "1" // it will issue a warning to the client.
  2423. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  2424. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  2425. sv_querycache_stats // Display status of the query cache (client only)
  2426. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
  2427. sv_rcon_log "1" // Enable/disable rcon logging.
  2428. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
  2429. sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
  2430. sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet
  2431. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  2432. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
  2433. sv_region "-1" // The region of the world to report this server in.
  2434. sv_report_client_settings "0"
  2435. 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
  2436. sv_robust_explosions "1"
  2437. sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
  2438. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2439. sv_show_crosshair_target "0"
  2440. sv_shutdown // Sets the server to shutdown next time its empty
  2441. sv_skyname "0" // Current name of the skybox texture
  2442. sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
  2443. sv_specaccelerate "5"
  2444. sv_specnoclip "1"
  2445. sv_specspeed "3"
  2446. sv_stats "1" // Collect CPU usage stats
  2447. sv_steamblockingcheck "0" // 3 >= dr
  2448. 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
  2449. sv_stickysprint "0"
  2450. sv_stickysprint_default "0"
  2451. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
  2452. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2453. sv_teststepsimulation "1"
  2454. 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
  2455. sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
  2456. sv_timeout "65" // the client is dropped
  2457. sv_turbophysics "0" // Turns on turbo physics
  2458. sv_unlockedchapters "1" // Highest unlocked game chapter.
  2459. sv_use_steam_voice "1" // voice_inputfromfile will no longer function).
  2460. sv_vehicle_autoaim_scale "8"
  2461. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2462. sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
  2463. sv_voiceenable "1"
  2464. sv_vote_allow_spectators "0" // Allow spectators to vote?
  2465. sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
  2466. sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
  2467. systemlinkport "27030" // System Link port
  2468. sys_minidumpexpandedspew "1"
  2469. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2470. template_debug "0"
  2471. testhudanim // Test a hud element animation. Arguments: <anim name>
  2472. testscript_debug "0" // Debug test scripts.
  2473. Test_CreateEntity
  2474. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2475. Test_EHandle
  2476. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2477. test_freezeframe // Test the freeze frame code.
  2478. Test_InitRandomEntitySpawner
  2479. test_massive_dmg "30"
  2480. test_massive_dmg_clip "0"
  2481. Test_ProxyToggle_EnableProxy
  2482. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2483. Test_ProxyToggle_SetValue
  2484. Test_RandomizeInPVS
  2485. Test_RandomPlayerPosition
  2486. Test_RemoveAllRandomEntities
  2487. Test_SpawnRandomEntities
  2488. texture_budget_background_alpha "128" // how translucent the budget panel is
  2489. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2490. texture_budget_panel_global "0" // Show global times in the texture budget panel.
  2491. texture_budget_panel_height "284" // height in pixels of the budget panel
  2492. texture_budget_panel_width "512" // width in pixels of the budget panel
  2493. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2494. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2495. tf2_feetyawrunscale "2" // Multiplier on tf2_feetyawrate to allow turning faster when running.
  2496. tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak
  2497. tf_arena_preround_time "10" // Length of the Pre-Round time
  2498. tf_arena_round_time "0"
  2499. tf_arena_use_queue "1" // Enables the spectator queue system for Arena.
  2500. tf_escort_recede_time "30"
  2501. tf_escort_recede_time_overtime "5"
  2502. tf_escort_score_rate "1" // in points per second
  2503. tf_show_train_path "0"
  2504. think_limit "10" // warning is printed if this is exceeded.
  2505. thirdperson // Switch to thirdperson camera.
  2506. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2507. thirdperson_platformer "0" // Player will aim in the direction they are moving.
  2508. thirdperson_screenspace "0" // eg: left means screen-left
  2509. threadpool_affinity "1" // Enable setting affinity
  2510. thumper_show_radius "0" // advisor will use her custom impact damage table.
  2511. timedemo // Play a demo and report performance info.
  2512. timedemoquit // and then exit
  2513. timeleft // prints the time remaining in the match
  2514. timerefresh // Profile the renderer.
  2515. toggle // or cycles through a set of values.
  2516. toggleconsole // Show/hide the console.
  2517. toggle_duck // Toggles duck
  2518. toggle_zoom // Toggles zoom display
  2519. tracer_extra "1"
  2520. trace_report "0"
  2521. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  2522. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  2523. tv_autorecord "0" // Automatically records all games as SourceTV demos.
  2524. tv_autoretry "1" // Relay proxies retry connection after network timeout
  2525. tv_chatgroupsize "0" // Set the default chat group size
  2526. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  2527. tv_clients // Shows list of connected SourceTV clients.
  2528. tv_debug "0" // SourceTV debug info.
  2529. tv_delay "30" // SourceTV broadcast delay in seconds
  2530. tv_delaymapchange "0" // Delays map change until broadcast is complete
  2531. tv_deltacache "2" // Enable delta entity bit stream cache
  2532. tv_dispatchmode "1" // 2=always
  2533. tv_enable "0" // Activates SourceTV on server.
  2534. tv_maxclients "128" // Maximum client number on SourceTV server.
  2535. tv_maxrate "8000" // 0 == unlimited
  2536. tv_msg // Send a screen message to all clients.
  2537. tv_name "0" // SourceTV host name
  2538. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  2539. tv_overridemaster "0" // Overrides the SourceTV master root address.
  2540. tv_password "0" // SourceTV password for all clients
  2541. tv_port "27020" // Host SourceTV port
  2542. tv_record // Starts SourceTV demo recording.
  2543. tv_relay // Connect to SourceTV server and relay broadcast.
  2544. tv_relaypassword "0" // SourceTV password for relay proxies
  2545. tv_relayvoice "1" // 1=on
  2546. tv_retry // Reconnects the SourceTV relay proxy.
  2547. tv_snapshotrate "16" // Snapshots broadcasted per second
  2548. tv_status // Show SourceTV server status.
  2549. tv_stop // Stops the SourceTV broadcast.
  2550. tv_stoprecord // Stops SourceTV demo recording.
  2551. tv_timeout "30" // SourceTV connection timeout in seconds.
  2552. tv_title "0" // Set title for SourceTV spectator UI
  2553. tv_transmitall "0" // Transmit all entities (not only director view)
  2554. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2555. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2556. unbind // Unbind a key.
  2557. unbindall // Unbind all keys.
  2558. unbind_mac // Unbind a key on the Mac only.
  2559. unpause // Unpause the game.
  2560. use // Use a particular weapon Arguments: <weapon_name>
  2561. user // Show user data.
  2562. users // Show user info for players on server.
  2563. user_context // Set a Rich Presence Context: user_context <context id> <context value>
  2564. user_property // Set a Rich Presence Property: user_property <property id>
  2565. vcollide_wireframe "0" // Render physics collision models in wireframe
  2566. vcr_verbose "0" // Write extra information into .vcr file.
  2567. vehicle_flushscript // Flush and reload all vehicle scripts
  2568. version // Print version info string.
  2569. vgui_drawfocus "0" // Report which panel is under the mouse.
  2570. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2571. vgui_drawtree_bounds "0" // Show panel bounds.
  2572. vgui_drawtree_clear
  2573. vgui_drawtree_draw_selected "0" // Highlight the selected panel
  2574. vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
  2575. vgui_drawtree_hidden "0" // Draw the hidden panels.
  2576. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
  2577. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
  2578. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
  2579. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
  2580. vgui_drawtree_visible "1" // Draw the visible panels.
  2581. vgui_message_dialog_modal "1"
  2582. vgui_togglepanel // show/hide vgui panel by name.
  2583. 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
  2584. 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
  2585. viewanim_addkeyframe
  2586. viewanim_create // viewanim_create
  2587. viewanim_load // load animation from file
  2588. viewanim_reset // reset view angles!
  2589. viewanim_save // Save current animation to file
  2590. viewanim_test // test view animation
  2591. viewmodel_fov "54"
  2592. violence_ablood "1" // Draw alien blood
  2593. violence_agibs "1" // Show alien gib entities
  2594. violence_hblood "1" // Draw human blood
  2595. violence_hgibs "1" // Show human gib entities
  2596. voice_avggain "0"
  2597. voice_clientdebug "0"
  2598. voice_debugfeedback "0"
  2599. voice_debugfeedbackfrom "0"
  2600. voice_enable "1"
  2601. voice_fadeouttime "0"
  2602. voice_forcemicrecord "1"
  2603. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  2604. voice_loopback "0"
  2605. voice_maxgain "10"
  2606. voice_modenable "1" // Enable/disable voice in this mod.
  2607. voice_overdrive "2"
  2608. voice_overdrivefadetime "0"
  2609. voice_printtalkers // voice debug.
  2610. voice_profile "0"
  2611. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2612. voice_scale "1"
  2613. voice_serverdebug "0"
  2614. voice_showchannels "0"
  2615. voice_showincoming "0"
  2616. voice_steal "2"
  2617. voice_writevoices "0" // Saves each speakers voice data into separate .wav files
  2618. volume "1" // Sound volume
  2619. voxeltree_box // Vector(max)>.
  2620. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2621. voxeltree_sphere // float(radius)>.
  2622. voxeltree_view // View entities in the voxel-tree.
  2623. vox_reload // Reload sentences.txt file
  2624. vprof // Toggle VProf profiler
  2625. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2626. vprof_cachemiss // Toggle VProf cache miss checking
  2627. vprof_cachemiss_off // Turn off VProf cache miss checking
  2628. vprof_cachemiss_on // Turn on VProf cache miss checking
  2629. vprof_child
  2630. vprof_collapse_all // Collapse the whole vprof tree
  2631. vprof_counters "0"
  2632. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2633. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
  2634. vprof_dump_spikes "0" // negative to reset after dump
  2635. vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
  2636. vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
  2637. vprof_expand_all // Expand the whole vprof tree
  2638. vprof_expand_group // Expand a budget group in the vprof tree by name
  2639. vprof_generate_report // Generate a report to the console.
  2640. vprof_generate_report_AI // Generate a report to the console.
  2641. vprof_generate_report_AI_only // Generate a report to the console.
  2642. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2643. vprof_generate_report_hierarchy // Generate a report to the console.
  2644. vprof_generate_report_map_load // Generate a report to the console.
  2645. vprof_graph "0" // Draw the vprof graph.
  2646. vprof_graphheight "256"
  2647. vprof_graphwidth "512"
  2648. vprof_nextsibling
  2649. vprof_off // Turn off VProf profiler
  2650. vprof_on // Turn on VProf profiler
  2651. vprof_parent
  2652. vprof_playback_average // Average the next N frames.
  2653. vprof_playback_start // Start playing back a recorded .vprof file.
  2654. vprof_playback_step // step to the next tick.
  2655. vprof_playback_stepback // step to the previous tick.
  2656. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2657. vprof_prevsibling
  2658. vprof_record_start // Start recording vprof data for playback later.
  2659. vprof_record_stop // Stop recording vprof data
  2660. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2661. vprof_remote_stop // Stop an existing remote VProf data request
  2662. vprof_reset // Reset the stats in VProf profiler
  2663. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2664. vprof_scope "0" // Set a specific scope to start showing vprof tree
  2665. vprof_scope_entity_gamephys "0"
  2666. vprof_scope_entity_thinks "0"
  2667. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  2668. vprof_verbose "1" // Set to one to show average and peak times
  2669. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2670. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  2671. vtune // Controls VTunes sampling.
  2672. v_centermove "0"
  2673. v_centerspeed "500"
  2674. v_ipitch_cycle "1"
  2675. v_ipitch_level "0"
  2676. v_iroll_cycle "0"
  2677. v_iroll_level "0"
  2678. v_iyaw_cycle "2"
  2679. v_iyaw_level "0"
  2680. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
  2681. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
  2682. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
  2683. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
  2684. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  2685. wc_destroy_undo // When in WC edit mode restores the last deleted node
  2686. wc_link_edit
  2687. weapon_showproficiency "0"
  2688. windows_speaker_config "4"
  2689. wipe_nav_attributes // Clear all nav attributes of selected area.
  2690. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2691. writeip // Save the ban list to banned_ip.cfg.
  2692. x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  2693. x360_resolution_height "480" // This is only used for reference. Changing this value does nothing
  2694. x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing
  2695. x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing
  2696. x360_resolution_width "640" // This is only used for reference. Changing this value does nothing
  2697. xbox_autothrottle "1"
  2698. xbox_steering_deadzone "0"
  2699. xbox_throttlebias "100"
  2700. xbox_throttlespoof "200"
  2701. xc_crouch_debounce "0"
  2702. xc_crouch_range "0" // Percentarge [1..0] of joystick range to allow ducking within
  2703. xc_uncrouch_on_jump "1" // Uncrouch when jump occurs
  2704. xc_use_crouch_limiter "0" // Use the crouch limiting logic on the controller
  2705. xload // Load a saved game from a 360 storage device.
  2706. xlook
  2707. xmove
  2708. xsave // Saves current game to a 360 storage device.
  2709. zombie_ambushdist "16000"
  2710. zombie_basemax "100"
  2711. zombie_basemin "100"
  2712. zombie_changemax "0"
  2713. zombie_changemin "0"
  2714. zombie_decaymax "0"
  2715. zombie_decaymin "0"
  2716. zombie_moanfreq "1"
  2717. zombie_stepfreq "4"
  2718. zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  2719. _autosave // Autosave
  2720. _autosavedangerous // AutoSaveDangerous
  2721. _bugreporter_restart // Restarts bug reporter .dll
  2722. _fov "0" // Automates fov command to server.
  2723. _resetgamestats // Erases current game stats and writes out a blank stats file
  2724. _restart // Shutdown and restart the engine.