3178 console commands for Insurgency - GAMERCONFIG
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3178 console commands for Insurgency

  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. +csm_rot_x_neg
  17. +csm_rot_x_plus
  18. +csm_rot_y_neg
  19. +csm_rot_y_plus
  20. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  21. +duck
  22. +firemode
  23. +flashlight
  24. +forward
  25. +graph
  26. +grenade
  27. +grenade1
  28. +grenade2
  29. +jlook
  30. +jump
  31. +klook
  32. +leanleft
  33. +leanright
  34. +left
  35. +lookdown
  36. +lookspin
  37. +lookup
  38. +mat_texture_list
  39. +movedown
  40. +moveleft


  1. +moveright
  2. +moveup
  3. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  4. +prone
  5. +radialmenu // Opens radial menu
  6. +reload
  7. +right
  8. +score
  9. +showbudget
  10. +showbudget_texture
  11. +showbudget_texture_global
  12. +showscores
  13. +showvprof
  14. +special1
  15. +special2
  16. +speed
  17. +sprint
  18. +strafe
  19. +tacticalmap
  20. +use
  21. +vgui_drawtree
  22. +voicerecord
  23. +walk
  24. +zoom
  25. +zoom_in
  26. +zoom_out
  27. -alt1
  28. -alt2
  29. -attack
  30. -attack2
  31. -back
  32. -break
  33. -camdistance
  34. -camin
  35. -cammousemove
  36. -camout
  37. -campitchdown
  38. -campitchup
  39. -camyawleft
  40. -camyawright
  41. -commandermousemove
  42. -csm_rot_x_neg
  43. -csm_rot_x_plus
  44. -csm_rot_y_neg
  45. -csm_rot_y_plus
  46. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  47. -duck
  48. -firemode
  49. -flashlight
  50. -forward
  51. -graph
  52. -grenade
  53. -grenade1
  54. -grenade2
  55. -jlook
  56. -jump
  57. -klook
  58. -leanleft
  59. -leanright
  60. -left
  61. -lookdown
  62. -lookspin
  63. -lookup
  64. -mat_texture_list
  65. -movedown
  66. -moveleft
  67. -moveright
  68. -moveup
  69. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  70. -prone
  71. -radialmenu // Closes radial menu
  72. -reload
  73. -right
  74. -score
  75. -showbudget
  76. -showbudget_texture
  77. -showbudget_texture_global
  78. -showscores
  79. -showvprof
  80. -special1
  81. -special2
  82. -speed
  83. -sprint
  84. -strafe
  85. -tacticalmap
  86. -use
  87. -vgui_drawtree
  88. -voicerecord
  89. -walk
  90. -zoom
  91. -zoom_in
  92. -zoom_out
  93. achievement_debug "0" // Turn on achievement debug msgs.
  94. achievement_disable "0" // Turn off achievements.
  95. addip // Add an IP address to the ban list.
  96. adsp_alley_min "122"
  97. adsp_courtyard_min "126"
  98. adsp_debug "0"
  99. adsp_door_height "112"
  100. adsp_duct_min "106"
  101. adsp_hall_min "110"
  102. adsp_low_ceiling "108"
  103. adsp_opencourtyard_min "126"
  104. adsp_openspace_min "130"
  105. adsp_openstreet_min "118"
  106. adsp_openwall_min "130"
  107. adsp_reset_nodes
  108. adsp_room_min "102"
  109. adsp_scale_delay_feedback "0"
  110. adsp_scale_delay_gain "0"
  111. adsp_street_min "118"
  112. adsp_tunnel_min "114"
  113. adsp_wall_height "128"
  114. air_density // Changes the density of air for drag computations.
  115. ai_debug_los "0" // itl
  116. ai_debug_ragdoll_magnets "0"
  117. ai_debug_shoot_positions "0"
  118. ai_debug_speech "0"
  119. ai_expression_frametime "0" // Maximum frametime to still play background expressions.
  120. ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
  121. ai_force_serverside_ragdoll "0"
  122. ai_LOS_mode "0"
  123. ai_sequence_debug "0"
  124. ai_setupbones_debug "0" // Shows that bones that are setup every think
  125. ai_shot_bias_max "1"
  126. ai_shot_bias_min "-1"
  127. ai_show_hull_attacks "0"
  128. ai_use_visibility_cache "1"
  129. alias // Alias a command.
  130. anim_3wayblend "1" // Toggle the 3-way animation blending code.
  131. anim_showmainactivity "0" // and/or sprint activities.
  132. anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
  133. anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
  134. askconnect_accept // Accept a redirect request by the server.
  135. asw_engine_finished_building_map // Notify engine that weve finished building a map
  136. async_allow_held_files "1" // Allow AsyncBegin/EndRead()
  137. async_mode "0" // 1 = synchronous)
  138. async_resume
  139. async_serialize "0" // Force async reads to serialize for profiling
  140. async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
  141. async_suspend
  142. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  143. autoaim_max_deflect "0"
  144. autoaim_max_dist "2160"
  145. autosave // Autosave
  146. autosavedangerous // AutoSaveDangerous
  147. autosavedangerousissafe
  148. banid // Add a user ID to the ban list.
  149. banip // Add an IP address to the ban list.
  150. benchframe // Takes a snapshot of a particular frame in a time demo.
  151. bench_end // Ends gathering of info.
  152. bench_start // Starts gathering of info. Arguments: filename to write results into
  153. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  154. bind // Bind a key.
  155. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  156. bind_osx // Bind a key for OSX only.
  157. bink_preload_videopanel_movies "1" // Preload Bink movies used by VideoPanel.
  158. blackbox "1"
  159. blackbox_dump // Dump the contents of the blackbox
  160. blackbox_record // Record an entry into the blackbox
  161. BlendBonesMode "2"
  162. blink_duration "0" // How many seconds an eye blink will last.
  163. bot_aimtracking_base "0" // to allow realistic slop in tracking
  164. bot_aimtracking_frac_easy "1" // Frac appplied to the head aim tracking interval if difficulty is easy
  165. bot_aimtracking_frac_hard "0" // Frac appplied to the head aim tracking interval if difficulty is hard
  166. bot_aimtracking_frac_impossible "0" // Frac appplied to the head aim tracking interval if difficulty is impossible
  167. bot_angularvelocity_base "1300" // How fast do the bots turn their heads ( deg/second )
  168. bot_angularvelocity_frac_easy "0" // Frac appplied to the angular velocity if difficulty is easy
  169. bot_angularvelocity_frac_hard "1" // Frac appplied to the angular velocity if difficulty is hard
  170. bot_angularvelocity_frac_impossible "1" // Frac appplied to the angular velocity if difficulty is impossible
  171. bot_attackdelay_base "1" // Attack delay base value in seconds
  172. bot_attackdelay_frac_desiredrange "1" // Frac applied if distance is greater than hipfire range
  173. bot_attackdelay_frac_difficulty_easy "1" // Frac applied if in easy difficulty
  174. bot_attackdelay_frac_difficulty_hard "0" // Frac applied if in hard difficulty
  175. bot_attackdelay_frac_difficulty_impossible "0" // Frac applied if in impossible difficulty
  176. bot_attackdelay_frac_hipfirerange "0" // Frac applied if within hipfire range
  177. bot_attackdelay_frac_maxrange "2" // Frac applied if distance is greater than desired range
  178. bot_attackdelay_frac_outofrange "3" // Frac applied if distance is greater than max range
  179. bot_attackdelay_frac_outsidefov "2" // Frac applied if the bot is not looking at the player
  180. bot_attack_aimtolerance_base "0" // The base aim tolerance for the bots
  181. bot_attack_aimtolerance_frac_easy "1" // The easy frac for aim tolerance for the bots
  182. bot_attack_aimtolerance_frac_hard "1" // The hard frac for aim tolerance for the bots
  183. bot_attack_aimtolerance_frac_impossible "1" // The impossible frac for aim tolerance for the bots
  184. bot_attack_burst_maxtime "0" // The maximum amount of time the bot pulls the trigger for automatic weapons
  185. bot_attack_burst_mintime "0" // The minimum amount of time the bot pulls the trigger for automatic weapons
  186. bot_attack_reaimtimer_max "1" // The max reaim timer value for attacking
  187. bot_attack_reaimtimer_min "0" // The min reaim timer value for attacking
  188. bot_attack_retarget_maxtime "0" // The maximum amount of time until the bot retargets
  189. bot_attack_retarget_mintime "0" // The minimum amount of time until the bot retargets
  190. bot_damage "0" // Float representing the damage bots give off.
  191. bot_fov_attack_base "90" // FOV when the bot is trying to attack
  192. bot_fov_frac_easy "0" // Frac applied to the FOV if the difficulty is easy
  193. bot_fov_frac_hard "1" // Frac applied to the FOV if the difficulty is hard
  194. bot_fov_frac_impossible "1" // Frac applied to the FOV if the difficulty is impossible
  195. bot_fov_idle_base "170" // FOV when the bot is idle/guarding (normal difficulty)
  196. bot_hurry_hunt_distance "300" // At what range from our target do we sprint up to it
  197. bot_hurry_move_distance "300" // At what range from our objective do we sprint up to it
  198. bot_hurry_sprinthold_max "0" // Maximum tme to hold the sprint when ShouldHurry returns true
  199. bot_hurry_sprinthold_min "0" // Minimum tme to hold the sprint when ShouldHurry returns true
  200. bot_mimic "0" // Bot uses usercmd of player by index.
  201. bot_path_minlookahead "300" // Minimum look-ahead distance for both pathing
  202. bot_range_frac_desiredrange "1" // Frac applied to the desired range of bots
  203. bot_range_frac_hipfirerange "1" // Frac applied to the hipfire range of bots
  204. bot_range_frac_maxrange "1" // Frac applied to the max range of bots
  205. bot_recognizetime_base "0" // Time it takes for bot to recognize a target (normal difficulty)
  206. bot_recognizetime_frac_easy "1" // Frac appplied to the recognize time if difficulty is easy
  207. bot_recognizetime_frac_hard "0" // Frac appplied to the recognize time if difficulty is hard
  208. bot_recognizetime_frac_impossible "0" // Frac appplied to the recognize time if difficulty is impossible
  209. bot_recoil_multiplier "0" // Multiplier applied to recoil if the shooter is a bot
  210. bot_slowdown_distance "160" // Distance from target position where the bot slows down into walk
  211. bot_slowdown_walkhold_max "0" // Maximum tme to hold the walk button when within slowdown distance
  212. bot_slowdown_walkhold_min "0" // Minimum tme to hold the walk button when within slowdown distance
  213. bot_spread_modifier_desiredrange "6" // Multiplier applied to spread for bots at desired range
  214. bot_spread_modifier_hipfirerange "8" // Multiplier applied to spread for bots at hipfire range
  215. bot_spread_modifier_maxrange "4" // Multiplier applied to spread for bots at max range
  216. bot_targeting_noise_x_base "40" // The targeting noise X value
  217. bot_targeting_noise_x_frac_desiredrange "2" // The targeting noise frac applied to X value on desired range
  218. bot_targeting_noise_x_frac_hipfirerange "2" // The targeting noise frac applied to X value on hipfire range
  219. bot_targeting_noise_x_frac_maxrange "3" // The targeting noise frac applied to X value on max range
  220. bot_targeting_noise_y_base "40" // The targeting noise Y value
  221. bot_targeting_noise_y_frac_desiredrange "2" // The targeting noise frac applied to Y value on desired range
  222. bot_targeting_noise_y_frac_hipfirerange "2" // The targeting noise frac applied to Y value on hipfire range
  223. bot_targeting_noise_y_frac_maxrange "3" // The targeting noise frac applied to Y value on max range
  224. bot_targeting_noise_z_base "60" // The targeting noise Z value
  225. bot_targeting_noise_z_frac_desiredrange "2" // The targeting noise frac applied to Z value on desired range
  226. bot_targeting_noise_z_frac_hipfirerange "2" // The targeting noise frac applied to Z value on hipfire range
  227. bot_targeting_noise_z_frac_maxrange "3" // The targeting noise frac applied to Z value on max range
  228. box // Draw a debug box.
  229. breakable_disable_gib_limit "0"
  230. breakable_multiplayer "1"
  231. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  232. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  233. budget_background_alpha "128" // how translucent the budget panel is
  234. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  235. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  236. 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
  237. budget_history_range_ms "66" // budget history range in milliseconds
  238. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  239. budget_panel_height "384" // height in pixels of the budget panel
  240. budget_panel_width "512" // width in pixels of the budget panel
  241. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  242. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  243. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  244. budget_show_averages "0" // enable/disable averages in the budget panel
  245. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  246. budget_show_peaks "1" // enable/disable peaks in the budget panel
  247. budget_toggle_group // Turn a budget group on/off
  248. bug // Show the bug reporting UI.
  249. bugreporter_console_bytes "15000" // Max # of console bytes to put into bug report body (full text still attached).
  250. bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
  251. bugreporter_snapshot_delay "15" // Frames to delay before taking snapshot
  252. bugreporter_uploadasync "0" // Upload attachments asynchronously
  253. bugreporter_username "0" // Username to use for bugreporter
  254. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  255. buildcubemaps // Rebuild cubemaps.
  256. building_cubemaps "0" // Indicates were building cubemaps
  257. buildmodelforworld // buildmodelforworld
  258. bullet_ff_through_walls "0"
  259. cache_print // cache_print [section] Print out contents of cache memory.
  260. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  261. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  262. callvote // Start a vote on an issue.
  263. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  264. cam_command // Tells camera to change modes
  265. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  266. cam_idealdist "150"
  267. cam_idealdistright "0"
  268. cam_idealdistup "0"
  269. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  270. cam_idealpitch "0"
  271. cam_idealyaw "0"
  272. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  273. cam_snapto "0"
  274. cast_hull // Tests hull collision detection
  275. cast_ray // Tests collision detection
  276. centerview
  277. changeinventory // Shows the inventory menu
  278. changelevel // Change server to the specified map
  279. changelevel2 // Transition to the specified map in single player
  280. changesquad // Toggle map/squad menu
  281. changeteam // Toggles the scoreboard (allows team selection)
  282. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  283. choreo_spew_filter "0" // Spew choreo. Use a sub-string or * to display all events.
  284. ch_createairboat // Spawn airboat in front of the player.
  285. ch_createjeep // Spawn jeep in front of the player.
  286. clear // Clear all console output.
  287. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
  288. clear_debug_overlays // clears debug overlays
  289. clientport "27005" // Host game client port
  290. cl_addon_debug "0"
  291. cl_addon_fade_max "1000"
  292. cl_addon_fade_min "800"
  293. cl_aggregate_particles "1"
  294. cl_allowdownload "1" // Client downloads customization files
  295. cl_allowupload "1" // Client uploads customization files
  296. cl_ambient_light_disableentities "0" // Disable map ambient light entities.
  297. cl_anglespeedkey "0"
  298. cl_animationinfo // Hud element to examine.
  299. cl_backspeed "450"
  300. cl_bipod_auto "1" // 1 = automatically attempt bipod deployment when ironsighting
  301. cl_bipod_hold "0" // 1 = hold key down to bipod.
  302. cl_blobulator_freezing_max_metaball_radius "12" // Setting this can create more complex surfaces on large hitboxes at the cost of performance.
  303. cl_blurClearAlpha "0" // but 0 has errors at the moment
  304. cl_blurDebug "0"
  305. cl_blurPasses "1"
  306. cl_blurTapSize "0"
  307. cl_brushfastpath "1"
  308. cl_burninggibs "0" // A burning player that gibs has burning gibs.
  309. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  310. cl_chatfilters "63" // Stores the chat filter settings
  311. cl_chat_active "0"
  312. cl_class "0" // Default class when joining a game
  313. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  314. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  315. 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.
  316. cl_clock_correction "1" // Enable/disable clock correction on the client.
  317. 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
  318. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  319. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  320. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  321. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  322. cl_cmdrate "128" // Max number of command packets sent to server per second
  323. cl_colorfastpath "0"
  324. cl_crosshair_debug "0"
  325. cl_crouch_hold "1" // 1 = hold key down to crouch.
  326. cl_csm_auto_entity "1"
  327. cl_csm_server_status // Usage: cl_csm_server_status
  328. cl_csm_status // Usage: cl_csm_status
  329. cl_customsounds "0" // Enable customized player sound playback
  330. cl_debugcam_forceweaponfov "1"
  331. cl_debugcam_speed "1"
  332. cl_debugrumble "0" // Turn on rumble debugging spew
  333. cl_debug_player_use "0" // Green box=radius success
  334. cl_debug_tracers "0"
  335. cl_demoviewoverride "0" // Override view during demo playback
  336. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
  337. cl_detail_avoid_radius "0" // radius around detail sprite to avoid players
  338. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
  339. cl_detail_max_sway "0" // Amplitude of the detail prop sway
  340. cl_detail_multiplier "1" // extra details to create
  341. cl_developer_status "1"
  342. cl_disablehtmlmotd "1" // Disable HTML motds.
  343. cl_disable_ragdolls "0"
  344. cl_disable_splitscreen_cpu_level_cfgs_in_pip "1"
  345. cl_disable_water_render_targets "0"
  346. cl_downloadfilter "0" // nosounds)
  347. cl_drawhud "1" // Enable the rendering of the hud
  348. cl_drawleaf "-1"
  349. cl_drawmaterial "0" // Draw a particular material over the frame
  350. cl_drawmonitors "1"
  351. cl_drawshadowtexture "0"
  352. cl_dumpplayer // Dumps info about a player
  353. cl_dumpsplithacks // Dump split screen workarounds.
  354. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  355. cl_ejectbrass "1"
  356. cl_entityreport "0" // draw entity states to console
  357. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  358. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  359. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  360. cl_event_sound_cues "1"
  361. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  362. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  363. cl_fastdetailsprites "1" // whether to use new detail sprite system
  364. cl_fasttempentcollision "5"
  365. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  366. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  367. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  368. cl_forcepreload "1" // Whether we should force preloading.
  369. cl_forwardspeed "450"
  370. cl_foundry_ShowEntityHighlights "1"
  371. cl_fullupdate // Forces the server to send a full update packet
  372. cl_glow_item_b "1"
  373. cl_glow_item_g "0"
  374. cl_glow_item_r "0"
  375. cl_grenade_auto_switch "1" // automatically switch to primary after throwing a grenade
  376. cl_headbob_amp "1"
  377. cl_headbob_freq "12"
  378. cl_headbob_land_dip_amt "4"
  379. cl_hud_chat_subtitles "1" // Display radial comms subtitles
  380. cl_hud_cp_blink_speed "8"
  381. cl_hud_cp_docking_display "1"
  382. cl_hud_cp_floating_ads_alpha "0" // Alpha reduction for aiming down sights
  383. cl_hud_cp_floating_display "1"
  384. cl_hud_cp_floating_max_alpha "0"
  385. cl_hud_cp_floating_min_alpha "0"
  386. cl_hud_cp_floating_nontarget_alpha "0" // Alpha reduction for non-targeted objectives
  387. cl_hud_deathnotice_captures "1" // Show point captures in the death notices?
  388. cl_hud_deathnotice_display "1"
  389. cl_hud_draw3d "0"
  390. cl_hud_draw_floating "0"
  391. cl_hud_viewmodel_size "1"
  392. cl_hud_voices_show_local "0" // Show the local player in the list of names speaking?
  393. cl_hud_voices_show_names "1" // Show the names of other user speaking on VoIP?
  394. cl_idealpitchscale "0"
  395. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  396. cl_impacteffects "1"
  397. cl_impacteffects_limit_exit "6" // Limits the number of exit impact effects per frame
  398. cl_impacteffects_limit_general "20" // Limits the number of impact effects per frame
  399. cl_impacteffects_limit_water "4" // Limits the number of water impact effects per frame
  400. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  401. cl_interp_all "0" // Disable interpolation list optimizations.
  402. cl_interp_npcs "0" // if greater)
  403. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  404. cl_ironsight_hold "0" // 1 = hold key down to ironsights.
  405. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  406. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  407. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  408. cl_jiggle_bone_invert "0"
  409. cl_jiggle_bone_sanity "1" // Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
  410. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  411. cl_lagcomp_errorcheck "0" // Player index of other player to check for position errors.
  412. cl_language "0" // Language (from Steam API)
  413. cl_leafsystemvis "0"
  414. cl_leveloverview "0"
  415. cl_leveloverviewmarker "0"
  416. cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
  417. cl_logofile "0" // Spraypoint logo decal.
  418. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  419. cl_minimal_rtt_shadows "1"
  420. cl_mm_crc_check "1"
  421. cl_mm_debug "0"
  422. cl_mm_verbose "0"
  423. cl_mm_version_check "1"
  424. cl_modelfastpath "1"
  425. cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
  426. cl_mouseenable "1"
  427. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  428. cl_mumble_positionalaudio "1" // Enable Mumble positional audio on the client.
  429. cl_muzzleflash_dlight_3rd "1"
  430. cl_overdraw_test "0"
  431. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  432. cl_particles_dumplist // optional name substring.
  433. cl_particles_dump_effects
  434. cl_particles_show_bbox "0"
  435. cl_particles_show_controlpoints "0"
  436. cl_particle_batch_mode "1"
  437. cl_particle_fallback_base "1" // Base for falling back to cheaper effects under load.
  438. cl_particle_fallback_multiplier "1" // Multiplier for falling back to cheaper effects under load.
  439. cl_particle_max_count "0"
  440. cl_particle_retire_cost "0"
  441. cl_particle_sim_fallback_base_multiplier "5" // How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
  442. cl_particle_sim_fallback_threshold_ms "6" // Amount of simulation time that can elapse before new systems start falling back to cheaper versions
  443. cl_pclass "0" // Dump entity by prediction classname.
  444. cl_pdump "-1" // Dump info about this entity to screen.
  445. cl_physicsshadowupdate_render "0"
  446. cl_phys_block_dist "1"
  447. cl_phys_block_fraction "0"
  448. cl_phys_maxticks "2" // Sets the max number of physics ticks allowed for client-side physics (ragdolls)
  449. cl_phys_show_active "0"
  450. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  451. cl_pitchdown "89"
  452. cl_pitchspeed "225"
  453. cl_pitchup "89"
  454. cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
  455. cl_player_fullupdate_predicted_origin_fix "1"
  456. cl_player_shadow_dist "1000"
  457. cl_portal_use_new_dissolve "1" // Use new dissolve effect
  458. cl_precacheinfo // Show precache info (client).
  459. cl_predict "1" // Perform client side prediction.
  460. cl_predictioncopy_describe // Describe datamap_t for entindex
  461. cl_predictionlist "0" // Show which entities are predicting
  462. cl_prediction_error_timestamps "0"
  463. cl_predictphysics "0" // Use a prediction-friendly physics interface on the client
  464. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  465. cl_predict_basetoggles "1"
  466. cl_predict_motioncontrol "0"
  467. cl_pred_doresetlatch "1"
  468. cl_pred_error_verbose "0" // Show more field info when spewing prediction errors.
  469. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
  470. cl_pred_track // for field fieldname.
  471. cl_radial_fadein_delay "0"
  472. cl_radial_fadein_duration "0"
  473. cl_ragdoll_collide "0"
  474. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
  475. cl_ragdoll_maxcount "8" // Clients will only show this many ragdolls
  476. cl_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
  477. cl_ragdoll_max_remove_per_frame "1"
  478. cl_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
  479. cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
  480. cl_removedecals // Remove the decals from the entity under the crosshair.
  481. cl_report_soundpatch // reports client-side sound patch count
  482. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  483. cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
  484. cl_retire_low_priority_lights "0" // Low priority dlights are replaced by high priority ones
  485. cl_ricochet_percent "0" // Percent chance a bullet will create a ricochet tracer (0..10)
  486. cl_ricochet_percent_shotgun "0" // Percent chance a shotgun pellet will create a ricochet tracer (0..10)
  487. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
  488. cl_screenshotname "0" // Custom Screenshot name
  489. cl_SetupAllBones "0"
  490. cl_shadowtextureoverlaysize "256"
  491. cl_shadowupdatespacing "10"
  492. cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
  493. cl_showbattery "0" // Draw current battery level at top of screen when on battery power
  494. cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
  495. cl_showdemooverlay "0" // -1 - show always)
  496. cl_showents // Dump entity list to console.
  497. cl_showerror "0" // 2 for above plus detailed field deltas.
  498. cl_showevents "0" // Print event firing info in the console
  499. cl_showfps "0" // +10 = detailed )
  500. cl_showhelp "1" // Set to 0 to not show on-screen help
  501. cl_showpausedimage "1" // Show the Paused image when game is paused.
  502. cl_showpluginmessages "0" // Allow plugins to display messages to you
  503. cl_showpos "0" // Draw current position at top of screen
  504. cl_ShowSunVectors "0"
  505. cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
  506. cl_showtracerdistances "0" // every 250 units.
  507. cl_show_bounds_errors "0"
  508. cl_show_splashes "1"
  509. cl_sidespeed "450"
  510. cl_simdbones "0" // Use SIMD bone setup.
  511. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
  512. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
  513. cl_smooth "1" // Smooth view/eye origin after prediction errors
  514. cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
  515. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
  516. cl_soundemitter_reload // Flushes the sounds.txt system
  517. cl_soundfile "0" // Jingle sound file.
  518. cl_soundscape_flush // Flushes the client side soundscapes
  519. cl_soundscape_printdebuginfo // print soundscapes
  520. cl_spec_mode "5" // spectator mode
  521. cl_sporeclipdistance "512"
  522. cl_sprint_hold "1" // 1 = hold key down to sprint.
  523. cl_ss_origin // print origin in script format
  524. cl_sunlight_depthbias "0"
  525. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
  526. cl_sun_decay_rate "0"
  527. cl_suppression_blur_strength "1"
  528. cl_suppression_blur_test "0"
  529. cl_team "0" // Default team when joining a game
  530. cl_teamid "0"
  531. cl_teamid_max "1000"
  532. cl_teamid_min "200"
  533. cl_team_colors_relative "1" // the local team is always blue.
  534. cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
  535. cl_threaded_init "0"
  536. cl_timeout "30" // the client will disconnect itself
  537. cl_tlucfastpath "1"
  538. cl_tracers "1"
  539. cl_tree_sway_dir // sets tree sway wind direction and strength
  540. cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
  541. cl_updatevisibility // Updates visibility bits.
  542. cl_upgrade_fade_max "512"
  543. cl_upgrade_fade_min "480"
  544. cl_upspeed "320"
  545. cl_use_simd_bones "1" // 1 use SIMD bones 0 use scalar bones.
  546. cl_use_update_interval "0" // Time between use target updates
  547. cl_view // Set the view entity index.
  548. cl_vip_preference "1" // 2 = PICK ME!!!
  549. cl_vm_holo_debug "0"
  550. cl_vm_holo_spec_test "0"
  551. cl_voice_filter "0" // Filter voice by name substring
  552. cl_vote_ui_active_after_voting "0"
  553. cl_vote_ui_show_notification "0"
  554. cl_walk_hold "1" // 1 = hold key down to walk.
  555. cl_winddir "0" // Weather effects wind direction angle
  556. cl_windspeed "0" // Weather effects wind speed scalar
  557. cl_wound_offset_enabled "0"
  558. cl_wound_particles "1"
  559. cl_yawspeed "210"
  560. cl_zoom_sensitivity "1"
  561. cl_zoom_sensitivity_fov_scaled "1"
  562. cl_zoom_sensitivity_scope "2"
  563. cmd // Forward command to server.
  564. cmd1 // sets userinfo string for split screen player in slot 1
  565. cmd2 // sets userinfo string for split screen player in slot 2
  566. cmd3 // sets userinfo string for split screen player in slot 3
  567. cmd4 // sets userinfo string for split screen player in slot 4
  568. collision_shake_amp "0"
  569. collision_shake_freq "0"
  570. collision_shake_time "0"
  571. collision_test // Tests collision system
  572. colorcorrectionui // Show/hide the color correction tools UI.
  573. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  574. condump // dump the text currently in the console to condumpXX.log
  575. connect // Connect to specified server.
  576. contimes "8" // Number of console lines to overlay for debugging.
  577. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
  578. con_enable "1" // Allows the console to be activated.
  579. con_filter_enable "0" // 2 displays filtered text brighter than ot
  580. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  581. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  582. con_logfile "0" // Console output gets written to this file
  583. con_min_severity // LS_ERROR=3.
  584. con_notifytime "8" // How long to display recent console text to the upper part of the game window
  585. con_nprint_bgalpha "50" // Con_NPrint background alpha.
  586. con_nprint_bgborder "5" // Con_NPrint border size.
  587. con_timestamp "0" // Prefix console.log entries with timestamps
  588. con_trace "0" // Print console text to low level printout.
  589. coop "0" // Cooperative play.
  590. cpu_level "1" // CPU Level - Default: High
  591. crash // Cause the engine to crash (Debug!!)
  592. crash_client // Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)
  593. create_flashlight
  594. creditsdone
  595. csm_quality_level "0" // 3=HIGHEST
  596. curve_bias "0"
  597. cvarlist // Show the list of convars/concommands.
  598. c_maxdistance "200"
  599. c_maxpitch "90"
  600. c_maxyaw "135"
  601. c_mindistance "30"
  602. c_minpitch "0"
  603. c_minyaw "-135"
  604. c_orthoheight "100"
  605. c_orthowidth "100"
  606. c_thirdpersonshoulder "0"
  607. c_thirdpersonshoulderaimdist "120"
  608. c_thirdpersonshoulderdist "40"
  609. c_thirdpersonshoulderheight "5"
  610. c_thirdpersonshoulderoffset "20"
  611. das_max_z_trace_length "72" // Maximum height of player and still test for adsp
  612. das_process_overhang_spaces "0"
  613. datacachesize "32" // Size in MB.
  614. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  615. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  616. dbg_demofile "0"
  617. deathmatch "1" // Running a deathmatch server.
  618. debugcam // toggle the debug camera
  619. debugsystemui // Show/hide the debug system UI.
  620. debug_award_tokens // Debug award token
  621. debug_materialmodifycontrol "0"
  622. debug_materialmodifycontrol_client "0"
  623. debug_overlay_fullposition "0"
  624. debug_physimpact "0"
  625. debug_player_template // Debug player template
  626. debug_purchase_gear // Debug gear purchase
  627. debug_purchase_weapon // Debug weapon purchase
  628. debug_purchase_weapon_upgrade // Debug weapon upgrade purchase
  629. debug_refund_current_weapon // Debug refund current weapon
  630. debug_reset_inventory // Debug reset inventory
  631. debug_touchlinks "0" // Spew touch link activity
  632. debug_visibility_monitor "0"
  633. decalfrequency "10"
  634. default_fov "90"
  635. demolist // Print demo sequence list.
  636. demos // Demo demo file sequence.
  637. demoui // Show/hide the demo player UI.
  638. demoui2 // Show/hide the advanced demo player UI (demoui2).
  639. demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
  640. demo_debug "0" // Demo debug info.
  641. demo_enabledemos "1" // Enable recording demos (must be set true before loading a map)
  642. demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
  643. demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
  644. demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
  645. demo_gototick // Skips to a tick in demo.
  646. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
  647. demo_interpolateview "1" // Do view interpolation during dem playback.
  648. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
  649. demo_pause // Pauses demo playback.
  650. demo_pauseatservertick "0" // Pauses demo playback at server tick
  651. demo_quitafterplayback "0" // Quits game after demo playback.
  652. demo_recordcommands "1" // Record commands typed at console into .dem files.
  653. demo_resume // Resumes demo playback.
  654. demo_timescale // Sets demo replay speed.
  655. demo_togglepause // Toggles demo playback.
  656. developer "0" // Set developer message level
  657. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  658. devshots_screenshot // use the screenshot command instead.
  659. differences // Show all convars which are not at their default values.
  660. disable_static_prop_loading "0" // static props wont be loaded
  661. disconnect // Disconnect game from server.
  662. dispcoll_drawplane "0"
  663. displaysoundlist "0"
  664. display_elapsedtime // Displays how much time has elapsed since the game started
  665. display_game_events "0"
  666. disp_dynamic "0"
  667. disp_list_all_collideable // List all collideable displacements
  668. dlight_debug // Creates a dlight in front of the player
  669. drawcross // Draws a cross at the given location Arguments: x y z
  670. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  671. dsp_automatic "0"
  672. dsp_db_min "80"
  673. dsp_db_mixdrop "0"
  674. dsp_dist_max "1440"
  675. dsp_dist_min "0"
  676. dsp_enhance_stereo "1"
  677. dsp_facingaway "0"
  678. dsp_mix_max "0"
  679. dsp_mix_min "0"
  680. dsp_off "0"
  681. dsp_player "0"
  682. dsp_reload
  683. dsp_room "0"
  684. dsp_slow_cpu "0"
  685. dsp_spatial "40"
  686. dsp_speaker "50"
  687. dsp_volume "0"
  688. dsp_vol_2ch "1"
  689. dsp_vol_4ch "0"
  690. dsp_vol_5ch "0"
  691. dsp_water "14"
  692. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  693. dtwarning "0" // Print data table warnings?
  694. dtwatchclass "0" // Watch all fields encoded with this table.
  695. dtwatchdecode "1" // When watching show decode.
  696. dtwatchencode "1" // When watching show encode.
  697. dtwatchent "-1" // Watch this entities data table encoding.
  698. dtwatchvar "0" // Watch the named variable.
  699. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
  700. dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
  701. dumpentityfactories // Lists all entity factory names.
  702. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  703. dumpgamestringtable // Dump the contents of the game string table to the console.
  704. dumpstringtables // Print string tables to console.
  705. dumptheaterentityfactories // Lists all theater entity factory names.
  706. dump_entity_sizes // Print sizeof(entclass)
  707. dump_globals // Dump all global entities/states
  708. echo // Echo text to console.
  709. editdemo // Edit a recorded demo file (.dem ).
  710. editor_toggle // Disables the simulation and returns focus to the editor
  711. enable_debug_overlays "1" // Enable rendering of debug overlays
  712. enable_skeleton_draw "0" // Render skeletons in wireframe
  713. endmovie // Stop recording movie frames.
  714. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  715. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  716. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  717. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  718. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  719. ent_create // Creates an entity of the given type where the player is looking.
  720. ent_debugkeys "0"
  721. ent_dump // Usage: ent_dump <entity name>
  722. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  723. ent_info // Usage: ent_info <class name>
  724. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  725. 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
  726. ent_messages_draw "0" // Visualizes all entity input/output activity.
  727. ent_name
  728. ent_orient // only orients target entitys YAW. Use the allangles opt
  729. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  730. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  731. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  732. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  733. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  734. ent_rotate // Rotates an entity by a specified # of degrees
  735. ent_setang // Set entity angles
  736. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  737. ent_setpos // Move entity to position
  738. ent_show_contexts "0" // Show entity contexts in ent_text display
  739. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  740. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  741. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  742. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  743. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  744. envmap
  745. er_colwidth "100"
  746. er_graphwidthfrac "0"
  747. er_maxname "14"
  748. escape // Escape key pressed.
  749. exec // Execute script file.
  750. execifexists // Execute script file if file exists.
  751. exit // Exit the engine.
  752. explode // Kills the player with explosive damage
  753. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  754. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  755. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  756. fast_fogvolume "0"
  757. filesystem_buffer_size "0" // Size of per file buffers. 0 for none
  758. filesystem_max_stdio_read "16"
  759. filesystem_native "1" // Use native FS or STDIO
  760. filesystem_report_buffered_io "0"
  761. filesystem_unbuffered_io "1"
  762. filesystem_use_overlapped_io "1"
  763. find // Find concommands with the specified string in their name/help text.
  764. findflags // Find concommands by flags.
  765. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  766. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  767. firetarget
  768. fire_absorbrate "3"
  769. fire_dmgbase "1"
  770. fire_dmginterval "1"
  771. fire_dmgscale "0"
  772. fire_extabsorb "5"
  773. fire_extscale "12"
  774. fire_growthrate "1"
  775. fire_heatscale "1"
  776. fire_incomingheatscale "0"
  777. fire_maxabsorb "50"
  778. firstperson // Switch to firstperson camera.
  779. fish_debug "0" // Show debug info for fish
  780. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  781. flex_expression "0"
  782. flex_rules "1" // Allow flex animation rules to run.
  783. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  784. flex_talk "0"
  785. flush // Flush unlocked cache memory.
  786. flush_locked // Flush unlocked and locked cache memory.
  787. fogui // Show/hide fog control UI.
  788. fog_color "-1"
  789. fog_colorskybox "-1"
  790. fog_enable "1"
  791. fog_enableskybox "1"
  792. fog_enable_water_fog "1"
  793. fog_end "-1"
  794. fog_endskybox "-1"
  795. fog_hdrcolorscale "-1"
  796. fog_hdrcolorscaleskybox "-1"
  797. fog_maxdensity "-1"
  798. fog_maxdensityskybox "-1"
  799. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  800. fog_start "-1"
  801. fog_startskybox "-1"
  802. fog_volume_debug "0" // prints diagnostic information about the current fog volume
  803. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  804. force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  805. force_centerview
  806. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  807. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  808. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  809. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  810. foundry_update_entity // Updates the entitys position/angles when in edit mode
  811. fov_desired "90" // Sets the base field-of-view.
  812. fps_max "300" // Frame rate limiter
  813. fps_max_splitscreen "300" // splitscreen
  814. fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
  815. fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
  816. fs_monitor_read_from_pack "0" // 2:Sync only
  817. fs_printopenfiles // Show all files currently opened by the engine.
  818. fs_report_sync_opens "0" // 2:Not during load
  819. fs_warning_level // Set the filesystem warning level.
  820. fs_warning_mode "0" // 2:Warn other threads
  821. func_breakdmg_bullet "0"
  822. func_breakdmg_club "1"
  823. func_breakdmg_explosive "1"
  824. func_break_max_pieces "15"
  825. func_break_reduction_factor "0"
  826. fx_glass_velocity_cap "0" // Maximum downwards speed of shattered glass particles
  827. fx_new_sparks "1" // Use new style sparks.
  828. g15_dumpplayer // Spew player data.
  829. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  830. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  831. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  832. gameinstructor_enable "1" // Display in game lessons that teach new players.
  833. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  834. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  835. gameinstructor_reset_counts // Resets all display and success counts to zero.
  836. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
  837. gameinstructor_start_sound_cooldown "1" // Number of seconds forced between similar lesson start sounds.
  838. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  839. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
  840. gamestats_file_output_directory "0" // file will be emitted here instead of to modpath
  841. gameui_activate // Shows the game UI
  842. gameui_allowescape // Escape key allowed to hide game UI
  843. gameui_allowescapetoshow // Escape key allowed to show game UI
  844. gameui_hide // Hides the game UI
  845. gameui_preventescape // Escape key doesnt hide game UI
  846. gameui_preventescapetoshow // Escape key doesnt show game UI
  847. gameui_xbox "0"
  848. getpos // dump position and angles to the console
  849. getpos_exact // dump origin and angles to the console
  850. give // Give item to player. Arguments: <item_name>
  851. give_ammo // Give ammo for active weapon to the player
  852. give_gear // Give a Gear to the player
  853. give_upgrade // Install weapon upgrade for active weapon to the player
  854. give_weapon // Give a weapon to the player
  855. global_event_log_enabled "0" // Enables the global event log system
  856. global_set // 2 = DEAD).
  857. glow_outline_effect_enable "0" // Enable entity outline glow effects.
  858. glow_outline_width "1" // Width of glow outline effect in screen space.
  859. gl_clear "0"
  860. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  861. god // Toggle. Player becomes invulnerable.
  862. gods // Toggle. All players become invulnerable.
  863. gpu_level "2" // GPU Level - Default: High
  864. gpu_mem_level "2" // Memory Level - Default: High
  865. groundlist // Display ground entity list <index>
  866. g_debug_angularsensor "0"
  867. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  868. g_debug_doors "0"
  869. g_debug_ragdoll_removal "0"
  870. g_debug_ragdoll_visualize "0"
  871. 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
  872. g_Language "0"
  873. g_ragdoll_fadespeed "600"
  874. g_ragdoll_important_maxcount "2"
  875. g_ragdoll_lvfadespeed "100"
  876. g_ragdoll_maxcount "8"
  877. hammer_update_entity // Updates the entitys position/angles when in edit mode
  878. 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
  879. heartbeat // Force heartbeat of master servers
  880. help // Find help about a convar/concommand.
  881. hideconsole // Hide the console.
  882. hidehud "0"
  883. hidepanel // Hides a viewport panel <name>
  884. hide_server "0" // Whether the server should be hidden from the master server
  885. hl2_episodic "0"
  886. hostfile "0" // The HOST file to load.
  887. hostip "-1407646208.000" // Host game server ip
  888. hostname "0" // Hostname for server.
  889. hostport "27015" // Host game server port
  890. host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
  891. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
  892. host_framerate "0" // Set to lock per-frame time elapse.
  893. host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
  894. host_map "0" // Current map name.
  895. host_print_frame_times "0"
  896. host_profile "0"
  897. host_reset_config // reset config (for testing) with param as splitscreen index.
  898. host_runframe_input_parcelremainder "1"
  899. host_runofftime // Run off some time without rendering/updating sounds
  900. host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
  901. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
  902. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  903. host_speeds "0" // Show general system running times.
  904. host_threaded_sound "0" // Run the sound on a thread (independent of mix)
  905. host_threaded_sound_simplethread "0" // Run the sound on a simple thread not a jobthread
  906. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
  907. host_timescale "1" // Prescale the clock by this amount.
  908. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  909. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  910. hq_radio_cooldown "2"
  911. hq_radio_lastmanstanding_frequency "40" // How long in seconds before the next last man standing message gets output
  912. hq_radio_restrictedarea_frequency "12" // How long in seconds before the next restricted area message gets output
  913. hq_radio_waveslow_frequency "80" // How long in seconds before the next low reinforcement waves message gets output
  914. hq_radio_wavesout_frequency "60" // How long in seconds before the next out of reinforcement waves message gets output
  915. hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
  916. hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
  917. hud_deathnotice_time "6"
  918. hud_reloadscheme // Reloads hud layout and animation scripts.
  919. hud_saytext_time "12"
  920. hud_startround_notify "6" // How long notifications should stay on the screen before fading
  921. hud_stream_friendly "0" // server name is hidden from various HUD elements
  922. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  923. hud_targetid_enabled "1"
  924. hud_targetid_ironsight_alpha "0"
  925. hud_targetid_name_dot "0"
  926. hud_toggle_floating // Toggle floating HUD elements
  927. hunk_print_allocations
  928. hunk_track_allocation_types "1"
  929. hurtme // Hurts the player. Arguments: <health to lose>
  930. impulse
  931. incrementvar // Increment specified convar value.
  932. ins_base_vehicle_max_turn_rate "25"
  933. ins_base_vehicle_speed "160"
  934. ins_bot_add // Adds a bot
  935. ins_bot_add_t2 // Adds a bot to team 2
  936. ins_bot_attack_command_hearing_range "350" // How far away do bots tell eachother about your presence
  937. ins_bot_attack_pistol_fire_rate "4" // scaled faster by difficulty
  938. ins_bot_attack_reload_ratio "0" // Ratio of ammo that triggers a reload.
  939. ins_bot_change_difficulty "1" // 0 = when new bots are added
  940. ins_bot_chase_give_up_time "15" // For how long do we want to chase the enemy?
  941. ins_bot_chase_hurry_range "1500" // At what range do we start to sprint at our enemy?
  942. ins_bot_chase_min_wait_time "2" // For how long do we want to wait until chasing an enemy?
  943. ins_bot_debug_stuck_log // visually display bot stuck locations.
  944. ins_bot_difficulty "1" // 0-3
  945. ins_bot_flashbang_effect_max_distance "750" // Max range that a flashbang will effect the bots
  946. ins_bot_flashbang_effect_max_time "10" // Max time that a flashbang will effect the bots
  947. ins_bot_grenade_hearing_range "3000" // How far away can a bot hear a grenade explosion
  948. ins_bot_grenade_think_time "0"
  949. ins_bot_kick // Kick a bot. Parameters: <#/bots> <team_id>
  950. ins_bot_kick_t1 // ins_bot_kick_t1 kick bot from team two
  951. ins_bot_kick_t2 // ins_bot_kick_t2 kick bot from team two
  952. ins_bot_max_setup_gate_defend_range "2000" // How far from the setup gate(s) defending bots can take up positions
  953. ins_bot_min_setup_gate_defend_range "750" // How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush.
  954. ins_bot_min_setup_gate_sniper_defend_range "1500" // How far from the setup gate(s) a defending sniper will take up position
  955. ins_bot_nav_spacing "1"
  956. ins_bot_path_max_retreat_length "500" // Maximum distance a bot will run a retreat path
  957. ins_bot_quota "10" // How many bots to place on each team when no players are present?
  958. ins_bot_silenced_weapon_sound_reduction "0" // By what percentage do silenced weapons reduce the hearing range
  959. ins_cache_buy_zone_size "184" // Default size of the buy area on a weapon cache.
  960. ins_cache_explosion_damage "1000" // Damage dealt by cache exploding
  961. ins_cache_explosion_radius "256" // Radius of blast damage
  962. ins_cache_health "220" // Default health of a weapon cache entity.
  963. ins_clear_attribute // Remove given attribute from all areas in the selected set.
  964. ins_deadcam_modes "0" // Restricts Spectator Modes
  965. ins_debug_centermass "0" // Debug the centermass attachment
  966. ins_debug_head "0" // Debug the head attachment
  967. ins_debug_visibility // Debugs player visibility. Returns players which are not being drawn.
  968. ins_loadtheater // Loads a theater
  969. ins_mark // Set attribute of selected area.
  970. ins_prone_maxlookspeed "120" // The maximum speed the player can turn while prone
  971. ins_prone_maxlooktolerance "100" // The amount the player must try and turn for the maxlookspeed to kick in
  972. ins_reload_definitiondata_c // Reload all the definition scripts
  973. ins_reload_definitiondata_s // Reload all the definition scripts
  974. ins_select_ambush_areas // Add good ambush spots to the selected set. For debugging.
  975. ins_select_ambush_areas_close_range "300"
  976. ins_select_ambush_areas_max_enemy_exposure_area "500000"
  977. ins_select_ambush_areas_radius "750"
  978. ins_select_with_attribute // Selects areas with the given attribute.
  979. ins_server_loadtheater // Server loads a theater
  980. ins_tank_health
  981. ins_tank_kill
  982. ins_teamsize "0" // Maximum team size
  983. ins_vehicle_minibus_health "320" // Default health of a minibus.
  984. ins_wipe_attributes // Clear all INS-specific attributes of selected area.
  985. inventory_buy_gear // Buys an item of gear
  986. inventory_buy_upgrade // Buys a weapon upgrade
  987. inventory_buy_weapon // Buys a weapon
  988. inventory_confirm // Confirming a purchase
  989. inventory_open_primary // Opens the kit UI at the primary weapon screen
  990. inventory_open_secondary // Opens the kit UI at the secondary weapon screen
  991. inventory_resupply // Resupply current loadout
  992. inventory_sell_gear // Sells an item of gear
  993. inventory_sell_upgrade // Sells an upgrade
  994. inventory_sell_weapon // Sell a weapon
  995. invnext
  996. invprev
  997. in_forceuser "0" // Force user input to this split screen player.
  998. in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
  999. ip "0" // Overrides IP for multihomed hosts
  1000. item_flag_respawntime "0" // Flag respawn time.
  1001. joyadvancedupdate
  1002. joystick "1" // false otherwise.
  1003. joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
  1004. joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
  1005. joy_accelmax "1"
  1006. joy_accelscale "3"
  1007. joy_accelscalepoly "0"
  1008. joy_accel_filter "0"
  1009. joy_advanced "0"
  1010. joy_advaxisr "0"
  1011. joy_advaxisu "0"
  1012. joy_advaxisv "0"
  1013. joy_advaxisx "0"
  1014. joy_advaxisy "0"
  1015. joy_advaxisz "0"
  1016. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  1017. joy_autoAimDampenMethod "0"
  1018. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  1019. joy_autoaim_dampen_smoothout_speed "0"
  1020. joy_autosprint "0" // Automatically sprint when moving with an analog joystick
  1021. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  1022. joy_cfg_preset "1"
  1023. joy_circle_correct "1"
  1024. joy_curvepoint_1 "0"
  1025. joy_curvepoint_2 "0"
  1026. joy_curvepoint_3 "0"
  1027. joy_curvepoint_4 "1"
  1028. joy_curvepoint_end "2"
  1029. joy_deadzone_mode "1" // 1 => Square deadzone.
  1030. joy_diagonalpov "0" // too.
  1031. joy_display_input "0"
  1032. joy_forwardsensitivity "-1"
  1033. joy_forwardthreshold "0"
  1034. joy_gamma "0"
  1035. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  1036. joy_lookspin_default "0"
  1037. joy_lowend "1"
  1038. joy_lowend_linear "0"
  1039. joy_lowmap "1"
  1040. joy_movement_stick "0" // 2 = legacy controls
  1041. joy_name "0"
  1042. joy_no_accel_jump "0"
  1043. joy_pegged "0"
  1044. joy_pitchsensitivity "-1" // joystick pitch sensitivity
  1045. joy_pitchsensitivity_default "-1"
  1046. joy_pitchthreshold "0"
  1047. joy_response_look "0" // 1=Acceleration Promotion
  1048. joy_response_look_pitch "1" // 1=Acceleration Promotion
  1049. joy_response_move "1" // 1/sensitivity
  1050. joy_response_move_vehicle "6"
  1051. joy_sensitive_step0 "0"
  1052. joy_sensitive_step1 "0"
  1053. joy_sensitive_step2 "0"
  1054. joy_sidesensitivity "1"
  1055. joy_sidethreshold "0"
  1056. joy_useNewAcecelMethod "1"
  1057. joy_useNewJoystickPeggedTest "0"
  1058. joy_variable_frametime "1"
  1059. joy_vehicle_turn_lowend "0"
  1060. joy_vehicle_turn_lowmap "0"
  1061. joy_virtual_peg "0"
  1062. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  1063. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  1064. joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
  1065. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
  1066. joy_yawsensitivity "-1" // joystick yaw sensitivity
  1067. joy_yawsensitivity_default "-1"
  1068. joy_yawthreshold "0"
  1069. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  1070. jpeg_quality "90" // jpeg screenshot quality.
  1071. kdtree_test // Tests spatial partition for entities queries.
  1072. key_findbinding // Find key bound to specified command string.
  1073. key_listboundkeys // List bound keys with bindings.
  1074. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  1075. kick // Kick a player by name.
  1076. kickid // with a message.
  1077. kickid_ex // provide a force-the-kick flag and also assign a message.
  1078. kill // Kills the player with generic damage
  1079. killserver // Shutdown the server.
  1080. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  1081. ladder_autocenter "1" // Auto-center players on ladders.
  1082. lastinv
  1083. lightcache_maxmiss "2"
  1084. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  1085. light_crosshair // Show texture color at crosshair
  1086. linefile // Parses map leak data from .lin file
  1087. listdemo // List demo file contents.
  1088. listid // Lists banned users.
  1089. listip // List IP addresses on the ban list.
  1090. listissues // List all the issues that can be voted on.
  1091. listmodels // List loaded models.
  1092. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  1093. load // Load a saved game.
  1094. loader_dump_table
  1095. loader_spew_info "0" // -1:All
  1096. loader_spew_info_ex "0" // (internal)
  1097. loader_throttle_io "1"
  1098. locator_background_border_color "1082163328" // The default color for the border.
  1099. locator_background_border_thickness "2" // How many pixels the background borders the left and right.
  1100. locator_background_color "-939524096" // The default color for the background.
  1101. locator_background_shift_x "3" // How many pixels the background is shifted right.
  1102. locator_background_shift_y "1" // How many pixels the background is shifted down.
  1103. locator_background_style "2" // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
  1104. locator_background_thickness_x "8" // How many pixels the background borders the left and right.
  1105. locator_background_thickness_y "0" // How many pixels the background borders the top and bottom.
  1106. locator_fade_time "0" // Number of seconds it takes for a lesson to fully fade in/out.
  1107. locator_icon_max_size_non_ss "2" // Minimum scale of the icon on the screen
  1108. locator_icon_min_size_non_ss "1" // Minimum scale of the icon on the screen
  1109. locator_lerp_rest "0" // Number of seconds before moving from the center.
  1110. locator_lerp_speed "5" // Speed that static lessons move along the Y axis.
  1111. locator_lerp_time "1" // Number of seconds to lerp before reaching final destination
  1112. locator_pulse_time "1" // Number of seconds to pulse after changing icon or position
  1113. locator_screen_pos_y "0" // Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud.
  1114. locator_split_len "0"
  1115. locator_split_maxwide_percent "0"
  1116. locator_start_at_crosshair "1" // Start position at the crosshair instead of the top middle of the screen.
  1117. locator_target_offset_x "-17" // How many pixels to offset the locator from the target position.
  1118. locator_target_offset_y "-64" // How many pixels to offset the locator from the target position.
  1119. locator_topdown_style "0" // Topdown games set this to handle distance and offscreen location differently.
  1120. log // and udp < on | off >.
  1121. logaddress_add // Set address and port for remote host <ip:port>.
  1122. logaddress_del // Remove address and port for remote host <ip:port>.
  1123. logaddress_delall // Remove all udp addresses being logged to
  1124. logaddress_list // List all addresses currently being used by logaddress.
  1125. log_color // Set the color of a logging channel.
  1126. log_dumpchannels // Dumps information about all logging channels.
  1127. log_flags // Set the flags on a logging channel.
  1128. log_level // Set the spew level of a logging channel.
  1129. lookspring "0"
  1130. lookstrafe "0"
  1131. loopsingleplayermaps "0"
  1132. lservercfgfile "0"
  1133. map // Start playing on specified map.
  1134. mapcyclefile "0" // Name of the default .txt file used to cycle the maps on multiplayer servers
  1135. mapgroup // Specify a map group
  1136. maps // Displays list of maps.
  1137. map_background // Runs a map as the background to the main menu.
  1138. map_commentary // on a specified map.
  1139. map_edit
  1140. map_noareas "0" // Disable area to area connection testing.
  1141. map_wants_save_disable "0"
  1142. mat_aaquality "0"
  1143. mat_accelerate_adjust_exposure_down "40"
  1144. mat_alternatefastclipalgorithm "1"
  1145. mat_ambient_light_b "0"
  1146. mat_ambient_light_g "0"
  1147. mat_ambient_light_r "0"
  1148. mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
  1149. mat_antialias "0"
  1150. mat_autoexposure_max "2"
  1151. mat_autoexposure_max_multiplier "1"
  1152. mat_autoexposure_min "0"
  1153. mat_bloomamount_rate "0"
  1154. mat_blur_b "0"
  1155. mat_blur_g "0"
  1156. mat_blur_r "0"
  1157. mat_bufferprimitives "1"
  1158. mat_bumpbasis "0"
  1159. mat_bumpmap "1"
  1160. mat_camerarendertargetoverlaysize "128"
  1161. mat_clipz "1"
  1162. mat_colcorrection_disableentities "0" // Disable map color-correction entities
  1163. mat_colcorrection_editor "0"
  1164. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
  1165. mat_colorcorrection "1"
  1166. mat_compressedtextures "1"
  1167. mat_configcurrent // show the current video control panel config for the material system
  1168. mat_crosshair // Display the name of the material under the crosshair
  1169. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  1170. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  1171. mat_crosshair_printmaterial // print the material under the crosshair
  1172. mat_crosshair_reloadmaterial // reload the material under the crosshair
  1173. mat_debugalttab "0"
  1174. mat_debugdepth "0"
  1175. mat_debugdepthmode "0"
  1176. mat_debugdepthval "128"
  1177. mat_debugdepthvalmax "256"
  1178. mat_debug_bloom "0"
  1179. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  1180. mat_defaultlightmap "1" // Default brightness for lightmaps where none have been created in the level.
  1181. mat_depthbias_shadowmap "0"
  1182. mat_detail_tex "1"
  1183. mat_diffuse "1"
  1184. mat_disable_bloom "0"
  1185. mat_disable_fancy_blending "0"
  1186. mat_displacementmap "1"
  1187. mat_dof_enabled "1"
  1188. mat_dof_far_blur_depth "1000"
  1189. mat_dof_far_blur_radius "5"
  1190. mat_dof_far_focus_depth "250"
  1191. mat_dof_max_blur_radius "10"
  1192. mat_dof_near_blur_depth "20"
  1193. mat_dof_near_blur_radius "10"
  1194. mat_dof_near_focus_depth "100"
  1195. mat_dof_override "0"
  1196. mat_dof_quality "0"
  1197. mat_do_not_shrink_dynamic_vb "0" // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
  1198. mat_drawflat "0"
  1199. mat_drawTexture "0" // Enable debug view texture
  1200. mat_drawTextureScale "1" // Debug view texture scale
  1201. mat_drawTitleSafe "0" // Enable title safe overlay
  1202. mat_drawwater "1"
  1203. mat_dynamiclightmaps "0"
  1204. mat_dynamicPaintmaps "0"
  1205. mat_dynamic_tonemapping "1"
  1206. mat_edit // Bring up the material under the crosshair in the editor
  1207. mat_envmapsize "128"
  1208. mat_envmaptgasize "32"
  1209. mat_excludetextures "0"
  1210. mat_exclude_async_update "1"
  1211. mat_exposure_center_region_x "0"
  1212. mat_exposure_center_region_y "0"
  1213. mat_fastclip "0"
  1214. mat_fastnobump "0"
  1215. mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
  1216. mat_fillrate "0"
  1217. mat_filterlightmaps "1"
  1218. mat_filtertextures "1"
  1219. mat_forceaniso "1"
  1220. mat_forcedynamic "0"
  1221. mat_forcehardwaresync "1"
  1222. mat_force_bloom "0"
  1223. mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
  1224. mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
  1225. mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
  1226. mat_force_tonemap_scale "0"
  1227. mat_framebuffercopyoverlaysize "128"
  1228. mat_frame_sync_enable "1"
  1229. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  1230. mat_fullbright "0"
  1231. mat_fxaa_edge_sharpness_C "8" // 8)
  1232. mat_fxaa_edge_threshold_C "0" // 1/8
  1233. mat_fxaa_edge_threshold_min_C "0" // Trims the algorithm from processing darks. Does not affect PS3 due to being ALU bound. (0.04 - slower and less aliasing in dark
  1234. mat_fxaa_edge_threshold_min_Q "0" // (0.0833 - upper l
  1235. mat_fxaa_edge_threshold_Q "0" // (0.166 -
  1236. mat_fxaa_subpixel_C "0" // (0.5 - default)
  1237. mat_fxaa_subpixel_Q "0" // def
  1238. mat_grain_enable "1"
  1239. mat_hdr_enabled // Report if HDR is enabled for debugging
  1240. mat_hdr_level "2" // and 2 for full HDR on HDR maps.
  1241. mat_hdr_uncapexposure "0"
  1242. mat_hsv "0"
  1243. mat_info // Shows material system info
  1244. mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
  1245. mat_leafvis_draw_mask "3" // bit 1: render PVS- an
  1246. mat_leafvis_freeze "0" // updates based on camera movement.
  1247. mat_leafvis_update_every_frame "0" // Updates leafvis debug render every frame (expensive)
  1248. mat_levelflush "1"
  1249. mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
  1250. mat_loadtextures "1"
  1251. mat_local_contrast_edge_scale_override "-1000"
  1252. mat_local_contrast_midtone_mask_override "-1"
  1253. mat_local_contrast_scale_override "0"
  1254. mat_local_contrast_vignette_end_override "-1"
  1255. mat_local_contrast_vignette_start_override "-1"
  1256. mat_lpreview_mode "-1"
  1257. mat_luxels "0"
  1258. mat_maxframelatency "1"
  1259. mat_max_worldmesh_vertices "65536"
  1260. mat_measurefillrate "0"
  1261. mat_mipmaptextures "1"
  1262. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  1263. mat_monitorgamma_force_480_full_tv_range "1"
  1264. mat_monitorgamma_pwl2srgb "0"
  1265. mat_monitorgamma_tv_enabled "0"
  1266. mat_monitorgamma_tv_exp "2"
  1267. mat_monitorgamma_tv_range_max "235"
  1268. mat_monitorgamma_tv_range_min "16"
  1269. mat_monitorgamma_vganonpwlgamma "2"
  1270. mat_morphstats "0"
  1271. mat_motion_blur_enabled "0"
  1272. mat_motion_blur_falling_intensity "1"
  1273. mat_motion_blur_falling_max "20"
  1274. mat_motion_blur_falling_min "10"
  1275. mat_motion_blur_forward_enabled "0"
  1276. mat_motion_blur_percent_of_screen_max "4"
  1277. mat_motion_blur_rotation_intensity "1"
  1278. mat_motion_blur_strength "1"
  1279. mat_norendering "0"
  1280. mat_normalmaps "0"
  1281. mat_normals "0"
  1282. mat_object_motion_blur_enable "0"
  1283. mat_object_motion_blur_model_scale "1"
  1284. mat_paint_enabled "0"
  1285. mat_parallaxmap "1"
  1286. mat_parallaxmapsamplesmax "50"
  1287. mat_parallaxmapsamplesmin "12"
  1288. mat_phong "1"
  1289. mat_picmip "-1"
  1290. mat_postprocess_enable "1"
  1291. mat_postprocess_x "4"
  1292. mat_postprocess_y "1"
  1293. mat_powersavingsmode "0" // Power Savings Mode
  1294. mat_print_top_model_vert_counts "0" // Constantly print to screen the top N models as measured by total faces rendered this frame
  1295. mat_processtoolvars "0"
  1296. mat_proxy "0"
  1297. mat_queue_mode "-1" // 2=queued
  1298. mat_queue_priority "1"
  1299. mat_reducefillrate "0"
  1300. mat_reduceparticles "0"
  1301. mat_reloadallmaterials // Reloads all materials
  1302. mat_reloadmaterial // Reloads a single material
  1303. mat_reloadtextures // Reloads all textures
  1304. mat_remoteshadercompile "0"
  1305. mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
  1306. mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
  1307. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1308. mat_report_queue_status "0"
  1309. mat_reversedepth "0"
  1310. mat_savechanges // saves current video configuration to the registry
  1311. mat_scope_render_quality "3" // Scope render quality
  1312. mat_setvideomode // windowed state of the material system
  1313. mat_shadercount // display count of all shaders and reset that count
  1314. mat_shadowstate "1"
  1315. mat_showcamerarendertarget "0"
  1316. mat_showenvmapmask "0"
  1317. mat_showframebuffertexture "0"
  1318. mat_showlightmappage "-1"
  1319. mat_showlowresimage "0"
  1320. mat_showmaterials // Show materials.
  1321. mat_showmaterialsverbose // Show materials (verbose version).
  1322. mat_showmiplevels "0" // 1: everything else
  1323. mat_showtextures // Show used textures.
  1324. mat_showwatertextures "0"
  1325. mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
  1326. mat_show_histogram "0"
  1327. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  1328. mat_slopescaledepthbias_shadowmap "3"
  1329. mat_softwarelighting "0"
  1330. mat_softwareskin "0"
  1331. mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
  1332. mat_software_aa_debug "0" // (2 - show anti-a
  1333. 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
  1334. mat_software_aa_quality "0" // (1 - 9-tap filter)
  1335. 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
  1336. mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
  1337. 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
  1338. mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
  1339. mat_spewalloc "0"
  1340. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1341. mat_spew_long_frames "0" // warn about frames that go over 66ms for CERT purposes.
  1342. mat_stub "0"
  1343. mat_surfaceid "0"
  1344. mat_surfacemat "0"
  1345. mat_tessellationlevel "6"
  1346. mat_tessellation_accgeometrytangents "0"
  1347. mat_tessellation_cornertangents "1"
  1348. mat_tessellation_update_buffers "1"
  1349. mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
  1350. mat_texture_list "0" // show a list of used textures per frame
  1351. mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
  1352. mat_texture_list_all_frames "2" // How many frames to sample texture memory for all textures.
  1353. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  1354. mat_texture_list_exclude // save - saves exclude list file
  1355. mat_texture_list_exclude_editing "0"
  1356. mat_texture_list_txlod // -1 to dec resolution
  1357. mat_texture_list_txlod_sync // save - saves all changes to material content files
  1358. mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
  1359. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  1360. mat_triplebuffered "0" // This means we want triple buffering if we are fullscreen and vsyncd
  1361. mat_updateconvars // updates the video config convars
  1362. mat_use_compressed_hdr_textures "1"
  1363. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1364. mat_vignette_blur "0"
  1365. mat_vignette_enable "1"
  1366. mat_vignette_end "1"
  1367. mat_vignette_start "0"
  1368. mat_vsync "0" // Force sync to vertical retrace
  1369. mat_wateroverlaysize "128"
  1370. mat_wireframe "0"
  1371. mat_yuv "0"
  1372. maxplayers // Change the maximum number of players allowed on this server.
  1373. mc_accel_band_size "0" // Percentage of half the screen width or height.
  1374. mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
  1375. mc_max_pitchrate "100" // (degrees/sec)
  1376. mc_max_yawrate "230" // (degrees/sec)
  1377. melee_combo_reset_time "1" // Seconds after a swing until we reset the combo activities
  1378. melee_show_swing "0"
  1379. memory // Print memory stats.
  1380. mem_compact
  1381. mem_dump // Dump memory stats to text file.
  1382. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
  1383. mem_dumpvballocs // Dump VB memory allocation stats.
  1384. mem_eat
  1385. mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
  1386. mem_force_flush_section "0" // Cache section to restrict mem_force_flush
  1387. mem_incremental_compact
  1388. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
  1389. mem_level "2" // Memory Level - Default: High
  1390. mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
  1391. mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
  1392. mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
  1393. mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
  1394. mem_test
  1395. mem_test_each_frame "0" // Run heap check at end of every frame
  1396. mem_test_every_n_seconds "0" // Run heap check at a specified interval
  1397. mem_test_quiet "0" // Dont print stats when memtesting
  1398. mem_vcollide // Dumps the memory used by vcollides
  1399. mem_verify // Verify the validity of the heap
  1400. miniprofiler_dump "0"
  1401. minisave // Saves game (for current level only!)
  1402. mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
  1403. mm_datacenter_debugprint // Shows information retrieved from data center
  1404. mm_debugprint // Show debug information about current matchmaking session
  1405. mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
  1406. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
  1407. mm_dlc_debugprint // Shows information about dlc
  1408. mm_heartbeat_seconds "300"
  1409. mm_heartbeat_seconds_xlsp "60"
  1410. mm_heartbeat_timeout "10"
  1411. mm_heartbeat_timeout_legacy "15"
  1412. mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
  1413. mm_session_search_ping_buckets "4"
  1414. mm_session_search_ping_limit "200"
  1415. mm_session_search_qos_timeout "15"
  1416. mm_tu_string "0"
  1417. mod_check_vcollide "0" // Check all vcollides on load
  1418. mod_dont_load_vertices "0" // supress loading model vertex data
  1419. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
  1420. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
  1421. mod_forcedata "1" // Forces all model file data into cache on model load.
  1422. mod_forcetouchdata "1" // Forces all model file data into cache on model load.
  1423. mod_load_anims_async "0"
  1424. mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
  1425. mod_load_mesh_async "0"
  1426. mod_load_preload "1" // Indicates how far ahead in seconds to preload animations.
  1427. mod_load_showstall "0" // 2 - show stalls
  1428. mod_load_vcollide_async "0"
  1429. mod_lock_mdls_on_load "1"
  1430. mod_lock_meshes_on_load "1"
  1431. mod_log_filesystem "0" // Log the filesystem type
  1432. mod_test_mesh_not_available "0"
  1433. mod_test_not_available "0"
  1434. mod_test_verts_not_available "0"
  1435. mod_touchalldata "1" // Touch model data during level startup
  1436. mod_trace_load "0"
  1437. mod_WeaponViewModelCache "8"
  1438. mod_WeaponWorldModelCache "10"
  1439. mod_WeaponWorldModelMinAge "3000"
  1440. morph_debug "0"
  1441. morph_path "7"
  1442. mortar_visualize "0"
  1443. motdfile "0" // The MOTD file to load.
  1444. movement_anim_playback_minrate "0"
  1445. movie_fixwave // etc.
  1446. movie_volume_scale "1"
  1447. mp_allowNPCs "1"
  1448. mp_allowspectators "1" // toggles whether the server allows spectator mode or not
  1449. mp_autocrosshair "1"
  1450. mp_autokick "1" // Kick team-killing players
  1451. mp_autokick_idlers "0" // Kick idlers players ( mins )
  1452. mp_autoteambalance "1"
  1453. mp_checkpoint_capture_time_extension "0" // How long (in seconds) the round should be extended for after a capture.
  1454. mp_checkpoint_counterattack_always "0" // Always have a counter-attack after each cap. Value represents number of human players needed.
  1455. mp_checkpoint_counterattack_delay "12" // How long (in seconds) until the enemy counter-attack wave spawns.
  1456. mp_checkpoint_respawn_frequency "1" // etc.
  1457. mp_coop_lobbysize "6" // Size of coop lobby
  1458. mp_coop_max_bots "18" // Maximum number of bots allowed on the server.
  1459. mp_coop_max_bot_difficulty "2" // The max difficulty on the server.
  1460. mp_coop_min_bots "6" // The number of bots used for 1 player.
  1461. mp_coop_min_bot_difficulty "0" // The easiest difficulty on the server.
  1462. mp_cp_capture_time "2" // capture time in seconds
  1463. mp_cp_deteriorate_time "8" // deteriorate time in seconds
  1464. mp_cp_speedup_max "2" // Maximum players to effect the speed-up.
  1465. mp_cp_speedup_rate "0" // Speed-up rate per additional teammate in the cap zone.
  1466. mp_defaultteam "0"
  1467. mp_disable_autokick // Prevents a userid from being auto-kicked
  1468. mp_fadetoblack "0" // fade a players screen to black when he dies
  1469. mp_falldamage "0"
  1470. mp_fall_speed_fatal "720" // sqrt( 2 * gravity * x * 12 )
  1471. mp_fall_speed_safe "560" // sqrt( 2 * gravity * x * 12 )
  1472. mp_fall_speed_safe_iron "250" // sqrt( 2 * gravity * x * 12 )
  1473. mp_flashlight "0"
  1474. mp_footsteps "1"
  1475. mp_forceactivityset "-1" // SHORTRIFLE = 0 PISTOL = 1 KNIFE = 2 LMG = 3 LAUNCHER = 4 GRENADE = 5
  1476. mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
  1477. mp_forcerespawn "1"
  1478. mp_freezetime "15" // Round freeze time in seconds
  1479. mp_friendlyfire "1" // Allows team members to injure other members of their team
  1480. mp_friendlyfire_damage "0" // The frac value applied to friendly fire damage
  1481. mp_friendlyfire_damage_spawnarea "0" // The frac value applied to friendly fire damage when either in a spawn area
  1482. mp_friendlyfire_explosives "0" // friendlies can set off each others explosives if they are reactive.
  1483. mp_joinwaittime "20" // How long to wait for the first round once the minimum players requirement has been reached.
  1484. mp_lobbytime "10" // Lobby time in seconds
  1485. mp_maxgames "1" // Max games before map change
  1486. mp_maxrounds "10" // Max rounds before game ends
  1487. mp_minteamplayers "1" // min players on each team to start the match
  1488. mp_push_capture_time_extension "300" // How long (in seconds) the round should be extended for after a capture.
  1489. mp_push_counter_round "0" // flip the attacking team for a counter attack round.
  1490. mp_push_deferred_advance "0" // advanced spawns will be delayed by this number of seconds.
  1491. mp_respawnwavetime_max "0" // Min respawn wave interval.
  1492. mp_respawnwavetime_min "0" // Max respawn wave interval.
  1493. mp_restartgame "0" // game will restart in the specified number of seconds
  1494. mp_restartround "0" // round will restart in the specified number of seconds
  1495. mp_roundlives "0" // Max lives in a round
  1496. mp_roundtime "210" // round time per map in seconds
  1497. mp_scrambleteams // Scramble the teams and restart the game
  1498. mp_scrambleteams_auto "0" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
  1499. mp_scrambleteams_auto_windifference "3" // Number of round wins a team must lead by in order to trigger an auto scramble.
  1500. mp_searchdestroy_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
  1501. mp_searchdestroy_single_cache_max "12" // Max number of players where a single cache is used
  1502. mp_showgestureslots "-1" // Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
  1503. mp_slammoveyaw "0" // Force movement yaw along an animation path.
  1504. mp_spawnprotectontime "30" // Spawn protection time in seconds
  1505. mp_spectator_allow_chase "1" // chase camera in spectator mode is disabled
  1506. mp_strike_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
  1507. mp_strike_four_cache_max "24" // Max number of players where a single cache is used
  1508. mp_supply_rate_losing_team_high "2" // Amount of supply the more skilled players on the losing team get
  1509. mp_supply_rate_losing_team_low "1" // Amount of supply the less skilled players on the losing team get
  1510. mp_supply_rate_winning_team_high "3" // Amount of supply the more skilled players on the winning team get
  1511. mp_supply_rate_winning_team_low "2" // Amount of supply the less skilled players on the winning team get
  1512. mp_supply_token_base "10" // The amount of supply players start with
  1513. mp_supply_token_bot_base "18" // The amount of supply bots start with
  1514. mp_supply_token_max "20" // The maximum amount of supply a player can get
  1515. mp_switchteams // Switch teams and restart the game
  1516. mp_switchteams_each_game "0" // Switch the teams after each game
  1517. mp_switchteams_each_round "0" // Switch the teams after each round
  1518. mp_switchteams_reset_supply "0" // Should supply be reset when teams are switched?
  1519. mp_teamlist "0"
  1520. mp_teamoverride "1"
  1521. mp_teamplay "0"
  1522. mp_teams_auto_join "1" // players are automatically assigned to a team on join.
  1523. mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
  1524. mp_theater_override "0" // the given theater file is loaded instead.
  1525. mp_timelimit_waiting "600" // Time to wait on an empty server before changing levels.
  1526. mp_timer_postgame "15" // Postgame timer in seconds
  1527. mp_timer_postround "15" // Postround timer in seconds
  1528. mp_timer_pregame "10" // Pregame timer in seconds
  1529. mp_timer_preround "15" // Preround timer in seconds
  1530. mp_tkpunish "1" // 2=kill}
  1531. mp_usehwmmodels "-1" // 0 = based upon GPU)
  1532. mp_usehwmvcds "-1" // 0 = based upon GPU)
  1533. mp_vip_single_point_max "10" // Max number of players where a single point is used
  1534. mp_voice_bias "0"
  1535. mp_voice_blocked_lineofsight_enemy_volume "0"
  1536. mp_voice_blocked_lineofsight_friendly_volume "0"
  1537. mp_voice_indirect_listener_volume "0"
  1538. mp_voice_indirect_talker_volume "0"
  1539. mp_voice_max_distance_enemy "360"
  1540. mp_voice_max_distance_friendly "1080"
  1541. mp_voice_max_enemy_volume "0"
  1542. mp_voice_max_friendly_volume "0"
  1543. mp_voice_min_distance_enemy "8"
  1544. mp_voice_min_distance_friendly "8"
  1545. mp_voice_min_squad_volume "0"
  1546. mp_voice_use_3d_voip "1" // Alive players use spatial audio for voice communications?
  1547. mp_wave_capture_increment "0" // Amount of waves awarded for capturing points
  1548. mp_wave_count_attackers "10" // Total waves for attackers
  1549. mp_wave_count_defenders "20" // Total waves for defenders
  1550. mp_wave_count_perteam "2" // Total waves per team
  1551. mp_wave_dpr_attackers "0" // Dead player ratio that triggers a reinforcement wave for attacking team
  1552. mp_wave_dpr_defenders "0" // Dead player ratio that triggers a reinforcement wave for defending team
  1553. mp_wave_dpr_perteam "0" // Dead player ratio that triggers a reinforcement wave for both teams
  1554. mp_wave_grace_period "30" // Grace period where if a reinforcement wave occurs it does not get deducted from wave count
  1555. mp_wave_max_wait_attackers "30" // Max wave trigger time for attacking team
  1556. mp_wave_max_wait_defenders "30" // Max wave trigger time for defending team
  1557. mp_wave_max_wait_perteam "40" // Max wave trigger time for both teams
  1558. mp_wave_spawn_instant "0" // Server side option to force instant spawning
  1559. mp_weaponstay "0"
  1560. mp_winlimit "5" // win limit
  1561. mp_winlimit_coop "1" // win limit for coop
  1562. ms_player_dump_properties // Prints a dump the current players property data
  1563. multvar // Multiply specified convar value.
  1564. muzzleflash_light "1"
  1565. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1566. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1567. m_customaccel_max "0" // 0 for no limit
  1568. m_customaccel_scale "0" // Custom mouse acceleration value.
  1569. m_forward "1" // Mouse forward factor.
  1570. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1571. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1572. m_mousespeed "1" // 2 to enable secondary threshold
  1573. m_pitch "0" // Mouse pitch factor.
  1574. m_rawinput "1" // Use Raw Input for mouse input.
  1575. m_side "0" // Mouse side factor.
  1576. m_yaw "0" // Mouse yaw factor.
  1577. name "0" // Current user name
  1578. nav_add_to_selected_set // Add current area to the selected set.
  1579. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1580. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1581. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
  1582. nav_area_max_size "50" // Max area size created in nav generation
  1583. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1584. nav_begin_area // drag the opposite corner to the desired location and
  1585. nav_begin_deselecting // Start continuously removing from the selected set.
  1586. nav_begin_drag_deselecting // Start dragging a selection area.
  1587. nav_begin_drag_selecting // Start dragging a selection area.
  1588. nav_begin_selecting // Start continuously adding to the selected set.
  1589. nav_begin_shift_xy // Begin shifting the Selected Set.
  1590. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1591. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1592. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1593. nav_check_stairs // Update the nav mesh STAIRS attribute
  1594. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1595. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1596. nav_clear_selected_set // Clear the selected set.
  1597. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1598. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1599. nav_connect // then invoke the connect command. Note that this creates a
  1600. nav_coplanar_slope_limit "0"
  1601. nav_coplanar_slope_limit_displacement "0"
  1602. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1603. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1604. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1605. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1606. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1607. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1608. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1609. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1610. nav_debug_blocked "0"
  1611. nav_delete // Deletes the currently highlighted Area.
  1612. nav_delete_marked // Deletes the currently marked Area (if any).
  1613. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1614. nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
  1615. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1616. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1617. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
  1618. nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
  1619. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1620. nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
  1621. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1622. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1623. nav_end_deselecting // Stop continuously removing from the selected set.
  1624. nav_end_drag_deselecting // Stop dragging a selection area.
  1625. nav_end_drag_selecting // Stop dragging a selection area.
  1626. nav_end_selecting // Stop continuously adding to the selected set.
  1627. nav_end_shift_xy // Finish shifting the Selected Set.
  1628. nav_flood_select // use this command again.
  1629. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1630. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1631. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1632. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1633. nav_generate_incremental_range "2000"
  1634. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1635. nav_gen_cliffs_approx // post-processing approximation
  1636. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1637. nav_ladder_flip // Flips the selected ladders direction.
  1638. nav_load // Loads the Navigation Mesh for the current map.
  1639. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1640. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1641. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1642. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1643. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1644. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1645. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1646. nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1647. nav_max_vis_delta_list_length "64"
  1648. nav_merge // and invoke the merge comm
  1649. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1650. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1651. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1652. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1653. nav_place_list // Lists all place names used in the map.
  1654. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1655. nav_place_replace // Replaces all instances of the first place with the second place.
  1656. nav_place_set // Sets the Place of all selected areas to the current Place.
  1657. nav_potentially_visible_dot_tolerance "0"
  1658. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1659. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1660. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1661. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1662. nav_recall_selected_set // Re-selects the stored selected set.
  1663. nav_remove_from_selected_set // Remove current area from the selected set.
  1664. nav_remove_jump_areas // replacing them with connections.
  1665. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1666. nav_save // Saves the current Navigation Mesh to disk.
  1667. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1668. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
  1669. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
  1670. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1671. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1672. nav_select_half_space // Selects any areas that intersect the given half-space.
  1673. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1674. nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
  1675. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1676. nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
  1677. nav_select_overlapping // Selects nav areas that are overlapping others.
  1678. nav_select_radius // Adds all areas in a radius to the selection set
  1679. nav_select_stairs // Adds all stairway areas to the selected set
  1680. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1681. nav_shift // Shifts the selected areas by the specified amount
  1682. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1683. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1684. nav_show_compass "0"
  1685. nav_show_continguous "0" // Highlight non-contiguous connections
  1686. nav_show_danger "0" // Show current danger levels.
  1687. nav_show_dumped_positions // z) coordinate positions of the given dump file.
  1688. nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
  1689. nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
  1690. nav_show_light_intensity "0"
  1691. nav_show_nodes "0"
  1692. nav_show_node_grid "0"
  1693. nav_show_node_id "0"
  1694. nav_show_player_counts "0" // Show current player counts in each area.
  1695. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  1696. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1697. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1698. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1699. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1700. nav_solid_props "0" // Make props solid to nav generation/editing
  1701. nav_splice // connected area between them.
  1702. nav_split // align the split line using your cursor and invoke the split command.
  1703. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1704. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1705. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1706. nav_store_selected_set // Stores the current selected set for later retrieval.
  1707. nav_strip // and Encounter Spots from the current Area.
  1708. nav_subdivide // Subdivides all selected areas.
  1709. nav_test_node "0"
  1710. nav_test_node_crouch "0"
  1711. nav_test_node_crouch_dir "4"
  1712. nav_test_stairs // Test the selected set for being on stairs
  1713. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1714. nav_toggle_in_selected_set // Remove current area from the selected set.
  1715. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1716. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1717. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1718. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1719. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1720. nav_unmark // Clears the marked Area or Ladder.
  1721. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1722. nav_update_lighting // Recomputes lighting values
  1723. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1724. nav_use_place // the current Place is set.
  1725. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1726. nav_warp_to_mark // Warps the player to the marked area.
  1727. nav_world_center // Centers the nav mesh in the world
  1728. nb_allow_avoiding "1"
  1729. nb_allow_climbing "1"
  1730. nb_allow_gap_jumping "1"
  1731. nb_blind "0" // Disable vision
  1732. nb_command // Sends a command string to all bots
  1733. nb_debug // ERRORS.
  1734. nb_debug_climbing "0"
  1735. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  1736. nb_debug_history "1" // each bot keeps a history of debug output in memory
  1737. nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
  1738. nb_force_look_at // Force selected bot to look at the local players position
  1739. nb_goal_look_ahead_range "50"
  1740. nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
  1741. nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
  1742. nb_head_aim_settle_duration "0"
  1743. nb_head_aim_steady_max_rate "100"
  1744. nb_ladder_align_range "50"
  1745. nb_move_to_cursor // Tell all NextBots to move to the cursor position
  1746. nb_nav_combat_build_rate "0" // Gunfire/second increase (combat caps at 1.0)
  1747. nb_nav_combat_decay_rate "0" // Decay/second toward zero
  1748. nb_nav_in_combat_duration "30" // How long after gunfire occurs is this area still considered to be in combat
  1749. nb_nav_show_actor_potential_visibility "0"
  1750. nb_nav_show_blocked_areas "0" // Highlight areas that are considered blocked for TF-specific reasons
  1751. nb_nav_show_bomb_drop_areas "0"
  1752. nb_nav_show_bomb_target_distance "0" // Display travel distances to bomb target
  1753. nb_nav_show_control_points "0"
  1754. nb_nav_show_enemy_invasion_areas "0" // Highlight areas where the enemy team enters the visible environment of the local player
  1755. nb_nav_show_gate_defense_areas "0"
  1756. nb_nav_show_incursion_distance "0" // 2=blue)
  1757. nb_nav_show_incursion_flow "0"
  1758. nb_nav_show_incursion_flow_gradient "0" // 2 = blue
  1759. nb_nav_show_incursion_flow_range "150" // 2 = blue
  1760. nb_nav_show_incursion_range "0" // 2 = blue
  1761. nb_nav_show_incursion_range_max "0" // Highlight areas with incursion distances between min and max cvar values
  1762. nb_nav_show_incursion_range_min "0" // Highlight areas with incursion distances between min and max cvar values
  1763. nb_nav_show_in_combat_areas "0"
  1764. nb_nav_show_mesh_decoration "0" // Highlight special areas
  1765. nb_nav_show_mesh_decoration_manual "0" // Highlight special areas marked by hand
  1766. nb_nav_show_point_defense_areas "0"
  1767. nb_nav_show_sentry_danger "0"
  1768. nb_nav_show_sniper_areas "0"
  1769. nb_nav_show_sniper_areas_safety_range "1000"
  1770. nb_nav_show_turf_ownership "0" // Color nav area by smallest incursion distance
  1771. nb_path_draw_inc "100"
  1772. nb_path_draw_segment_count "100"
  1773. nb_path_segment_influence_radius "100"
  1774. nb_player_crouch "0" // Force bots to crouch
  1775. nb_player_move "1" // Prevents bots from moving
  1776. nb_player_move_direct "0"
  1777. nb_player_stop "0" // Stop all NextBotPlayers from updating
  1778. nb_player_walk "0" // Force bots to walk
  1779. nb_saccade_speed "1000"
  1780. nb_saccade_time "0"
  1781. nb_select // Select the bot you are aiming at for further debug operations.
  1782. nb_shadow_dist "400"
  1783. nb_speed_look_ahead_range "150"
  1784. nb_stop "0" // Stop all NextBots
  1785. nb_update_debug "0"
  1786. nb_update_framelimit "15"
  1787. nb_update_frequency "0"
  1788. nb_update_maxslide "2"
  1789. nb_warp_selected_here // Teleport the selected bot to your cursor position
  1790. nearz_player_death "1"
  1791. net_allow_multicast "1"
  1792. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1793. net_channels // Shows net channel info
  1794. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
  1795. net_drawslider "0" // Draw completion slider during signon
  1796. net_droppackets "0" // Drops next n packets on client
  1797. net_dumpeventstats // Dumps out a report of game event network usage
  1798. net_dumptest "0"
  1799. net_earliertempents "0"
  1800. net_fakejitter "0" // Jitter fakelag packet time
  1801. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1802. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1803. net_graph "0" // = 3 draws payload legend.
  1804. net_graphheight "64" // Height of netgraph panel
  1805. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1806. net_graphpos "1"
  1807. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1808. net_graphshowinterp "1" // Draw the interpolation graph.
  1809. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1810. net_graphshowsvframerate "0" // Draw the server framerate graph.
  1811. net_graphsolid "1"
  1812. net_graphtext "1" // Draw text fields
  1813. net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
  1814. net_maxfilesize "16" // Maximum allowed file size for uploading in MB
  1815. net_maxfragments "1200" // Max fragment bytes per packet
  1816. net_maxroutable "1200" // Requested max packet size before packets are split.
  1817. net_megasnapshot "1"
  1818. net_paranoid "1"
  1819. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
  1820. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
  1821. net_queue_trace "0"
  1822. net_scale "5"
  1823. net_showeventlisteners "0" // Show listening addition/removals
  1824. net_showevents "0" // 2=all).
  1825. net_showfragments "0" // Show netchannel fragments
  1826. net_showpeaks "0" // Show messages for large packets only: <size>
  1827. net_showreliablesounds "0"
  1828. net_showsplits "0" // Show info about packet splits
  1829. net_showtcp "0" // Dump TCP stream summary to console
  1830. net_showudp "0" // Dump UDP packets summary to console
  1831. net_showudp_oob "0" // Dump OOB UDP packets summary to console
  1832. net_showudp_remoteonly "0" // Dump non-loopback udp only
  1833. net_showusercmd "0" // Show user command encoding
  1834. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1835. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1836. net_start // Inits multiplayer network sockets
  1837. net_status // Shows current network status
  1838. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1839. net_steamcnx_debug "1" // 2 shows all network traffic for steam sockets.
  1840. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
  1841. net_steamcnx_status // Print status of steam connection sockets.
  1842. net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
  1843. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1844. nextdemo // Play next demo in sequence.
  1845. nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
  1846. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1847. noclip_fixup "1"
  1848. notarget // Toggle. Player becomes hidden to NPCs.
  1849. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1850. npc_vphysics "0"
  1851. obj_capture_damage "0" // Captures all damage taken by objects for dumping later.
  1852. obj_dump_damage
  1853. obj_show_damage "0" // Show all damage taken by objects.
  1854. old_radiusdamage "0"
  1855. openserverbrowser // Opens server browser
  1856. option_duck_method "0"
  1857. option_speed_method "0"
  1858. overview_alpha "1" // Overview map translucency.
  1859. overview_health "1" // Show players health in map overview.
  1860. overview_locked "1" // doesnt follow view angle.
  1861. overview_mode // large: <0|1|2>
  1862. overview_names "1" // Show players names in map overview.
  1863. overview_player_size "100" // Icon size
  1864. overview_tracks "1" // Show players tracks in map overview.
  1865. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1866. paintsplat_bias "0" // Change bias value for computing circle buffer
  1867. paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
  1868. paintsplat_noise_enabled "1"
  1869. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1870. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1871. particle_sim_alt_cores "2"
  1872. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1873. particle_test_attach_mode "0" // follow_origin
  1874. particle_test_file "0" // Name of the particle system to dynamically spawn
  1875. particle_test_start // particle_test_attach_mode and particl
  1876. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1877. password "0" // Current server access password
  1878. path // Show the engine filesystem path.
  1879. pause // Toggle the server pause state.
  1880. perfui // Show/hide the level performance tools UI.
  1881. perfvisualbenchmark
  1882. perfvisualbenchmark_abort
  1883. perf_fire_bullet_firstpredictedonly "1" // first time a CUserCmd is predicted.
  1884. perf_fire_bullet_single "0"
  1885. phonemedelay "0" // Phoneme delay to account for sound system latency.
  1886. phonemefilter "0" // Time duration of box filter to pass over phonemes.
  1887. phonemesnap "2" // regardless of duration.
  1888. physicsshadowupdate_render "0"
  1889. physics_budget // Times the cost of each active object
  1890. physics_constraints // Highlights constraint system graph for an entity
  1891. physics_debug_entity // Dumps debug info for an entity
  1892. physics_highlight_active // Turns on the absbox for all active physics objects
  1893. physics_report_active // Lists all active physics objects
  1894. physics_select // Dumps debug info for an entity
  1895. phys_debug_check_contacts "0"
  1896. phys_impactforcescale "1"
  1897. phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
  1898. phys_pushscale "1"
  1899. phys_show_active "0"
  1900. phys_speeds "0"
  1901. phys_stressbodyweights "5"
  1902. phys_timescale "1" // Scale time for physics
  1903. phys_upimpactforcescale "0"
  1904. picker // pivot and debugging text is displayed for whatever entity the play
  1905. ping // Display ping to server.
  1906. pingserver // Ping a server for info
  1907. pipeline_static_props "1"
  1908. pixelvis_debug // Dump debug info
  1909. play // Play a sound.
  1910. playdemo // Play a recorded demo file (.dem ).
  1911. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1912. player_old_armor "0"
  1913. player_slide_cooldown "3"
  1914. player_slide_duration "0"
  1915. player_slide_impact_epsilon "8"
  1916. player_slide_probe_distance "16"
  1917. player_slide_probe_dot "0"
  1918. player_slide_sample_period "0"
  1919. player_slide_speedfrac_max "1"
  1920. player_slide_speedfrac_warmup "1"
  1921. player_slide_speed_acceleration "10"
  1922. player_slide_warmup_interval "0"
  1923. player_use_radius "96"
  1924. player_use_tolerance "0"
  1925. playflush // reloading from disk in case of changes.
  1926. playgamesound // Play a sound from the game sounds txt file
  1927. playsoundscape // Forces a soundscape to play
  1928. playvideo // Plays a video: <filename> [width height]
  1929. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
  1930. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1931. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1932. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
  1933. playvol // Play a sound at a specified volume.
  1934. play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
  1935. plr_debug_inventory "0"
  1936. plugin_load // plugin_load <filename> : loads a plugin
  1937. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1938. plugin_pause_all // pauses all loaded plugins
  1939. plugin_print // Prints details about loaded plugins
  1940. plugin_unload // plugin_unload <index> : unloads a plugin
  1941. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1942. plugin_unpause_all // unpauses all disabled plugins
  1943. press_x360_button // d[own])
  1944. print_colorcorrection // Display the color correction layer information.
  1945. progress_enable
  1946. props_break_max_pieces "50" // Maximum prop breakable piece count (-1 = model default)
  1947. props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
  1948. prop_active_gib_limit "64"
  1949. prop_active_gib_max_fade_time "12"
  1950. prop_break_disable_float "0"
  1951. prop_crosshair // Shows name for prop looking at
  1952. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1953. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1954. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1955. pwatchent "-1" // Entity to watch for prediction system changes.
  1956. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1957. quit // Exit the engine.
  1958. ragdoll_sleepaftertime "2" // the ragdoll will go to sleep.
  1959. rate "10000" // Max bytes/sec the host can receive data
  1960. rcon // Issue an rcon command.
  1961. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  1962. rcon_password "0" // remote console password.
  1963. recompute_speed // Recomputes clock speed (for debugging purposes).
  1964. record // Record a demo.
  1965. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1966. reload_hud_panels // Reloads each hud panel
  1967. reload_inventory // Reloads the inventory menu
  1968. reload_materials "0"
  1969. reload_scoreboard // Reloads the scoreboard menu
  1970. reload_spectatorgui // Reloads the scoreboard menu
  1971. reload_vjobs // reload vjobs module
  1972. remote_bug // Starts a bug report with data from the currently connected rcon machine
  1973. removeid // Remove a user ID from the ban list.
  1974. removeip // Remove an IP address from the ban list.
  1975. remove_upgrade // Remove weapon upgrade for active weapon to the player
  1976. render_blanks // render N blank frames
  1977. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
  1978. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
  1979. report_entities // Lists all entities
  1980. report_simthinklist // Lists all simulating/thinking entities
  1981. report_soundpatch // reports sound patch count
  1982. report_touchlinks // Lists all touchlinks
  1983. reset_gameconvars // Reset a bunch of game convars to default values
  1984. respawn_entities // Respawn all the entities in the map.
  1985. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1986. res_restrict_access "0"
  1987. retry // Retry connection to last server.
  1988. room_type "0"
  1989. rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
  1990. rope_collide "1" // Collide rope with the world
  1991. rope_min_pixel_diameter "2"
  1992. rope_rendersolid "1"
  1993. rope_shake "0"
  1994. rope_smooth "1" // Do an antialiasing effect on ropes
  1995. rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
  1996. rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
  1997. rope_smooth_maxalphawidth "1"
  1998. rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
  1999. rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
  2000. rope_solid_maxalpha "1"
  2001. rope_solid_maxwidth "1"
  2002. rope_solid_minalpha "0"
  2003. rope_solid_minwidth "0"
  2004. rope_subdiv "2" // Rope subdivision amount
  2005. rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
  2006. round_start_reset_duck "0"
  2007. round_start_reset_speed "0"
  2008. rr_debugresponseconcept "0" // rr_debugresponses will print only responses testing for the specified concept
  2009. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
  2010. rr_debugresponses "0" // it will only show response success/f
  2011. rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
  2012. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
  2013. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  2014. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
  2015. rr_reloadresponsesystems // Reload all response system scripts.
  2016. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
  2017. r_3dsky "1" // Enable the rendering of 3d sky boxes
  2018. r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
  2019. r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
  2020. r_ambientfactor "5" // Boost ambient cube by no more than this factor
  2021. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
  2022. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  2023. r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
  2024. r_aspectratio "0"
  2025. r_avglight "1"
  2026. r_avglightmap "0"
  2027. r_bloomtintb "0"
  2028. r_bloomtintexponent "2"
  2029. r_bloomtintg "0"
  2030. r_bloomtintr "0"
  2031. r_brush_queue_mode "0"
  2032. r_buildingmapforworld "0"
  2033. r_cheapwaterend
  2034. r_cheapwaterstart
  2035. r_cleardecals // Usage r_cleardecals <permanent>.
  2036. r_ClipAreaFrustums "1"
  2037. r_ClipAreaPortals "1"
  2038. r_colorstaticprops "0"
  2039. r_debugcheapwater "0"
  2040. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  2041. r_debug_ik "0"
  2042. r_debug_sequencesets "-2"
  2043. r_decals "1024"
  2044. r_decalstaticprops "1" // Decal static props test
  2045. r_decal_cover_count "4"
  2046. r_decal_overlap_area "0"
  2047. r_decal_overlap_count "3"
  2048. r_deferopaquefastclipped "1"
  2049. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  2050. r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
  2051. r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
  2052. r_disable_update_shadow "1"
  2053. r_DispBuildable "0"
  2054. r_DispWalkable "0"
  2055. r_dlightsenable "1"
  2056. r_dopixelvisibility "1"
  2057. r_drawallrenderables "0" // even ones inside solid leaves.
  2058. r_drawbatchdecals "1" // Render decals batched.
  2059. r_DrawBeams "1" // 2=Wireframe
  2060. r_drawbrushmodels "1" // 2=Wireframe
  2061. r_drawclipbrushes "0" // purple=NPC)
  2062. r_drawdecals "1" // Render decals.
  2063. r_DrawDisp "1" // Toggles rendering of displacment maps
  2064. r_drawentities "1"
  2065. r_drawflecks "1"
  2066. r_drawfuncdetail "1" // Render func_detail
  2067. r_drawleaf "-1" // Draw the specified leaf.
  2068. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  2069. r_drawlightinfo "0"
  2070. r_drawlights "0"
  2071. r_drawmodeldecals "1"
  2072. r_DrawModelLightOrigin "0"
  2073. r_drawmodelstatsoverlay "0"
  2074. r_drawmodelstatsoverlaydistance "500"
  2075. r_drawmodelstatsoverlayfilter "-1"
  2076. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  2077. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  2078. r_drawopaquerenderables "1"
  2079. r_drawopaqueworld "1"
  2080. r_drawothermodels "1" // 2=Wireframe
  2081. r_drawparticles "1" // Enable/disable particle rendering
  2082. r_drawpixelvisibility "0" // Show the occlusion proxies
  2083. r_DrawPortals "0"
  2084. r_DrawRain "1" // Enable/disable rain rendering.
  2085. r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
  2086. r_drawropes "1"
  2087. r_drawscreenoverlay "0"
  2088. r_drawskybox "1"
  2089. r_DrawSpecificStaticProp "-1"
  2090. r_drawsprites "1"
  2091. r_drawstaticprops "1" // 2=Wireframe
  2092. r_drawtracers "1"
  2093. r_drawtracers_firstperson "0" // Toggle visibility of first person weapon tracers
  2094. r_drawtracers_movetonotintersect "1"
  2095. r_drawtranslucentrenderables "1"
  2096. r_drawtranslucentworld "1"
  2097. r_drawunderwateroverlay "0"
  2098. r_drawvgui "1" // Enable the rendering of vgui panels
  2099. r_drawviewmodel "1"
  2100. r_drawworld "1" // Render the world.
  2101. r_draw_flashlight_3rd_person "1" // Draw flashlight beams for other players
  2102. r_draw_lasersight_1st_person "1" // Draw laser sight for the local player
  2103. r_draw_lasersight_3rd_person "1" // Draw laser sights for other players
  2104. r_dscale_basefov "90"
  2105. r_dscale_fardist "2000"
  2106. r_dscale_farscale "4"
  2107. r_dscale_neardist "100"
  2108. r_dscale_nearscale "1"
  2109. r_dynamic "1"
  2110. r_dynamiclighting "1"
  2111. r_emulategl "0"
  2112. r_entityclips "1"
  2113. r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
  2114. r_eyegloss "0"
  2115. r_eyemove "0"
  2116. r_eyes "1"
  2117. r_eyeshift_x "0"
  2118. r_eyeshift_y "0"
  2119. r_eyeshift_z "0"
  2120. r_eyesize "0"
  2121. r_eyewaterepsilon "7"
  2122. r_fade360style "1"
  2123. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  2124. r_fastreflectionfastpath "1"
  2125. r_fastzreject "1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
  2126. r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
  2127. r_flashlightambient "0"
  2128. r_flashlightbacktraceoffset "0"
  2129. r_flashlightbrightness "0"
  2130. r_flashlightclip "0"
  2131. r_flashlightconstant "0"
  2132. r_flashlightculldepth "1"
  2133. r_flashlightdepthres "1024"
  2134. r_flashlightdepthreshigh "1024"
  2135. r_flashlightdepthtexture "1"
  2136. r_flashlightdepth_drawtranslucents "0"
  2137. r_FlashlightDetailProps "1" // 2 = multipass (multipass is PC ONLY)
  2138. r_flashlightdrawclip "0"
  2139. r_flashlightdrawdepth "0"
  2140. r_flashlightdrawdepthres "256"
  2141. r_flashlightdrawfrustum "0"
  2142. r_flashlightdrawfrustumbbox "0"
  2143. r_flashlightdrawsweptbbox "0"
  2144. r_flashlightenableculling "1" // Enable frustum culling of flashlights
  2145. r_flashlightfar "2600"
  2146. r_flashlightfov "48"
  2147. r_flashlightladderdist "40"
  2148. r_flashlightlinear "130"
  2149. r_flashlightlockposition "0"
  2150. r_flashlightmodels "1"
  2151. r_flashlightmuzzleflashfov "120"
  2152. r_flashlightnear "4"
  2153. r_flashlightnearoffsetscale "1"
  2154. r_flashlightnodraw "0"
  2155. r_flashlightoffsetforward "0"
  2156. r_flashlightoffsetforward_low "0"
  2157. r_flashlightoffsetright "5"
  2158. r_flashlightoffsetright_low "10"
  2159. r_flashlightoffsetup "-5"
  2160. r_flashlightoffsetup_low "-16"
  2161. r_flashlightquadratic "0"
  2162. r_flashlightrender "1"
  2163. r_flashlightrendermodels "1"
  2164. r_flashlightrenderworld "1"
  2165. r_flashlightscissor "0"
  2166. r_flashlightshadowatten "0"
  2167. r_flashlighttracedistcutoff "128"
  2168. r_flashlightupdatedepth "1"
  2169. r_flashlightvisualizetrace "0"
  2170. r_flashlightvolumetrics "1"
  2171. r_flashlight_3rd_person_range "200" // Distance to draw flashlight beams for other players
  2172. r_flashlight_always_cull_for_single_pass "0"
  2173. r_flashlight_attach_to_viewmodel "1" // Attach the flashlight effect to the viewmodel
  2174. r_flashlight_info "0" // Information about currently enabled flashlights
  2175. r_flashlight_topdown "0"
  2176. r_flex "1"
  2177. r_flushlod // Flush and reload LODs.
  2178. r_ForceRestore "0"
  2179. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  2180. r_frustumcullworld "1"
  2181. r_glint_alwaysdraw "0"
  2182. r_glint_procedural "0"
  2183. r_hidepaintedsurfaces "0" // hides all surfaces which have been painted.
  2184. r_highlight_translucent_renderables "0"
  2185. r_hunkalloclightmaps "1"
  2186. r_hwmorph "0"
  2187. r_impacts_alt_orientation "1"
  2188. r_itemblinkmax "0"
  2189. r_itemblinkrate "4"
  2190. r_jiggle_bones "1"
  2191. r_keepstyledlightmapsonly "0"
  2192. r_lightaverage "1" // Activates/deactivate light averaging
  2193. r_lightcachecenter "1"
  2194. r_lightcachemodel "-1"
  2195. r_lightcache_invalidate
  2196. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  2197. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
  2198. r_lightcache_zbuffercache "0"
  2199. r_lightinterp "5" // 0 turns off interpolation
  2200. r_lightmap "-1"
  2201. r_lightstyle "-1"
  2202. r_lightwarpidentity "0"
  2203. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  2204. r_lod "-1"
  2205. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  2206. r_maxdlights "32"
  2207. r_maxmodeldecal "50"
  2208. r_maxnewsamples "6"
  2209. r_maxsampledist "128"
  2210. r_minnewsamples "3"
  2211. r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
  2212. r_modelwireframedecal "0"
  2213. r_nohw "0"
  2214. r_norefresh "0"
  2215. r_nosw "0"
  2216. r_novis "0" // Turn off the PVS.
  2217. 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.
  2218. 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.
  2219. r_occludermincount "0" // no matter how big they are.
  2220. r_occlusion "1" // Activate/deactivate the occlusion system.
  2221. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  2222. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  2223. r_overlayfadeenable "0"
  2224. r_overlayfademax "2000"
  2225. r_overlayfademin "1750"
  2226. r_overlaywireframe "0"
  2227. r_particle_sim_spike_threshold_ms "0"
  2228. r_particle_timescale "1"
  2229. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  2230. r_PhysPropStaticLighting "0"
  2231. r_pixelfog "1"
  2232. r_pixelvisibility_partial "1"
  2233. r_pixelvisibility_spew "0"
  2234. r_pix_recordframes "0"
  2235. r_pix_start "0"
  2236. r_portalscloseall "0"
  2237. r_portalsopenall "0" // Open all portals
  2238. r_PortalTestEnts "1" // Clip entities against portal frustums.
  2239. r_portal_use_pvs_optimization "1" // Enables an optimization that allows portals to be culled when outside of the PVS.
  2240. r_printdecalinfo
  2241. r_proplightingfromdisk "1" // 2=Show Errors
  2242. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  2243. r_propsmaxdist "1200" // Maximum visible distance
  2244. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  2245. r_queued_post_processing "0"
  2246. r_queued_ropes "1"
  2247. 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
  2248. r_RainAllowInSplitScreen "0" // Allows rain in splitscreen
  2249. r_rainalpha "0"
  2250. r_rainalphapow "0"
  2251. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
  2252. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
  2253. r_raindensity "0"
  2254. r_RainHack "0"
  2255. r_rainlength "0"
  2256. r_RainParticleDensity "0" // Density of Particle Rain 0-1
  2257. r_RainProfile "0" // Enable/disable rain profiling.
  2258. r_RainRadius "1500"
  2259. r_RainSideVel "130" // How much sideways velocity rain gets.
  2260. r_RainSimulate "1" // Enable/disable rain simulation.
  2261. r_rainspeed "600"
  2262. r_RainSplashPercentage "20"
  2263. r_rainwidth "0"
  2264. r_randomflex "0"
  2265. r_renderoverlayfragment "1"
  2266. r_rimlight "1"
  2267. r_rootlod "0" // Root LOD
  2268. r_ropetranslucent "1"
  2269. r_screenoverlay // Draw specified material as an overlay
  2270. r_sequence_debug "0"
  2271. r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
  2272. r_shader_srgbread "0" // 0 = use HW
  2273. r_shadowangles // Set shadow angles
  2274. r_shadowblobbycutoff // some shadow stuff
  2275. r_shadowcolor // Set shadow color
  2276. r_shadowdir // Set shadow direction
  2277. r_shadowdist // Set shadow distance
  2278. r_shadowfromanyworldlight "0"
  2279. r_shadowfromworldlights "1" // Enable shadowing from world lights
  2280. r_shadowfromworldlights_debug "0"
  2281. r_shadowids "0"
  2282. r_shadowlod "-1"
  2283. r_shadowmaxrendered "32"
  2284. r_shadowrendertotexture "0"
  2285. r_shadows "1"
  2286. r_shadows_gamecontrol "-1"
  2287. r_shadows_on_renderables_enable "0" // Support casting RTT shadows onto other renderables
  2288. r_shadowwireframe "0"
  2289. r_shadow_debug_spew "0"
  2290. r_shadow_deferred "0" // Toggle deferred shadow rendering
  2291. r_shadow_deferred_downsample "0" // Toggle low-res deferred shadow rendering
  2292. r_shadow_deferred_simd "0"
  2293. r_shadow_half_update_rate "1" // Updates shadows at half the framerate
  2294. r_shadow_lightpos_lerptime "0"
  2295. r_shadow_shortenfactor "2" // Makes shadows cast from local lights shorter
  2296. r_showenvcubemap "0"
  2297. r_ShowViewerArea "0"
  2298. r_showz_power "1"
  2299. r_simpleworldmodel_drawbeyonddistance_fullscreen "-1"
  2300. r_simpleworldmodel_drawbeyonddistance_pip "-1"
  2301. r_simpleworldmodel_drawbeyonddistance_splitscreen "-1"
  2302. r_simpleworldmodel_drawforrecursionlevel_fullscreen "-1"
  2303. r_simpleworldmodel_drawforrecursionlevel_pip "-1"
  2304. r_simpleworldmodel_drawforrecursionlevel_splitscreen "-1"
  2305. r_simpleworldmodel_waterreflections_fullscreen "0"
  2306. r_simpleworldmodel_waterreflections_pip "0"
  2307. r_simpleworldmodel_waterreflections_splitscreen "0"
  2308. r_skin "0"
  2309. r_skybox "1" // Enable the rendering of sky boxes
  2310. r_skybox_draw_last "0" // rather than before.
  2311. r_slowpathwireframe "0"
  2312. r_snapportal "-1"
  2313. r_SnowDebugBox "0" // Snow Debug Boxes.
  2314. r_SnowEnable "1" // Snow Enable
  2315. r_SnowEndAlpha "255" // Snow.
  2316. r_SnowEndSize "0" // Snow.
  2317. r_SnowFallSpeed "1" // Snow fall speed scale.
  2318. r_SnowInsideRadius "256" // Snow.
  2319. r_SnowOutsideRadius "1024" // Snow.
  2320. r_SnowParticles "500" // Snow.
  2321. r_SnowPosScale "1" // Snow.
  2322. r_SnowRayEnable "1" // Snow.
  2323. r_SnowRayLength "8192" // Snow.
  2324. r_SnowRayRadius "256" // Snow.
  2325. r_SnowSpeedScale "1" // Snow.
  2326. r_SnowStartAlpha "25" // Snow.
  2327. r_SnowStartSize "1" // Snow.
  2328. r_SnowWindScale "0" // Snow.
  2329. r_SnowZoomOffset "384" // Snow.
  2330. r_SnowZoomRadius "512" // Snow.
  2331. r_spray_lifetime "10" // Number of rounds player sprays are visible
  2332. r_sse_s "1" // sse ins for particle sphere create
  2333. r_staticlight_streams "1"
  2334. r_staticpropinfo "0"
  2335. r_swingflashlight "1"
  2336. r_teeth "1"
  2337. r_threadeddetailprops "1" // enable threading of detail prop drawing
  2338. r_threaded_particles "1"
  2339. r_threaded_shadow_clip "0"
  2340. r_unlimitedrefract "0"
  2341. r_unloadlightmaps "0"
  2342. r_updaterefracttexture "1"
  2343. r_VehicleViewDampen "1"
  2344. r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
  2345. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  2346. r_visualizelighttraces "0"
  2347. r_visualizelighttracesshowfulltrace "0"
  2348. r_visualizeproplightcaching "0"
  2349. r_visualizetraces "0"
  2350. r_WaterDrawReflection "1" // Enable water reflection
  2351. r_WaterDrawRefraction "1" // Enable water refraction
  2352. r_waterforceexpensive "0"
  2353. r_waterforcereflectentities "0"
  2354. r_worldlightmin "0"
  2355. r_worldlights "3" // number of world lights to use per vertex
  2356. r_worldlistcache "1"
  2357. save // Saves current game.
  2358. save_async "1"
  2359. save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
  2360. save_console "0" // Autosave on the PC behaves like it does on the consoles.
  2361. save_disable "0"
  2362. save_finish_async
  2363. save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
  2364. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
  2365. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
  2366. save_noxsave "0"
  2367. save_screenshot "1" // 2 = always
  2368. save_spew "0"
  2369. say // Display player message
  2370. say_team // Display player message to team
  2371. sb_quick_list_bit_field "-1"
  2372. sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
  2373. scene_async_prefetch_spew "0" // Display async .ani file loading info.
  2374. scene_clientflex "1" // Do client side flex animation.
  2375. scene_clientplayback "1" // Play all vcds on the clients.
  2376. scene_flush // Flush all .vcds from the cache and reload from disk.
  2377. scene_forcecombined "0" // force use of combined .wav files even in english.
  2378. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
  2379. scene_playvcd // Play the given VCD as an instanced scripted scene.
  2380. scene_print "0" // print timing and event info to console.
  2381. scene_showlook "0" // show the directions of look events.
  2382. scene_showmoveto "0" // show the end location.
  2383. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  2384. scene_vcdautosave "0" // Create a savegame before VCD playback
  2385. screenshot // Take a screenshot.
  2386. scrolldown
  2387. scrollup
  2388. scr_centertime "2"
  2389. sensitivity "6" // Mouse sensitivity.
  2390. servercfgfile "0"
  2391. server_game_time // Gives the game time in seconds (servers curtime)
  2392. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  2393. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  2394. setinfo // Adds a new user info value
  2395. setmaster // add/remove/enable/disable master servers
  2396. setmodel // Changess players model
  2397. setpause // Set the pause state of the server.
  2398. setpos // Move player to specified origin (must have sv_cheats).
  2399. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  2400. setpos_player // Move specified player to specified origin (must have sv_cheats).
  2401. sfm_record_hz "30"
  2402. shake // Shake the screen.
  2403. shake_show "0" // Displays a list of the active screen shakes.
  2404. shake_stop // Stops all active screen shakes.
  2405. shake_testpunch // Test a punch-style screen shake.
  2406. showbudget_texture "0" // Enable the texture budget panel.
  2407. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  2408. showbudget_texture_global_sum "0"
  2409. showconsole // Show the console.
  2410. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
  2411. showpanel // Shows a viewport panel <name>
  2412. showparticlecounts "0" // Display number of particles drawn per frame
  2413. showtriggers "0" // Shows trigger brushes
  2414. showtriggers_toggle // Toggle show triggers
  2415. simple_bot_add // Add a simple bot.
  2416. simulate_capturezone_pointindex "-1"
  2417. simulate_capturezone_team0 "0"
  2418. simulate_capturezone_team1 "0"
  2419. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  2420. skill "1" // Game skill level (1-3).
  2421. sk_autoaim_mode "1"
  2422. sk_player_arm "1"
  2423. sk_player_chest "1"
  2424. sk_player_head "2"
  2425. sk_player_leg "1"
  2426. sk_player_stomach "1"
  2427. sleep_when_meeting_framerate "1" // Sleep instead of spinning if were meeting the desired framerate.
  2428. sleep_when_meeting_framerate_headroom_ms "2" // otherwise spin.
  2429. slot0
  2430. slot1
  2431. slot2
  2432. slot3
  2433. slot4
  2434. slot5
  2435. slot6
  2436. slot7
  2437. slot8
  2438. slot9
  2439. smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
  2440. snapto
  2441. sndplaydelay
  2442. snd_async_flush // Flush all unlocked async audio data
  2443. snd_async_fullyasync "1" // All playback is fully async (sound doesnt play until data arrives).
  2444. snd_async_minsize "262144"
  2445. snd_async_showmem // Show async memory stats
  2446. snd_async_showmem_music // Show async memory stats for just non-streamed music
  2447. snd_async_showmem_summary // Show brief async memory stats
  2448. snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
  2449. snd_async_stream_fail "0" // Spew stream pool failures.
  2450. snd_async_stream_purges "0" // Spew stream pool purges.
  2451. snd_async_stream_recover_from_exhausted_stream "1" // recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many soun
  2452. snd_async_stream_spew "0" // 2=buffers
  2453. snd_async_stream_spew_delayed_start_filter "0" // Filter used to spew sounds that starts late. Use an empty string to display all sounds. By default only the VO are displayed
  2454. snd_async_stream_spew_delayed_start_time "500" // Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms del
  2455. snd_async_stream_spew_exhausted_buffer "1" // spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
  2456. snd_async_stream_spew_exhausted_buffer_time "1000" // Number of milliseconds between each exhausted buffer spew.
  2457. snd_async_stream_static_alloc "0" // spews allocations on the static alloc pool. Set to 0 for no spew.
  2458. snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
  2459. snd_debug_gaincurve "0" // Visualize sound gain fall off
  2460. snd_debug_gaincurvevol "1" // Visualize sound gain fall off
  2461. snd_debug_panlaw "0" // Visualize panning crossfade curves
  2462. snd_defer_trace "1"
  2463. snd_delay_for_choreo_enabled "1" // Enables update of delay for choreo to compensate for IO latency.
  2464. snd_delay_for_choreo_reset_after_N_milliseconds "500" // Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
  2465. snd_delay_sound_shift "0"
  2466. snd_disable_mixer_duck "0"
  2467. snd_disable_mixer_solo "0"
  2468. snd_dsp_cancel_old_preset_after_N_milliseconds "1000" // Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
  2469. snd_dsp_optimization "0" // Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
  2470. snd_dsp_spew_changes "0" // Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
  2471. snd_dsp_test1 "1"
  2472. snd_dsp_test2 "1"
  2473. snd_duckerattacktime "0"
  2474. snd_duckerreleasetime "2"
  2475. snd_duckerthreshold "0"
  2476. snd_ducking_off "1"
  2477. snd_ducktovolume "0"
  2478. snd_dumpclientsounds // Dump sounds to console
  2479. snd_dump_filepaths
  2480. snd_dvar_dist_max "1320" // Play full far sound at this distance
  2481. snd_dvar_dist_min "240" // Play full near sound at this distance
  2482. snd_filter "0"
  2483. snd_find_channel "0" // Scan every channel to find the corresponding sound.
  2484. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
  2485. snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
  2486. snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  2487. snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
  2488. snd_gain "1"
  2489. snd_gain_max "1"
  2490. snd_gain_min "0"
  2491. snd_getmixer // Get data related to mix group matching string
  2492. snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
  2493. snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
  2494. snd_legacy_surround "0"
  2495. snd_list "0"
  2496. snd_lockpartial "1"
  2497. snd_max_same_sounds "4"
  2498. snd_max_same_weapon_sounds "3"
  2499. snd_mergemethod "1" // 2 == avg).
  2500. snd_mixahead "0"
  2501. snd_mixer_master_dsp "1"
  2502. snd_mixer_master_level "1"
  2503. snd_mix_async "0"
  2504. snd_mix_dry_volume "1"
  2505. snd_mix_optimization "0" // Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
  2506. snd_mix_soundchar_enabled "1" // Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of
  2507. snd_mix_test1 "1"
  2508. snd_mix_test2 "1"
  2509. snd_moviefix "1" // Defer sound recording until next tick when laying off movies.
  2510. snd_musicvolume "0" // Music volume
  2511. snd_mute_losefocus "1"
  2512. snd_noextraupdate "0"
  2513. snd_obscured_gain_dB "-2"
  2514. snd_op_test_convar "1"
  2515. snd_pause_all "1" // Specifies to pause all sounds and not just voice
  2516. snd_pitchquality "1"
  2517. snd_playsounds // Play sounds from the game sounds txt file at a given location
  2518. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  2519. snd_pre_gain_dist_falloff "1"
  2520. snd_print_channels // Prints all the active channel.
  2521. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
  2522. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
  2523. snd_print_dsp_effect // Prints the content of a dsp effect.
  2524. snd_profile "0"
  2525. snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
  2526. snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
  2527. snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  2528. snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
  2529. snd_rebuildaudiocache // rebuild audio cache for current language
  2530. snd_refdb "60" // Reference dB at snd_refdist
  2531. snd_refdist "36" // Reference distance for snd_refdb
  2532. snd_report_format_sound "0" // report all sound formats.
  2533. snd_report_loop_sound "0" // report all sounds that just looped.
  2534. snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
  2535. snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
  2536. snd_report_verbose_error "0" // report more error found when playing sounds.
  2537. snd_restart // Restart sound system.
  2538. snd_setmixer // solo.
  2539. snd_setmixlayer // solo.
  2540. snd_setmixlayer_amount // Set named mix layer mix amount.
  2541. snd_setsoundparam // Set a sound paramater
  2542. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
  2543. snd_show "0" // Show sounds info
  2544. snd_showclassname "0"
  2545. snd_showmixer "0"
  2546. snd_showstart "0"
  2547. snd_ShowThreadFrameTime "0"
  2548. snd_show_channel_count "0" // Show the current count of channel types.
  2549. snd_sos_allow_dynamic_chantype "1"
  2550. snd_sos_exec_when_paused "1"
  2551. snd_sos_flush_operators // Flush and re-parse the sound operator system
  2552. snd_sos_list_operator_updates "0"
  2553. snd_sos_print_operators // Prints a list of currently available operators
  2554. snd_sos_show_block_debug "0" // Spew data about the list of block entries.
  2555. snd_sos_show_client_rcv "0"
  2556. snd_sos_show_client_xmit "0"
  2557. snd_sos_show_entry_match_free "0"
  2558. snd_sos_show_operator_entry_filter "0"
  2559. snd_sos_show_operator_init "0"
  2560. snd_sos_show_operator_parse "0"
  2561. snd_sos_show_operator_prestart "0"
  2562. snd_sos_show_operator_shutdown "0"
  2563. snd_sos_show_operator_start "0"
  2564. snd_sos_show_operator_stop_entry "0"
  2565. snd_sos_show_operator_updates "0"
  2566. snd_sos_show_opvar_list "0"
  2567. snd_sos_show_queuetotrack "0"
  2568. snd_sos_show_server_xmit "0"
  2569. snd_sos_show_source_info "0"
  2570. snd_sos_show_startqueue "0"
  2571. snd_sos_show_track_list "0"
  2572. snd_soundmixer "0"
  2573. snd_soundmixer_flush // Reload soundmixers.txt file.
  2574. snd_soundmixer_list_mixers // List all mixers to dev console.
  2575. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
  2576. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
  2577. snd_soundmixer_parse_debug "0"
  2578. snd_soundmixer_set_trigger_factor // trigger amount.
  2579. snd_soundmixer_version "2"
  2580. snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
  2581. snd_spew_dsp_process "0" // Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
  2582. snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  2583. snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  2584. snd_store_filepaths "0"
  2585. snd_surround_speakers "0"
  2586. snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
  2587. snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
  2588. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  2589. snd_visualize "0" // Show sounds location in world
  2590. snd_vol_no_xfade "5" // dont cross-fade.
  2591. snd_vol_xfade_incr_max "20" // Never change volume by more than +/-N units per frame during cross-fade.
  2592. snd_vol_xfade_speed_multiplier_for_doppler "1" // the cross-fade has to be very slow.
  2593. snd_vol_xfade_time "0" // Channel volume cross-fade time in seconds.
  2594. snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
  2595. snd_vox_globaltimeout "300"
  2596. snd_vox_sectimetout "300"
  2597. snd_vox_seqtimetout "300"
  2598. snd_writemanifest // outputs the precache manifest for the current level
  2599. soundfade // Fade client volume.
  2600. soundinfo // Describe the current sound device.
  2601. soundlist // List all known sounds.
  2602. soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
  2603. soundscape_debug "0" // red lines show soundscapes that ar
  2604. soundscape_dumpclient // Dumps the clients soundscape data.
  2605. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  2606. soundscape_flush // Flushes the server & client side soundscapes
  2607. soundscape_message "0"
  2608. soundscape_radius_debug "0" // Prints current volume of radius sounds
  2609. spawnpoint_debug "0" // Display debugging information on each spawn point. You must active this cvar before loading a level!
  2610. speak // Play a constructed sentence.
  2611. spec_autodirector "1" // Auto-director chooses best view modes while spectating
  2612. spec_death_fade_in_duration "3" // Duration of fades in when dying.
  2613. spec_death_fade_out_duration "3" // Duration of fades out when dying.
  2614. spec_freeze_deathanim_time "2" // The time that the death cam will spend watching the players ragdoll before going into freeze cam
  2615. spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam when t hey are far away from the camer
  2616. spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  2617. spec_freeze_enable "0" // Toggle FreezeCam
  2618. spec_freeze_fov "65" // FOV while in FreezeCam
  2619. spec_freeze_roll "-15" // Camera roll tilt while freeze cam is active.
  2620. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
  2621. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  2622. spec_freeze_zoffset_max "-10" // Maximum random z distance from the target to stop when framing them in observer freeze cam.
  2623. spec_freeze_zoffset_min "-20" // Minimum random z distance from the target to stop when framing them in observer freeze cam.
  2624. spec_mode // Set spectator mode
  2625. spec_next // Spectate next player
  2626. spec_player // Spectate player by name
  2627. spec_pos // dump position and angles to the console
  2628. spec_prev // Spectate previous player
  2629. spec_scoreboard "0"
  2630. spec_track "0" // Tracks an entity in spec mode
  2631. spike // generates a fake spike
  2632. ss_map // Start playing on specified map with max allowed splitscreen players.
  2633. ss_voice_hearpartner "0" // Route voice between splitscreen players on same system.
  2634. startdemos // Play demos in demo sequence.
  2635. startmovie // Start recording movie frames.
  2636. startupmenu // and were not in developer
  2637. star_memory // Dump memory stats
  2638. stats // Prints server performance variables
  2639. status // Display map and connection status.
  2640. stat_dump
  2641. stat_save
  2642. step_spline "0"
  2643. stop // Finish recording demo.
  2644. stopdemo // Stop playing back a demo.
  2645. stopsound
  2646. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  2647. stopvideos // Stops all videos playing to the screen
  2648. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
  2649. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
  2650. stringtabledictionary // Create dictionary for current strings.
  2651. stringtable_alwaysrebuilddictionaries "0" // Rebuild dictionary file on every level load
  2652. stringtable_compress "1" // Compress string table for networking
  2653. stringtable_showsizes "0" // Show sizes of string tables when building for signon
  2654. stringtable_usedictionaries "1" // Use dictionaries for string table networking
  2655. studio_queue_mode "1"
  2656. stuffcmds // Parses and stuffs command line + commands to command buffer.
  2657. suitvolume "0"
  2658. surfaceprop // Reports the surface properties at the cursor
  2659. sv_accelerate "10"
  2660. sv_airaccelerate "10"
  2661. sv_allowdownload "1" // Allow clients to download files
  2662. sv_allowupload "1" // Allow clients to upload customizations files
  2663. sv_allow_suppression "1"
  2664. sv_allow_votes "1" // Allow voting?
  2665. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  2666. sv_alltalk "1" // no team restrictions
  2667. sv_alltalk_dead "0" // Dead players broadcast their voice to enemies?
  2668. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  2669. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
  2670. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
  2671. 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.
  2672. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
  2673. sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
  2674. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
  2675. sv_cheats "0" // Allow cheats on server
  2676. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2677. 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
  2678. 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_
  2679. 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
  2680. 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
  2681. sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  2682. sv_consistency "0" // Whether the server enforces file consistency for critical files
  2683. sv_contact "0" // Contact email for server sysop
  2684. sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
  2685. sv_deadchat "0" // Can alive players see text chat messages from dead players?
  2686. sv_deadchat_team "1" // Can dead players use team text chat to speak to living?
  2687. sv_deadvoice "0" // Can dead players speak to the living?
  2688. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
  2689. sv_debugtempentities "0" // Show temp entity bandwidth usage.
  2690. sv_debug_player_use "0" // Green box=radius success
  2691. sv_debug_stamina "0"
  2692. sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
  2693. sv_deltatime "0" // Enable profiling of CalcDelta calls
  2694. sv_downloadurl "0" // Location from which clients can download missing files
  2695. sv_dumpstringtables "0"
  2696. sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
  2697. sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
  2698. sv_enable_delta_packing "0" // b
  2699. sv_extra_client_connect_time "15" // Seconds after client connect during which extra frames are buffered to prevent non-deltad update
  2700. sv_filterban "1" // Set packet filtering by IP mode
  2701. sv_footstepinterval "0"
  2702. sv_footstep_low_time_sound "900" // How frequent to hear the players step sound or how fast they appear to be running from first person.
  2703. sv_footstep_run_time_sound "740" // How frequent to hear the players step sound or how fast they appear to be running from first person.
  2704. sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
  2705. sv_footstep_sprint_time_sound "340" // How frequent to hear the players step sound or how fast they appear to be running from first person.
  2706. sv_forcepreload "0" // Force server side preloading.
  2707. sv_friction "4" // World friction.
  2708. sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
  2709. sv_gravity "800" // World gravity.
  2710. sv_health_bonus_enable "0"
  2711. sv_health_bonus_per_outnumbered_player "5"
  2712. sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
  2713. sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
  2714. sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
  2715. sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
  2716. sv_hudhint_sound "1"
  2717. sv_hud_deathmessages "0"
  2718. sv_hud_scoreboard_show_kd "1"
  2719. sv_hud_targetindicator "1"
  2720. sv_infected_damage_cutouts "1"
  2721. sv_infinite_ammo "0" // Players active weapon will never run out of ammo
  2722. sv_lagcompensationforcerestore "1" // just do it.
  2723. sv_lan "0" // no non-class C addresses )
  2724. sv_logbans "0" // Log server bans in the server logs.
  2725. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
  2726. sv_logdownloadlist "0"
  2727. sv_logecho "1" // Echo log information to the console.
  2728. sv_logfile "1" // Log server information in the log file.
  2729. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2730. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2731. sv_logsecret "0" // not usual 0x52)
  2732. sv_log_onefile "0" // Log server information to only one file.
  2733. sv_massreport "0"
  2734. sv_master_legacy_mode "1" // Use (outside-of-Steam) code to communicate with master servers.
  2735. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
  2736. sv_maxclientframes "128"
  2737. sv_maxcmdrate "64" // this sets the maximum value for cl_cmdrate.
  2738. sv_maxrate "0" // 0 == unlimited
  2739. sv_maxreplay "0" // Maximum replay time in seconds
  2740. sv_maxroutable "1200" // Server upper bound on net_maxroutable that a client can use.
  2741. sv_maxupdaterate "64" // Maximum updates per second that the server will allow
  2742. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
  2743. sv_max_queries_sec_global "60" // Maximum queries per second to respond to from anywhere.
  2744. sv_max_queries_window "30" // Window over which to average queries per second averages.
  2745. sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
  2746. sv_memlimit "0" // the server will exit.
  2747. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2748. sv_minrate "5000" // 0 == unlimited
  2749. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  2750. sv_multiplayer_maxtempentities "32"
  2751. sv_multiplayer_sounds "20"
  2752. sv_mumble_positionalaudio "1" // Allows players using Mumble to have support for positional audio.
  2753. sv_name_change_limit "10"
  2754. sv_new_delta_bits "1"
  2755. sv_noclipaccelerate "5"
  2756. sv_noclipduringpause "0" // etc.).
  2757. sv_noclipspeed "5"
  2758. sv_nwi_banlist "0"
  2759. sv_parallel_packentities "1"
  2760. sv_parallel_sendsnapshot "1"
  2761. sv_password "0" // Server password for entry into multiplayer games
  2762. sv_pausable "0" // Is the server pausable.
  2763. sv_playerperfhistorycount "20" // Number of samples to maintain in player perf history
  2764. sv_player_death_time "2"
  2765. sv_player_stuck_tolerance "10"
  2766. sv_playlist "0" // Matchmaking playlist
  2767. sv_precacheinfo // Show precache info.
  2768. sv_pure // Show user data.
  2769. sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
  2770. sv_pure_kick_clients "1" // it will issue a warning to the client.
  2771. sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
  2772. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  2773. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  2774. sv_querycache_stats // Display status of the query cache (client only)
  2775. sv_radial_cooldown "1" // Wait time between radial commands
  2776. sv_radial_marker_duration "15" // How long do radial markers persist in the world.
  2777. sv_radial_marker_duration_attack "7" // How long does the waypoint marker persist.
  2778. sv_radial_marker_duration_waypoint "120" // How long does the waypoint marker persist.
  2779. sv_radial_viewcone_enemy "0" // Viewcone for radial menu FoV enemy check
  2780. sv_radial_viewcone_objective "0" // Viewcone for radial menu FoV objective check
  2781. sv_ragdoll_maxcount "8" // Server will only show this many ragdolls
  2782. sv_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
  2783. sv_ragdoll_max_remove_per_frame "1"
  2784. sv_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
  2785. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
  2786. sv_rcon_log "1" // Enable/disable rcon logging.
  2787. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
  2788. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  2789. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
  2790. sv_recoil_aim_frac "0"
  2791. sv_recoil_freeaim_scale "0"
  2792. sv_regeneration_wait_time "1"
  2793. sv_region "-1" // The region of the world to report this server in.
  2794. sv_reservation_grace "5" // Time in seconds given for a lobby reservation.
  2795. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
  2796. sv_runcmds "1"
  2797. sv_script_think_interval "0"
  2798. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
  2799. sv_search_team_key "0" // set this key to match with known opponents team
  2800. sv_showdamage "0" // and if a player was hit hell show the damage he took above it (as heal
  2801. sv_showdebugtracers "0" // red on server. (They should always match.) 2:Show autoaim candidates.
  2802. sv_showfootsteps "0" // 3=both)
  2803. sv_showhitboxes "-1" // use on listen server only).
  2804. sv_showimpacts "0" // 3=server-only)
  2805. sv_showimpacts_time "4" // Time that impacts are shown for.
  2806. sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
  2807. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2808. sv_showplayerhitboxes "0" // Show lag compensated hitboxes for the specified player index whenever a player fires.
  2809. sv_showplayerpositions "0"
  2810. sv_showtags // Describe current gametags.
  2811. sv_shutdown // Sets the server to shutdown when all games have completed
  2812. sv_skip_wounds "1"
  2813. sv_skyname "0" // Current name of the skybox texture
  2814. sv_SlowOnHit "1"
  2815. sv_soundemitter_reload // Flushes the sounds.txt system
  2816. sv_soundemitter_trace "-1" // 0 = for eve
  2817. sv_soundscape_printdebuginfo // print soundscapes
  2818. sv_sound_discardextraunreliable "1"
  2819. sv_specaccelerate "5"
  2820. sv_specnoclip "1"
  2821. sv_specspeed "3"
  2822. sv_stats "1" // Collect CPU usage stats
  2823. 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
  2824. sv_steamgroup_exclusive "0" // public people will be able to join the ser
  2825. sv_stickysprint_default "0"
  2826. sv_stopspeed "100" // Minimum stopping speed when on ground.
  2827. sv_stopspeed_prone "45" // Minimum stopping speed when on ground and prone.
  2828. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
  2829. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2830. sv_teststepsimulation "1"
  2831. sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
  2832. sv_threaded_init "0"
  2833. sv_timeout "65" // the client is dropped
  2834. sv_turbophysics "0" // Turns on turbo physics
  2835. sv_unlockedchapters "1" // Highest unlocked game chapter.
  2836. sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
  2837. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2838. sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
  2839. sv_voiceenable "1"
  2840. sv_vote_allow_spectators "0" // Allow spectators to vote?
  2841. sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
  2842. sv_vote_issue_changegamemode_allowed "0" // Can people hold votes to change the gamemode?
  2843. sv_vote_issue_changelevel_allowed "0" // Can people hold votes to change levels?
  2844. sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
  2845. sv_vote_issue_nextlevel_allowed "1" // Can people hold votes to set the next level?
  2846. sv_vote_issue_nextlevel_allowextend "0" // Allow players to extend the current map?
  2847. sv_vote_issue_nextlevel_prevent_change "1" // Not allowed to vote for a nextlevel if one has already been set.
  2848. sv_vote_issue_nextlevel_round_count_delay "1" // How many rounds before map voting can begin.
  2849. sv_vote_issue_restart_game_allowed "1" // Can people hold votes to restart the game?
  2850. sv_vote_issue_restart_round_allowed "1" // Can people hold votes to restart the round?
  2851. sv_vote_issue_scramble_teams_allowed "1" // Can people hold votes to scramble the teams?
  2852. sv_vote_issue_switch_teams_allowed "1" // Can people hold votes to switch the teams?
  2853. sv_vote_kick_ban_duration_cheating "240" // How long should a kick ban last for if a player is kicked for hacking? (minutes)
  2854. sv_vote_kick_ban_duration_idle "0" // How long should a kick vote ban someone from the server? (in minutes)
  2855. sv_vote_kick_ban_duration_teamkilling "10" // How long should a kick ban last for if a player is kicked for team killing? (minutes)
  2856. sv_vote_kick_ban_duration_trolling "60" // How long should a kick ban last for if a player is kicked for trolling? (minutes)
  2857. sv_vote_kick_min_players "4" // The minimum number of players needed on the server to start a vote kick.
  2858. sv_vote_kick_min_voters "2" // Minimum number of vote attempts required to start an actual vote.
  2859. sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
  2860. sv_weapon_manager_cleanup "1"
  2861. sv_weapon_manager_drop_timer "30"
  2862. sv_weapon_manager_max_count "10"
  2863. sys_minidumpexpandedspew "1"
  2864. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2865. template_debug "0"
  2866. testhudanim // Test a hud element animation. Arguments: <anim name>
  2867. testscript_debug "0" // Debug test scripts.
  2868. testscript_running "0" // Set to true when test scripts are running
  2869. test_bans
  2870. Test_CreateEntity
  2871. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2872. Test_EHandle
  2873. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2874. test_freezeframe // Test the freeze frame code.
  2875. Test_InitRandomEntitySpawner
  2876. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  2877. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  2878. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  2879. test_outtro_stats
  2880. Test_ProxyToggle_EnableProxy
  2881. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2882. Test_ProxyToggle_SetValue
  2883. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  2884. Test_RandomizeInPVS
  2885. Test_RandomPlayerPosition
  2886. Test_RemoveAllRandomEntities
  2887. Test_RunFrame
  2888. Test_SendKey
  2889. Test_SpawnRandomEntities
  2890. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  2891. Test_StartScript // Start a test script running..
  2892. Test_Wait
  2893. Test_WaitForCheckPoint
  2894. texture_budget_background_alpha "128" // how translucent the budget panel is
  2895. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2896. texture_budget_panel_global "0" // Show global times in the texture budget panel.
  2897. texture_budget_panel_height "284" // height in pixels of the budget panel
  2898. texture_budget_panel_width "512" // width in pixels of the budget panel
  2899. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2900. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2901. tf_bot_debug_stuck_log_clear // Clear currently loaded bot stuck data
  2902. think_limit "10" // warning is printed if this is exceeded.
  2903. thirdperson // Switch to thirdperson camera.
  2904. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2905. thirdperson_platformer "0" // Player will aim in the direction they are moving.
  2906. thirdperson_screenspace "0" // eg: left means screen-left
  2907. threadpool_affinity "1" // Enable setting affinity
  2908. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  2909. threadpool_reserve "0" // Consume the specified number of threads in the thread pool
  2910. threadpool_run_tests
  2911. thread_test_tslist
  2912. thread_test_tsqueue
  2913. timedemo // Play a demo and report performance info.
  2914. timedemoquit // and then exit
  2915. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  2916. timerefresh // Profile the renderer.
  2917. toggle // or cycles through a set of values.
  2918. toggleconsole // Show/hide the console.
  2919. toolload // Load a tool.
  2920. toolunload // Unload a tool.
  2921. tracer_extra "1"
  2922. trace_report "0"
  2923. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  2924. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  2925. tv_autorecord "0" // Automatically records all games as SourceTV demos.
  2926. tv_autoretry "1" // Relay proxies retry connection after network timeout
  2927. tv_chatgroupsize "0" // Set the default chat group size
  2928. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  2929. tv_clients // Shows list of connected SourceTV clients.
  2930. tv_debug "0" // SourceTV debug info.
  2931. tv_delay "30" // SourceTV broadcast delay in seconds
  2932. tv_deltacache "2" // Enable delta entity bit stream cache
  2933. tv_dispatchmode "1" // 2=always
  2934. tv_enable "0" // Activates SourceTV on server.
  2935. tv_maxclients "128" // Maximum client number on SourceTV server.
  2936. tv_maxrate "8000" // 0 == unlimited
  2937. tv_msg // Send a screen message to all clients.
  2938. tv_name "0" // SourceTV host name
  2939. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  2940. tv_overridemaster "0" // Overrides the SourceTV master root address.
  2941. tv_password "0" // SourceTV password for all clients
  2942. tv_port "27020" // Host SourceTV port
  2943. tv_record // Starts SourceTV demo recording.
  2944. tv_relay // Connect to SourceTV server and relay broadcast.
  2945. tv_relaypassword "0" // SourceTV password for relay proxies
  2946. tv_relayvoice "1" // 1=on
  2947. tv_retry // Reconnects the SourceTV relay proxy.
  2948. tv_snapshotrate "16" // Snapshots broadcasted per second
  2949. tv_status // Show SourceTV server status.
  2950. tv_stop // Stops the SourceTV broadcast.
  2951. tv_stoprecord // Stops SourceTV demo recording.
  2952. tv_timeout "30" // SourceTV connection timeout in seconds.
  2953. tv_title "0" // Set title for SourceTV spectator UI
  2954. tv_transmitall "0" // Transmit all entities (not only director view)
  2955. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2956. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2957. ui_reloadscheme // Reloads the resource files for the active UI window
  2958. ui_volume_scale "1"
  2959. unbind // Unbind a key.
  2960. unbindall // Unbind all keys.
  2961. unbindalljoystick // Unbind all joystick keys.
  2962. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
  2963. unpause // Unpause the game.
  2964. use // Use a particular weapon Arguments: <weapon_name>
  2965. user // Show user data.
  2966. users // Show user info for players on server.
  2967. vcollide_wireframe "0" // Render physics collision models in wireframe
  2968. version // Print version info string.
  2969. vgui_drawfocus "0" // Report which panel is under the mouse.
  2970. vgui_drawkeyfocus "0" // Report which panel has keyboard focus.
  2971. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2972. vgui_drawtree_bounds "0" // Show panel bounds.
  2973. vgui_drawtree_clear
  2974. vgui_drawtree_draw_selected "0" // Highlight the selected panel
  2975. vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
  2976. vgui_drawtree_hidden "0" // Draw the hidden panels.
  2977. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
  2978. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
  2979. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
  2980. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
  2981. vgui_drawtree_scheme "0" // Show scheme file for each panel
  2982. vgui_drawtree_visible "1" // Draw the visible panels.
  2983. vgui_dump_panels // vgui_dump_panels [visible]
  2984. vgui_spew_fonts
  2985. vgui_togglepanel // show/hide vgui panel by name.
  2986. viewanim_addkeyframe
  2987. viewanim_create // viewanim_create
  2988. viewanim_load // load animation from file
  2989. viewanim_reset // reset view angles!
  2990. viewanim_save // Save current animation to file
  2991. viewanim_test // test view animation
  2992. viewmodel_fov "56"
  2993. viewmodel_offset_x "0"
  2994. viewmodel_offset_y "0"
  2995. viewmodel_offset_z "0"
  2996. view_punch_decay "11" // Decay factor exponent for view punch
  2997. view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
  2998. violence_ablood "1" // Draw alien blood
  2999. violence_agibs "1" // Show alien gib entities
  3000. violence_hblood "1" // Draw human blood
  3001. violence_hgibs "1" // Show human gib entities
  3002. vismon_poll_frequency "0"
  3003. vismon_trace_limit "12"
  3004. vis_force "0"
  3005. vm_debug "0"
  3006. vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
  3007. voicerecord_toggle
  3008. voice_all_icons "0" // Draw all players voice icons
  3009. voice_avggain "0"
  3010. voice_clientdebug "0"
  3011. voice_debugfeedback "0"
  3012. voice_debugfeedbackfrom "0"
  3013. voice_enable "1" // Toggle voice transmit and receive.
  3014. voice_fadeouttime "0"
  3015. voice_forcemicrecord "1"
  3016. voice_head_icon_height "20" // Voice icons are this many inches over player eye positions
  3017. voice_head_icon_size "6" // Size of voice icon over player heads in inches
  3018. voice_icons_method "2" // 2 = integrated into target ID
  3019. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  3020. voice_local_icon "0" // Draw local players voice icon
  3021. voice_loopback "0"
  3022. voice_maxgain "10"
  3023. voice_minimum_gain "0"
  3024. voice_mixer_boost "0"
  3025. voice_mixer_mute "0"
  3026. voice_mixer_volume "1"
  3027. voice_modenable "1" // Enable/disable voice in this mod.
  3028. voice_mute // Mute a specific Steam user
  3029. voice_overdrive "2"
  3030. voice_overdrivefadetime "0"
  3031. voice_player_speaking_delay_threshold "0"
  3032. voice_profile "0"
  3033. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  3034. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  3035. voice_scale "1"
  3036. voice_serverdebug "0"
  3037. voice_showchannels "0"
  3038. voice_showincoming "0"
  3039. voice_show_mute // Show whether current players are muted.
  3040. voice_steal "2"
  3041. voice_threshold "2000"
  3042. voice_thresold_delay "0"
  3043. voice_unmute // or `all` to unmute all connected players.
  3044. voice_writevoices "0" // Saves each speakers voice data into separate .wav files
  3045. voice_xsend_debug "0"
  3046. volume "0" // Sound volume
  3047. voxeltree_box // Vector(max)>.
  3048. voxeltree_playerview // View entities in the voxel-tree at the player position.
  3049. voxeltree_sphere // float(radius)>.
  3050. voxeltree_view // View entities in the voxel-tree.
  3051. vox_reload // Reload sentences.txt file
  3052. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  3053. vprof // Toggle VProf profiler
  3054. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  3055. vprof_cachemiss // Toggle VProf cache miss checking
  3056. vprof_cachemiss_off // Turn off VProf cache miss checking
  3057. vprof_cachemiss_on // Turn on VProf cache miss checking
  3058. vprof_child
  3059. vprof_collapse_all // Collapse the whole vprof tree
  3060. vprof_counters "0"
  3061. vprof_counters_show_minmax "0"
  3062. vprof_dump_counters // Dump vprof counters to the console
  3063. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  3064. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
  3065. vprof_dump_spikes "0" // negative to reset after dump
  3066. vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
  3067. vprof_dump_spikes_hiearchy "0" // Set to 1 to get a hierarchy report whith vprof_dump_spikes
  3068. vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
  3069. vprof_dump_spikes_terse "0" // Whether to use most terse output
  3070. vprof_expand_all // Expand the whole vprof tree
  3071. vprof_expand_group // Expand a budget group in the vprof tree by name
  3072. vprof_generate_report // Generate a report to the console.
  3073. vprof_generate_report_AI // Generate a report to the console.
  3074. vprof_generate_report_AI_only // Generate a report to the console.
  3075. vprof_generate_report_budget // Generate a report to the console based on budget group.
  3076. vprof_generate_report_hierarchy // Generate a report to the console.
  3077. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  3078. vprof_generate_report_map_load // Generate a report to the console.
  3079. vprof_graph "0" // Draw the vprof graph.
  3080. vprof_graphheight "256"
  3081. vprof_graphwidth "512"
  3082. vprof_nextsibling
  3083. vprof_off // Turn off VProf profiler
  3084. vprof_on // Turn on VProf profiler
  3085. vprof_parent
  3086. vprof_playback_average // Average the next N frames.
  3087. vprof_playback_start // Start playing back a recorded .vprof file.
  3088. vprof_playback_step // step to the next tick.
  3089. vprof_playback_stepback // step to the previous tick.
  3090. vprof_playback_stop // Stop playing back a recorded .vprof file.
  3091. vprof_prevsibling
  3092. vprof_record_start // Start recording vprof data for playback later.
  3093. vprof_record_stop // Stop recording vprof data
  3094. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  3095. vprof_remote_stop // Stop an existing remote VProf data request
  3096. vprof_reset // Reset the stats in VProf profiler
  3097. vprof_reset_peaks // Reset just the peak time in VProf profiler
  3098. vprof_scope "0" // Set a specific scope to start showing vprof tree
  3099. vprof_scope_entity_gamephys "0"
  3100. vprof_scope_entity_thinks "0"
  3101. vprof_server_spike_threshold "999"
  3102. vprof_server_thread "0"
  3103. vprof_think_limit "0"
  3104. vprof_to_csv // Convert a recorded .vprof file to .csv.
  3105. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  3106. vprof_verbose "1" // Set to one to show average and peak times
  3107. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  3108. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  3109. vtune // Controls VTunes sampling.
  3110. vx_do_not_throttle_events "0" // Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
  3111. vx_model_list // Dump models to VXConsole
  3112. v_centermove "0"
  3113. v_centerspeed "500"
  3114. weapon_showproficiency "0"
  3115. weapon_throw_force "2000"
  3116. windows_speaker_config "1"
  3117. wipe_nav_attributes // Clear all nav attributes of selected area.
  3118. wpn_debug_active_weapon "0"
  3119. wpn_shot_bias_max "1"
  3120. wpn_shot_bias_min "-1"
  3121. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  3122. writeip // Save the ban list to banned_ip.cfg.
  3123. xc_crouch_debounce "0"
  3124. xload // Load a saved game from a console storage device.
  3125. xlook
  3126. xlsp_force_dc_name "0" // Restrict to xlsp datacenter by name.
  3127. xmove
  3128. xsave // Saves current game to a console storage device.
  3129. zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
  3130. zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  3131. z_ragdoll_impact_strength "500"
  3132. _autosave // Autosave
  3133. _autosavedangerous // AutoSaveDangerous
  3134. _bugreporter_restart // Restarts bug reporter .dll
  3135. _fov "0" // Automates fov command to server.
  3136. _record // Record a demo incrementally.
  3137. _resetgamestats // Erases current game stats and writes out a blank stats file
  3138. _restart // Shutdown and restart the engine.