2776 Konsolen-Befehle für Left 4 Dead - GAMERCONFIG
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2776 Konsolen-Befehle für Left 4 Dead

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


  1. +right
  2. +score
  3. +showbudget
  4. +showbudget_texture
  5. +showbudget_texture_global
  6. +showscores
  7. +showvprof
  8. +speed
  9. +strafe
  10. +use
  11. +vgui_drawtree
  12. +voicerecord
  13. +walk
  14. +zoom
  15. -alt1
  16. -alt2
  17. -attack
  18. -attack2
  19. -back
  20. -break
  21. -camdistance
  22. -camin
  23. -cammousemove
  24. -camout
  25. -campitchdown
  26. -campitchup
  27. -camyawleft
  28. -camyawright
  29. -commandermousemove
  30. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  31. -duck
  32. -forward
  33. -graph
  34. -grenade1
  35. -grenade2
  36. -invaction
  37. -jlook
  38. -jump
  39. -klook
  40. -left
  41. -lookdown
  42. -lookspin
  43. -lookup
  44. -mat_texture_list
  45. -menuAccept
  46. -menuDown
  47. -menuUp
  48. -mouse_menu // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
  49. -movedown
  50. -moveleft
  51. -moveright
  52. -moveup
  53. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  54. -reload
  55. -right
  56. -score
  57. -showbudget
  58. -showbudget_texture
  59. -showbudget_texture_global
  60. -showscores
  61. -showvprof
  62. -speed
  63. -strafe
  64. -use
  65. -vgui_drawtree
  66. -voicerecord
  67. -walk
  68. -zoom
  69. achievement_debug "0" // Turn on achievement debug msgs.
  70. achievement_disable "0" // Turn off achievements.
  71. addip // Add an IP address to the ban list.
  72. adsp_debug "0"
  73. air_density // Changes the density of air for drag computations.
  74. ai_debug_los "0" // itl
  75. ai_debug_shoot_positions "0"
  76. ai_talk_idle_enabled "1" // Set to 0 to disable TLK_IDLEs on survivors
  77. alias // Alias a command.
  78. askconnect_accept // Accept a redirect request by the server.
  79. async_resume
  80. async_suspend
  81. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  82. autosave // Autosave
  83. autosavedangerous // AutoSaveDangerous
  84. autosavedangerousissafe
  85. banid // Add a user ID to the ban list.
  86. banip // Add an IP address to the ban list.
  87. benchframe // Takes a snapshot of a particular frame in a time demo.
  88. bench_end // Ends gathering of info.
  89. bench_start // Starts gathering of info. Arguments: filename to write results into
  90. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  91. bind // Bind a key.
  92. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  93. blackbox_dump // Dump the contents of the blackbox
  94. blackbox_record // Record an entry into the blackbox
  95. boomer_exposed_time_tolerance "1" // How long an out-of-range Boomer will tolerate being visible before fleeing
  96. boomer_pz_claw_dmg "4" // Amount of damage done by a PZ boomers regular melee attack
  97. boomer_vomit_delay "1" // How long the Boomer waits before he vomits on his target on Normal difficulty
  98. bot_crouch "0"
  99. bot_freeze "0"
  100. bot_mimic "0"
  101. bot_mimic_spec_buttons "1" // +jump etc are used for spectator control instead of being passed on to spectated bot
  102. bot_mimic_yaw_offset "180"
  103. box // Draw a debug box.
  104. buddha "0" // Survivors take damage but wont die
  105. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  106. budget_background_alpha "128" // how translucent the budget panel is
  107. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  108. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  109. 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
  110. budget_history_range_ms "66" // budget history range in milliseconds
  111. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  112. budget_panel_height "384" // height in pixels of the budget panel
  113. budget_panel_width "512" // width in pixels of the budget panel
  114. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  115. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  116. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  117. budget_show_averages "0" // enable/disable averages in the budget panel
  118. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  119. budget_show_peaks "1" // enable/disable peaks in the budget panel
  120. budget_toggle_group // Turn a budget group on/off
  121. bug // Show the bug reporting UI.
  122. bugreporter_uploadasync "0" // Upload attachments asynchronously
  123. bugreporter_username "0" // Username to use for bugreporter
  124. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  125. buildcubemaps // Rebuild cubemaps.
  126. cache_print // cache_print [section] Print out contents of cache memory.
  127. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  128. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  129. callvote // Start a vote on an issue.
  130. camortho // Switch to orthographic camera.
  131. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  132. cam_command // Tells camera to change modes
  133. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  134. cam_idealdist "150"
  135. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  136. cam_idealpitch "0"
  137. cam_idealyaw "0"
  138. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  139. cam_snapto "0"
  140. cancelselect
  141. cast_hull // Tests hull collision detection
  142. cast_ray // Tests collision detection
  143. cc_emit // Emits a closed caption
  144. cc_findsound // Searches for soundname which emits specified text.
  145. cc_flush // Flushes asyncd captions.
  146. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  147. cc_linger_time "1" // Close caption linger time.
  148. cc_predisplay_time "0" // Close caption delay before showing caption.
  149. cc_random // Emits a random caption
  150. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  151. cc_subtitles "0" // wont help hearing impaired players).
  152. centerview
  153. changelevel // Change server to the specified map
  154. changelevel2 // Transition to the specified map in single player
  155. changelevel_inhibit "0"
  156. changelevel_pause_interval "8"
  157. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  158. chooseteam // Choose a new team
  159. ch_createairboat // Spawn airboat in front of the player.
  160. ch_createjeep // Spawn jeep in front of the player.
  161. claw_force "240" // Force with witch the claw shoves other zombies away
  162. claw_plays_hit_anims "0" // Play the new hit anims for debugging?
  163. claw_range "52" // Range of the Claw weapon
  164. claw_range_down "70" // so it can reach your feet from your eyes.
  165. claw_swing_duration "0"
  166. claw_swing_interval "1"
  167. claw_swing_miss_interval "0"
  168. clear // Clear all console output.
  169. clear_attribute // Remove given attribute from all areas in the selected set.
  170. clear_debug_overlays // clears debug overlays
  171. clientport "27005" // Host game client port
  172. closecaption "0" // Enable close captioning.
  173. cl_allowdownload "1" // Client downloads customization files
  174. cl_allowupload "1" // Client uploads customization files
  175. cl_animationinfo // Hud element to examine.
  176. cl_autohelp "1" // Auto-help
  177. cl_bob "0"
  178. cl_bobcycle "0"
  179. cl_bobup "0"
  180. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
  181. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
  182. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
  183. cl_buy_favorite_reset // Reset favorite loadouts to the default
  184. cl_buy_favorite_set // Saves the current loadout as a favorite
  185. cl_chatfilters "31" // Stores the chat filter settings
  186. cl_chat_wipehistory "0" // Wipes chat history after all chat text faded out
  187. cl_cinematiclight_b "0"
  188. cl_cinematiclight_g "0"
  189. cl_cinematiclight_r "3"
  190. cl_cinematiclight_scale "7"
  191. cl_cinematiclight_tonemap "0"
  192. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  193. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  194. 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.
  195. cl_clock_correction "1" // Enable/disable clock correction on the client.
  196. 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
  197. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  198. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  199. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  200. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  201. cl_cmdrate "100" // Max number of command packets sent to server per second
  202. cl_colorblind "0" // Set to 1 for high contrast crosshairs. Set to 2 for specific color changes intended to help common types of color blindness.
  203. cl_crash // Causes a client crash for testing
  204. cl_create_server
  205. cl_crosshair_alpha "255" // Crosshair alpha
  206. cl_crosshair_blue "220" // Crosshair blue component
  207. cl_crosshair_dynamic "1" // Crosshair scales based on accuracy
  208. cl_crosshair_green "182" // Crosshair green component
  209. cl_crosshair_red "138" // Crosshair red component
  210. cl_crosshair_thickness "2" // Crosshair thickness in pixels
  211. cl_demo_polish_print_time // Show the demo polish options dialog
  212. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
  213. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
  214. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
  215. cl_detail_max_sway "5" // Amplitude of the detail prop sway
  216. cl_detail_multiplier "1" // extra details to create
  217. cl_disable_ragdolls "0"
  218. cl_downloadfilter "0" // nosounds)
  219. cl_drawhud "1" // Enable the rendering of the hud
  220. cl_drawleaf "-1"
  221. cl_drawmaterial "0" // Draw a particular material over the frame
  222. cl_drawshadowtexture "0"
  223. cl_dumpplayer // Dumps info about a player
  224. cl_dumpsplithacks // Dump split screen workarounds.
  225. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  226. cl_entityreport "0" // draw entity states to console
  227. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  228. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  229. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  230. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  231. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  232. cl_fastdetailsprites "1" // whether to use new detail sprite system
  233. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  234. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  235. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  236. cl_forcepreload "0" // Whether we should force preloading.
  237. cl_force_3rd_strike "0"
  238. cl_fullupdate // Forces the server to send a full update packet
  239. cl_glow_ability_b "0" // Color of ability glow
  240. cl_glow_ability_colorblind_b "1" // Color of ability glow
  241. cl_glow_ability_colorblind_g "1" // Color of ability glow
  242. cl_glow_ability_colorblind_r "0" // Color of ability glow
  243. cl_glow_ability_g "0" // Color of ability glow
  244. cl_glow_ability_r "1" // Color of ability glow
  245. cl_glow_blur_scale "3" // Controls the size of the halo shown around players and usable items
  246. cl_glow_brightness "1" // Brightness of player halos
  247. cl_glow_force "255" // Forces glows on
  248. cl_glow_ghost_infected_b "1" // Color of infected ghost glow
  249. cl_glow_ghost_infected_g "0" // Color of infected ghost glow
  250. cl_glow_ghost_infected_r "0" // Color of infected ghost glow
  251. cl_glow_infected_b "1" // Color of infected glow
  252. cl_glow_infected_g "0" // Color of infected glow
  253. cl_glow_infected_r "0" // Color of infected glow
  254. cl_glow_infected_vomit_b "0" // Color the PZs see the IT victim glow
  255. cl_glow_infected_vomit_g "0" // Color the PZs see the IT victim glow
  256. cl_glow_infected_vomit_r "0" // Color the PZs see the IT victim glow
  257. cl_glow_item_b "1"
  258. cl_glow_item_far_b "1"
  259. cl_glow_item_far_g "0"
  260. cl_glow_item_far_r "0"
  261. cl_glow_item_g "0"
  262. cl_glow_item_r "0"
  263. cl_glow_los_delay "0" // Time out of sight before a survivor friend shows up through a wall to a survivor.
  264. cl_glow_los_fade_in_time "0" // Time after cl_glow_los_delay before a survivor friend shows up fully through wall.
  265. cl_glow_los_fade_out_time "0" // Time after cl_glow_los_delay before a survivor friend goes away
  266. cl_glow_noise "1" // Is Survivor glow seen by infected based on noise?
  267. cl_glow_survivor_b "1" // Color of survivor team mate glow
  268. cl_glow_survivor_g "0" // Color of survivor team mate glow
  269. cl_glow_survivor_health_high_b "0" // Color the Infected see Survivors when their health is high
  270. cl_glow_survivor_health_high_colorblind_b "0" // Color the Infected see Survivors when their health is high
  271. cl_glow_survivor_health_high_colorblind_g "0" // Color the Infected see Survivors when their health is high
  272. cl_glow_survivor_health_high_colorblind_r "0" // Color the Infected see Survivors when their health is high
  273. cl_glow_survivor_health_high_g "0" // Color the Infected see Survivors when their health is high
  274. cl_glow_survivor_health_high_r "0" // Color the Infected see Survivors when their health is high
  275. cl_glow_survivor_health_low_b "0" // Color the Infected see Survivors when their health is low
  276. cl_glow_survivor_health_low_colorblind_b "0" // Color the Infected see Survivors when their health is low
  277. cl_glow_survivor_health_low_colorblind_g "0" // Color the Infected see Survivors when their health is low
  278. cl_glow_survivor_health_low_colorblind_r "0" // Color the Infected see Survivors when their health is low
  279. cl_glow_survivor_health_low_g "0" // Color the Infected see Survivors when their health is low
  280. cl_glow_survivor_health_low_r "0" // Color the Infected see Survivors when their health is low
  281. cl_glow_survivor_health_med_b "0" // Color the Infected see Survivors when their health is medium
  282. cl_glow_survivor_health_med_colorblind_b "0" // Color the Infected see Survivors when their health is medium
  283. cl_glow_survivor_health_med_colorblind_g "0" // Color the Infected see Survivors when their health is medium
  284. cl_glow_survivor_health_med_colorblind_r "0" // Color the Infected see Survivors when their health is medium
  285. cl_glow_survivor_health_med_g "0" // Color the Infected see Survivors when their health is medium
  286. cl_glow_survivor_health_med_r "0" // Color the Infected see Survivors when their health is medium
  287. cl_glow_survivor_hurt_b "0" // Color of survivor team mate glow when incapacitated
  288. cl_glow_survivor_hurt_g "0" // Color of survivor team mate glow when incapacitated
  289. cl_glow_survivor_hurt_r "1" // Color of survivor team mate glow when incapacitated
  290. cl_glow_survivor_r "0" // Color of survivor team mate glow
  291. cl_glow_survivor_vomit_b "0" // Color the Survivors see the IT victim glow
  292. cl_glow_survivor_vomit_g "0" // Color the Survivors see the IT victim glow
  293. cl_glow_survivor_vomit_r "1" // Color the Survivors see the IT victim glow
  294. cl_glow_thirdstrike_item_b "0"
  295. cl_glow_thirdstrike_item_colorblind_b "1"
  296. cl_glow_thirdstrike_item_colorblind_g "1"
  297. cl_glow_thirdstrike_item_colorblind_r "0"
  298. cl_glow_thirdstrike_item_g "0"
  299. cl_glow_thirdstrike_item_r "1"
  300. cl_hidemenu_spawnclass_boomer "5"
  301. cl_hidemenu_spawnclass_boomer2 "0"
  302. cl_hidemenu_spawnclass_hunter "5"
  303. cl_hidemenu_spawnclass_hunter2 "0"
  304. cl_hidemenu_spawnclass_smoker "5"
  305. cl_hidemenu_spawnclass_smoker2 "0"
  306. cl_hidemenu_spawnmode "5"
  307. cl_hidemenu_spawnmode2 "0"
  308. cl_idealpitchscale "0"
  309. cl_ideal_spec_mode "5" // 6 = roaming)
  310. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  311. cl_ignore_vpk_assocation "0" // Do not ask to set vpk assocation
  312. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  313. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  314. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  315. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  316. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  317. cl_jiggle_bone_invert "0"
  318. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  319. cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
  320. cl_leafsystemvis "0"
  321. cl_leveloverview "0"
  322. cl_leveloverviewmarker "0"
  323. cl_logofile "0" // Spraypoint logo decal.
  324. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  325. cl_menuduration "10" // Client menus will hide after this many seconds (-1 disables)
  326. cl_mouseenable "1"
  327. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  328. cl_mouselook2 "1" // 0 for keyboard look. Cannot be set while connected to a server.
  329. cl_observercrosshair "1"
  330. cl_overdraw_test "0"
  331. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  332. cl_particles_dump_effects
  333. cl_particles_show_bbox "0"
  334. cl_particle_retire_cost "0"
  335. cl_pclass "0" // Dump entity by prediction classname.
  336. cl_pdump "-1" // Dump info about this entity to screen.
  337. cl_perf_wizard_enable "1" // Enables a performance-tuning wizard
  338. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  339. cl_pitchdown "89"
  340. cl_pitchup "89"
  341. cl_playerspraydisable "0" // Disable player sprays.
  342. cl_precacheinfo // Show precache info (client).
  343. cl_predict "1" // Perform client side prediction.
  344. cl_predictioncopy_describe // Describe datamap_t for entindex
  345. cl_predictionlist "0" // Show which entities are predicting
  346. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  347. cl_pred_track // for field fieldname.
  348. cl_ragdoll_gravity "386" // Sets the gravity client-side ragdolls
  349. cl_ragdoll_limit "20" // Maximum number of ragdolls to show (-1 disables limit)
  350. cl_reloadpostprocessparams
  351. cl_removedecals // Remove the decals from the entity under the crosshair.
  352. cl_report_soundpatch // reports client-side sound patch count
  353. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  354. cl_shadowtextureoverlaysize "256"
  355. cl_showanimstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
  356. cl_showanimstate_activities "1" // Show activities in the (client) animation state display.
  357. cl_showents // Dump entity list to console.
  358. cl_showevents "0" // Print event firing info in the console
  359. cl_showfps "0" // 4 = Show FPS and Log to file )
  360. cl_showhelp "1" // Set to 0 to not show on-screen help
  361. cl_showpluginmessages "1" // Allow plugins to display messages to you
  362. cl_showpos "0" // Draw current position at top of screen
  363. cl_showposeparams "1"
  364. cl_show_demo_polish_options_dlg // Show the demo polish options dialog
  365. cl_show_path "1"
  366. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
  367. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
  368. cl_smoke_color_percent "0"
  369. cl_soundfile "0" // Jingle sound file.
  370. cl_soundscape_flush // Flushes the client side soundscapes
  371. cl_soundscape_printdebuginfo // print soundscapes
  372. cl_sporeclipdistance "512"
  373. cl_ss_origin // print origin in script format
  374. cl_sun_decay_rate "0"
  375. cl_timeout "30" // the client will disconnect itself
  376. cl_updaterate "100" // Number of packets per second of updates you are requesting from the server
  377. cl_updatevisibility // Updates visibility bits.
  378. cl_upspeed "320"
  379. cl_use_update_interval "0" // Time between use target updates
  380. cl_view // Set the view entity index.
  381. cl_viewtarget_debug "0"
  382. cl_viewtarget_offset "0"
  383. cl_viewtarget_player "0" // Lock 3rd person spec looking into targets eyes
  384. cl_winddir "0" // Weather effects wind direction angle
  385. cl_windspeed "0" // Weather effects wind speed scalar
  386. cl_witch_light_brightness "5"
  387. cl_witch_light_color_b "0"
  388. cl_witch_light_color_g "0"
  389. cl_witch_light_color_r "255"
  390. cl_witch_light_cone "45"
  391. cl_witch_light_debug "0"
  392. cl_witch_light_enable "1"
  393. cl_witch_light_offset_x "10"
  394. cl_witch_light_offset_y "0"
  395. cl_witch_light_offset_z "35"
  396. cl_witch_light_offset_z_max "30"
  397. cl_witch_light_radius "60"
  398. cl_wpn_sway_scale "1"
  399. cmd // Forward command to server.
  400. cmd1 // sets userinfo string for split screen player in slot 1
  401. cmd2 // sets userinfo string for split screen player in slot 2
  402. cmd3 // sets userinfo string for split screen player in slot 3
  403. cmd4 // sets userinfo string for split screen player in slot 4
  404. collision_test // Tests collision system
  405. colorcorrectionui // Show/hide the color correction tools UI.
  406. commentary_cvarsnotchanging
  407. commentary_finishnode
  408. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  409. condump // dump the text currently in the console to condumpXX.log
  410. connect // Connect to specified server.
  411. con_enable "1" // Allows the console to be activated.
  412. crash // Cause the engine to crash (Debug!!)
  413. CreatePredictionError // Create a prediction error
  414. create_flashlight
  415. crosshair "1"
  416. cs_make_vip // Marks a player as the VIP
  417. cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
  418. current_flow_distance // Reports the flow distance for the local player
  419. cvarlist // Show the list of convars/concommands.
  420. c_maxdistance "200"
  421. c_maxpitch "90"
  422. c_maxyaw "135"
  423. c_mindistance "30"
  424. c_minpitch "0"
  425. c_minyaw "-135"
  426. c_orthoheight "100"
  427. c_orthowidth "100"
  428. c_thirdpersonshoulder "0"
  429. c_thirdpersonshoulderaimdist "120"
  430. c_thirdpersonshoulderdist "40"
  431. c_thirdpersonshoulderheight "5"
  432. c_thirdpersonshoulderoffset "20"
  433. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  434. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  435. debugsystemui // Show/hide the debug system UI.
  436. debug_visibility_monitor "0"
  437. debug_zombie_panel "0" // -1 = Too Far 1 = Tank 2 = Someone else tank
  438. default_fov "90"
  439. demolist // Print demo sequence list.
  440. demos // Demo demo file sequence.
  441. demoui // Show/hide the demo player UI.
  442. demoui2 // Show/hide the advanced demo player UI (demoui2).
  443. demo_gototick // Skips to a tick in demo.
  444. demo_pause // Pauses demo playback.
  445. demo_polish_auto_polish "1" // When enabled will cause a recorded demo to be polished automatically on end record.
  446. demo_polish_bone_test_index "-1" // Test bone index.
  447. demo_recordcommands "1" // Record commands typed at console into .dem files.
  448. demo_resume // Resumes demo playback.
  449. demo_timescale // Sets demo replay speed.
  450. demo_togglepause // Toggles demo playback.
  451. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  452. devshots_screenshot // use the screenshot command instead.
  453. differences // Show all convars which are not at their default values.
  454. director_ai_tanks "0"
  455. director_build_up_min_interval "15"
  456. director_convert_pills "1"
  457. director_convert_pills_critical_health "50"
  458. director_debug "0"
  459. director_debug_scavenge_items "0"
  460. director_debug_threat_placement "0"
  461. director_finale_infinite "0" // Never bring in a rescue vehicle.
  462. director_finale_item_cluster_count "3" // How many clusters of items will be populated in the finale
  463. director_finale_max_loops "2" // Versus mode: Number of times to loop through the finale waves before rescue.
  464. director_finale_mob_max_interval "45"
  465. director_finale_mob_min_interval "5"
  466. director_finale_mob_relax_interval "20" // How long a relax wave lasts during the finale
  467. director_finale_stage_delay "5"
  468. director_force_background "0" // Forces background map population logic for testing
  469. director_force_panic_event // Forces a PanicEvent to occur
  470. director_force_tank "0"
  471. director_force_versus_start // so PZs can spawn even if survivors are still in the safe room
  472. director_force_witch "0"
  473. director_gas_can_density "6" // Items per 100 yards square
  474. director_ingress_range "3000"
  475. director_intensity_relax_allow_wanderers_threshold "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  476. director_intensity_relax_allow_wanderers_threshold_expert "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  477. director_intensity_relax_allow_wanderers_threshold_hard "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  478. director_intensity_relax_threshold "0" // All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
  479. director_intensity_threshold "0"
  480. director_item_cluster_range "50" // Scavenge items of the same kind that are this close to each other are considered a single cluster for population purposes
  481. director_molotov_density "6" // Items per 100 yards square
  482. director_must_create_all_scavenge_items "0"
  483. director_no_bosses "0" // Disable boss spawns
  484. director_no_death_check "0" // Disable survivor team death ending scenario
  485. director_no_mobs "0" // Disable mob rushes
  486. director_no_specials "0" // Disable PZ spawns
  487. director_no_survivor_bots "0" // Disable filling out the survivor team with bots
  488. director_oxygen_tank_density "6" // Items per 100 yards square
  489. director_pain_pill_density "6" // Items per 100 yards square
  490. director_panic_forever "0" // Panic events never end
  491. director_pipe_bomb_density "6" // Items per 100 yards square
  492. director_pistol_density "4" // Items per 100 yards square
  493. director_print_player_counts // Prints out counts of connected players and transitioning players (for debugging)
  494. director_propane_tank_density "6" // Items per 100 yards square
  495. director_ready_duration "60" // survivor team has this amount of time to get ready before starting out
  496. director_ready_radius "300" // The distance survivors can move from the starting weapons during the ready period
  497. director_relax_max_flow_travel "3000"
  498. director_relax_max_interval "45"
  499. director_relax_min_interval "30"
  500. director_report // Prints a snapshot of the directors state
  501. director_scavenge_item_override "0" // Override map-specified item densities with cvar values for tuning
  502. director_short_finale "0" // Short finale for testing escape vehicles
  503. director_show_intensity "0"
  504. director_special_battlefield_respawn_interval "10"
  505. director_special_finale_offer_length "10" // How long is given to a player to accept the offer of a special zombie during the finale.
  506. director_special_initial_spawn_delay_max "60"
  507. director_special_initial_spawn_delay_max_extra "180"
  508. director_special_initial_spawn_delay_min "30"
  509. director_special_original_offer_length "30" // How long is given to the first player to accept the offer of a special zombie.
  510. director_special_respawn_interval "45"
  511. director_spectate_specials "0" // Allow spectating zombies
  512. director_start // and bosses
  513. director_stop // and bosses
  514. director_sustain_peak_max_time "5"
  515. director_sustain_peak_min_time "3"
  516. director_tank_bypass_max_flow_travel "1500"
  517. director_tank_checkpoint_interval "15" // Min time after leaving a checkpoint that a tank can spawn
  518. director_tank_force_offer "0" // Forces the director to offer a tank
  519. director_tank_lottery_entry_time "0" // Time it takes for entry into the tank lottery
  520. director_tank_lottery_selection_time "4" // Time it takes for selection in the tank lottery
  521. director_tank_max_interval "500"
  522. director_tank_min_interval "350"
  523. director_tank_offer_debug "0"
  524. director_threat_clear_radius "500" // Prevent wandering zombies within this radius of threats
  525. director_threat_max_separation "5000"
  526. director_threat_min_separation "5000"
  527. director_threat_radius "1000"
  528. director_transition_timeout "60" // Duration (in seconds) to wait for survivors to transition across changelevels
  529. director_unfreeze_time "20" // Duration (in seconds) to wait to unfreeze a team after the first player has connected
  530. director_weapon_density "4" // Items per 100 yards square
  531. disable_dynamic_prop_loading "0" // dynamic props wont be loaded
  532. disable_static_prop_loading "0" // static props wont be loaded
  533. disconnect // Disconnect game from server.
  534. display_elapsedtime // Displays how much time has elapsed since the game started
  535. display_game_events "0"
  536. dlc3_finale_escape_horde_delay "10"
  537. dlc3_finale_stage_delay "0"
  538. dlight_debug // Creates a dlight in front of the player
  539. drawcross // Draws a cross at the given location Arguments: x y z
  540. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  541. dsp_dist_max "1440"
  542. dsp_dist_min "0"
  543. dsp_enhance_stereo "1"
  544. dsp_off "0"
  545. dsp_player "0"
  546. dsp_reload
  547. dsp_slow_cpu "0"
  548. dsp_volume "0"
  549. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  550. dumpentityfactories // Lists all entity factory names.
  551. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  552. dumpgamestringtable // Dump the contents of the game string table to the console.
  553. dumpsavedir // List the contents of the save directory in memory
  554. dumpstringtables // Print string tables to console.
  555. dump_avatar_info // Print out avatar info of each plaeyr
  556. dump_entity_sizes // Print sizeof(entclass)
  557. dump_globals // Dump all global entities/states
  558. dump_player_reports // Dump all player reports to the console for debugging.
  559. dump_pz_data // Dump PZ data
  560. echo // Echo text to console.
  561. editdemo // Edit a recorded demo file (.dem ).
  562. editor_toggle // Disables the simulation and returns focus to the editor
  563. enable_debug_overlays "1" // Enable rendering of debug overlays
  564. enable_skeleton_draw "0" // Render skeletons in wireframe
  565. endmovie // Stop recording movie frames.
  566. endround // End the current round.
  567. english "0" // running the english language set of assets.
  568. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  569. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  570. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  571. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  572. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  573. ent_create // Creates an entity of the given type where the player is looking.
  574. ent_dump // Usage: ent_dump <entity name>
  575. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  576. ent_info // Usage: ent_info <class name>
  577. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  578. 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
  579. ent_messages_draw "0" // Visualizes all entity input/output activity.
  580. ent_name
  581. ent_orient // only orients target entitys YAW. Use the allangles opt
  582. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  583. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  584. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  585. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  586. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  587. ent_rotate // Rotates an entity by a specified # of degrees
  588. ent_setang // Set entity angles
  589. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  590. ent_setpos // Move entity to position
  591. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  592. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  593. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  594. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  595. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  596. envmap
  597. escape // Escape key pressed.
  598. exec // Execute script file.
  599. exit // Exit the engine.
  600. explode // Kills the player with explosive damage
  601. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  602. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  603. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  604. fade_crosshair // Fades the prop being looked at
  605. fade_immediately "0"
  606. find // Find concommands with the specified string in their name/help text.
  607. findflags // Find concommands by flags.
  608. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  609. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  610. firetarget
  611. firstperson // Switch to firstperson camera.
  612. first_aid_heal_percent "0" // Percent of injuries to heal
  613. first_aid_kit_max_heal "100"
  614. first_aid_kit_range "100"
  615. first_aid_kit_use_duration "5"
  616. fish_debug "0" // Show debug info for fish
  617. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  618. fix_versus_convars "1"
  619. flush // Flush unlocked cache memory.
  620. flush_locked // Flush unlocked and locked cache memory.
  621. fly_add_keyframe
  622. fly_clear_all_keyframes
  623. fly_show_path
  624. fly_start
  625. fog_color "-1"
  626. fog_colorskybox "-1"
  627. fog_enable "1"
  628. fog_enableskybox "1"
  629. fog_enable_water_fog "1"
  630. fog_end "-1"
  631. fog_endskybox "-1"
  632. fog_hdrcolorscale "-1"
  633. fog_hdrcolorscaleskybox "-1"
  634. fog_maxdensity "-1"
  635. fog_maxdensityskybox "-1"
  636. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  637. fog_start "-1"
  638. fog_startskybox "-1"
  639. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  640. force_centerview
  641. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  642. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  643. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  644. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  645. foundry_update_entity // Updates the entitys position/angles when in edit mode
  646. fov_desired "90" // Sets the base field-of-view.
  647. fov_desired2 "90" // Sets the base field-of-view.
  648. fs_printopenfiles // Show all files currently opened by the engine.
  649. fs_warning_level // Set the filesystem warning level.
  650. fuel_barrel_damage_amount "25"
  651. fuel_barrel_damage_radius "400"
  652. fuel_barrel_debug "0"
  653. fuel_barrel_flame_instances "8"
  654. fuel_barrel_health "20"
  655. fuel_barrel_screen_shake_amplitude "20"
  656. fuel_barrel_screen_shake_duration "1"
  657. fuel_barrel_screen_shake_frequency "2"
  658. fuel_barrel_screen_shake_radius "1000"
  659. func_break_max_pieces "15"
  660. g15_dumpplayer // Spew player data.
  661. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  662. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  663. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  664. gameinstructor_enable "1" // Display in game lessons that teach new players.
  665. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  666. gameinstructor_reset_counts // Resets all display and success counts to zero.
  667. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  668. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
  669. gameui_activate // Shows the game UI
  670. gameui_allowescape // Escape key allowed to hide game UI
  671. gameui_allowescapetoshow // Escape key allowed to show game UI
  672. gameui_hide // Hides the game UI
  673. gameui_preventescape // Escape key doesnt hide game UI
  674. gameui_preventescapetoshow // Escape key doesnt show game UI
  675. getpos // dump position and angles to the console
  676. getpos_exact // dump origin and angles to the console
  677. give // Give item to player. Arguments: <item_name>
  678. givecurrentammo // Give a supply of ammo for current weapon..
  679. global_set // 2 = DEAD).
  680. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  681. god "0" // Survivors dont take damage
  682. go_away_from_keyboard // Go away from the keyboard so a bot will take over.
  683. groundlist // Display ground entity list <index>
  684. g_debug_angularsensor "0"
  685. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  686. g_debug_physcannon "0"
  687. g_debug_ragdoll_removal "0"
  688. g_debug_ragdoll_visualize "0"
  689. g_debug_vehiclebase "0"
  690. g_debug_vehicleexit "0"
  691. g_debug_vehiclesound "0"
  692. hammer_update_entity // Updates the entitys position/angles when in edit mode
  693. 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
  694. hap_BoomerScale "1"
  695. hap_dangleScale "1"
  696. hap_HasDevice "0" // falcon is connected
  697. hap_HunterScale "1"
  698. hap_melee_scale "0"
  699. hap_noclip_avatar_scale "0"
  700. hap_SmokerScale "1"
  701. hap_tank_damage_scale "0"
  702. hap_zombie_damage_scale "0"
  703. heartbeat // Force heartbeat of master servers
  704. help // Find help about a convar/concommand.
  705. hideconsole // Hide the console.
  706. hidehud "0" // 512
  707. hidepanel // Hides a viewport panel <name>
  708. hide_message_panel // Hides the message panel
  709. holdout_boomer_limit_increase "0" // increase max boomers by this amount.
  710. holdout_horde_stage_interval "60" // Seconds between horde attacks
  711. holdout_horde_stage_interval_decay "2" // reduce the interval by this many seconds
  712. holdout_hunter_limit_increase "1" // increase max hunters by this amount.
  713. holdout_lull_time "15" // Lull duration between holdout waves.
  714. holdout_lull_time_increment "15" // Increment for the lull time per wave.
  715. holdout_lull_time_max "60" // Max lull duration.
  716. holdout_max_boomers "2" // Max boomers alive at one time.
  717. holdout_max_hunters "3" // Max hunters alive at one time.
  718. holdout_max_smokers "4" // Max smokers alive at one time.
  719. holdout_max_specials "9" // Max number of special zombies alive at one time.
  720. holdout_round_restart_delay "15" // restart the round after this many seconds.
  721. holdout_smoker_limit_increase "1" // increase max smokers by this amount.
  722. holdout_special_spawn_interval "20" // Seconds between special spawn waves
  723. holdout_special_spawn_interval_decay "1" // reduce the spawn interval by this many seconds
  724. holdout_special_stage_interval "40" // increase the limit for each special type
  725. holdout_tank_double_spawn_delay "10" // Delay between the two tanks during double spawns.
  726. holdout_tank_stage_interval "80" // Seconds between tank attacks
  727. holdout_tank_stage_interval_decay "20" // reduce the interval by this many seconds
  728. hostfile "0" // The HOST file to load.
  729. hostip "167772176.000" // Host game server ip
  730. hostname "0" // Hostname for server.
  731. hostport "27015" // Host game server port
  732. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
  733. host_map "0" // Current map name.
  734. host_runofftime // Run off some time without rendering/updating sounds
  735. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  736. host_timescale "1" // Prescale the clock by this amount.
  737. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  738. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  739. hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
  740. hud_reloadscheme // Reloads hud layout and animation scripts.
  741. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  742. hud_targetid_rangefinder "0" // shows range for different masks
  743. hud_zombieteam "1" // Show infected team status on the HUD
  744. hud_zombieteam_showself "0" // Show your own status in the zombie team display
  745. hunter_committed_attack_range "75"
  746. hunter_leap_away_give_up_range "1000"
  747. hunter_pounce_air_speed "700"
  748. hunter_pounce_loft_rate "0" // Hunter adds this angle/distance when pouncing
  749. hunter_pounce_max_loft_angle "45" // Maximum loft angle for Hunter Pounce angle adjustment
  750. hunter_pounce_ready_range "500" // crouch and get ready
  751. hunter_pz_claw_dmg "6" // Amount of damage done by a PZ hunters regular melee attack
  752. hurtme // Hurts the player. Arguments: <health to lose>
  753. impulse
  754. incrementvar // Increment specified convar value.
  755. inferno_child_spawn_interval_multiplier "1" // Amount spawn interval increases for each child
  756. inferno_child_spawn_max_depth "4"
  757. inferno_damage "40" // Damage per second
  758. inferno_debug "0"
  759. inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
  760. inferno_flame_lifetime "15" // Average lifetime of each flame in seconds
  761. inferno_flame_spacing "50" // Minimum distance between separate flame spawns
  762. inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
  763. inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
  764. inferno_max_child_spawn_interval "1" // Largest time interval for child flame spawning
  765. inferno_max_flames "32" // Maximum number of flames that can be created
  766. inferno_max_range "500" // Maximum distance flames can spread from their initial ignition point
  767. inferno_particles "0"
  768. inferno_per_flame_spawn_duration "5" // Duration each new flame will attempt to spawn new flames
  769. inferno_scorch_decals "0"
  770. inferno_spawn_angle "45" // Angular change from parent
  771. inferno_surface_offset "20"
  772. inferno_velocity_decay_factor "0"
  773. inferno_velocity_factor "0"
  774. inferno_velocity_normal_factor "0"
  775. intensity_averaged_following_decay "20" // Seconds for the time averaged intensity to meet the baseline intensity
  776. intensity_decay_time "30" // Seconds to decay full intensity to zero
  777. intensity_enemy_death_far_range "500"
  778. intensity_enemy_death_near_range "150"
  779. intensity_factor "0" // How quickly intensity increases
  780. intensity_lock "-1" // Lock players intensities at this value
  781. invnext
  782. invprev
  783. in_forceuser "0" // Force user input to this split screen player.
  784. ip "0" // Overrides IP for multihomed hosts
  785. jal_quick_entry // Debug entry point
  786. joyadvancedupdate
  787. joystick "0"
  788. joy_accelmax "1"
  789. joy_accelscale "0"
  790. joy_advanced "0"
  791. joy_advaxisr "0"
  792. joy_advaxisu "0"
  793. joy_advaxisv "0"
  794. joy_advaxisx "0"
  795. joy_advaxisy "0"
  796. joy_advaxisz "0"
  797. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  798. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  799. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  800. joy_circle_correct "1"
  801. joy_diagonalpov "0" // too.
  802. joy_display_input "0"
  803. joy_forwardsensitivity "-1"
  804. joy_forwardthreshold "0"
  805. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  806. joy_inverty2 "0" // Whether to invert the Y axis of the joystick for looking.
  807. joy_lowend "1"
  808. joy_lowmap "1"
  809. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
  810. joy_movement_stick2 "0" // Which stick controls movement (0 is left stick)
  811. joy_name "0"
  812. joy_pitchsensitivity "1"
  813. joy_pitchsensitivity2 "1"
  814. joy_pitchthreshold "0"
  815. joy_response_look "0" // 1=Acceleration Promotion
  816. joy_response_move "1" // 1/sensitivity
  817. joy_sensitive_step0 "0"
  818. joy_sensitive_step1 "0"
  819. joy_sensitive_step2 "0"
  820. joy_sidesensitivity "1"
  821. joy_sidethreshold "0"
  822. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  823. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  824. joy_yawsensitivity "-1"
  825. joy_yawsensitivity2 "-1"
  826. joy_yawthreshold "0"
  827. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  828. kdtree_test // Tests spatial partition for entities queries.
  829. key_findbinding // Find key bound to specified command string.
  830. key_listboundkeys // List bound keys with bindings.
  831. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  832. kick // Kick a player by name.
  833. kickid // with a message.
  834. kick_transitioning // Kick a transitioning player by userID
  835. kill // Kills the player with generic damage
  836. killserver // Shutdown the server.
  837. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  838. lastinv
  839. leaderboard_duplicate_entries "1"
  840. left_4_dead_radio "0"
  841. lightcache_maxmiss "2"
  842. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  843. light_crosshair // Show texture color at crosshair
  844. linefile // Parses map leak data from .lin file
  845. listdemo // List demo file contents.
  846. listid // Lists banned users.
  847. listip // List IP addresses on the ban list.
  848. listissues // List all the issues that can be voted on.
  849. listmodels // List loaded models.
  850. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  851. load // Load a saved game.
  852. loadcommentary
  853. loader_dump_table
  854. log // and udp < on | off >.
  855. logaddress_add // Set address and port for remote host <ip:port>.
  856. logaddress_del // Remove address and port for remote host <ip:port>.
  857. logaddress_delall // Remove all udp addresses being logged to
  858. logaddress_list // List all addresses currently being used by logaddress.
  859. lookspring "0"
  860. lookstrafe "0"
  861. lower_body_debug "0"
  862. map // Start playing on specified map.
  863. maps // Displays list of maps.
  864. map_background // Runs a map as the background to the main menu.
  865. map_commentary // on a specified map.
  866. map_edit
  867. map_showspawnpoints // Shows player spawn points (red=invalid)
  868. mark // Set attribute of selected area.
  869. mat_accelerate_adjust_exposure_down "3"
  870. mat_bloomamount_rate "0"
  871. mat_bloom_scalefactor_scalar "1"
  872. mat_bumpbasis "0"
  873. mat_camerarendertargetoverlaysize "128"
  874. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
  875. mat_configcurrent // show the current video control panel config for the material system
  876. mat_crosshair // Display the name of the material under the crosshair
  877. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  878. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  879. mat_crosshair_printmaterial // print the material under the crosshair
  880. mat_crosshair_reloadmaterial // reload the material under the crosshair
  881. mat_debug // Activates debugging spew for a specific material.
  882. mat_debugalttab "0"
  883. mat_debug_bloom "0"
  884. mat_drawflat "0"
  885. mat_drawwater "1"
  886. mat_dynamiclightmaps "0"
  887. mat_dynamic_tonemapping "1"
  888. mat_edit // Bring up the material under the crosshair in the editor
  889. mat_exposure_center_region_x "0"
  890. mat_exposure_center_region_y "0"
  891. mat_fastclip "0"
  892. mat_fastnobump "0"
  893. mat_fillrate "0"
  894. mat_forcedynamic "0"
  895. mat_force_bloom "0"
  896. mat_force_tonemap_scale "0"
  897. mat_frame_sync_enable "1"
  898. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  899. mat_fullbright "0"
  900. mat_grain_scale_override "1"
  901. mat_hdr_enabled // Report if HDR is enabled for debugging
  902. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
  903. mat_hdr_uncapexposure "0"
  904. mat_hsv "0"
  905. mat_info // Shows material system info
  906. mat_leafvis "0" // Draw wireframe of current leaf
  907. mat_loadtextures "1"
  908. mat_lpreview_mode "-1"
  909. mat_luxels "0"
  910. mat_measurefillrate "0"
  911. mat_monitorgamma_tv_enabled "0"
  912. mat_morphstats "0"
  913. mat_norendering "0"
  914. mat_normalmaps "0"
  915. mat_normals "0"
  916. mat_postprocess_enable "1"
  917. mat_proxy "0"
  918. mat_queue_priority "1"
  919. mat_reloadallmaterials // Reloads all materials
  920. mat_reloadmaterial // Reloads a single material
  921. mat_reloadtextures // Reloads all textures
  922. mat_remoteshadercompile "0"
  923. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  924. mat_reversedepth "0"
  925. mat_savechanges // saves current video configuration to the registry
  926. mat_setvideomode // windowed state of the material system
  927. mat_shadercount // display count of all shaders and reset that count
  928. mat_showcamerarendertarget "0"
  929. mat_showframebuffertexture "0"
  930. mat_showlowresimage "0"
  931. mat_showmaterials // Show materials.
  932. mat_showmaterialsverbose // Show materials (verbose version).
  933. mat_showtextures // Show used textures.
  934. mat_showwatertextures "0"
  935. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  936. mat_softwareskin "0"
  937. mat_spewalloc "0"
  938. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  939. mat_stub "0"
  940. mat_suppress // Supress a material from drawing
  941. mat_surfaceid "0"
  942. mat_surfacemat "0"
  943. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  944. mat_texture_list_exclude // save - saves exclude list file
  945. mat_texture_list_txlod // -1 to dec resolution
  946. mat_texture_list_txlod_sync // save - saves all changes to material content files
  947. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  948. mat_tonemap_min_avglum "3"
  949. mat_tonemap_percent_bright_pixels "1"
  950. mat_tonemap_percent_target "45"
  951. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  952. mat_wireframe "0"
  953. mat_yuv "0"
  954. maxplayers // Change the maximum number of players allowed on this server.
  955. memory // Print memory stats.
  956. memory_diff // show memory stats relative to snapshot
  957. memory_list // dump memory list (linux only)
  958. memory_mark // snapshot current allocation status
  959. memory_status // show memory stats (linux only)
  960. mem_compact
  961. mem_dump // Dump memory stats to text file.
  962. mem_dumpvballocs // Dump VB memory allocation stats.
  963. mem_incremental_compact
  964. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
  965. mem_test
  966. mem_vcollide // Dumps the memory used by vcollides
  967. menuselect // menuselect
  968. minisave // Saves game (for current level only!)
  969. mission_reload // Reload mission metadata
  970. mix_dynamic_cull_max_CI_emitters "0"
  971. mix_dynamic_debug_CI "0"
  972. mix_dynamic_max_CI_emitters "30"
  973. mix_dynamic_num_attack_vox_CI "2"
  974. mm_datacenter_debugprint // Shows information retrieved from data center
  975. mm_debugprint // Show debug information about current matchmaking session
  976. 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
  977. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
  978. motdfile "0" // The MOTD file to load.
  979. motd_enabled "1" // Toggles whether or not to show the MOTD to clients when they connect.
  980. motd_intros "15"
  981. mounted_gun_cooldown_time "20" // Mounted gun cooldown time
  982. mounted_gun_damage "50"
  983. mounted_gun_distance "36"
  984. mounted_gun_fire_think_interval "0"
  985. mounted_gun_mount_cooldown_time "0"
  986. mounted_gun_overheat_penalty_time "20"
  987. mounted_gun_overheat_time "20" // Mounted gun overheat time
  988. mounted_gun_rate_of_fire "8"
  989. movie_fixwave // etc.
  990. mp_disable_autokick // Prevents a userid from being auto-kicked
  991. mp_forcerespawnplayers // Force all players to respawn.
  992. mp_forcewin // Forces team to win
  993. mp_gamemode "0" // eg: map mapname versus
  994. mp_roundlimit "3" // Maximum number of rounds
  995. mp_scrambleteams // Scramble the teams and restart the game
  996. mp_switchteams // Switch teams and restart the game
  997. multiplayerendgame // Take all of the connected clients and take them to the end game state.
  998. multvar // Multiply specified convar value.
  999. music_calm_min_interval "45" // Minimum time between DisturbingAtmosphere performances
  1000. music_dynamic_action_decay "10"
  1001. music_dynamic_ambient_decay "7"
  1002. music_dynamic_ambient_in_max "0"
  1003. music_dynamic_ambient_in_min "0"
  1004. music_dynamic_ambient_out_max "1"
  1005. music_dynamic_ambient_out_min "0"
  1006. music_dynamic_ambient_vol_min_alert "0"
  1007. music_dynamic_asg_speed "1"
  1008. music_dynamic_attack_CI_close_decay "0"
  1009. music_dynamic_attack_CI_close_distmax "600"
  1010. music_dynamic_attack_CI_distmax "2400"
  1011. music_dynamic_attack_CI_near_decay "0"
  1012. music_dynamic_attack_CI_near_distmax "300"
  1013. music_dynamic_attack_CI_num "30"
  1014. music_dynamic_attack_CI_veryclose_decay "0"
  1015. music_dynamic_attack_CI_veryclose_distmax "94"
  1016. music_dynamic_boomer_interval_beats "5"
  1017. music_dynamic_calm_decay "15"
  1018. music_dynamic_CI_sight_decay "8"
  1019. music_dynamic_damage_decay "10"
  1020. music_dynamic_damage_duck_damage_max "1"
  1021. music_dynamic_damage_duck_damage_min "0"
  1022. music_dynamic_damage_duck_max "0"
  1023. music_dynamic_damage_duck_min "0"
  1024. music_dynamic_damage_increment "0"
  1025. music_dynamic_debug "0" // Draw parameter meters
  1026. music_dynamic_dodamage_decay "4"
  1027. music_dynamic_dodamage_increment "0"
  1028. music_dynamic_gunfireslow_decay "3"
  1029. music_dynamic_gunfireslow_increment "0"
  1030. music_dynamic_gunfire_decay "1"
  1031. music_dynamic_gunfire_increment "0"
  1032. music_dynamic_hunter_interval_beats "5"
  1033. music_dynamic_huntrifle_speed "3"
  1034. music_dynamic_melee_speed "2"
  1035. music_dynamic_mgun_speed "0"
  1036. music_dynamic_mobstop_size "8" // When a mob gets to this size we think about stopping the music
  1037. music_dynamic_mob_action_close_max "0"
  1038. music_dynamic_mob_action_close_min "0"
  1039. music_dynamic_mob_action_decay "15"
  1040. music_dynamic_mob_action_increment "0"
  1041. music_dynamic_mob_action_max "1"
  1042. music_dynamic_mob_action_min "0"
  1043. music_dynamic_mob_choir_BPM "90"
  1044. music_dynamic_mob_choir_interval_beats "16"
  1045. music_dynamic_mob_choir_interval_randmultmax "3"
  1046. music_dynamic_mob_damage_max "1"
  1047. music_dynamic_mob_damage_min "0"
  1048. music_dynamic_mob_decay "15"
  1049. music_dynamic_mob_increment "0"
  1050. music_dynamic_mob_large "49" // Spawning a large mob
  1051. music_dynamic_mob_max "1"
  1052. music_dynamic_mob_med "29" // Spawning a med mob
  1053. music_dynamic_mob_min "0"
  1054. music_dynamic_mob_size "25" // Spawning a mob this large can play music
  1055. music_dynamic_mob_small "20" // Spawning a small mob
  1056. music_dynamic_on "1"
  1057. music_dynamic_pistol_speed "0"
  1058. music_dynamic_play
  1059. music_dynamic_psg_speed "2"
  1060. music_dynamic_PZ_BPM "80"
  1061. music_dynamic_PZ_interval_randmultmax "5"
  1062. music_dynamic_rifle_speed "0"
  1063. music_dynamic_scanmobstop_size "3" // music stops
  1064. music_dynamic_SI_close_distmax "1200"
  1065. music_dynamic_SI_far_distmin "1800"
  1066. music_dynamic_SI_inrange_distmax "2400"
  1067. music_dynamic_smg_speed "0"
  1068. music_dynamic_smoker_interval_beats "5"
  1069. music_dynamic_solosuccess_damagemin "0"
  1070. music_dynamic_solosuccess_decay "4"
  1071. music_dynamic_solosuccess_increment "1"
  1072. music_dynamic_stop_playing
  1073. music_dynamic_threat_decay "6"
  1074. music_dynamic_update_interval "0" // interval between music status/action update
  1075. music_dynamic_witch_alert_interval "37"
  1076. music_dynamic_witch_near_max "1800"
  1077. music_dynamic_witch_near_min "360"
  1078. music_intensity_override "-1" // Overrides the players music intensity track for testing
  1079. music_intensity_threshold "0"
  1080. music_large_area_reveal_repeat_threshold "60" // The minimum time in seconds between performances of this music
  1081. music_large_area_reveal_threshold "500000" // How much new area must be revealed to trigger the reveal music
  1082. music_manager "1" // Using the new music manager system.
  1083. music_master_debug "0"
  1084. music_master_tag_threshold "0"
  1085. music_min_pending_threat_time "10" // Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence
  1086. music_min_safe_time "3" // Minimum time that we havent seen a threat or been injured. Used when deciding to play MomentOfSilence
  1087. music_moment_of_silence_repeat_interval "600" // Minimum time between successive MomentOfSilence performances
  1088. music_moment_of_silence_start_delay "60" // Minimum time before we can play a MomentOfSilence after leaving a Checkpoint
  1089. music_print // client
  1090. muzzleflash_light "1"
  1091. m_customaccel "0" // 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( raw
  1092. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1093. m_customaccel_max "0" // 0 for no limit
  1094. m_customaccel_scale "0" // Custom mouse acceleration value.
  1095. m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1096. m_filter2 "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1097. m_forward "1" // Mouse forward factor.
  1098. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1099. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1100. m_mousespeed "1" // Windows mouse speed factor (range 1 to 20).
  1101. m_pitch "0" // Mouse pitch factor.
  1102. m_pitch2 "0" // Mouse pitch factor.
  1103. m_side "0" // Mouse side factor.
  1104. m_yaw "0" // Mouse yaw factor.
  1105. name "0" // Current user name
  1106. name2 "0" // Current user name
  1107. nav_add_to_selected_set // Add current area to the selected set.
  1108. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1109. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1110. nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
  1111. nav_area_max_size "50" // Max area size created in nav generation
  1112. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1113. nav_begin_area // drag the opposite corner to the desired location and
  1114. nav_begin_selecting // Start continuously adding to the selected set.
  1115. nav_begin_shift_xy // Begin shifting the Selected Set.
  1116. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1117. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1118. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1119. nav_check_stairs // Update the nav mesh STAIRS attribute
  1120. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1121. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1122. nav_clear_selected_set // Clear the selected set.
  1123. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1124. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1125. nav_connect // then invoke the connect command. Note that this creates a
  1126. nav_coplanar_slope_limit "0"
  1127. nav_coplanar_slope_limit_displacement "0"
  1128. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1129. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1130. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1131. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1132. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1133. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1134. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1135. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1136. nav_debug_blocked "0"
  1137. nav_debug_finale_area "0" // Show extents of finale area and selected finale center
  1138. nav_delete // Deletes the currently highlighted Area.
  1139. nav_delete_marked // Deletes the currently marked Area (if any).
  1140. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1141. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1142. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1143. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1144. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1145. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1146. nav_end_selecting // Stop continuously adding to the selected set.
  1147. nav_end_shift_xy // Finish shifting the Selected Set.
  1148. nav_flood_select // use this command again.
  1149. nav_fog_edit "0"
  1150. nav_fog_mark // Sets fog value for selected areas.
  1151. nav_fog_pick // Sets fog value for selected areas.
  1152. nav_fog_print_used // Prints out the list of fog names used in the map.
  1153. nav_fog_replace // Replaces the first fog name with the second in the map.
  1154. nav_fog_select_place // Selects all areas with the given fog place.
  1155. nav_fog_set // the current Fog is set.
  1156. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1157. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1158. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1159. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1160. nav_generate_incremental_range "2000"
  1161. nav_gen_cliffs_approx // post-processing approximation
  1162. nav_gui // Opens the nav editing GUI
  1163. nav_gui_rebuild "0" // Rebuilds the nav ui windows from scratch every time theyre opened
  1164. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1165. nav_ladder_flip // Flips the selected ladders direction.
  1166. nav_load // Loads the Navigation Mesh for the current map.
  1167. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1168. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1169. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1170. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1171. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1172. nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = no limit)
  1173. nav_max_vis_delta_list_length "64"
  1174. nav_merge // and invoke the merge comm
  1175. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1176. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1177. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1178. nav_obscure_range "400"
  1179. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1180. nav_place_list // Lists all place names used in the map.
  1181. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1182. nav_place_replace // Replaces all instances of the first place with the second place.
  1183. nav_place_set // Sets the Place of all selected areas to the current Place.
  1184. nav_potentially_visible_dot_tolerance "0"
  1185. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1186. nav_print_visibility_info // Dumps some visibility-related data to the console.
  1187. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1188. nav_recall_selected_set // Re-selects the stored selected set.
  1189. nav_recompute_flow // Recomputes flow distance
  1190. nav_remove_from_selected_set // Remove current area from the selected set.
  1191. nav_remove_jump_areas // replacing them with connections.
  1192. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1193. nav_save // Saves the current Navigation Mesh to disk.
  1194. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1195. nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
  1196. nav_selected_set_color "255" // Color used to draw the selected set background while editing.
  1197. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1198. nav_select_completely_visible // Selects all areas completely visible to the selected area.
  1199. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1200. nav_select_half_space // Selects any areas that intersect the given half-space.
  1201. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1202. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1203. nav_select_overlapping // Selects nav areas that are overlapping others.
  1204. nav_select_partially_visible // Selects all areas at least partially visible to the selected area.
  1205. nav_select_radius // Adds all areas in a radius to the selection set
  1206. nav_select_stairs // Adds all stairway areas to the selected set
  1207. nav_select_threat // Selects all threat areas
  1208. nav_select_view_distance // Selects all areas within nav_max_view_distance.
  1209. nav_select_visible_set_size // Selects all areas with visible sets this size or greater.
  1210. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1211. nav_shift // Shifts the selected areas by the specified amount
  1212. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1213. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1214. nav_show_compass "0"
  1215. nav_show_danger "0" // Show current danger levels.
  1216. nav_show_ladder_bounds // Draws the bounding boxes of all func_ladders in the map.
  1217. nav_show_light_intensity "0"
  1218. nav_show_nodes "0"
  1219. nav_show_node_grid "0"
  1220. nav_show_node_id "0"
  1221. nav_show_player_area "0" // Draws the last known area for the given entindex
  1222. nav_show_player_counts "0" // Show current player counts in each area.
  1223. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1224. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1225. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1226. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1227. nav_solid_props "0" // Make props solid to nav generation/editing
  1228. nav_splice // connected area between them.
  1229. nav_split // align the split line using your cursor and invoke the split command.
  1230. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1231. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1232. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1233. nav_store_selected_set // Stores the current selected set for later retrieval.
  1234. nav_strip // and Encounter Spots from the current Area.
  1235. nav_subdivide // Subdivides all selected areas.
  1236. nav_test_node "0"
  1237. nav_test_node_crouch "0"
  1238. nav_test_node_crouch_dir "4"
  1239. nav_test_stairs // Test the selected set for being on stairs
  1240. nav_test_visibility // Tests visibility from the selected area to the one under the cursor.
  1241. nav_toggle_in_selected_set // Remove current area from the selected set.
  1242. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1243. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1244. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1245. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1246. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1247. nav_trouble_report // Selects areas that may be breaking the map checklist for inspection
  1248. nav_trouble_report_corner_to_corner // Selects areas that can break game mechanics
  1249. nav_trouble_report_invalid // Selects areas that can break game mechanics
  1250. nav_trouble_report_suggestions // only if any area has a population
  1251. nav_trouble_test_area "0" // tests will be run against this areaID only
  1252. nav_trouble_test_debug_duration "10"
  1253. nav_trouble_walkable_backtrace "0"
  1254. nav_unmark // Clears the marked Area or Ladder.
  1255. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1256. nav_update_lighting // Recomputes lighting values
  1257. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1258. nav_use_place // the current Place is set.
  1259. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1260. nav_warp_to_mark // Warps the player to the marked area.
  1261. nav_world_center // Centers the nav mesh in the world
  1262. nb_acceleration "500"
  1263. nb_allow_avoiding "1"
  1264. nb_allow_climbing "1"
  1265. nb_allow_gap_jumping "1"
  1266. nb_blind "0" // Disable vision
  1267. nb_chase_lead_time "2"
  1268. nb_debug // ERRORS.
  1269. nb_debug_climbing "0"
  1270. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  1271. nb_debug_history "1" // each bot keeps a history of debug output in memory
  1272. nb_delete_all // Delete all non-player NextBot entities.
  1273. nb_dump_debug_history // Dumps debug history for the bot under the cursor to the blackbox
  1274. nb_force_look_at // Force selected bot to look at the local players position
  1275. nb_friction_forward "0"
  1276. nb_friction_sideways "3"
  1277. nb_goal_look_ahead_range "50"
  1278. nb_gravity "1000"
  1279. nb_head_aim_settle_duration "0"
  1280. nb_head_aim_steady_max_rate "100"
  1281. nb_ladder_align_range "50"
  1282. nb_lean_forward_accel "100"
  1283. nb_lean_max_angle "30"
  1284. nb_lean_rate "3"
  1285. nb_move_to_cursor // Tell all NextBots to move to the cursor position
  1286. nb_path_draw_inc "100"
  1287. nb_path_segment_influence_radius "100"
  1288. nb_player_crouch "0" // Force bots to crouch
  1289. nb_player_move "1" // Prevents bots from moving
  1290. nb_player_stop "0" // Stop all NextBotPlayers from updating
  1291. nb_player_walk "0" // Force bots to walk
  1292. nb_rush // Causes all infected to rush the survivors.
  1293. nb_saccade_speed "1000"
  1294. nb_saccade_time "0"
  1295. nb_select // Select the bot you are aiming at for further debug operations.
  1296. nb_speed_look_ahead_range "150"
  1297. nb_stop "0" // Stop all NextBots
  1298. nb_update_debug "0"
  1299. nb_update_framelimit "15"
  1300. nb_update_frequency "0"
  1301. nb_update_maxslide "2"
  1302. nb_vision_ignore_survivors "0"
  1303. nb_vision_notice_hidden_range "50"
  1304. nb_warp_selected_here // Teleport the selected bot to your cursor position
  1305. nb_yaw_rate "250"
  1306. net_allow_multicast "1"
  1307. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1308. net_channels // Shows net channel info
  1309. net_droppackets "0" // Drops next n packets on client
  1310. net_dumpeventstats // Dumps out a report of game event network usage
  1311. net_fakejitter "0" // Jitter fakelag packet time
  1312. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1313. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1314. net_graph "0" // = 3 draws payload legend.
  1315. net_graphheight "64" // Height of netgraph panel
  1316. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1317. net_graphpos "1"
  1318. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1319. net_graphshowinterp "1" // Draw the interpolation graph.
  1320. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1321. net_graphsolid "1"
  1322. net_graphtext "1" // Draw text fields
  1323. net_maxroutable "1200" // Requested max packet size before packets are split.
  1324. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
  1325. net_scale "5"
  1326. net_showreliablesounds "0"
  1327. net_showsplits "0" // Show info about packet splits
  1328. net_showudp "0" // Dump UDP packets summary to console
  1329. net_showudp_remoteonly "0" // Dump non-loopback udp only
  1330. net_showusermessages "0"
  1331. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1332. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1333. net_start // Inits multiplayer network sockets
  1334. net_status // Shows current network status
  1335. net_steamcnx_allowrelay "0" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1336. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
  1337. net_steamcnx_status // Print status of steam connection sockets.
  1338. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1339. nextdemo // Play next demo in sequence.
  1340. next_weapon_timer "1"
  1341. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1342. noclip_fixup "1"
  1343. notarget // Toggle. Player becomes hidden to NPCs.
  1344. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1345. openserverbrowser // Opens server browser
  1346. overview_alpha "1" // Overview map translucency.
  1347. overview_health "1" // Show players health in map overview.
  1348. overview_locked "1" // doesnt follow view angle.
  1349. overview_mode // large: <0|1|2>
  1350. overview_names "1" // Show players names in map overview.
  1351. overview_tracks "1" // Show players tracks in map overview.
  1352. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1353. pain_pills_decay_rate "0"
  1354. pain_pills_health_threshold "99" // Pills cant be used unless total health is less than this amount
  1355. pain_pills_health_value "50"
  1356. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1357. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1358. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1359. particle_test_attach_mode "0" // follow_origin
  1360. particle_test_file "0" // Name of the particle system to dynamically spawn
  1361. particle_test_start // particle_test_attach_mode and particl
  1362. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1363. password "0" // Current server access password
  1364. path // Show the engine filesystem path.
  1365. pause // Toggle the server pause state.
  1366. perfui // Show/hide the level performance tools UI.
  1367. perfvisualbenchmark
  1368. perfvisualbenchmark_abort
  1369. personalstats // Shows the player stats dialog
  1370. physics_budget // Times the cost of each active object
  1371. physics_constraints // Highlights constraint system graph for an entity
  1372. physics_debug_entity // Dumps debug info for an entity
  1373. physics_highlight_active // Turns on the absbox for all active physics objects
  1374. physics_report_active // Lists all active physics objects
  1375. physics_select // Dumps debug info for an entity
  1376. picker // pivot and debugging text is displayed for whatever entity the play
  1377. ping // Display ping to server.
  1378. pingserver // Ping a server for info
  1379. pixelvis_debug // Dump debug info
  1380. play // Play a sound.
  1381. playdemo // Play a recorded demo file (.dem ).
  1382. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1383. playflush // reloading from disk in case of changes.
  1384. playgamesound // Play a sound from the game sounds txt file
  1385. playsoundscape // Forces a soundscape to play
  1386. playvideo // Plays a video: <filename> [width height]
  1387. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1388. playvol // Play a sound at a specified volume.
  1389. plugin_load // plugin_load <filename> : loads a plugin
  1390. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1391. plugin_pause_all // pauses all loaded plugins
  1392. plugin_print // Prints details about loaded plugins
  1393. plugin_unload // plugin_unload <index> : unloads a plugin
  1394. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1395. plugin_unpause_all // unpauses all disabled plugins
  1396. polish_demo // Polish the given demo. Pass demo name as only parameter.
  1397. print_colorcorrection // Display the color correction layer information.
  1398. progress_enable
  1399. prop_crosshair // Shows name for prop looking at
  1400. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1401. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1402. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1403. pwatchent "-1" // Entity to watch for prediction system changes.
  1404. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1405. pz_damages // List player zombie damages
  1406. quit // Exit the engine.
  1407. radialmenu // Opens a radial menu
  1408. ragdoll_velocity_multiplier "0" // Acceleration to last living velocity given to new ragdolls
  1409. rate "30000" // Max bytes/sec the host can receive data
  1410. rcon // Issue an rcon command.
  1411. rcon_password "0" // remote console password.
  1412. recompute_speed // Recomputes clock speed (for debugging purposes).
  1413. record // Record a demo.
  1414. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1415. removeid // Remove a user ID from the ban list.
  1416. removeip // Remove an IP address from the ban list.
  1417. report
  1418. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
  1419. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
  1420. report_entities // Lists all entities
  1421. report_simthinklist // Lists all simulating/thinking entities
  1422. report_soundpatch // reports sound patch count
  1423. report_touchlinks // Lists all touchlinks
  1424. rescue_distance "4500" // Living survivors must travel this far past a dead survivors corpse to be able to rescue him
  1425. rescue_finale_ignore_distance "4000" // he stops calling for help
  1426. rescue_finale_spawn_range "4000" // info_survivor_rescue ents will be considered if they are this close to the leading survivor
  1427. rescue_ignore_distance "2000" // he stops calling for help
  1428. rescue_interval "2" // Dead survivors are checked to start calling for help this often
  1429. rescue_min_dead_time "60" // Duration in seconds a survivor must be dead before being rescuable
  1430. rescue_range "1000" // it will be triggered
  1431. rescue_show // Shows debugging info for info_survivor_rescue ents
  1432. rescue_spawn_flow "400" // info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivor
  1433. rescue_spawn_range "2000" // info_survivor_rescue ents will be considered if they are this close to the leading survivor
  1434. rescue_update_nav // Updates RESCUE_CLOSET nav flags
  1435. rescue_vs "0" // Rescue closets in vs mode
  1436. rescue_yell_delay "1" // Delay before yelling when activating
  1437. rescue_yell_interval "6" // Interval at which an info_survivor_rescue yells for help
  1438. reset_gameconvars // Reset a bunch of game convars to default values
  1439. respawn_entities // Respawn all the entities in the map.
  1440. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1441. retry // Retry connection to last server.
  1442. rope_min_pixel_diameter "2"
  1443. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  1444. rr_reloadresponsesystems // Reload all response system scripts.
  1445. rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  1446. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
  1447. r_3dnow // Enable/disable 3DNow code
  1448. r_AirboatViewDampenDamp "1"
  1449. r_AirboatViewDampenFreq "7"
  1450. r_AirboatViewZHeight "0"
  1451. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
  1452. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1453. r_avglight "1"
  1454. r_avglightmap "0"
  1455. r_cheapwaterend
  1456. r_cheapwaterstart
  1457. r_cleardecals // Usage r_cleardecals <permanent>.
  1458. r_ClipAreaPortals "1"
  1459. r_colorstaticprops "0"
  1460. r_debugcheapwater "0"
  1461. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1462. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1463. r_DispBuildable "0"
  1464. r_DispWalkable "0"
  1465. r_DrawBeams "1" // 2=Wireframe
  1466. r_drawbrushmodels "1" // 2=Wireframe
  1467. r_drawclipbrushes "0" // purple=NPC)
  1468. r_drawdecals "1" // Render decals.
  1469. r_DrawDisp "1" // Toggles rendering of displacment maps
  1470. r_drawentities "1"
  1471. r_drawfuncdetail "1" // Render func_detail
  1472. r_drawleaf "-1" // Draw the specified leaf.
  1473. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  1474. r_drawlightinfo "0"
  1475. r_drawlights "0"
  1476. r_DrawModelLightOrigin "0"
  1477. r_drawmodelstatsoverlay "0"
  1478. r_drawmodelstatsoverlaydistance "500"
  1479. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1480. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1481. r_drawopaquerenderables "1"
  1482. r_drawopaqueworld "1"
  1483. r_drawothermodels "1" // 2=Wireframe
  1484. r_drawparticles "1" // Enable/disable particle rendering
  1485. r_DrawPortals "0"
  1486. r_DrawRain "1" // Enable/disable rain rendering.
  1487. r_drawrenderboxes "0"
  1488. r_drawropes "1"
  1489. r_drawskybox "1"
  1490. r_drawsprites "1"
  1491. r_drawstaticprops "1" // 2=Wireframe
  1492. r_drawtracers "1"
  1493. r_drawtranslucentrenderables "1"
  1494. r_drawtranslucentworld "1"
  1495. r_drawvgui "1" // Enable the rendering of vgui panels
  1496. r_drawviewmodel "1"
  1497. r_drawworld "1" // Render the world.
  1498. r_dscale_basefov "90"
  1499. r_dscale_fardist "2000"
  1500. r_dscale_farscale "4"
  1501. r_dscale_neardist "100"
  1502. r_dscale_nearscale "1"
  1503. r_dynamic "1"
  1504. r_dynamiclighting "1"
  1505. r_eyemove "1"
  1506. r_eyeshift_x "0"
  1507. r_eyeshift_y "0"
  1508. r_eyeshift_z "0"
  1509. r_eyesize "0"
  1510. r_eyewaterepsilon "7"
  1511. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1512. r_flashlightambient "0"
  1513. r_flashlightbacktraceoffset "0"
  1514. r_flashlightbrightness "0"
  1515. r_flashlightclip "0"
  1516. r_flashlightconstant "0"
  1517. r_flashlightdrawclip "0"
  1518. r_flashlightfar "750"
  1519. r_flashlightfov "53"
  1520. r_flashlightinfectedtexture "0"
  1521. r_flashlightladderdist "40"
  1522. r_flashlightlinear "100"
  1523. r_flashlightlockposition "0"
  1524. r_flashlightmuzzleflashfov "120"
  1525. r_flashlightnear "4"
  1526. r_flashlightnearoffsetscale "0"
  1527. r_flashlightoffsetforward "0"
  1528. r_flashlightoffsetforward_low "0"
  1529. r_flashlightoffsetright "5"
  1530. r_flashlightoffsetright_low "10"
  1531. r_flashlightoffsetup "-5"
  1532. r_flashlightoffsetup_low "-16"
  1533. r_flashlightquadratic "0"
  1534. r_flashlightshadowatten "0"
  1535. r_flashlightvisualizetrace "0"
  1536. r_flashlight_attach_to_viewmodel "1" // Attach the flashlight effect to the viewmodel
  1537. r_flushlod // Flush and reload LODs.
  1538. r_hwmorph "0"
  1539. r_itemblinkmax "0"
  1540. r_itemblinkrate "4"
  1541. r_JeepFOV "90"
  1542. r_JeepViewBlendTo "1"
  1543. r_JeepViewBlendToScale "0"
  1544. r_JeepViewBlendToTime "1"
  1545. r_JeepViewDampenDamp "1"
  1546. r_JeepViewDampenFreq "7"
  1547. r_JeepViewZHeight "10"
  1548. r_lightcachecenter "1"
  1549. r_lightcachemodel "-1"
  1550. r_lightcache_invalidate
  1551. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  1552. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
  1553. r_lightinterp "5" // 0 turns off interpolation
  1554. r_lightmap "-1"
  1555. r_lightstyle "-1"
  1556. r_lightwarpidentity "0"
  1557. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  1558. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  1559. r_modelwireframedecal "0"
  1560. r_nohw "0"
  1561. r_nosw "0"
  1562. r_novis "0" // Turn off the PVS.
  1563. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  1564. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  1565. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1566. r_PhysPropStaticLighting "0"
  1567. r_portalsopenall "0" // Open all portals
  1568. r_PortalTestEnts "1" // Clip entities against portal frustums.
  1569. r_printdecalinfo
  1570. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1571. 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
  1572. r_rainalpha "0"
  1573. r_rainalphapow "0"
  1574. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
  1575. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
  1576. r_raindensity "0"
  1577. r_RainHack "0"
  1578. r_rainlength "0"
  1579. r_RainProfile "0" // Enable/disable rain profiling.
  1580. r_RainRadius "1500"
  1581. r_RainSideVel "10" // How much sideways velocity rain gets.
  1582. r_RainSimulate "1" // Enable/disable rain simulation.
  1583. r_rainspeed "600"
  1584. r_RainSplashPercentage "20"
  1585. r_rainwidth "0"
  1586. r_randomflex "0"
  1587. r_screenoverlay // Draw specified material as an overlay
  1588. r_shadowangles // Set shadow angles
  1589. r_shadowblobbycutoff // some shadow stuff
  1590. r_shadowcolor // Set shadow color
  1591. r_shadowdir // Set shadow direction
  1592. r_shadowdist // Set shadow distance
  1593. r_shadowfromanyworldlight "0"
  1594. r_shadowfromworldlights_debug "0"
  1595. r_shadowids "0"
  1596. r_shadows_gamecontrol "-1"
  1597. r_shadowwireframe "0"
  1598. r_shadow_debug_spew "0"
  1599. r_shadow_deferred "0" // Toggle deferred shadow rendering
  1600. r_showenvcubemap "0"
  1601. r_showz_power "1"
  1602. r_skin "0"
  1603. r_skybox "1" // Enable the rendering of sky boxes
  1604. r_slowpathwireframe "0"
  1605. r_SnowColorBlue "200" // Snow.
  1606. r_SnowColorGreen "175" // Snow.
  1607. r_SnowColorRed "150" // Snow.
  1608. r_SnowDebugBox "0" // Snow Debug Boxes.
  1609. r_SnowEnable "1" // Snow Enable
  1610. r_SnowEndAlpha "255" // Snow.
  1611. r_SnowEndSize "0" // Snow.
  1612. r_SnowFallSpeed "1" // Snow fall speed scale.
  1613. r_SnowInsideRadius "256" // Snow.
  1614. r_SnowOutsideRadius "1024" // Snow.
  1615. r_SnowParticles "500" // Snow.
  1616. r_SnowPosScale "1" // Snow.
  1617. r_SnowRayEnable "1" // Snow.
  1618. r_SnowRayLength "8192" // Snow.
  1619. r_SnowRayRadius "256" // Snow.
  1620. r_SnowSpeedScale "1" // Snow.
  1621. r_SnowStartAlpha "25" // Snow.
  1622. r_SnowStartSize "1" // Snow.
  1623. r_SnowWindScale "0" // Snow.
  1624. r_SnowZoomOffset "384" // Snow.
  1625. r_SnowZoomRadius "512" // Snow.
  1626. r_sse2 // Enable/disable SSE2 code
  1627. r_swingflashlight "1"
  1628. r_updaterefracttexture "1"
  1629. r_vehicleBrakeRate "1"
  1630. r_VehicleViewClamp "1"
  1631. r_VehicleViewDampen "1"
  1632. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1633. r_visualizelighttraces "0"
  1634. r_visualizelighttracesshowfulltrace "0"
  1635. r_visualizetraces "0"
  1636. save // Saves current game.
  1637. save_finish_async
  1638. say // Display player message
  1639. say_team // Display player message to team
  1640. sb_add // Add a Survivor Bot.
  1641. sb_all_bot_team "0" // Allow a team of nothing but bots
  1642. sb_always_hurry_vs "1" // always run in VS mode
  1643. sb_battlestation_give_up_range_from_human "1500"
  1644. sb_battlestation_human_hold_time "4" // How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations
  1645. sb_close_checkpoint_door_interval "2"
  1646. sb_close_threat_range "200"
  1647. sb_combat_saccade_speed "1000"
  1648. sb_crouch "0" // Forces survivor bots to crouch
  1649. sb_debug_apoproach_wait_time "5" // How long a SurvivorBot waits once it reaches its debug move-to spot
  1650. sb_debug_buddy "0"
  1651. sb_debug_locomotion "0"
  1652. sb_debug_retreat "0"
  1653. sb_debug_team_avoidance "0"
  1654. sb_dont_bash "0" // Force SurvivorBots to not bash
  1655. sb_dont_shoot "0" // Force SurvivorBots to not fire their weapons
  1656. sb_enforce_proximity_lookat_timeout "10"
  1657. sb_enforce_proximity_range "1500"
  1658. sb_far_hearing_range "1500"
  1659. sb_flashlight "0" // Forces survivor bots to use flashlights (-1 to force off)
  1660. sb_follow_stress_factor "0"
  1661. sb_force_max_intensity // Force intensity of selected SurvivorBot to maximum level.
  1662. sb_friendlyfire "0"
  1663. sb_friend_immobilized_reaction_time_expert "0" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1664. sb_friend_immobilized_reaction_time_hard "1" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1665. sb_friend_immobilized_reaction_time_normal "2" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1666. sb_friend_immobilized_reaction_time_vs "0" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1667. sb_give // Give an item to each Survivor bot
  1668. sb_give_random_weapon // Give a random weapon to each Survivor bot
  1669. sb_hindrance_range "150"
  1670. sb_hold_position "0" // Force SurvivorBots to stand still
  1671. sb_locomotion_wait_threshold "10"
  1672. sb_max_battlestation_range_from_human "750"
  1673. sb_max_scavenge_separation "750" // SurvivorBots wont scavenge items farther away from the group than this
  1674. sb_min_attention_notice_time "0" // Ill notice
  1675. sb_min_orphan_time_to_cover "1"
  1676. sb_move "1" // Stop all SurvivorBots from moving
  1677. sb_move_to_cursor // Sends survivor bots to cursor target
  1678. sb_narrow_corridor_width "100"
  1679. sb_near_hearing_range "500"
  1680. sb_neighbor_range "300" // How close a friend needs to be to feel safe
  1681. sb_normal_saccade_speed "350"
  1682. sb_open_fire "0" // Forces survivor bots to fire continuously
  1683. sb_path_lookahead_range "300"
  1684. sb_perf_crawl "0" // survivor bot will be doing a perf-crawl walk through the map
  1685. sb_perf_crawl_ang "5" // Rotation angles at perf-crawl snapshots in the map
  1686. sb_perf_crawl_dist "128" // Distance between perf-crawl snapshots in the map
  1687. sb_perf_crawl_time "1" // How much time is spent at each perf-crawl spot/ang in the map
  1688. sb_perf_dump "0" // low perf places will be dumped
  1689. sb_perf_dump_bots "0" // manager
  1690. sb_pushscale "1"
  1691. sb_reachability_cache_lifetime "3"
  1692. sb_replacement_interval "0" // Force SurvivorBots to be replaced after this many seconds for stress testing
  1693. sb_rescue_vehicle_loading_range "300" // How close to the arrival point of the rescue vehicle SurvivorBots try to get
  1694. sb_separation_danger_max_range "600" // A Survivor teammate this far away needs to be gathered back into the group
  1695. sb_separation_danger_min_range "500" // A Survivor teammate this far away is straying from the group
  1696. sb_separation_range "200" // Desired distance between Survivors
  1697. sb_show_threat_areas "0"
  1698. sb_sidestep_for_horde "0" // Allow sidestepping left/right to acquire common infected targets
  1699. sb_stop "0" // Forces survivor bots to stand still
  1700. sb_takecontrol // Take control of a bot.
  1701. sb_threat_close_range "150" // Very close range for threats
  1702. sb_threat_exposure_stop "200000"
  1703. sb_threat_exposure_walk "50000"
  1704. sb_threat_far_range "600" // Close enough to be a threat if near several other threats
  1705. sb_threat_medium_range "300" // even when neutral
  1706. sb_threat_very_close_range "150"
  1707. sb_threat_very_far_range "1500" // even for boss infected
  1708. sb_unstick "1"
  1709. sb_use_button_range "1000"
  1710. sb_vomit_blind_time "5" // How long Boomer vomit/explosion gore blinds us
  1711. scene_flush // Flush all .vcds from the cache and reload from disk.
  1712. scene_showlook "0" // show the directions of look events.
  1713. scene_showmoveto "0" // show the end location.
  1714. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  1715. screenshot // Take a screenshot.
  1716. select_cliff // Selects all NAV_MESH_CLIFF areas.
  1717. select_invalid_finale_nospawn // Selects all FINALE_NOSPAWN areas that arent also FINALE.
  1718. select_with_attribute // Selects areas with the given attribute.
  1719. sensitivity "1" // Mouse sensitivity.
  1720. server_game_time // Gives the game time in seconds (servers curtime)
  1721. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  1722. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  1723. setinfo // Adds a new user info value
  1724. setmaster // add/remove/enable/disable master servers
  1725. setmodel // Changess players model
  1726. setpause // Set the pause state of the server.
  1727. setpos // Move player to specified origin (must have sv_cheats).
  1728. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  1729. setpos_player // Move specified player to specified origin (must have sv_cheats).
  1730. shake // Shake the screen.
  1731. shake_stop // Stops all active screen shakes.
  1732. shout_going_to_die_interval "20"
  1733. shout_make_way_interval "2"
  1734. shout_max_warn_range "2000"
  1735. shout_min_special_warn_interval "5"
  1736. shout_min_use_range "200"
  1737. shout_min_warn_interval "10"
  1738. shout_threat_range "500"
  1739. shout_view_motion_threshold "0"
  1740. shout_view_target_threahold "0"
  1741. showbudget_texture "0" // Enable the texture budget panel.
  1742. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  1743. showconsole // Show the console.
  1744. showGameSettings
  1745. showinfo // Shows a info panel: <type> <title> <message> [<command>]
  1746. showpanel // Shows a viewport panel <name>
  1747. showtriggers "0" // Shows trigger brushes
  1748. showtriggers_toggle // Toggle show triggers
  1749. show_menu // Opens a menu
  1750. shriek_shake_amplitude "10"
  1751. shriek_shake_duration "2"
  1752. shriek_shake_frequency "5"
  1753. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  1754. skill "1" // Game skill level (1-3).
  1755. sk_autoaim_mode "1"
  1756. slot0
  1757. slot1
  1758. slot10
  1759. slot2
  1760. slot3
  1761. slot4
  1762. slot5
  1763. slot6
  1764. slot7
  1765. slot8
  1766. slot9
  1767. Smoker_escape_range "750"
  1768. smoker_pz_claw_dmg "4" // Amount of damage done by a PZ smokers regular melee attack
  1769. smoker_tongue_delay "1"
  1770. snapto
  1771. sndplaydelay
  1772. snd_async_flush // Flush all unlocked async audio data
  1773. snd_async_showmem // Show async memory stats
  1774. snd_async_showmem_music // Show async memory stats for just non-streamed music
  1775. snd_async_showmem_summary // Show brief async memory stats
  1776. snd_buildsoundcachefordirectory // rebuild sound.cache for full path to directory ending with a sound/ folder
  1777. snd_duckerattacktime "0"
  1778. snd_duckerreleasetime "2"
  1779. snd_duckerthreshold "0"
  1780. snd_ducktovolume "0"
  1781. snd_dumpclientsounds // Dump sounds to console
  1782. snd_dump_filepaths
  1783. snd_filter "0"
  1784. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
  1785. snd_gain "1"
  1786. snd_gain_max "1"
  1787. snd_gain_min "0"
  1788. snd_getmixer // Get data related to mix group matching string
  1789. snd_legacy_surround "0"
  1790. snd_list_mixers // List all mixers to dev console.
  1791. snd_list_mix_groups // List all mix groups to dev console.
  1792. snd_mixahead "0"
  1793. snd_musicvolume "0" // Music volume
  1794. snd_obscured_gain_dB "-2"
  1795. snd_pitchquality "1"
  1796. snd_playsounds // Play sounds from the game sounds txt file at a given location
  1797. snd_play_in_out // Plays one of two sounds from entity depending on players in/out location
  1798. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  1799. snd_pre_gain_dist_falloff "1"
  1800. snd_rebuildaudiocache // rebuild audio cache
  1801. snd_rebuildlocalizedaudiocache // rebuild audio cache for all localization
  1802. snd_refdb "60" // Reference dB at snd_refdist
  1803. snd_refdist "36" // Reference distance for snd_refdb
  1804. snd_restart // Restart sound system.
  1805. snd_setmixer // solo.
  1806. snd_setmixlayer // solo.
  1807. snd_setmixlayer_amount // Set named mix layer mix amount.
  1808. snd_setsoundparam // Set a sound paramater
  1809. snd_showstart "0"
  1810. snd_soundmixer_flush // Reload soundmixers.txt file.
  1811. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  1812. snd_visualize "0" // Show sounds location in world
  1813. snd_writemanifest // outputs the precache manifest for the current level
  1814. soundfade // Fade client volume.
  1815. soundinfo // Describe the current sound device.
  1816. soundlist // List all known sounds.
  1817. soundscape_debug "0" // red lines show soundscapes that ar
  1818. soundscape_dumpclient // Dumps the clients soundscape data.
  1819. soundscape_fadetime "1" // Time to crossfade sound effects between soundscapes
  1820. soundscape_flush // Flushes the server & client side soundscapes
  1821. spawnboomermenu // Show the Spawn Mode menu for boomers
  1822. spawnhuntermenu // Show the Spawn Mode menu for hunters
  1823. spawnmodemenu // Show the Spawn Mode menu
  1824. spawnsmokermenu // Show the Spawn Mode menu for smokers
  1825. speak // Play a constructed sentence.
  1826. spec_allowroaming "0"
  1827. spec_centerchasecam "0" // in chase came mode
  1828. spec_chasedistancestep "10" // Amount to adjust the chase cams distance on a zoom request
  1829. spec_cinematic "0"
  1830. spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  1831. spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  1832. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
  1833. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  1834. spec_help // Show spectator help screen
  1835. spec_keep_team_cc "1" // Use team color correction even when spectating in vs mode
  1836. spec_keep_team_glows "1" // Use team glows even when spectating in vs mode
  1837. spec_menu // Activates spectator menu
  1838. spec_mode // Set spectator mode
  1839. spec_next // Spectate next player
  1840. spec_player // Spectate player by name
  1841. spec_pos // dump position and angles to the console
  1842. spec_prev // Spectate previous player
  1843. spec_scoreboard "0"
  1844. spec_target
  1845. spec_target_clear
  1846. spike // generates a fake spike
  1847. ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
  1848. ss_map // Start playing on specified map with max allowed splitscreen players.
  1849. ss_splitmode "0" // 2 - vertical (only allowed in widescr
  1850. startdemos // Play demos in demo sequence.
  1851. startmovie // Start recording movie frames.
  1852. startupmenu // and were not in developer
  1853. star_memory // Dump memory stats
  1854. stats // Prints server performance variables
  1855. stats_nexthighlight
  1856. status // Display map and connection status.
  1857. stop // Finish recording demo.
  1858. stopdemo // Stop playing back a demo.
  1859. stopsound
  1860. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  1861. stringtabledictionary // Create dictionary for current strings.
  1862. stuffcmds // Parses and stuffs command line + commands to command buffer.
  1863. suitvolume "0"
  1864. surfaceprop // Reports the surface properties at the cursor
  1865. survivor_accuracy_upgrade_factor "0"
  1866. survivor_autolook_voc_delay "1" // a survivor will say a smartlook concept for it if available.
  1867. survivor_burn_factor_easy "0" // Flame damage multiplier
  1868. survivor_burn_factor_expert "1" // Flame damage multiplier
  1869. survivor_burn_factor_hard "0" // Flame damage multiplier
  1870. survivor_burn_factor_normal "0" // Flame damage multiplier
  1871. survivor_calm_damage_delay "5" // survivors are not calm for this many seconds after taking damage
  1872. survivor_calm_deploy_delay "2" // survivors are not calm for this many seconds after switching weapons
  1873. survivor_calm_intensity "0" // survivors are not calm if their intensity level is above this point
  1874. survivor_calm_no_flashlight "1" // to keep the weapon pointing along the flashlight beam
  1875. survivor_calm_recent_enemy_delay "5" // survivors are not calm for this many seconds after seeing an enemy
  1876. survivor_calm_weapon_delay "5" // survivors are not calm for this many seconds after firing
  1877. survivor_commando_factor "2"
  1878. survivor_crawl_speed "15"
  1879. survivor_crouch_speed "75"
  1880. survivor_damage_speed_factor "0" // How much a Survivor is slowed when hit by an Infected
  1881. survivor_debug_active_area_set "0"
  1882. survivor_debug_in_combat "0"
  1883. survivor_debug_visibility "0"
  1884. survivor_drag_speed_multiplier "0" // Multiplier to speed when we are dragging somebody.
  1885. survivor_drag_type "0" // 2: continuous drag
  1886. survivor_extra_damage_ammo_factor "1"
  1887. survivor_ff_avoidance "0"
  1888. survivor_ff_avoidance_pitch "20"
  1889. survivor_ff_avoidance_yaw "10"
  1890. survivor_ff_tolerance "26"
  1891. survivor_fog_vocalize_percent "0" // The percent of the fog end distance that stops vocalizations.
  1892. survivor_friendly_fire_factor_easy "0"
  1893. survivor_friendly_fire_factor_expert "1"
  1894. survivor_friendly_fire_factor_hard "0"
  1895. survivor_friendly_fire_factor_normal "0"
  1896. survivor_fumes_run_speed "85"
  1897. survivor_fumes_walk_speed "85"
  1898. survivor_groupie_range "350"
  1899. survivor_groupie_regenerate_rate "0"
  1900. survivor_hanging_eye_height "85"
  1901. survivor_hanging_from_tongue_eye_height "40"
  1902. survivor_helping_hand_inhibit_duration "1"
  1903. survivor_hitsound_interval_timer "0"
  1904. survivor_incapacitated_accuracy_penalty "0" // Penalty given for shooting while incapacitated.
  1905. survivor_incapacitated_cycle_time "0" // overriding weapon.
  1906. survivor_incapacitated_dizzy_severity "2" // how much bump we add to a incapd players mouse.
  1907. survivor_incapacitated_dizzy_timer "2" // How often our incapd dizzy-drift changes directions.
  1908. survivor_incapacitated_eye_height "24"
  1909. survivor_incapacitated_max_yaw "180"
  1910. survivor_incapacitated_reload_multiplier "1" // Multiplier to reload time when incapacitated.
  1911. survivor_incapacitated_roll "20"
  1912. survivor_intensity_decay_threat_range "750"
  1913. survivor_intensity_recent_enemy_duration "5"
  1914. survivor_it_duration "20"
  1915. survivor_knockdown_roll "-20"
  1916. survivor_ledge_scales_health "1"
  1917. survivor_limp_health "40"
  1918. survivor_limp_run_speed "150"
  1919. survivor_limp_walk_speed "85"
  1920. survivor_max_incapacitated_count "2" // How many times you can be incapacitated instead of killed between health kits.
  1921. survivor_max_lunge_stagger_distance "30" // crouched survivor can stagger after being lunged.
  1922. survivor_max_lunge_stagger_speed "220" // Hunters lunging this fast stagger survivors with full power.
  1923. survivor_max_tongue_stagger_distance "200"
  1924. survivor_max_tongue_stagger_duration "1"
  1925. survivor_max_tug_distance "300"
  1926. survivor_max_tug_duration "1"
  1927. survivor_min_local_yaw "-45"
  1928. survivor_min_lunge_stagger_speed "50" // Hunters must be lunging this fast to stagger a survivor.
  1929. survivor_no_pounce_or_hang "0"
  1930. survivor_pounce_victim_eye_height "12"
  1931. survivor_push "0"
  1932. survivor_revive_duration "5"
  1933. survivor_revive_health "30" // How much temp health you get revived with.
  1934. survivor_revive_successive_penalty "0" // How much less temp health you get each revive.
  1935. survivor_shove_teammates "0"
  1936. survivor_speed "210"
  1937. survivor_speed_boost_factor "1" // Speed boost from upgrade
  1938. survivor_sprint_multiplier "1"
  1939. survivor_still_penalty "3" // Amount gun accuracy is affected when the view is not still
  1940. survivor_stun_immunity_duration "0"
  1941. survivor_team_hit_pitch_max "10"
  1942. survivor_team_hit_pitch_min "-10"
  1943. survivor_team_hit_yaw_max "10"
  1944. survivor_team_hit_yaw_min "-10"
  1945. survivor_unstoppable_speed "150"
  1946. survivor_upgrade_accuracy "0"
  1947. survivor_upgrade_quickdraw "0"
  1948. survivor_use_glow_range "500"
  1949. survivor_vision_range "1500"
  1950. survivor_vision_range_obscured "750"
  1951. survivor_walk_speed "85"
  1952. sv_allow_lobby_connect_only "1" // may not connect directly.
  1953. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  1954. sv_alltalk "1" // no team restrictions
  1955. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  1956. sv_banid_enabled "1" // Whether server supports banid command
  1957. sv_cheats "0" // Allow cheats on server
  1958. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  1959. sv_consistency "1" // Whether the server enforces file consistency for critical files
  1960. sv_contact "0" // Contact email for server sysop
  1961. sv_crash // Causes a server crash for testing
  1962. sv_cycle_latch_timer "0" // How often to transmit our cycle to the client for corrections.
  1963. sv_disable_querycache "0" // debug - disable trace query cache
  1964. sv_doors_push_players "0" // a door will push players out of the way as it opens and closes.
  1965. sv_downloadurl "0" // Location from which clients can download missing files
  1966. sv_dumpstringtables "0"
  1967. sv_footstepinterval "0"
  1968. sv_forcepreload "0" // Force server side preloading.
  1969. sv_gametypes "0" // usually set on server launch command line.
  1970. sv_infinite_ammo "0" // Players active weapon will never run out of ammo
  1971. sv_lagcompensationforcerestore "1" // just do it.
  1972. sv_lan "0" // no non-class C addresses )
  1973. sv_logbans "0" // Log server bans in the server logs.
  1974. sv_logecho "1" // Echo log information to the console.
  1975. sv_logfile "1" // Log server information in the log file.
  1976. sv_logflush "0" // Flush the log file to disk on each write (slow).
  1977. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  1978. sv_log_onefile "0" // Log server information to only one file.
  1979. sv_master_legacy_mode "0" // Use (outside-of-Steam) code to communicate with master servers.
  1980. sv_maxcmdrate "40" // this sets the maximum value for cl_cmdrate.
  1981. sv_maxrate "0" // 0 == unlimited
  1982. sv_memlimit "0" // the server will exit.
  1983. sv_mincmdrate "0" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  1984. sv_minrate "5000" // 0 == unlimited
  1985. sv_noclipaccelerate "5"
  1986. sv_noclipduringpause "0" // etc.).
  1987. sv_noclipspeed "5"
  1988. sv_password "0" // Server password for entry into multiplayer games
  1989. sv_pausable "0" // Is the server pausable.
  1990. sv_precacheinfo // Show precache info.
  1991. sv_prop_door_max_close_attempts "8" // Number of times blocked doors will try to close before becoming non-solid and forcing a close.
  1992. sv_pure // Show user data.
  1993. sv_pure_kick_clients "1" // it will issue a warning to the client.
  1994. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  1995. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  1996. sv_querycache_stats // Display status of the query cache (client only)
  1997. sv_region "-1" // The region of the world to report this server in.
  1998. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
  1999. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
  2000. sv_search_team_key "0" // set this key to match with known opponents team
  2001. sv_showfootsteps "0" // 3=both)
  2002. sv_showhitboxes "-1" // use on listen server only).
  2003. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2004. sv_showposeparams "1"
  2005. sv_showtags // Describe current gametags.
  2006. sv_shutdown // Sets the server to shutdown when all games have completed
  2007. sv_skyname "0" // Current name of the skybox texture
  2008. sv_soundscape_printdebuginfo // print soundscapes
  2009. sv_specaccelerate "5"
  2010. sv_specnoclip "1"
  2011. sv_specspeed "3"
  2012. sv_spectatoridletime "3"
  2013. 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
  2014. sv_steamgroup_exclusive "0" // public people will be able to join the ser
  2015. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2016. sv_tankpropfade "1"
  2017. sv_turbophysics_shadow "0" // players have physics shadows even when sv_turbophysics is 1
  2018. sv_unlockedchapters "1" // Highest unlocked game chapter.
  2019. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2020. sv_voiceenable "1"
  2021. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2022. tank_attack_range "50" // Distance from Survivor that tank triggers own swing.
  2023. tank_auto_swing "0"
  2024. tank_burn_duration_expert "40" // Number of seconds a burning Tank takes to die
  2025. tank_burn_duration_hard "35" // Number of seconds a burning Tank takes to die
  2026. tank_burn_duration_normal "30" // Number of seconds a burning Tank takes to die
  2027. tank_burn_duration_vs "30" // Number of seconds a burning Tank takes to die
  2028. tank_fist_radius "15"
  2029. tank_ground_pound_duration "1"
  2030. tank_ground_pound_reveal_distance "500"
  2031. tank_raffle_debug "0" // Fill the tank raffle with dummy values for debugging
  2032. tank_stasis_time_suicide "30"
  2033. tank_stuck_failsafe "1"
  2034. tank_stuck_time_choose_new_target "2"
  2035. tank_stuck_time_suicide "10"
  2036. tank_stuck_visibility_tolerance_choose_new_target "5"
  2037. tank_stuck_visibility_tolerance_suicide "15"
  2038. tank_swing_arc "180"
  2039. tank_swing_duration "0" // Duration of the actual swing
  2040. tank_swing_fast_interval "0" // Interval between tank swings when he is clearing zombies out of his path
  2041. tank_swing_interval "1" // Interval between tank swings
  2042. tank_swing_miss_interval "1" // Interval between tank swings after a miss
  2043. tank_swing_physics_prop_force "4" // Multiplier for tank hitting a phys prop.
  2044. tank_swing_range "56" // Range of the actual swing
  2045. tank_swing_yaw "80"
  2046. tank_throw_aim_error "100" // Margin of error for Easy mode Tank rock throws
  2047. tank_throw_allow_range "250" // How far away our victim must be before well try to throw debris at them
  2048. tank_throw_lead_time_factor "0" // How much to lead a moving target
  2049. tank_throw_loft_rate "0" // Tank adds this angle/distance when throwing
  2050. tank_throw_max_loft_angle "30" // Maximum loft angle for Tank throw angle adjustment
  2051. tank_throw_min_interval "8" // Minimum interval between Tank rock throws
  2052. tank_visibility_tolerance_suicide "60"
  2053. tank_windup_time "0" // Time from intent to swing that swing actually happens.
  2054. terror_ammo_multiplier "2"
  2055. testhudanim // Test a hud element animation. Arguments: <anim name>
  2056. Test_CreateEntity
  2057. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2058. Test_EHandle
  2059. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2060. test_freezeframe // Test the freeze frame code.
  2061. Test_InitRandomEntitySpawner
  2062. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  2063. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  2064. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  2065. test_outtro_stats
  2066. test_point
  2067. test_progression_loop "0" // advance through maps and loop back to start
  2068. test_progression_loop_rotate_maps "1" // advance to the next map when reach end of campaign
  2069. test_progression_loop_time "3" // specified
  2070. test_progression_restarts_before_rotate "4" // how many times to restart before moving to next campaign
  2071. Test_ProxyToggle_EnableProxy
  2072. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2073. Test_ProxyToggle_SetValue
  2074. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  2075. Test_RandomizeInPVS
  2076. Test_RandomPlayerPosition
  2077. Test_RemoveAllRandomEntities
  2078. Test_RunFrame
  2079. Test_SendKey
  2080. Test_SpawnRandomEntities
  2081. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  2082. Test_StartScript // Start a test script running..
  2083. Test_Wait
  2084. Test_WaitForCheckPoint
  2085. texture_budget_background_alpha "128" // how translucent the budget panel is
  2086. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2087. texture_budget_panel_height "284" // height in pixels of the budget panel
  2088. texture_budget_panel_width "512" // width in pixels of the budget panel
  2089. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2090. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2091. think_limit "10" // warning is printed if this is exceeded.
  2092. thirdperson // Switch to thirdperson camera.
  2093. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
  2094. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2095. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  2096. threadpool_run_tests
  2097. thread_test_tslist
  2098. thread_test_tsqueue
  2099. timedemo // Play a demo and report performance info.
  2100. timedemoquit // and then exit
  2101. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  2102. timerefresh // Profile the renderer.
  2103. tir_maxpitch "15" // TrackIR Max Pitch
  2104. tir_maxroll "90" // TrackIR Max Roll
  2105. tir_maxx "4" // TrackIR Max X
  2106. tir_maxy "6" // TrackIR Max Y
  2107. tir_maxyaw "90" // TrackIR Max Yaw
  2108. tir_maxz "1" // TrackIR Max Z
  2109. toggle // or cycles through a set of values.
  2110. toggleconsole // Show/hide the console.
  2111. togglescores // Toggles score panel
  2112. toggle_duck
  2113. toggle_multimap_scoreboard // Toggles the multi map versus scoreboard for testing
  2114. tongue_allow_voluntary_release "0" // Can a Smoker let go with his tongue by clicking or turning away?
  2115. tongue_bend_point_deflection "5" // How far off the first obstacle the tongue bends.
  2116. tongue_bend_point_needs_LOS "0" // Does a bent tongue still need LOS from the bend point?
  2117. tongue_break_from_damage_amount "50" // How much damage to the smoker makes him let go of his victim.
  2118. tongue_choke_damage_amount "10" // How much damage the choke does.
  2119. tongue_choke_damage_interval "1" // How often the choke does damage.
  2120. tongue_cone_start_tolerance "0" // How wide the cone is for a tongue hit.
  2121. tongue_debug "0" // Print debug info for tongue
  2122. tongue_drag_damage_amount "3" // How much damage the tongue drag does.
  2123. tongue_dropping_to_ground_time "2" // A miss or a wall hit will wait this long before pulling back.
  2124. tongue_fly_speed "1000" // How fast a tongue flies through the air.
  2125. tongue_force_break "0" // for debugging
  2126. tongue_gravity_force "4000" // The speed that gravity tries to pull us downwards while being tongued.
  2127. tongue_health "100" // Tongue health
  2128. tongue_hit_delay "20" // from the time he lets go.
  2129. tongue_kill_smoker_on_detach "1" // Do we kill the smoker when they take enough damage to detach the tongue?
  2130. tongue_los_forgiveness_time "1" // A traveling tongue can lose LOS for this amount of time and still hit.
  2131. tongue_miss_delay "15" // How long a smoker must wait to shoot his tongue after a miss.
  2132. tongue_no_progress_break_interval "10" // How long of the victim making no progress until we break the tongue.
  2133. tongue_no_progress_choke_early_ambush_delay "0" // Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest st
  2134. tongue_no_progress_choke_early_delay "1" // We wont think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest sta
  2135. tongue_no_progress_choke_time "0" // start to hurt him.
  2136. tongue_no_progress_damage_interval "0" // How long of the victim making no progress until we start choking him.
  2137. tongue_no_progress_tolerance "25" // start to hurt him.
  2138. tongue_player_dropping_to_ground_time "1" // How long after the tongue disconnects will a player need to wait.
  2139. tongue_range "750" // How far a smoker can shoot his tongue.
  2140. tongue_release_fatigue_penalty "2500" // to slow him down.
  2141. tongue_start_pull_delay "0" // How long from tongue contact to tongue pulling.
  2142. tongue_unbend "1" // Can the smoker tongue unbend?
  2143. tongue_vertical_choke_dot "0" // DotProduct between tongue and vertical required to start choking.
  2144. tongue_vertical_choke_height "40" // Need to have victim this high off ground to choke him.
  2145. tongue_vertical_choke_time_off_ground "0" // Need to have victim off ground for this long to choke him.
  2146. tongue_victim_acceleration "30" // Acceleration while tongued.
  2147. tongue_victim_accuracy_penalty "0" // How much someones accuracy suffers while being dragged by a tongue.
  2148. tongue_victim_max_speed "175" // The fastest the tongue can get you going.
  2149. tongue_vs_cone_start_tolerance "0" // How wide the cone is for a tongue hit in versus.
  2150. tp_schedule_post_think "1" // Schedule post-think operations to run at 10hz
  2151. travel_distance // Build the shortest path from the previously marked area to the currently selected one and print the length of that path.
  2152. tv_clients // Shows list of connected SourceTV clients.
  2153. tv_enable "0" // Activates SourceTV on server.
  2154. tv_msg // Send a screen message to all clients.
  2155. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  2156. tv_port "27020" // Host SourceTV port
  2157. tv_record // Starts SourceTV demo recording.
  2158. tv_relay // Connect to SourceTV server and relay broadcast.
  2159. tv_retry // Reconnects the SourceTV relay proxy.
  2160. tv_status // Show SourceTV server status.
  2161. tv_stop // Stops the SourceTV broadcast.
  2162. tv_stoprecord // Stops SourceTV demo recording.
  2163. ui_l4d_debug "0"
  2164. ui_play_online_browser "1" // Whether play online displays a browser or plain search dialog.
  2165. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2166. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2167. ui_public_lobby_filter_campaign "0" // Filter type for campaigns on the public lobby display
  2168. ui_public_lobby_filter_difficulty "0" // Filter type for difficulty on the public lobby display
  2169. ui_public_lobby_filter_status "0" // Filter type for game status on the public lobby display
  2170. ui_reloadscheme // Reloads the resource files for the active UI window
  2171. ui_showtitlesafe // Displays the title safty bounds on the current frame
  2172. unbind // Unbind a key.
  2173. unbindall // Unbind all keys.
  2174. unload_all_addons // Reloads the search paths for game addons.
  2175. unpause // Unpause the game.
  2176. update_addon_paths // Reloads the search paths for game addons.
  2177. use // Use a particular weapon Arguments: <weapon_name>
  2178. user // Show user data.
  2179. users // Show user info for players on server.
  2180. vcollide_wireframe "0" // Render physics collision models in wireframe
  2181. vehicle_flushscript // Flush and reload all vehicle scripts
  2182. version // Print version info string.
  2183. versus_boss_buffer "2200"
  2184. versus_boss_debug "0" // Enable debug output for versus tank/witch spawning logic
  2185. versus_boss_flow_max "0" // Max fraction of map flow for tank/witch spawn location
  2186. versus_boss_flow_max_finale "0" // Max fraction of map flow for tank/witch spawn location within the finale map of a campaign
  2187. versus_boss_flow_max_intro "0" // Max fraction of map flow for tank/witch spawn location within the first map of a campaign
  2188. versus_boss_flow_min "0" // Min fraction of map flow for tank/witch spawn location
  2189. versus_boss_flow_min_finale "0" // Min fraction of map flow for tank/witch spawn location within the finale map of a campaign
  2190. versus_boss_flow_min_intro "0" // Min fraction of map flow for tank/witch spawn location within the first map of a campaign
  2191. versus_boss_flow_test // so PZs can spawn even if survivors are still in the safe room
  2192. versus_boss_padding_max "0" // How far apart the tank/witch have to be along the flow
  2193. versus_boss_padding_min "0" // How far apart the tank/witch have to be along the flow
  2194. versus_boss_spawning "1" // Enable alternative spawning logic for tanks and witches in versus mode
  2195. versus_shove_hunter_fov "90" // Angle that survivor shove will hit hunters
  2196. versus_shove_hunter_fov_pouncing "45" // Angle that survivor shove will hit hunters while pouncing
  2197. versus_tank_bonus_health "1"
  2198. versus_tank_chance "0" // Chance of a tank spawning within a regular versus map
  2199. versus_tank_chance_finale "0" // Chance of a tank spawning within the finale map of a campaign
  2200. versus_tank_chance_intro "0" // Chance of a tank spawning within the first map of a campaign
  2201. versus_tank_flow_team_variation "0" // Window of flow distance that the tank can spawn in for the second team in versus
  2202. versus_winning_team_goes_last "1" // the team that is losing plays as survivors first
  2203. versus_witch_chance "0" // Chance of a witch spawning within a regular versus map
  2204. versus_witch_chance_finale "0" // Chance of a witch spawning within the finale map of a campaign
  2205. versus_witch_chance_intro "0" // Chance of a witch spawning within the first map of a campaign
  2206. versus_witch_flow_team_variation "0" // Window of flow distance that the witch can spawn in for the second team in versus
  2207. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2208. vgui_drawtree_clear
  2209. vgui_dump_panels // vgui_dump_panels [visible]
  2210. vgui_spew_fonts
  2211. vgui_togglepanel // show/hide vgui panel by name.
  2212. viewanim_addkeyframe
  2213. viewanim_create // viewanim_create
  2214. viewanim_load // load animation from file
  2215. viewanim_reset // reset view angles!
  2216. viewanim_save // Save current animation to file
  2217. viewanim_test // test view animation
  2218. viewmodel_fov "50"
  2219. view_offset_down "16"
  2220. view_offset_forward "8"
  2221. view_offset_up "-16"
  2222. vismon_poll_frequency "0"
  2223. vismon_trace_limit "12"
  2224. vis_debug "0"
  2225. vis_force "0"
  2226. vm_debug "0"
  2227. voicerecord_toggle
  2228. voice_enable "1"
  2229. voice_forcemicrecord "1"
  2230. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  2231. voice_loopback "0"
  2232. voice_modenable "1" // Enable/disable voice in this mod.
  2233. voice_mute_reset // Reset all mute information for players who were muted in game lobby
  2234. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2235. voice_scale "0"
  2236. voice_spatialize "0" // Spatializes voice chat
  2237. voice_threshold "2000"
  2238. voice_vox "0" // Voice chat uses a vox-style always on
  2239. volume "0" // Sound volume
  2240. voxeltree_box // Vector(max)>.
  2241. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2242. voxeltree_sphere // float(radius)>.
  2243. voxeltree_view // View entities in the voxel-tree.
  2244. vox_reload // Reload sentences.txt file
  2245. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  2246. vprof // Toggle VProf profiler
  2247. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2248. vprof_cachemiss // Toggle VProf cache miss checking
  2249. vprof_cachemiss_off // Turn off VProf cache miss checking
  2250. vprof_cachemiss_on // Turn on VProf cache miss checking
  2251. vprof_child
  2252. vprof_collapse_all // Collapse the whole vprof tree
  2253. vprof_dump_counters // Dump vprof counters to the console
  2254. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2255. vprof_expand_all // Expand the whole vprof tree
  2256. vprof_expand_group // Expand a budget group in the vprof tree by name
  2257. vprof_generate_report // Generate a report to the console.
  2258. vprof_generate_report_AI // Generate a report to the console.
  2259. vprof_generate_report_AI_only // Generate a report to the console.
  2260. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2261. vprof_generate_report_hierarchy // Generate a report to the console.
  2262. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  2263. vprof_generate_report_map_load // Generate a report to the console.
  2264. vprof_graphheight "256"
  2265. vprof_graphwidth "512"
  2266. vprof_nextsibling
  2267. vprof_off // Turn off VProf profiler
  2268. vprof_on // Turn on VProf profiler
  2269. vprof_parent
  2270. vprof_playback_average // Average the next N frames.
  2271. vprof_playback_start // Start playing back a recorded .vprof file.
  2272. vprof_playback_step // step to the next tick.
  2273. vprof_playback_stepback // step to the previous tick.
  2274. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2275. vprof_prevsibling
  2276. vprof_record_start // Start recording vprof data for playback later.
  2277. vprof_record_stop // Stop recording vprof data
  2278. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2279. vprof_remote_stop // Stop an existing remote VProf data request
  2280. vprof_reset // Reset the stats in VProf profiler
  2281. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2282. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  2283. vprof_verbose "1" // Set to one to show average and peak times
  2284. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2285. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  2286. vs_max_team_switches "1"
  2287. vs_tank_damage "24" // Amount of damage done by a vs tanks melee attack
  2288. vs_threat_initial_distance_first_map_max "12000" // Max distance of starting threat area in vs mode on the first map
  2289. vs_threat_initial_distance_first_map_min "8000" // Min distance of starting threat area in vs mode on the first map
  2290. vs_threat_initial_distance_max "8000" // Max distance of starting threat area in vs mode
  2291. vs_threat_initial_distance_min "3000" // Min distance of starting threat area in vs mode
  2292. vs_threat_radius "200" // Distance from the escape route for placing threats
  2293. vtune // Controls VTunes sampling.
  2294. warp_all_survivors_here // Warp all survivors to the players cursor
  2295. warp_all_survivors_to_battlefield // Warp all Survivors to the battlefield
  2296. warp_all_survivors_to_checkpoint // Warp all Survivors to the exit checkpoint
  2297. warp_all_survivors_to_finale // Warp all Survivors to the finale radio
  2298. warp_far_survivor_here // Teleport the farthest away Survivor to your cursor position
  2299. warp_to_start_area // Warp yourself to a survivor spawn area
  2300. weapon_reparse_client // Reloads the weapon script files
  2301. weapon_reparse_server // Reloads the weapon script files
  2302. windows_speaker_config "1"
  2303. wipe_attributes // Clear all attributes of selected area.
  2304. wipe_nav_attributes // Clear all nav attributes of selected area.
  2305. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2306. writeip // Save the ban list to banned_ip.cfg.
  2307. xbox_autothrottle "1"
  2308. xbox_throttlebias "100"
  2309. xbox_throttlespoof "200"
  2310. xload // Load a saved game from a 360 storage device.
  2311. xlook
  2312. xmove
  2313. xsave // Saves current game to a 360 storage device.
  2314. z_acquire_far_range "2500"
  2315. z_acquire_far_time "5"
  2316. z_acquire_near_range "200"
  2317. z_acquire_near_time "0"
  2318. z_acquire_time_variance_factor "0"
  2319. z_add // Add an Infected - optional x y z arguments for world position to add them
  2320. z_added_light_debug "0"
  2321. z_alert_dot "0"
  2322. z_alert_range "1000"
  2323. z_allow_ai_to_use_abilities "1" // etc
  2324. z_attack_flow_range "1500"
  2325. z_attention_range_lying_modifier "0"
  2326. z_attention_range_sitting_modifier "0"
  2327. z_avoidforce "2500"
  2328. z_avoidteammates "1"
  2329. z_avoid_max_range "100"
  2330. z_avoid_min_range "30"
  2331. z_avoid_power "10"
  2332. z_award_debug "0" // Get debugging info on all award calcs to the console. (0|1|2|3 for none|yes-no thoughts|every thought|every spammy calc)
  2333. z_background_limit "20" // How many common infected are on the background map at once.
  2334. z_backspeed "450"
  2335. z_boomer_gibs "0"
  2336. z_boomer_near_dist "180"
  2337. z_boss_crouch "0" // Forces boss zombie bots to crouch
  2338. z_boundary_clear_type "1" // 1 = new creep
  2339. z_boundary_max_range "5000"
  2340. z_boundary_spread_speed "200"
  2341. z_brawl_chance "2"
  2342. z_breakable_damage "4"
  2343. z_burning_lifetime "30" // Number of seconds a burning zombie takes to crisp
  2344. z_camo_decay_rate "0" // How fast the camouflage effect dies on ragdolls
  2345. z_carry_max_mass "250"
  2346. z_chance "60"
  2347. z_claw_hit_pitch_max "20"
  2348. z_claw_hit_pitch_min "-20"
  2349. z_claw_hit_yaw_max "20"
  2350. z_claw_hit_yaw_min "-20"
  2351. z_clear_area_range "300"
  2352. z_clear_max_time "5"
  2353. z_clear_min_time "0"
  2354. z_clear_min_time_range "300"
  2355. z_clear_range "750"
  2356. z_close_target_notice_distance "60" // How far an attacking zombie will look for a nearby target on their way to their chosen victim.
  2357. z_common_limit "30" // How many common infecteds we can have at once.
  2358. z_cooldown_spawn_safety_range "1000"
  2359. z_cough_cloud_expire "14" // You dont cough after a smoke cloud has existed this long.
  2360. z_cough_cloud_initial_cough_delay "0" // You dont cough until smoke cloud exists for this long.
  2361. z_cough_cloud_radius "175" // How far from center of smoke cloud makes you cough.
  2362. z_cough_duration "5" // How long a cougher continuously coughs for.
  2363. z_cough_fatigue "3000" // lower will just slow.
  2364. z_cough_interval "20" // How often a cougher can cough.
  2365. z_credits_interval "0"
  2366. z_crouch_speed "75"
  2367. z_cull_timeout "5" // Grace period before player zombie is culled for being too far away
  2368. z_deafen_radius_one "100"
  2369. z_deafen_radius_three "200"
  2370. z_deafen_radius_two "150"
  2371. z_debug "0"
  2372. z_debug_activities "0"
  2373. z_debug_avoid "0"
  2374. z_debug_breakables "0"
  2375. z_debug_climb "0"
  2376. z_debug_cull "0"
  2377. z_debug_escape_scan "0"
  2378. z_debug_falling_damage "0"
  2379. z_debug_fog "0"
  2380. z_debug_infected_anim_report // Prints the servers layer info for the specified infected
  2381. z_debug_ledges "0"
  2382. z_debug_mob_spawn "0"
  2383. z_debug_neighbors "0"
  2384. z_debug_path_stress_test // Stress-tests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()
  2385. z_debug_population "0"
  2386. z_debug_spawnable_areas "0" // Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)
  2387. z_debug_spawn_ahead "0"
  2388. z_debug_spawn_set "-1" // 6=Above
  2389. z_debug_spawn_volumes "0" // Draws any active func_spawn_volume entities
  2390. z_debug_tank_spawn "1" // When console spawning a tank automatically give it to a player.
  2391. z_decals // Splat decals on all infected
  2392. z_density_region_length "1500"
  2393. z_destroy_on_attack "0" // destroy it. Useful for demos.
  2394. z_difficulty "0" // Impossible)
  2395. z_director_special_spawn_delay "10"
  2396. z_discard_min_range "1000" // Dont relocate PZs closer than this regardless of flow distance
  2397. z_discard_range "2500" // Discard Zombies farther away than this
  2398. z_dont_clear "0"
  2399. z_door_reopen_interval "0" // Closed doors can be re-opened after this amount of time
  2400. z_door_retry_interval "1" // Interval at which blocked doors will try to reopen
  2401. z_do_tracers "1" // Do we want tracers at all?
  2402. z_escape_route_alpha "25"
  2403. z_escape_route_force_visible "0"
  2404. z_exploding_health "50" // Exploding Zombie max health
  2405. z_exploding_limit "1"
  2406. z_exploding_shove_interval "10"
  2407. z_exploding_shove_max "5"
  2408. z_exploding_shove_min "4"
  2409. z_exploding_speed "175"
  2410. z_exploding_splat "50" // Boomers splat instead of making a thud when taking this much falling damage
  2411. z_exploding_splat_radius "200" // Boomers splattering on the ground make survivors inside this radius it
  2412. z_expressions "1"
  2413. z_falling_land_forward_speed "200" // Minimum falling speed to cause a stumbling forward landing animation to occur
  2414. z_falling_land_hard_speed "200" // Minimum falling speed to cause a hard landing animation to occur
  2415. z_falling_land_speed "200" // Minimum falling speed to cause a landing animation to occur
  2416. z_finale_chance "100"
  2417. z_finale_spawn_safety_range "600"
  2418. z_first_aid_cabinets "0"
  2419. z_forcezombiemodel "0" // remove variability in infected models and instead use the specified model from z_zombieforcemodelname
  2420. z_forcezombiemodelname "0" // base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.
  2421. z_force_attack_from_sound_range "750"
  2422. z_forwardspeed "450"
  2423. z_friendly_fire_forgiveness "1" // Ignore friendly fire that appears to be unintentional.
  2424. z_frustration "1"
  2425. z_frustration_blink_percent "0"
  2426. z_frustration_blink_rate "10"
  2427. z_frustration_lifetime "20" // Frustration will accumulate for this many seconds before forcing an AI tank takeover
  2428. z_frustration_los_delay "2"
  2429. z_frustration_spawn_delay "10"
  2430. z_gas_health "250" // Gas Zombie max health
  2431. z_gas_limit "1"
  2432. z_gas_speed "210"
  2433. z_ghost_checkpoint_spawn_interval "30" // Interval for spawning special zombies while survivors are in the checkpoint
  2434. z_ghost_finale_spawn_interval "20" // Interval for spawning special zombies during the finale
  2435. z_ghost_spawn_interval "60" // Interval for spawning special zombies
  2436. z_ghost_spawn_in_start "0" // Allow ghosts to materialize while players are in the start area
  2437. z_ghost_speed "450"
  2438. z_ghost_travel_distance "1000" // Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors
  2439. z_gib_limbs "25" // Limbs can be shot off infected when doing this much damage (0 disables)
  2440. z_gib_limb_distance "400" // Rifles and sniper rifles can dismember at this range
  2441. z_gib_limb_distance_buckshot "350" // Shotguns can dismember at this range
  2442. z_gib_limb_distance_headshot "2000" // Rifles and sniper rifles can decapitate at this range
  2443. z_gib_limb_distance_headshot_zoomed "4000" // Sniper rifles can decapitate at this range when zoomed
  2444. z_gib_limb_distance_zoomed "800" // Sniper rifles can dismember at this range when zoomed
  2445. z_grab_force "0" // For testing - always grab ledges regardless of estimated falling damage
  2446. z_grab_ledges_solo "0" // For testing - grab ledges even if youre the last survivor
  2447. z_gun_damage "10"
  2448. z_gun_debug_player_index "0"
  2449. z_gun_force "300"
  2450. z_gun_horiz_punch "0" // Toggles horizontal punchangles for guns
  2451. z_gun_kick "0" // Firing a gun can knock the players view this amount of the current spread
  2452. z_gun_physics_force "25" // How hard we push things that arent players or doors.
  2453. z_gun_range "75"
  2454. z_gun_stun_duration "1"
  2455. z_gun_survivor_force "200"
  2456. z_gun_survivor_friend_push "1" // Allow survivors to push survivors with a right click.
  2457. z_gun_survivor_shove_dot "0" // Max dot of a shove swing that can push a fellow survivor
  2458. z_gun_swing_duration "0"
  2459. z_gun_swing_interval "0"
  2460. z_gun_vertical_punch "1" // Toggles vertical punchangles for guns
  2461. z_health "50" // Zombie max health
  2462. z_hear_gunfire_range "200"
  2463. z_hear_runner_far_range "750"
  2464. z_hear_runner_near_range "500"
  2465. z_hit_from_behind_cosine "0"
  2466. z_hit_from_behind_factor "0" // Damage multiplier if zombie hits Survivor from behind
  2467. z_hit_incap_factor_easy "0" // Damage multiplier if zombie hits incapacitated Survivor
  2468. z_hit_incap_factor_expert "1" // Damage multiplier if zombie hits incapacitated Survivor
  2469. z_hit_incap_factor_hard "1" // Damage multiplier if zombie hits incapacitated Survivor
  2470. z_hit_incap_factor_normal "1" // Damage multiplier if zombie hits incapacitated Survivor
  2471. z_hunter_claw_buildup_growl_percent "0" // Hunter starts growling constantly.
  2472. z_hunter_claw_force "240" // Force with which the claw shoves other zombies away
  2473. z_hunter_claw_max_buildup_time "3" // Attack button held longer than this gets no extra benefit.
  2474. z_hunter_claw_plays_hit_anims "0" // Play the new hit anims for debugging?
  2475. z_hunter_claw_range "52" // Range of the Claw weapon
  2476. z_hunter_claw_range_down "70" // so it can reach your feet from your eyes.
  2477. z_hunter_claw_start_buildup_time "0" // Attack button released in less than this time is just a click.
  2478. z_hunter_claw_swing_duration "0"
  2479. z_hunter_claw_swing_interval "1"
  2480. z_hunter_claw_swing_miss_interval "0"
  2481. z_hunter_ground_normal "0"
  2482. z_hunter_health "250" // Zombie max health
  2483. z_hunter_limit "1"
  2484. z_hunter_lunge_stagger_time "1"
  2485. z_hunter_speed "300"
  2486. z_increment_head // Switch to next head bodygroup
  2487. z_increment_lower // Switch to next lower body bodygroup
  2488. z_increment_skin // Switch to next skin
  2489. z_increment_upper // Switch to next upper body bodygroup
  2490. z_infected_flashlight "1"
  2491. z_infected_invuln "0"
  2492. z_infected_move "1"
  2493. z_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
  2494. z_last_man_run_interval "3"
  2495. z_lean_wall_align_speed "300"
  2496. z_look_at_local_player "0" // For demo purposes
  2497. z_lunge_interval "0"
  2498. z_lunge_power "600"
  2499. z_lunge_up "200"
  2500. z_max_blood_scale "3" // The biggest starting scale a blood puff can be.
  2501. z_max_hunter_pounce_stagger_duration "0" // Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.
  2502. z_max_neighbor_range "200" // Max range for neighbor collection for avoidance
  2503. z_max_path_length "5000"
  2504. z_max_stagger_duration "6" // Max time a PZ staggers when bashed by a survivor.
  2505. z_mega_mob_size "50"
  2506. z_mega_mob_spawn_max_interval "900"
  2507. z_mega_mob_spawn_min_interval "420"
  2508. z_minigun_cooldown_time "3" // Minigun cooldown time
  2509. z_minigun_damage_rate "48000" // in health/minute
  2510. z_minigun_fire_think_interval "0"
  2511. z_minigun_overheat_time "20" // Minigun overheat time
  2512. z_minigun_rate_of_fire "1500" // in bullets/minute
  2513. z_minion_aim_tolerance "0"
  2514. z_minion_limit "3"
  2515. z_min_ladder_mount_dot "0" // Minimum 2D dot product from players view to a ladder to be able to grab it
  2516. z_mob_min_notify_count "10" // Mobs at least this large trigger mob events
  2517. z_mob_music_size "2" // Spotting a mob this large plays music
  2518. z_mob_population_density "0" // per square inch (0.0064 = 4 per 1x1 nav area)
  2519. z_mob_recharge_rate "0"
  2520. z_mob_sacrifice_timeout "5"
  2521. z_mob_spawn_finale_size "20"
  2522. z_mob_spawn_max_interval_easy "240"
  2523. z_mob_spawn_max_interval_expert "180"
  2524. z_mob_spawn_max_interval_hard "180"
  2525. z_mob_spawn_max_interval_normal "180"
  2526. z_mob_spawn_max_size "30"
  2527. z_mob_spawn_min_interval_easy "120"
  2528. z_mob_spawn_min_interval_expert "90"
  2529. z_mob_spawn_min_interval_hard "90"
  2530. z_mob_spawn_min_interval_normal "90"
  2531. z_mob_spawn_min_size "10"
  2532. z_must_wander "0" // For testing. 0: default. 1: wandering zombies dont sit/lie down. -1: wandering zombies always sit/lie down.
  2533. z_mute_infected "0" // etc
  2534. z_nav_debug "0"
  2535. z_nightvision_b "128"
  2536. z_nightvision_g "192"
  2537. z_nightvision_r "255"
  2538. z_noise_level_display "0" // Show noise levels on players?
  2539. z_noise_level_fade_rate "40" // after hold_time expires.
  2540. z_noise_level_footstep "50" // How much noise we make with a footstep.
  2541. z_noise_level_footstep_in_water "75" // How much noise we make with a footstep while in water.
  2542. z_noise_level_hold_time "0" // How long we hold a given noise level before it starts to fade.
  2543. z_noise_level_max "135" // The highest the noise level can go.
  2544. z_noise_level_vocalize "75" // How much noise we make when we say things.
  2545. z_non_head_damage_factor_easy "2" // Damage to zombie from non-headshots is multiplied by this factor
  2546. z_non_head_damage_factor_expert "0" // Damage to zombie from non-headshots is multiplied by this factor
  2547. z_non_head_damage_factor_hard "0" // Damage to zombie from non-headshots is multiplied by this factor
  2548. z_non_head_damage_factor_normal "1" // Damage to zombie from non-headshots is multiplied by this factor
  2549. z_notice_it_range "1500"
  2550. z_notice_near_range "100"
  2551. z_no_cull "0" // the Director will not cull common infected
  2552. z_player_lunge_up "150"
  2553. z_player_zombie_debug "0"
  2554. z_player_zombie_land_delay "0"
  2555. z_player_zombie_min_dead_time "2" // The minimum time a PC zombie must be dead before being eligible to respawn
  2556. z_pounce_allow_partial_hidden "1"
  2557. z_pounce_crouch_delay "1"
  2558. z_pounce_damage "5"
  2559. z_pounce_damage_delay "1"
  2560. z_pounce_damage_interrupt "50" // Taking this much damage interrupts a pounce attempt
  2561. z_pounce_damage_interval "0"
  2562. z_pounce_delay "0"
  2563. z_pounce_door_damage "500"
  2564. z_pounce_silence_range "500"
  2565. z_pounce_stumble_force "5" // Force of the stumble effect when a hunter pounces on someone
  2566. z_prevent_burrowing "1" // Use extra tracelines to prevent burrowing zombies
  2567. z_puking_eye_height "44"
  2568. z_pushaway_force "100" // How hard the infected shove non-IT Survivors out of their way to reach the IT victim
  2569. z_push_force "2000"
  2570. z_push_mass_max "200"
  2571. z_randombodygroups "1" // Set to zero to disable random body groups on infected
  2572. z_randomskins "1" // Set to zero to disable random skins on infected
  2573. z_reload_chatter_debug "0" // Should we give devtext explanations of why we didnt say Reloading?
  2574. z_reload_chatter_intensity "0" // Intensity level at which players start saying Reloading
  2575. z_reload_chatter_nearby_friend_range "600" // A friend needs to be this close to sayReloading
  2576. z_reload_chatter_recent_enemy "1" // An enemy needs to have been seen this recently to say Reloading
  2577. z_reload_chatter_shotgun_ammo_threshold "6" // Players dont say Reloading when reloading a shotgun that has this many shells already
  2578. z_reload_chatter_shotgun_interval "10"
  2579. z_removeitems // Removes all items from survivors
  2580. z_reset_population_counter // For debugging
  2581. z_respawn_distance "100" // Infected can try a respawn within this far of their original spawn
  2582. z_respawn_interval "10" // Infected can try a respawn within this many seconds of spawning
  2583. z_restrict_team_change "0"
  2584. z_round_start_replacement_time "30"
  2585. z_run_exertion_interval "1"
  2586. z_safe_spawn_range "250" // Minimum range for spawning special zombies
  2587. z_scout_mob_spawn_range "3000"
  2588. z_shotgun_bonus_damage_multiplier "5" // The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
  2589. z_shotgun_bonus_damage_range "100" // A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.
  2590. z_shove_friend_speed "130"
  2591. z_show_bottlenecks "0"
  2592. z_show_clear "0"
  2593. z_show_completely_visible_to_survivor_team "0"
  2594. z_show_damaging "0"
  2595. z_show_escape_route "0"
  2596. z_show_flow_delta "0"
  2597. z_show_flow_distance "0"
  2598. z_show_infected "0"
  2599. z_show_last_area "0" // Draws a line from each player to the center of their last known nav area
  2600. z_show_mutually_visible_set "0"
  2601. z_show_population_density "0"
  2602. z_show_potentially_visible "0"
  2603. z_show_potentially_visible_to_survivor_team "0"
  2604. z_show_swings "0"
  2605. z_show_traffic "0"
  2606. z_sidespeed "450"
  2607. z_skirmish_spawn_max_interval "90"
  2608. z_skirmish_spawn_max_size "4"
  2609. z_skirmish_spawn_min_interval "45"
  2610. z_skirmish_spawn_min_size "1"
  2611. z_spawn // or out
  2612. z_spawn_flow_limit "1500"
  2613. z_spawn_height "0" // Height above ground z_spawn places new infected
  2614. z_spawn_mobs_behind_chance "75" // Percentage chance that a mob will spawn behind the Survivor team
  2615. z_spawn_mobs_from_selected_set "0" // Spawn subsequent mobs from the currently selected set via the nav mesh editor
  2616. z_spawn_range "1500"
  2617. z_spawn_safety_range "550"
  2618. z_spawn_speed "450"
  2619. z_special_spawn_interval "45" // Interval for spawning special zombies
  2620. z_speed "250"
  2621. z_splat_survivor_pitch_max "25"
  2622. z_splat_survivor_pitch_min "15"
  2623. z_splat_survivor_shake_amplitude "50"
  2624. z_splat_survivor_shake_duration "1"
  2625. z_splat_survivor_shake_frequency "150"
  2626. z_splat_survivor_shake_radius "10"
  2627. z_splat_survivor_yaw_max "10"
  2628. z_splat_survivor_yaw_min "-10"
  2629. z_stagger_immunity_time "0" // How long after a hunter or smoker has been staggered until they can be staggered again.
  2630. z_state_debug "0" // Gives feedback on current zombie state.
  2631. z_stomp_always "0" // Force melee attacks on single infected to always be stomps.
  2632. z_stumble_max_curve_accel "5" // Rate of turn increase per second
  2633. z_stumble_max_curve_rate "10" // Maximum degrees/sec turning while stumbling forward
  2634. z_tanks_block_molotovs "1"
  2635. z_tank_attack_interval "1"
  2636. z_tank_autoshotgun_dmg_scale "0" // percent damage taken by the tank from the autoshotgun in versus
  2637. z_tank_burning_lifetime "75" // Number of seconds a burning tank takes to die in versus
  2638. z_tank_damage_slow_max_range "400" // Range at which Tank is slowed by gunfire
  2639. z_tank_damage_slow_min_range "200" // Range at which Tank is slowed by gunfire
  2640. z_tank_grenade_damage "750" // How much damage a Tank takes from a grenade.
  2641. z_tank_grenade_roll "-10"
  2642. z_tank_grenade_slowdown "0" // The speed setting put on a Tank when hit by a grenade.
  2643. z_tank_has_special_blood "0" // Does the Tank get his own blood effect instead of the normal infected one?
  2644. z_tank_health "4000" // Tank Zombie max health
  2645. z_tank_incapacitated_decay_rate "1" // How much health a dying Tank loses each update.
  2646. z_tank_incapacitated_health "5000" // Health Tank starts with in death throes.
  2647. z_tank_max_stagger_distance "400" // Max distance a Tank staggers when hurt by a grenade.
  2648. z_tank_max_stagger_duration "6" // Max time a Tank staggers when hit by a grenade.
  2649. z_tank_max_stagger_fade_duration "6" // Fade in time when a Tank is staggered by a grenade.
  2650. z_tank_rock_debug "0" // Show debug for the rock thinking about detonating on people.
  2651. z_tank_rock_radius "100"
  2652. z_tank_speed "210"
  2653. z_tank_speed_vs "210"
  2654. z_tank_stagger_fade_alpha "192" // How opaque the screen fade is when a Tank is hit by a grenade.
  2655. z_tank_stagger_fade_duration "3" // How long the screen fade lasts when a Tank is hit by a grenade.
  2656. z_tank_throw_fail_interval "0" // How soon a tank can try again after failing to throw.
  2657. z_tank_throw_force "800"
  2658. z_tank_throw_health "50" // Health of the tank projectile (0 disables)
  2659. z_tank_throw_interval "5" // How often a tank can throw.
  2660. z_tank_walk_speed "100"
  2661. z_terrify_duration "2"
  2662. z_throttle_hit_interval_easy "0" // Minimum time between damaging a Survivor from a mob
  2663. z_throttle_hit_interval_expert "1" // Minimum time between damaging a Survivor from a mob
  2664. z_throttle_hit_interval_hard "0" // Minimum time between damaging a Survivor from a mob
  2665. z_throttle_hit_interval_normal "0" // Minimum time between damaging a Survivor from a mob
  2666. z_throwforce "2500"
  2667. z_tracer_spacing "1" // One in how many bullets is a tracer in automatic weapons.
  2668. z_transitioning_players_remove "1"
  2669. z_use_tolerance "0"
  2670. z_view_distance "0" // etc)
  2671. z_vision_range "500" // How far a Zombie can see.
  2672. z_vision_range_alert "1500" // How far a Zombie can see when alert.
  2673. z_vision_range_obscured "500" // How far a Zombie can see in OBSCURED areas.
  2674. z_vision_range_obscured_alert "750" // How far a Zombie can see in OBSCURED areas when alert.
  2675. z_vocalize_burn_max_interval "3" // The maximum time between vocalizing being burned
  2676. z_vocalize_burn_min_interval "2" // The minimum time between vocalizing being burned
  2677. z_vocalize_shot_interval "0" // The minimum time between vocalizing being shot
  2678. z_vomit "1"
  2679. z_vomit_boxsize "1" // Size of vomit damage entities.
  2680. z_vomit_debug "0" // Visualize the vomit damage.
  2681. z_vomit_drag "0" // Air drag of vomit damage entities.
  2682. z_vomit_duration "1" // How long a puker continuously pukes for.
  2683. z_vomit_fade_duration "5" // How long the fade takes
  2684. z_vomit_fade_start "5" // When the vomit starts to fade away
  2685. z_vomit_fatigue "3000" // lower will just slow.
  2686. z_vomit_float "-130" // Upward float velocity of vomit damage entities.
  2687. z_vomit_hit_pitch_max "15"
  2688. z_vomit_hit_pitch_min "-15"
  2689. z_vomit_hit_yaw_max "10"
  2690. z_vomit_hit_yaw_min "-10"
  2691. z_vomit_interval "30" // How often a puker can puke.
  2692. z_vomit_lifetime "0" // Time to live of vomit damage entities.
  2693. z_vomit_maxdamagedist "350" // Maximum damage distance for vomit.
  2694. z_vomit_range "300"
  2695. z_vomit_slide_mult "0" // Multiplier for second texture slide rate
  2696. z_vomit_slide_rate "0" // Percentage of screen height per second
  2697. z_vomit_target_dot "0"
  2698. z_vomit_target_range "280"
  2699. z_vomit_vecrand "0" // Random vector added to initial velocity of vomit damage entities.
  2700. z_vomit_velocity "1700" // Initial velocity of vomit damage entities.
  2701. z_vomit_velocityfadeend "0" // Time at which attackers velocity contribution finishes fading.
  2702. z_vomit_velocityfadestart "0" // Time at which attackers velocity contribution starts to fade.
  2703. z_walk_speed "85"
  2704. z_wandering_density "0"
  2705. z_witch_allow_change_victim "1"
  2706. z_witch_anger_rate "0"
  2707. z_witch_attack_range "60"
  2708. z_witch_berserk_range "200"
  2709. z_witch_burn_time "15"
  2710. z_witch_damage "100"
  2711. z_witch_damage_per_kill_hit "30"
  2712. z_witch_discard_range "2000"
  2713. z_witch_flashlight_range "400"
  2714. z_witch_health "1000" // Witch max health
  2715. z_witch_hostile_at_me_anger "2"
  2716. z_witch_max_retreat_range "2000"
  2717. z_witch_max_threat_time "7"
  2718. z_witch_min_retreat_range "750"
  2719. z_witch_min_threat_time "5"
  2720. z_witch_personal_space "100"
  2721. z_witch_relax_rate "0"
  2722. z_witch_retreat_exit_hidden_duration "10"
  2723. z_witch_retreat_exit_range "1000"
  2724. z_witch_retreat_min_duration "10"
  2725. z_witch_speed "300"
  2726. z_witch_speed_inured "200"
  2727. z_witch_threat_hostile_range "600"
  2728. z_witch_threat_normal_range "300"
  2729. z_zombie_knockoff_death "0" // Knocking off a pouncing zombie instantly kills them.
  2730. z_zombie_lunge_push "0" // Does the zombie lunge push players?
  2731. _autosave // Autosave
  2732. _autosavedangerous // AutoSaveDangerous
  2733. _bugreporter_restart // Restarts bug reporter .dll
  2734. _record // Record a demo incrementally.
  2735. _resetgamestats // Erases current game stats and writes out a blank stats file
  2736. _restart // Shutdown and restart the engine.