3914 console commands for Alien Swarm - GAMERCONFIG
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3914 console commands for Alien Swarm

  1. +ability1
  2. +ability2
  3. +ability3
  4. +ability4
  5. +ability5
  6. +alt1
  7. +alt2
  8. +attack
  9. +attack2
  10. +back
  11. +break
  12. +camdistance
  13. +camin
  14. +cammousemove
  15. +camout
  16. +campitchdown
  17. +campitchup
  18. +camyawleft
  19. +camyawright
  20. +commandermousemove
  21. +currentability
  22. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  23. +duck
  24. +forward
  25. +graph
  26. +grenade1
  27. +grenade2
  28. +holdorder
  29. +jlook
  30. +jump
  31. +klook
  32. +left
  33. +lookdown
  34. +lookspin
  35. +lookup
  36. +mat_texture_list
  37. +mouse_menu // Opens a menu while held
  38. +movedown
  39. +moveleft
  40. +moveright


  1. +moveup
  2. +nextability
  3. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  4. +prevability
  5. +reload
  6. +right
  7. +score
  8. +secondary
  9. +selectmarine1
  10. +selectmarine2
  11. +selectmarine3
  12. +selectmarine4
  13. +selectmarine5
  14. +selectmarine6
  15. +selectmarine7
  16. +selectmarine8
  17. +showbudget
  18. +showbudget_texture
  19. +showbudget_texture_global
  20. +showscores
  21. +showvprof
  22. +speed
  23. +strafe
  24. +use
  25. +vgui_drawtree
  26. +voicerecord
  27. +walk
  28. +zoom
  29. -ability1
  30. -ability2
  31. -ability3
  32. -ability4
  33. -ability5
  34. -alt1
  35. -alt2
  36. -attack
  37. -attack2
  38. -back
  39. -break
  40. -camdistance
  41. -camin
  42. -cammousemove
  43. -camout
  44. -campitchdown
  45. -campitchup
  46. -camyawleft
  47. -camyawright
  48. -commandermousemove
  49. -currentability
  50. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  51. -duck
  52. -forward
  53. -graph
  54. -grenade1
  55. -grenade2
  56. -holdorder
  57. -jlook
  58. -jump
  59. -klook
  60. -left
  61. -lookdown
  62. -lookspin
  63. -lookup
  64. -mat_texture_list
  65. -mouse_menu // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
  66. -movedown
  67. -moveleft
  68. -moveright
  69. -moveup
  70. -nextability
  71. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  72. -prevability
  73. -reload
  74. -right
  75. -score
  76. -secondary
  77. -selectmarine1
  78. -selectmarine2
  79. -selectmarine3
  80. -selectmarine4
  81. -selectmarine5
  82. -selectmarine6
  83. -selectmarine7
  84. -selectmarine8
  85. -showbudget
  86. -showbudget_texture
  87. -showbudget_texture_global
  88. -showscores
  89. -showvprof
  90. -speed
  91. -strafe
  92. -use
  93. -vgui_drawtree
  94. -voicerecord
  95. -walk
  96. -zoom
  97. achievement_debug "0" // Turn on achievement debug msgs.
  98. achievement_disable "0" // Turn off achievements.
  99. addip // Add an IP address to the ban list.
  100. adsp_alley_min "122"
  101. adsp_courtyard_min "126"
  102. adsp_debug "0"
  103. adsp_door_height "112"
  104. adsp_duct_min "106"
  105. adsp_hall_min "110"
  106. adsp_low_ceiling "108"
  107. adsp_opencourtyard_min "126"
  108. adsp_openspace_min "130"
  109. adsp_openstreet_min "118"
  110. adsp_openwall_min "130"
  111. adsp_room_min "102"
  112. adsp_street_min "118"
  113. adsp_tunnel_min "114"
  114. adsp_wall_height "128"
  115. ainet_generate_report // Generate a report to the console.
  116. ainet_generate_report_only // Generate a report to the console.
  117. air_density // Changes the density of air for drag computations.
  118. ai_actbusy_search_time "10"
  119. ai_auto_contact_solver "1"
  120. ai_block_damage "0"
  121. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
  122. ai_debugscriptconditions "0"
  123. ai_debug_actbusy "0" // Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes theyve chosen to actbusy at. 2:
  124. ai_debug_assault "0"
  125. ai_debug_avoidancebounds "0"
  126. ai_debug_directnavprobe "0"
  127. ai_debug_doors "0"
  128. ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
  129. ai_debug_efficiency "0"
  130. ai_debug_enemies "0"
  131. ai_debug_enemyfinders "0"
  132. ai_debug_expressions "0" // Show random expression decisions for NPCs.
  133. ai_debug_follow "0"
  134. ai_debug_loners "0"
  135. ai_debug_looktargets "0"
  136. ai_debug_los "0" // itl
  137. ai_debug_nav "0"
  138. ai_debug_node_connect // Debug the attempted connection between two nodes
  139. ai_debug_ragdoll_magnets "0"
  140. ai_debug_shoot_positions "0"
  141. ai_debug_speech "0"
  142. ai_debug_squads "0"
  143. ai_debug_think_ticks "0"
  144. ai_default_efficient "0"
  145. ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
  146. ai_drawbattlelines "0"
  147. ai_drop_hint // Drop an ai_hint at the players current eye position.
  148. ai_dump_hints
  149. ai_efficiency_override "0"
  150. ai_ef_hate_npc_duration "1"
  151. ai_ef_hate_npc_frequency "5"
  152. ai_enable_fear_behavior "1"
  153. ai_expression_frametime "0" // Maximum frametime to still play background expressions.
  154. ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
  155. ai_fear_player_dist "720"
  156. ai_find_lateral_cover "1"
  157. ai_find_lateral_los "1"
  158. ai_follow_use_points "1"
  159. ai_follow_use_points_when_moving "1"
  160. ai_force_serverside_ragdoll "0"
  161. ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
  162. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
  163. ai_inhibit_spawners "0"
  164. ai_lead_time "0"
  165. ai_LOS_mode "0"
  166. ai_moveprobe_debug "0"
  167. ai_moveprobe_jump_debug "0"
  168. ai_moveprobe_usetracelist "0"
  169. ai_navigator_generate_spikes "0"
  170. ai_navigator_generate_spikes_strength "8"
  171. ai_nav_debug_experimental_pathing "0" // Draw paths tried during search for bodysnatcher pathing
  172. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
  173. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
  174. ai_norebuildgraph "0"
  175. ai_no_local_paths "0"
  176. ai_no_node_cache "0"
  177. ai_no_select_box "0"
  178. ai_no_steer "0"
  179. ai_no_talk_delay "0"
  180. ai_path_adjust_speed_on_immediate_turns "1"
  181. ai_path_insert_pause_at_est_end "1"
  182. ai_path_insert_pause_at_obstruction "1"
  183. ai_post_frame_navigation "0"
  184. ai_radial_max_link_dist "512"
  185. ai_reaction_delay_alert "0"
  186. ai_reaction_delay_idle "0"
  187. ai_rebalance_thinks "1"
  188. ai_report_task_timings_on_limit "0"
  189. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
  190. ai_sequence_debug "0"
  191. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
  192. ai_setupbones_debug "0" // Shows that bones that are setup every think
  193. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  194. ai_shot_bias "1"
  195. ai_shot_bias_max "1"
  196. ai_shot_bias_min "-1"
  197. ai_shot_stats "0"
  198. ai_shot_stats_term "1000"
  199. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  200. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  201. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  202. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  203. ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
  204. ai_show_grid // Draw a grid on the floor where looking.
  205. ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
  206. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
  207. ai_show_hull_attacks "0"
  208. ai_show_node // Highlight the specified node
  209. ai_show_think_tolerance "0"
  210. ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
  211. ai_simulate_task_overtime "0"
  212. ai_spread_cone_focus_time "0"
  213. ai_spread_defocused_cone_multiplier "3"
  214. ai_spread_pattern_focus_time "0"
  215. ai_step // use ai_step again. To resume processing no
  216. ai_strong_optimizations "0"
  217. ai_strong_optimizations_no_checkstand "0"
  218. ai_task_pre_script "0"
  219. ai_test_los // Test AI LOS from the players POV
  220. ai_test_moveprobe_ignoresmall "0"
  221. ai_think_limit_label "0"
  222. ai_use_clipped_paths "1"
  223. ai_use_efficiency "1"
  224. ai_use_frame_think_limits "1"
  225. ai_use_think_optimizations "1"
  226. ai_use_visibility_cache "1"
  227. ai_vehicle_avoidance "1"
  228. alias // Alias a command.
  229. anim_3wayblend "1" // Toggle the 3-way animation blending code.
  230. askconnect_accept // Accept a redirect request by the server.
  231. ASW_ActivateExtra // Activates the item in your extra inventory slot
  232. ASW_ActivatePrimary // Activates the item in your primary inventory slot
  233. ASW_ActivateSecondary // Activates the item in your secondary inventory slot
  234. asw_add_room_thumbnails_to_perforce "0" // Set to 1 to cause room thumbnails to be added to Perforce on creation
  235. asw_adjust_difficulty_by_number_of_marines "1" // difficulty will be reduced when there are only 3 or 2 marines.
  236. asw_ai_button_hacking_scale "0" // Button panel hacking speed scale for AI marines
  237. asw_ai_computer_hacking_scale "0" // Computer hacking speed scale for AI marines
  238. asw_ai_enable_fear_behavior "1"
  239. asw_ai_fear_player_dist "720"
  240. asw_ai_report // Lists various AI and their efficiencies
  241. asw_alien_batch // Creates a batch of aliens at the cursor
  242. asw_alien_break_chance "0" // chance the alien will break into ragdoll pieces instead of gib
  243. asw_alien_burn_duration "5" // Alien burn time
  244. asw_alien_debug_death_style "0" // For debugging alien deaths
  245. asw_alien_fancy_death_chance "0" // this is the chance the alien plays a death anim before ragdolling
  246. asw_alien_floor_texture "0" // Alien floor texture used for replacement
  247. asw_alien_footstep_interval "0" // Minimum interval between alien footstep sounds. Used to keep them from piling up and preventing others from playing.
  248. asw_alien_horde // Creates a horde of aliens somewhere nearby
  249. asw_alien_hurt_speed "0" // Fraction of speed to use when the alien is hurt after being shot
  250. asw_alien_mining_laser_damage_scale "0"
  251. asw_alien_money_chance "1" // Chance of base aliens dropping money
  252. asw_alien_object_motion_blur_scale "0"
  253. asw_alien_shadows "0" // aliens will always have shadows (WARNING: Big fps cost when lots of aliens are active)
  254. asw_alien_shover_speed "50" // Speed of a 75kg object thrown by an alien
  255. asw_alien_speed_scale_easy "0"
  256. asw_alien_speed_scale_hard "0"
  257. asw_alien_speed_scale_insane "0"
  258. asw_alien_speed_scale_normal "0"
  259. asw_alien_stunned_speed "0" // Fraction of speed to use when the alien is electrostunned
  260. asw_alien_unlag "1" // Unlag alien positions by players ping
  261. ASW_AllowBriefing // Lets you restart the briefing
  262. asw_allow_detach "0" // Allow the camera to detach from the marine.
  263. asw_allow_hull_shots "1"
  264. asw_ammo_bag_burn_limit "30" // Amount of burn damage needed to make ammo bag explode
  265. asw_ammo_bag_damage "150" // Damage from ammo bag explosion
  266. asw_ammo_bag_damage_radius "400" // Radius from ammo bag explosion
  267. asw_ammo_bag_report // List contents of ammo bag
  268. asw_ammo_bag_report_client // List contents of ammo bag in client.dll
  269. asw_arena "0" // Will spawn waves of enemies (requires appropriate test map)
  270. asw_arena_quantity_scale "1" // Scales number of aliens spawned in arena mode
  271. asw_arena_shuffle_walls "3" // Shuffle walls after how many waves?
  272. asw_arena_wall_density_max "0" // Max density of random wall brushes in arena mode
  273. asw_arena_wall_density_min "0" // Max density of random wall brushes in arena mode
  274. asw_arena_wave // Creates a wave of aliens on the arena test map
  275. asw_arena_waves_per_difficulty "3" // How many waves before difficulty ramps up
  276. asw_auto_reload "1" // Whether your marines should autoreload when reaching 0 bullets
  277. asw_background_color "-2144460800.000" // Color of background tinting in briefing screens
  278. asw_bait_launch_delay "0" // Delay before bait is thrown
  279. asw_bait_refire_time "0" // Time between starting a new bait throw
  280. asw_barrel_health_base "3" // Health of barrel at level 1
  281. asw_barrel_health_growth "0" // % change in health per level
  282. asw_batch_interval "5" // Time between successive batches spawning in the same spot
  283. asw_blend_test_scale "0"
  284. asw_blind_follow "0" // Set to 1 to give marines short sight range while following (old school alien swarm style)
  285. asw_blink_charge_time "30"
  286. asw_blink_debug "0"
  287. asw_blink_height "50"
  288. asw_blink_range "2000"
  289. asw_blink_time "0"
  290. asw_blink_visible_time "0"
  291. asw_blip_speech_chance "0" // Chance the tech marines will shout about movement on their scanner after a period of no activity
  292. asw_bloodhound_drag "0" // Scalar applied to velocity every 0.1 seconds
  293. asw_bloodhound_drop_interval "3" // Interval between dropping off marines
  294. asw_bloodhound_max_speed "600" // Max speed of dropship
  295. asw_bloodhound_near_distance "500" // How near dropship needs to be to dest to start reducing thrust
  296. asw_bloodhound_randomness "10" // Randomness applied to hovering destinations
  297. asw_bloodhound_random_interval "1" // Time between changing the random destination
  298. asw_bloodhound_reset // Resets dropship sequence
  299. asw_bloodhound_sway_speed "1" // How quickly the dropship sways side to side
  300. asw_bloodhound_thrust "1200" // Change in velocity per second
  301. asw_bloodhound_tolerance "50" // Distance dropship needs to be to reach destination
  302. asw_bonus_charges "0" // Bonus ammo given to starting equipment
  303. asw_boomer_blob_child_fuse_max "1" // Cluster grenade child clusters maximum fuse length
  304. asw_boomer_blob_child_fuse_min "0" // Cluster grenade child clusters minimum fuse length
  305. asw_boomer_blob_friction "0" // Friction
  306. asw_boomer_blob_fuse "2" // Fuse length of cluster grenade
  307. asw_boomer_blob_gravity "0" // Gravity of mortar bugs mortar
  308. asw_boomer_blob_min_detonation_time "0" // Min. time before cluster grenade can detonate
  309. asw_boomer_blob_radius_check_interval "0" // How often the cluster grenade checks for nearby drones to explode against
  310. asw_boomer_blob_radius_check_scale "0" // What fraction of the grenades damage radius is used for the early detonation check
  311. asw_boomer_health "800"
  312. asw_boomer_inflate_debug "1"
  313. asw_boomer_inflate_speed "6"
  314. asw_breakable_aliens "1" // aliens can break into ragdoll gibs
  315. asw_buffgrenade "-15719838" // Color of grenades
  316. asw_buffgrenade_gravity "1000" // Gravity of buffgrenades
  317. asw_building_room_thumbnails "0" // Set to 1 to cause room thumbnails to be saved on next map load
  318. asw_buildroomthumbnails // Outputs room thumbnail TGAs for all rooms specific in roomthumbnails.txt
  319. asw_build_map
  320. asw_build_speech_durations // Measures speech durations and saves to file for use in async client speech
  321. asw_burst_pipe_chance "0"
  322. asw_buzzer_poison_duration "0" // Base buzzer poison blur duration. This scales up to double the value based on mission difficulty.
  323. asw_cain_mail // Test shows cain mail
  324. asw_camera_report_defaults // Report default vectors on the camera based on current settings
  325. asw_camera_shake "1" // Enable camera shakes
  326. asw_camera_volume // check if the marine is inside an asw_camera_control volume
  327. asw_campaign_death "0" // Whether marines are killed in the roster if a mission is completed with the marine dead
  328. asw_campaign_wounding "0" // Whether marines are wounded in the roster if a mission is completed with the marine having taken significant damage
  329. asw_cam_marine_blend "1" // Marine Camera: Whether camera should blend Z movement changes.
  330. asw_cam_marine_dist "412" // Marine Camera: Distance from marine.
  331. asw_cam_marine_dist_death "200" // Marine Camera: Distance from marine as he dies.
  332. asw_cam_marine_dist_rate "50" // Marine Camera: Distance from marine.
  333. asw_cam_marine_pitch "60" // Marine Camera: pitch.
  334. asw_cam_marine_pitch_death "50" // Marine Camera: pitch when he dies.
  335. asw_cam_marine_pitch_rate "1000"
  336. asw_cam_marine_shift_deadspace "64" // Marine Camera: Deadspace around the marine before camera shifting starts.
  337. asw_cam_marine_shift_enable "1" // Camera shifting enable/disable.
  338. asw_cam_marine_shift_maxx "300" // Marine Camera: How far the camera pans east/west as you move the mouse.
  339. asw_cam_marine_shift_maxy "200" // Marine Camera: How far the camera pans north as you move the mouse.
  340. asw_cam_marine_shift_maxy_south "380" // Marine Camera: How far the camera pans south as you move the mouse.
  341. asw_cam_marine_shift_ratex "1000" // Marine Camera: How far the camera pans east/west as you move the mouse.
  342. asw_cam_marine_shift_ratey "650" // Marine Camera: How far the camera pans north as you move the mouse.
  343. asw_cam_marine_shift_ratey_south "2000" // Marine Camera: How far the camera pans south as you move the mouse.
  344. asw_cam_marine_shift_z_death "-30" // Marine Camera: Shift camera vertically when he dies.
  345. asw_cam_marine_sphere_max "400" // Test
  346. asw_cam_marine_sphere_min "32" // Test
  347. asw_cam_marine_spring_const "0" // Camera spring constant.
  348. asw_cam_marine_spring_dampening "3" // Camera spring dampening.
  349. asw_cam_marine_spring_vel_max "35" // Camera max velocity.
  350. asw_cam_marine_test "1" // Camera Test.
  351. asw_cam_marine_yaw "90" // Marine Camera: yaw.
  352. asw_cam_marine_yaw_death_rate "35" // Marine Camera: yaw rotate rate when he dies.
  353. asw_cam_marine_yshift_static "75" // Camera y-shift value.
  354. asw_candidate_interval "1" // Interval between updating candidate spawning nodes
  355. asw_carnage // Scales the number of aliens each spawner will put out
  356. asw_chainsaw_attack_fade_time "0" // Time for chainsaw attack sound to fade out
  357. asw_chainsaw_debug "0"
  358. asw_chainsaw_pitch_bite_rate "50" // How quickly the chainsaw pitch changes when attack hits somethings
  359. asw_chainsaw_pitch_range "5" // Random variation applied above and below target pitch
  360. asw_chainsaw_pitch_return_delay "1" // How long after attacking something before the chainsaw pitch returns to normal
  361. asw_chainsaw_pitch_return_rate "50" // How quickly the pitch returns to normal when attacking chainsaw doesnt hit anything
  362. asw_chainsaw_pitch_target "95" // Target pitch when chainsaw starts to attack something
  363. asw_chainsaw_shake_amplitude "12"
  364. asw_chainsaw_shake_duration "1"
  365. asw_chainsaw_shake_frequency "100"
  366. asw_charge_height "5"
  367. asw_check_campaign // Is this map in campaign mode?
  368. asw_ClearHouse // Removes all Swarm from the map
  369. asw_clientside_avoidance "1"
  370. asw_clientside_avoidance_scale "1"
  371. asw_client_build_maps "0" // Whether clients compile random maps rather than getting sent them
  372. asw_cluster_grenade_child_fuse_max "1" // Cluster grenade child clusters maximum fuse length
  373. asw_cluster_grenade_child_fuse_min "0" // Cluster grenade child clusters minimum fuse length
  374. asw_cluster_grenade_fuse "4" // Fuse length of cluster grenade
  375. asw_cluster_grenade_min_detonation_time "0" // Min. time before cluster grenade can detonate
  376. asw_cluster_grenade_radius_check_interval "0" // How often the cluster grenade checks for nearby drones to explode against
  377. asw_cluster_grenade_radius_check_scale "0" // What fraction of the grenades damage radius is used for the early detonation check
  378. asw_colonist_health "90"
  379. asw_colonist_tom_health "30"
  380. asw_compliment_chatter_interval_max "240" // Max time between kill compliments
  381. asw_compliment_chatter_interval_min "180" // Min time between kill compliments
  382. asw_controller_focus_list // Lists panels receiving controller focus
  383. asw_controller_lag "40"
  384. asw_controls "1" // Disable to get normal FPS controls (affects all players on the server)
  385. asw_conv // Test a conversation
  386. asw_conversation // Triggers a conversation
  387. asw_corpse // Test create a clientside corpse
  388. asw_credits // Test shows credits
  389. asw_crosshair_progress_size "20"
  390. asw_crosshair_use_perspective "1" // Show the crosshair that has perspective or the old version?
  391. asw_cross_layout "1" // marine portraits are laid out in a cross shape in joypad mode
  392. asw_custom_skill_points "0" // marines will start with no skill points and will spend them as they progress through the campaign.
  393. asw_damageindicator_alpha "0" // Alpha of the HUD damage indicator
  394. asw_damageindicator_bullets_alpha "0" // Scales alpha of the bullets in the HUD damage indicator.
  395. asw_damageindicator_hurt_flash_alpha "0" // The alpha of the screen flash when the player is at low health (0.0 - 1.0)
  396. asw_damageindicator_scale "0" // Scales the HUD damage indicator
  397. asw_damageindicator_slash_alpha "0" // Scales alpha of the slashes in the HUD damage indicator.
  398. asw_damageindicator_slash_radius "0" // Scales the slashes in the HUD damage indicator
  399. asw_damageindicator_slash_scale "0" // Scales the slashes in the HUD damage indicator
  400. asw_damage_indicator "1" // directional damage indicator is shown
  401. asw_damage_spark_rate "0" // Base number of seconds between spark sounds/effects at critical damage.
  402. asw_debuganimstate "0"
  403. asw_DebugAutoAim "0"
  404. asw_debug_air_move "0" // Gives debug info on air moving
  405. asw_debug_aliens "0"
  406. asw_debug_alien_damage "0" // Print damage aliens receive
  407. asw_debug_button_skin "0" // button panels will output skin setting details
  408. asw_debug_charging "0" // Visualize charging
  409. asw_debug_clientside_avoidance "0"
  410. asw_debug_combat_status "0" // Show marines combat status on the screen
  411. asw_debug_commander_list "0" // Display fake names in commander list
  412. asw_debug_drone "0" // Enable drone debug messages
  413. asw_debug_drone_pose "0" // Set to drone entity index to output drone pose params
  414. asw_debug_grubs "0" // grubs will print debug messages for various things
  415. asw_debug_hud "0" // Draw debug info for the HUD
  416. asw_debug_jump_behavior "0"
  417. asw_debug_marine_aim "0" // Shows debug info on marine aiming
  418. asw_debug_marine_can_see "0" // Display lines for waking up aliens
  419. asw_debug_marine_chatter "0" // Show debug info about when marine chatter is triggered
  420. asw_debug_marine_damage "0" // Show damage marines are taking
  421. asw_debug_medals "0" // Print debug info about medals
  422. asw_debug_mine "0" // Turn on debug messages for Incendiary Mines
  423. asw_debug_mortarbug "0" // Display mortarbug debug info
  424. asw_debug_npcs "0" // Enables debug overlays for various NPCs
  425. asw_debug_pvs "0"
  426. asw_debug_scanner_sound "0" // Prints debug output on scanner pulses
  427. asw_debug_server_cursor // Server shows a marker where it thinks your cursor is
  428. asw_debug_shieldbug "0" // Display shieldbug debug messages
  429. asw_debug_simple_alien "0" // Print debug text for simple aliens
  430. asw_debug_spawners "0" // Displays debug messages for the asw_spawners
  431. asw_debug_spectator // Prints info on spectator
  432. asw_debug_spectator_server // Prints whether a player wants to spectate
  433. asw_debug_steps "0" // Gives debug info on moving up/down steps
  434. asw_debug_throw "0" // Show node debug info on throw visibility checks
  435. asw_debug_tile_connections "0" // Print debug info for tile connections
  436. asw_debug_xp // Lists XP details for local player
  437. asw_default_campaign "0" // Default campaign used when dedicated server restarts
  438. asw_default_extra_0 "-1" // Default extra equip for marine with this number
  439. asw_default_extra_1 "-1" // Default extra equip for marine with this number
  440. asw_default_extra_2 "-1" // Default extra equip for marine with this number
  441. asw_default_extra_3 "-1" // Default extra equip for marine with this number
  442. asw_default_extra_4 "-1" // Default extra equip for marine with this number
  443. asw_default_extra_5 "-1" // Default extra equip for marine with this number
  444. asw_default_extra_6 "-1" // Default extra equip for marine with this number
  445. asw_default_extra_7 "-1" // Default extra equip for marine with this number
  446. asw_default_extra_8 "-1" // Default extra equip for marine with this number
  447. asw_default_primary_0 "-1" // Default primary equip for marine with this number
  448. asw_default_primary_1 "-1" // Default primary equip for marine with this number
  449. asw_default_primary_2 "-1" // Default primary equip for marine with this number
  450. asw_default_primary_3 "-1" // Default primary equip for marine with this number
  451. asw_default_primary_4 "-1" // Default primary equip for marine with this number
  452. asw_default_primary_5 "-1" // Default primary equip for marine with this number
  453. asw_default_primary_6 "-1" // Default primary equip for marine with this number
  454. asw_default_primary_7 "-1" // Default primary equip for marine with this number
  455. asw_default_primary_8 "-1" // Default primary equip for marine with this number
  456. asw_default_secondary_0 "-1" // Default secondary equip for marine with this number
  457. asw_default_secondary_1 "-1" // Default secondary equip for marine with this number
  458. asw_default_secondary_2 "-1" // Default secondary equip for marine with this number
  459. asw_default_secondary_3 "-1" // Default secondary equip for marine with this number
  460. asw_default_secondary_4 "-1" // Default secondary equip for marine with this number
  461. asw_default_secondary_5 "-1" // Default secondary equip for marine with this number
  462. asw_default_secondary_6 "-1" // Default secondary equip for marine with this number
  463. asw_default_secondary_7 "-1" // Default secondary equip for marine with this number
  464. asw_default_secondary_8 "-1" // Default secondary equip for marine with this number
  465. asw_demo_camera
  466. asw_difficulty_alien_damage_step "0" // How much alien damage is changed per mission difficulty level
  467. asw_difficulty_alien_health_step "0" // How much alien health is changed per mission difficulty level
  468. asw_directional_shadows "1" // Whether aliens should have flashlight directional shadows
  469. asw_director_debug "0" // Displays director status on screen
  470. asw_director_peak_max_time "3" // Max time that director keeps spawning aliens when marine intensity has peaked
  471. asw_director_peak_min_time "1" // Min time that director keeps spawning aliens when marine intensity has peaked
  472. asw_director_relaxed_max_time "40" // Max time that director stops spawning aliens
  473. asw_director_relaxed_min_time "25" // Min time that director stops spawning aliens
  474. asw_dlight_list "0" // Lists dynamic lights
  475. asw_door_drone_damage_scale "2" // Damage scale for drones hitting doors
  476. asw_door_explosion_boost "2" // Sets damage scale for grenades vs doors
  477. asw_door_healthbars "2" // 2=show all door health bars
  478. asw_door_physics "0" // doors will turn into vphysics objects upon death.
  479. asw_door_seal_damage_reduction "0" // Alien damage scale when door is fully sealed
  480. asw_drawplayermesh "0" // Draw the player entity or not
  481. asw_draw_awake_ai "0" // Lists how many of each AI are awake
  482. asw_draw_hud "1" // Draw the HUD or not
  483. asw_drones_friendly // Makes drones friendly to marines
  484. asw_drone_acceleration "5" // as a multiplier on his ideal speed
  485. asw_drone_attacks "1" // Whether the drones attack or not
  486. asw_drone_auto_speed_scale "0" // Speed scale for the drones while melee attacking
  487. asw_drone_cycle // Lists drones along with cycle and weight
  488. asw_drone_death_force "5" // Scale for alien death forces
  489. asw_drone_death_force_pitch "-10" // Tilt the angle of death forces on alien ragdolls
  490. asw_drone_door_distance "60" // How near to the door a drone needs to be to bash it
  491. asw_drone_door_distance_min "40" // Nearest a drone can be to a door when attacking
  492. asw_drone_fade_time_max "4" // Maximum time a Swarm Drone ragdoll will stay around before fading
  493. asw_drone_fade_time_min "2" // Minimum time a Swarm Drone ragdoll will stay around before fading
  494. asw_drone_friction "0" // Velocity loss due to friction
  495. asw_drone_gib_chance "0" // Chance of drone gibbing instead of ragdoll
  496. asw_drone_gib_time_max "0" // Maximum time a Swarm Drone ragdoll will stay around before gibbing
  497. asw_drone_gib_time_min "0" // Minimum time a Swarm Drone ragdoll will stay around before gibbing
  498. asw_drone_gib_velocity "1" // Drone gibs will inherit the velocity of the parent ragdoll scaled by this
  499. asw_drone_health "40" // How much health the Swarm drones have
  500. asw_drone_hurl_chance "0" // Chance that an alien killed by explosives will hurl towards the camera.
  501. asw_drone_hurl_interval "10" // Minimum number of seconds that must pass between alien bodies flung at camera.
  502. asw_drone_jump_pitch_max "45" // Min pitch for drones jumping pose parameter
  503. asw_drone_jump_pitch_min "-45" // Min pitch for drones jumping pose parameter
  504. asw_drone_jump_pitch_speed "3" // Speed for drones pitch jumping pose parameter transition
  505. asw_drone_melee_force "1" // Force of the drones melee attack
  506. asw_drone_melee_range "60" // Range of the drones melee attack
  507. asw_drone_override_attack "1" // Enable to make Swarm drones use custom override movement to attack their enemy
  508. asw_drone_override_move "0" // Enable to make Swarm drones use custom override movement to chase their enemy
  509. asw_drone_override_speedboost "0" // boost speed for the alien drones when in override mode
  510. asw_drone_ridiculous "0" // hurl drone ragdolls at camera in a ridiculous fashion.
  511. asw_drone_show_facing "0" // Show which way the drone is facing
  512. asw_drone_show_override "0" // Show a yellow arrow if drone is using override movement
  513. asw_drone_smooth_speed "200" // when using overidden movement
  514. asw_drone_speedboost "1" // boost speed for the alien drones
  515. asw_drone_start_melee_range "100" // Range at which the drone starts his melee attack
  516. asw_drone_touch_damage "0" // Damage caused by drones on touch
  517. asw_drone_uber_health "500" // How much health the uber Swarm drones have
  518. asw_drone_weak_from_behind "0" // Drones take double damage from behind
  519. asw_drone_yaw_speed "32" // How fast the swarm drone can turn
  520. asw_drone_yaw_speed_attacking "8" // How fast the swarm drone can turn while doing a melee attack
  521. asw_drone_yaw_speed_attackprep "64" // How fast the swarm drone can turn while starting his melee attack
  522. asw_drone_zig_zagging "0" // aliens will try to zig zag up to their enemy instead of approaching directly
  523. asw_drone_zig_zag_length "144" // Length of drone zig zagging
  524. ASW_Drop // Makes your marine drop his current weapon
  525. asw_drop_ammo // Drops ammo from an ammo bag
  526. asw_drop_money "1" // Do aliens drop money?
  527. asw_drop_powerups "0" // Do aliens drop powerups?
  528. ASW_EditEmitterFrame // The vgui panel used to edit emitters
  529. asw_edit_panel // ASW Edit a VGUI panel by name
  530. asw_egg_respawn "0" // eggs will respawn the parasite inside
  531. asw_electrified_armor_duration "12" // Duration of electrified armor when activated
  532. asw_emitter_max_collision_speed "80" // Maximum speed that makes a full volume
  533. asw_emitter_min_collision_speed "50" // Minimum speed to make a sound
  534. asw_encounters_distance_min "900" // Min distance between edges of encounter circles
  535. asw_encounter_display "1"
  536. asw_encounter_radius_max "512"
  537. asw_encounter_radius_min "384"
  538. asw_engine_finished_building_map // Notify engine that weve finished building a map
  539. asw_entindex // Returns the entity index of the player
  540. asw_ent_create // Creates an entity of the given type in front of the current marine.
  541. asw_ent_teleport // Teleport the specified entity to the crosshair location. Format: ent_teleport <entity name>
  542. asw_facefronttime "2" // How many seconds before marine faces front when standing still.
  543. asw_fail_sound_delay "0" // Delay before playing mission fail music
  544. asw_fair_marine_rules "1" // fair marine selection rules are enforced during the briefing
  545. asw_fast_reload_enabled "1" // Use fast reload mechanic?
  546. asw_fast_reload_under_marine "0" // Draw the active reload bar under the marine?
  547. asw_feetyawrate "300" // How many degrees per second that we can turn our feet or upper body.
  548. asw_fire_alien_damage_scale "3"
  549. asw_fire_glow "1"
  550. asw_fire_glow_radius "280"
  551. asw_fire_spread_scale "2"
  552. asw_fist_passive_damage_scale "2" // Damage scale applied from charged fist passive item
  553. asw_fist_ragdoll_chance "0"
  554. asw_fixed_movement_playback_rate "0" // Movement animation playback is always unscaled
  555. asw_fix_cam "-1" // Set to 1 to fix the camera in place.
  556. asw_flamer_debug "0" // Visualize flamer projectile collision
  557. asw_flamer_force "0" // Force imparted by the flamer projectiles
  558. asw_flamer_light_b "160" // Alters the colour of the flamer dynamic light
  559. asw_flamer_light_exponent "5" // Alters the flamer dynamic light
  560. asw_flamer_light_g "192" // Alters the colour of the flamer dynamic light
  561. asw_flamer_light_r "255" // Alters the colour of the flamer dynamic light
  562. asw_flamer_light_scale "0" // Alters the size of the flamer dynamic light
  563. asw_flamer_size "40" // Radius at which flamer projectiles set aliens on fire
  564. asw_flare_anim_speed "1" // Playback rate of the flare throw anim
  565. asw_flare_autoaim_radius "250" // Radius of autoaim effect from flares
  566. asw_flare_b "200" // Colour of flares
  567. asw_flare_g "255" // Colour of flares
  568. asw_flare_launch_delay "0" // Delay before flares are thrown
  569. asw_flare_r "240" // Colour of flares
  570. asw_flare_refire_time "0" // Time between starting a new flare throw
  571. asw_flare_throw_speed "50" // Velocity of thrown flares
  572. asw_flashlight_dlight_b "250" // Blue component of flashlight colour
  573. asw_flashlight_dlight_g "250" // Green component of flashlight colour
  574. asw_flashlight_dlight_offsetx "30" // Offset of the flashlight dlight
  575. asw_flashlight_dlight_offsety "0" // Offset of the flashlight dlight
  576. asw_flashlight_dlight_offsetz "60" // Offset of the flashlight dlight
  577. asw_flashlight_dlight_r "250" // Red component of flashlight colour
  578. asw_flashlight_dlight_radius "100" // Radius of the light around the marine.
  579. asw_flashlight_marine_ambient "0" // Ambient light of the marine with flashlight on
  580. asw_flashlight_marine_lightscale "1" // Light scale on the marine with flashlight on
  581. asw_flip_door // Flip all door meshes
  582. asw_floating_number_type "0" // 2 = particles
  583. asw_follow_hint_debug "0"
  584. asw_follow_hint_max_range "300"
  585. asw_follow_hint_max_z_dist "120"
  586. asw_follow_slow_distance "1200" // Marines will follow their leader slowly during combat if hes within this distance
  587. asw_follow_threshold "40" // Marines in diamond formation will move after leader has moved this much
  588. asw_follow_use_hints "2" // 2 = always use hints
  589. asw_follow_velocity_predict "0" // Marines travelling in diamond follow formation will predict their leaders movement ahead by this many seconds
  590. asw_fonts // Shows all AS:I fonts
  591. asw_force_ai_fire "0" // Forces all AI marines to fire constantly
  592. asw_gib_bleed_time "1" // How long drone gibs bleed for
  593. asw_gimme_ammo // Refills all marine ammo
  594. asw_gimme_health // Refills all marine health
  595. asw_god "0" // Set to 1 to make marines invulnerable
  596. asw_goo_volume "1" // Volume of the alien goo looping sound
  597. asw_grenade_launcher_gravity "2" // Gravity of grenade launcher grenades
  598. asw_grenade_launcher_speed "2" // Scale speed of grenade launcher grenades
  599. asw_grenade_radius "350" // Radius of the rifles grenade explosion
  600. asw_grenade_throw_delay "0" // Delay before grenade entity is spawned when throwing
  601. asw_grentrail_brightness "128"
  602. asw_grentrail_fade "100"
  603. asw_grentrail_lifetime "0"
  604. asw_grentrail_width "6"
  605. asw_grentrail_widthend "1"
  606. asw_ground_secondary "1" // Set to 1 to make marines aim grenades at the floor instead of firing them straight
  607. asw_grub_speedboost "1" // boost speed for the grubs
  608. asw_g_jeepexitspeed "100"
  609. asw_hacking_fraction "0"
  610. asw_hack_cycle_time "0"
  611. asw_harverter_suppress_children "0" // harvesters wont spawn harvesites
  612. asw_harvester_max_critters "5" // maximum critters the harvester can spawn
  613. asw_harvester_new "1" // use the new model
  614. asw_harvester_spawn_height "16" // Height above harvester origin to spawn harvesites at
  615. asw_harvester_spawn_interval "1" // Time between spawning a harvesite and starting to spawn another
  616. asw_harvester_speedboost "1" // boost speed for the harvesters
  617. asw_harvester_touch_damage "5" // Damage caused by harvesters on touch
  618. asw_healgrenade "-14145446" // Color of grenades
  619. asw_healgrenade_gravity "1000" // Gravity of healgrenades
  620. asw_healgrenade_refire_time "1" // Time between starting a new healgrenade throw
  621. asw_heal_gun_heal_fade "0" // Fade time for heal guns heal sound
  622. asw_heal_gun_start_heal_fade "0" // Crossfade time between heal guns search and heal sound
  623. asw_hear_fixed "0" // hearing audio position is locked in place. Use asw_set_hear_pos to set the fixed position to the current audio locatio
  624. asw_hear_from_marine "0" // Audio hearing position is at current marines ears
  625. asw_hear_height "256" // then hear position is number of uni
  626. asw_hear_pos_debug "0" // Shows audio hearing position
  627. asw_hide_local_marine "0" // your current marine will be invisible
  628. asw_hide_marine // Toggle drawing of the current marine
  629. asw_hl2_camera "0"
  630. asw_holdout_announce_time "5" // How many seconds between announcing a wave and actually starting a wave.
  631. asw_holdout_debug "0" // Show debug text for holdout mode
  632. asw_holdout_resupply_time "20" // How many seconds marines have to pick new weapons in the resupply stage.
  633. asw_holdout_start_wave // Starts a holdout wave
  634. asw_holdout_wave_score_time "5" // How many seconds to show the end wave scores for.
  635. asw_horde_class "0" // Alien class used when spawning hordes
  636. asw_horde_interval_max "65" // Min time between hordes
  637. asw_horde_interval_min "45" // Min time between hordes
  638. asw_horde_max_distance "1500" // Maximum distance away from the marines the horde can spawn
  639. asw_horde_min_distance "800" // Minimum distance away from the marines the horde can spawn
  640. asw_horde_override "0" // Forces hordes to spawn
  641. asw_horde_size_max "14" // Max horde size
  642. asw_horde_size_min "9" // Min horde size
  643. asw_horizontal_autoaim "1" // Applies horizontal correction towards best aim ent.
  644. asw_hotbar_self "1" // Show your own items on the hotbar
  645. asw_hotbar_simple "1" // Show only 1 item per AI marine on the squad hotbar
  646. asw_hud_alpha "192" // Alpha of the black parts of the HUD (0->255)
  647. asw_hud_jeephint_numentries "10"
  648. asw_hud_scale "0" // Scale of the HUD overall
  649. asw_hud_swaps "1" // Show weapon swap icons on the HUD
  650. asw_ignore_need_two_player_requirement "0" // ignores the mission setting that states two players are needed to start the mission.
  651. asw_infest_angle "0" // Angle adjustment for parasite infestation attachment
  652. asw_infest_pitch "-45" // Angle adjustment for parasite infestation attachment
  653. asw_info_sound_continue "1" // Info message sounds continue after you close the window
  654. asw_inspect_profile // Display a marines profile
  655. asw_instant_restart "0" // itll do a full reload of the map).
  656. asw_intensity_decay_time "20" // Seconds to decay full intensity to zero
  657. asw_intensity_far_range "200" // Enemies killed past this distance will only slightly increase intensity
  658. asw_intensity_inhibit_delay "3" // Seconds before intensity starts to decay after an increase
  659. asw_intensity_scale "0" // Scales intensity increases for marines
  660. asw_interval_change_max "0" // Director: Max scale applied to alien spawn interval each spawn
  661. asw_interval_change_min "0" // Director: Min scale applied to alien spawn interval each spawn
  662. asw_interval_initial_max "7" // Director: Max time between alien spawns when first entering spawning state
  663. asw_interval_initial_min "5" // Director: Min time between alien spawns when first entering spawning state
  664. asw_interval_min "1" // Director: Alien spawn interval will never go lower than this
  665. asw_inventory // Lists marines inventory
  666. ASW_InvLast // Switches between primary and secondary weapons
  667. ASW_InvNext // Makes your marine select the next weapon
  668. ASW_InvPrev // Makes your marine select the previous weapon
  669. ASW_JukeboxFadeOutTime "1"
  670. asw_jump_jet_height "160"
  671. asw_jump_jet_pounce_height "60"
  672. asw_jump_jet_time "1"
  673. asw_key_atten "1"
  674. asw_key_falloff "0"
  675. asw_key_innerCone "20"
  676. asw_key_outerCone "30"
  677. asw_key_range "0"
  678. asw_knockdown_interval "3" // Min time between knockdowns
  679. asw_laser_sight "1"
  680. asw_laser_sight_min_distance "9999" // The min distance at which to accurately draw the laser sight from the muzzle rather than using the shoot direction
  681. asw_last_game_variation "0" // Which game variation was used last game
  682. asw_last_marine_dead_delay "0" // How long to wait after the last marine has died before failing the mission
  683. asw_last_max_players "6" // Last maxplayers used for starting a server from the main menu
  684. asw_last_server_name "0" // Last name used for starting a server from the main menu
  685. asw_last_sv_lan "0" // Last sv_lan used for starting a server from the main menu
  686. asw_leadership_radius "600" // Radius of the leadership field around NCOs with the leadership skill
  687. asw_LeaveMarine // Uninhabits your current marine
  688. asw_left_hand_ik "0" // IK the marines left hand to his weapon
  689. asw_list_cached_emitters // Lists all emitter templates currently loaded
  690. asw_live_marines // Reports if you have live marines
  691. ASW_LoadCampaign // Loads a previously saved campaign game
  692. asw_local_dlight_b "250" // Blue component of local colour
  693. asw_local_dlight_exponent "3" // Exponent of local colour
  694. asw_local_dlight_g "250" // Green component of local colour
  695. asw_local_dlight_offsetx "0" // Offset of the local dlight
  696. asw_local_dlight_offsety "-15" // Offset of the local local
  697. asw_local_dlight_offsetz "95" // Offset of the flashlight dlight
  698. asw_local_dlight_r "250" // Red component of local colour
  699. asw_local_dlight_radius "0" // Radius of the light around the marine.
  700. asw_local_dlight_rotate "0" // Whether local dlights offset is rotated by marine facing
  701. asw_location_grid_debug "0" // Outputs mission grid hexes for server and client
  702. asw_mad_firing_break "4" // Point at which the mad firing counter triggers the mad firing speech
  703. asw_mad_firing_decay "0" // Tick down rate of the mad firing counter
  704. asw_main_menu_option
  705. asw_make_jeep // Creates a clientside jeep
  706. asw_make_jeep_phys // Creates physics for test clientside jeep
  707. asw_map_range "1200" // Range in world units of the minimap
  708. asw_MarineInvuln // Makes your marines invulnerable
  709. asw_marine_aim_error_decay_multiplier "0" // Value multiplied per turn to reduce aim error over time
  710. asw_marine_aim_error_max "20" // Maximum firing error angle for AI marines with base accuracy skill
  711. asw_marine_aim_error_min "5" // Minimum firing error angle for AI marines with base accuracy skill
  712. asw_marine_ai_acceleration "4" // Acceleration boost for marine AI
  713. asw_marine_ai_followspot "0"
  714. asw_marine_ambient "0" // Ambient light of the marine
  715. asw_marine_auto_hack "0" // marine will automatically hack nearby computers and button panels
  716. asw_marine_box_collision "1"
  717. asw_marine_burn_time_easy "6" // Amount of time marine burns for when ignited on easy difficulty
  718. asw_marine_burn_time_hard "12" // Amount of time marine burns for when ignited on hard difficulty
  719. asw_marine_burn_time_insane "15" // Amount of time marine burns for when ignited on insane difficulty
  720. asw_marine_burn_time_normal "8" // Amount of time marine burns for when ignited on normal difficulty
  721. asw_marine_collision "0" // in a multiplayer game
  722. asw_marine_death_cam "1" // Use death cam
  723. asw_marine_death_cam_time "0" // Time to do the slowdown death cam
  724. asw_marine_death_cam_time_hold "1" // Time to hold on the dying marine at time ramps back up
  725. asw_marine_death_cam_time_interp "0" // Time to blend into the death cam
  726. asw_marine_death_cam_time_interp_out "0" // Time to blend out of the death cam
  727. asw_marine_death_cam_time_local_hold "5" // Time to hold on the dying marine at time ramps back up if they died
  728. asw_marine_death_cam_time_scale "0" // Time scale during death cam
  729. asw_marine_death_protection "1" // unless on 1 health
  730. asw_marine_debug_movement "0" // Debug overall marine movement direction
  731. asw_marine_edge_names "1" // Prevent marine names from going off the edge of the screen
  732. asw_marine_explosion_protection "0" // Reduction of explosion radius against marines
  733. asw_marine_face_last_enemy_time "5" // Amount of time that AI marines will face their last enemy after losing it while in follow mode
  734. asw_marine_fall_damage "0" // Marines take falling damage
  735. asw_marine_ff "1" // 2 = Always max)
  736. asw_marine_ff_absorption "1" // Friendly fire absorption style (0=none 1=ramp up 2=ramp down)
  737. asw_marine_ff_absorption_build_rate "0" // Rate of FF absorption decay build up when being shot by friendlies
  738. asw_marine_ff_absorption_decay_rate "0" // Rate of FF absorption decay
  739. asw_marine_ff_dmg_base "1" // Amount of friendly fire damage on mission difficulty 5
  740. asw_marine_ff_dmg_step "0" // Amount friendly fire damage is modified per mission difficuly level away from 5
  741. asw_marine_ff_guard_time "5" // Amount of time firing is disabled for when activating friendly fire guard
  742. asw_marine_force_combat_status "0"
  743. asw_marine_fraction_turn_scale "0" // Scale for the fractional marine turning (large turns)
  744. asw_marine_friction "10" // Marine movement friction.
  745. asw_marine_gravity "800" // Marine gravity.
  746. asw_marine_labels_cursor_maxdist "70" // Only marines within this distance of the cursor will get their health bar drawn
  747. asw_marine_lightscale "4" // Light scale on the marine
  748. asw_marine_linear_turn_rate "600" // Linear turning rate of the marine (used as minimum when fractional turning is employed)
  749. asw_marine_melee_damage "20" // How much damage the marines kick does
  750. asw_marine_melee_distance "50" // How far the marine can kick
  751. asw_marine_melee_force "200000" // Marine kick force = this / dist
  752. asw_marine_melee_kick_lift "0" // Upwards Z-Force given to kicked objects
  753. asw_marine_melee_max_force "10000" // Maximum force allowed
  754. asw_marine_names "1" // Whether to show the marine name
  755. asw_marine_nearby_angle "-75"
  756. asw_marine_object_motion_blur_scale "0"
  757. asw_marine_passive_armor_scale "0" // normal armor will scale damage taken by this much
  758. asw_marine_random_yaw "40" // Min/max angle the marine will change his yaw when idling in follow mode
  759. asw_marine_rolls "1" // marine will do rolls when jump is pressed
  760. asw_marine_scan_beams "0" // Draw scan beams for marines holding position
  761. asw_marine_server_anim // Lists animation playing on the players current marine serverside
  762. asw_marine_server_ragdoll "0" // marines will have server ragdolls instead of clientside ones.
  763. asw_marine_shoulderlight "2" // Should marines have a shoulder light effect on them.
  764. asw_marine_skill // Usage: asw_marine_skill [nSkillSlot] - reports the number of skill points of the current marine in that skill asw_marine_spe
  765. asw_marine_special_heal_chatter_chance "0" // Chance of medic saying a special healing line. Wounded special chance is this times 5.
  766. asw_marine_special_idle_chatter_chance "0" // Chance of marine doing a special idle chatter
  767. asw_marine_spectate // Usage: asw_marine_spectate [marine_num]
  768. asw_marine_speed_scale_easy "0"
  769. asw_marine_speed_scale_hard "1"
  770. asw_marine_speed_scale_insane "1"
  771. asw_marine_speed_scale_normal "1"
  772. asw_marine_speed_type "2" // 2=just sequence speed
  773. asw_marine_stumble_on_damage "1" // Marine stumbles when he takes damage
  774. asw_marine_switch_blend_max_dist "1500" // Maximum distance apart marines can be for a camera blend to occur
  775. asw_marine_switch_blend_speed "2" // How quickly the camera blends between marines when switching
  776. asw_marine_time_until_ignite "0" // Amount of time before a marine ignites from taking repeated burn damage
  777. asw_marine_toggle_crouch_chance "0" // Chance of AI changing between crouched and non-crouched while idling in follow mode
  778. asw_marine_turn_firing_fraction "0" // if using asw_marine_fraction_turn_scale
  779. asw_marine_turn_normal_fraction "0" // Fractional turning value if using asw_marine_fraction_turn_scale
  780. asw_marine_turn_y_pos "0" // Normalized height position for where the cursor changes the player from looking north to south.
  781. asw_marine_update_visibility // Updates marine visibility
  782. asw_marine_view_cone_cost "5" // Extra pathing cost if a node is visible to a marine
  783. asw_marine_view_cone_dist "700" // Distance for marine view cone checks
  784. asw_marine_view_cone_dot "0" // Dot for marine view cone checks
  785. asw_marine_yaw_interval_max "8" // Max time between AI marine shifting his yaw
  786. asw_marine_yaw_interval_min "3" // Min time between AI marine shifting his yaw
  787. asw_max_alien_batch "10" // Max number of aliens spawned in a horde batch
  788. asw_max_body_yaw "30" // Max angle body yaw can turn either side before feet snap.
  789. asw_max_saves "200" // Maximum number of multiplayer saves that will be stored on this server.
  790. asw_medal_accuracy "0" // Minimum accuracy needed to win the accuracy medal
  791. asw_medal_barrel_kills "5" // Minimum aliens killed with barrels to get the Collateral damage medal
  792. asw_medal_blood_heal_amount "150" // How much health must be healed to win the blood halo medal
  793. asw_medal_collection_sp "1" // Whether the medal collection shows singleplayer or multiplayer
  794. asw_medal_egg_kills "10" // if the team has wiped out all grubs in the map
  795. asw_medal_explosive_kills "6" // How many aliens have to be killed from one explosion to get the explosives merit medal
  796. asw_medal_firefighter "10" // Minimum fires needed to put out to get the firefighter medal
  797. asw_medal_grub_kills "10" // if the team has wiped out all grubs in the map
  798. asw_medal_info // Give medal info on a particular marine
  799. asw_medal_lifesaver_dist "100" // How close an alien has to be a fellow marine to count for the lifesaver medal
  800. asw_medal_lifesaver_kills "1" // How many aliens you have to kill that were close to a teammate to get the lifesaver medal
  801. asw_medal_melee_hits "20" // Minimum kicks needed to get the iron fist medal
  802. asw_medal_mine_burns "60" // How many mine kills needed to get the mine medal
  803. asw_medal_parasite_kills "50" // Minimum kills needed to get the parasite medal
  804. asw_medal_reckless_explosive_kills "1" // How many aliens have to be killed from kicked grenades to get the reckless explosive merit
  805. asw_medal_sentry_kills "60" // Minimum kills needed to win the sentry medal
  806. asw_medal_silver_heal_amount "200" // How much health must be healed to win the silver halo medal
  807. asw_melee_base_damage "12" // The melee damage that marines do at level 1 (scales up with level)
  808. asw_melee_debug "0" // Debugs the melee system. Set to 2 for position updates
  809. asw_melee_knockback_up_force "1"
  810. asw_melee_list_dps // Lists DPS for melee weapons
  811. asw_melee_lock "0" // Marine is moved to the nearest enemy when melee attacking
  812. asw_melee_lock_distance "35" // Dist marine slides to when locked onto a melee target
  813. asw_melee_lock_slide_speed "200" // Speed at which marine slides into place when target locked in melee
  814. asw_melee_reload // Reloads melee_attacks.txt
  815. asw_melee_reload_server_only // Reloads melee_attacks.txt
  816. asw_melee_require_contact "0" // Melee requires contact to transition to the next combo
  817. asw_melee_require_key_release "1" // Melee requires key release between attacks
  818. asw_mesh_emitter_draw "1" // Draw meshes from mesh emitters
  819. asw_mesh_emitter_test // Test spawning a clientside mesh emitter
  820. ASW_MessageLog // Shows a log of info messages youve read so far in this mission
  821. asw_minigun_pitch_max "150" // Pitch of barrel spin sound
  822. asw_minigun_pitch_min "50" // Pitch of barrel spin sound
  823. asw_minigun_spin_down_rate "0" // Spin down speed of minigun
  824. asw_minigun_spin_rate_threshold "0" // Minimum barrel spin rate before minigun will fire
  825. asw_minigun_spin_up_rate "1" // Spin up speed of minigun
  826. asw_minimap_clicks "1" // clicking there will fire your weapon as normal
  827. asw_minimap_scale // Overrides scale of the minimap
  828. asw_mininglaser_damage_snd_interval "1" // How often to play the damage sound when the laser beam is on
  829. asw_mining_laser_run_fade "0" // Fade time for mining laser run sound
  830. asw_mining_laser_start_run_fade "0" // Crossfade time between mining lasers charge and run sound
  831. asw_mission_complete // Cheat to complete the current mission
  832. asw_money "0" // Can players collect money?
  833. asw_money_elasticity "3"
  834. asw_money_friction "-1"
  835. asw_money_gravity "0"
  836. asw_mortarbug_face_target "1" // Mortarbug faces his target when moving
  837. asw_mortarbug_shell_fuse "3" // Time before mortarbug shell explodes
  838. asw_mortarbug_shell_gravity "0" // Gravity of mortarbug shell
  839. asw_mortarbug_speedboost "1" // boost speed for the mortarbug
  840. asw_mortarbug_spitspeed "350" // Speed at which mortarbug grenade travels.
  841. asw_mortarbug_touch_damage "5" // Damage caused by mortarbug on touch
  842. asw_mortar_round_child_fuse_max "1" // Cluster grenade child clusters maximum fuse length
  843. asw_mortar_round_child_fuse_min "0" // Cluster grenade child clusters minimum fuse length
  844. asw_mortar_round_fuse "4" // Fuse length of cluster grenade
  845. asw_mortar_round_gravity "0" // Gravity of mortar bugs mortar
  846. asw_mortar_round_min_detonation_time "0" // Min. time before cluster grenade can detonate
  847. asw_mortar_round_radius_check_interval "0" // How often the cluster grenade checks for nearby drones to explode against
  848. asw_mortar_round_radius_check_scale "0" // What fraction of the grenades damage radius is used for the early detonation check
  849. asw_motionblur "0" // Motion Blur
  850. asw_motionblur_addalpha "0" // Motion Blur Alpha
  851. asw_motionblur_drawalpha "1" // Motion Blur Draw Alpha
  852. asw_motionblur_time "0" // The amount of time to wait until updating the FB
  853. asw_mouse_order_dist "100" // Minimum distance squared needed to move the cursor while holding down a marine number to order that marine to face that directi
  854. asw_movement_direction_interval "0"
  855. asw_movement_direction_tolerance "30"
  856. asw_move_dummy
  857. asw_move_marine "1" // Activate remote control of named entity
  858. asw_muzzle_flash_new_type "0"
  859. asw_muzzle_light "104907008.000"
  860. asw_muzzle_light_radius_max "100"
  861. asw_muzzle_light_radius_min "50"
  862. asw_network_id // returns network id
  863. asw_new_drone "1" // Set to 1 to use the new drone model
  864. ASW_NextMarine // Select your next marine
  865. asw_night_vision_duration "20"
  866. asw_night_vision_fade_in_speed "400"
  867. asw_night_vision_fade_out_speed "5000"
  868. asw_night_vision_flash_max "220"
  869. asw_night_vision_flash_min "0"
  870. asw_night_vision_flash_speed "1000"
  871. asw_night_vision_self_illum_multiplier "25" // 1] range) by this value.
  872. asw_npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
  873. asw_npc_go_do_run "1" // Set whether should run on asw_npc_go
  874. asw_objective_slowdown_time "1" // Length of time that the slowdown effect lasts.
  875. asw_objective_update_time_scale "0" // Time scale during objective updates
  876. asw_old_shieldbug "0" // 0 = new model
  877. asw_OrderMarinesFollow // Orders nearest marine to follow
  878. asw_OrderMarinesHold // Orders nearby marines to hold position
  879. asw_override_footstep_volume "0" // Overrides footstep volume instead of it being surface dependent
  880. asw_override_max_marines "0" // Overrides how many marines can be selected for (testing).
  881. asw_parasite_defanged_damage "15" // Damage per hit from defanged parasites
  882. asw_parasite_inside "0" // parasites will burrow into their victims rather than staying attached
  883. asw_parasite_speedboost "1" // boost speed for the parasites
  884. asw_particle_count "0" // Shows how many particles are being drawn
  885. asw_path_end // mark end of pathfinding test
  886. asw_path_start // mark start of pathfinding test
  887. asw_pdw_max_shooting_distance "400" // Maximum distance of the hitscan weapons.
  888. asw_pellet_trail_a "40"
  889. asw_pellet_trail_b "255"
  890. asw_pellet_trail_fade "0"
  891. asw_pellet_trail_g "255"
  892. asw_pellet_trail_life "1"
  893. asw_pellet_trail_material "0"
  894. asw_pellet_trail_r "255"
  895. asw_pellet_trail_width "1"
  896. ASW_PermaStim // Free long stim
  897. ASW_PermaStimStop // Free long stim
  898. ASW_PhysicsShove // Shove objects in front of you
  899. asw_phys_prop_motion_blur_scale "0"
  900. asw_pick_stim_music // Shows a dialog for picking custom stim music
  901. asw_pierce_spark_scale "0" // Scale applied to piercing spark effect
  902. asw_player_avoidance "1" // Enable/Disable player avoidance.
  903. asw_player_avoidance_bounce "1" // Marine avoidance bounce.
  904. asw_player_avoidance_fakehull "25" // Marine avoidance hull size.
  905. asw_player_avoidance_force "1024" // Marine avoidance separation force.
  906. asw_player_names "1" // Whether to show player names under marines or not. Set to 2 to show both player and marine name.
  907. asw_portraits_border "8" // Black border around HUD portraits
  908. asw_portraits_border_shrink "0" // How much of the border is applied to the actual size of the portrait.
  909. asw_portraits_hide "0"
  910. asw_portrait_ammo "1"
  911. asw_portrait_class "1"
  912. asw_portrait_face "1"
  913. asw_portrait_health_cross "0"
  914. asw_portrait_leadership "1"
  915. asw_portrait_scale_test "0"
  916. asw_powerup_elasticity "0"
  917. asw_powerup_friction "0"
  918. asw_powerup_gravity "1"
  919. asw_precache_speech "0" // server will precache all speech files (increases load times a lot!)
  920. asw_prevent_ai_crouch "0" // Prevents AI from crouching when they hold position
  921. ASW_PrevMarine // Select your previous marine
  922. asw_queen_debug "0" // Display debug info about the queen
  923. asw_queen_flame_flinch_chance "0" // Chance of queen flinching when she takes fire damage
  924. asw_queen_force_parasite_spawn "0" // Set to 1 to force the queen to spawn parasites
  925. asw_queen_force_spit "0" // Set to 1 to force the queen to spit
  926. asw_queen_grabber_dmg "1" // Damager per pump per grabber
  927. asw_queen_grabber_health "20" // Initial health of the queen grabbers
  928. asw_queen_health_easy "2500" // Initial health of the Swarm Queen
  929. asw_queen_health_hard "5000" // Initial health of the Swarm Queen
  930. asw_queen_health_insane "6000" // Initial health of the Swarm Queen
  931. asw_queen_health_normal "3500" // Initial health of the Swarm Queen
  932. asw_queen_max_mslash "350" // Max Range of Swarm Queen moving slash attack
  933. asw_queen_min_mslash "160" // Min Range of Swarm Queen moving slash attack
  934. asw_queen_slash_damage "5" // Damage caused by the Swarm Queens slash attack
  935. asw_queen_slash_debug "0" // Visualize Swarm Queen slash collision
  936. asw_queen_slash_range "200" // Range of Swarm Queen slash attack
  937. asw_queen_slash_size "100" // Padding around the Swarm Queens claw when calculating melee attack collision
  938. asw_queen_spit_autoaim_angle "10" // Angle in degrees in which the Queens spit attack will adjust to fire at a marine
  939. asw_queen_spit_damage "10" // Damage caused by the queens goo spit
  940. asw_queen_spit_radius "350" // Radius of the queens goo spit attack
  941. asw_ragdoll_blend_test // Ragdoll blending test
  942. asw_railgun_beam_lifetime "0" // How long the railgun beam trails last
  943. asw_railgun_beam_width "20" // Initial width of the railgun beam trail
  944. asw_railgun_force_scale "60" // Force of railgun shots
  945. asw_ranger_health "101"
  946. asw_realistic_death_chatter "0" // only 1 nearby marine will shout about marine deaths
  947. asw_reconnect_after_outro "0" // client will reconnect to server after outro
  948. asw_red_muzzle_b "128"
  949. asw_red_muzzle_g "128"
  950. asw_red_muzzle_r "255"
  951. asw_regular_floor_texture "0" // Regular floor texture to replace
  952. asw_report_difficulty // Reports current skill and mission difficulty level
  953. asw_reserve_marine_time "30" // Number of seconds marines are reserved for at briefing start
  954. asw_restart_mission // Restarts the current mission
  955. asw_return_chat
  956. asw_rg_explosion "0" // Should the rg tracer have an explosion at the end?
  957. asw_ricochet_laser_b "0" // Red component of ricochet rifle bounce laser
  958. asw_ricochet_laser_brightness "255" // Width of the ricochet targeting laser
  959. asw_ricochet_laser_fade "0" // Width of the ricochet targeting laser
  960. asw_ricochet_laser_g "0" // Red component of ricochet rifle bounce laser
  961. asw_ricochet_laser_r "255" // Red component of ricochet rifle bounce laser
  962. asw_ricochet_laser_width "1" // Width of the ricochet targeting laser
  963. asw_rim_atten "0"
  964. asw_rim_falloff "0"
  965. asw_rim_innerCone "20"
  966. asw_rim_outerCone "30"
  967. asw_rim_range "0"
  968. asw_rocket_acceleration "60"
  969. asw_rocket_debug "0"
  970. asw_rocket_drag "0"
  971. asw_rocket_homing_range "640000"
  972. asw_rocket_hover_height "10"
  973. asw_rocket_hover_thrust "60"
  974. asw_rocket_lifetime "3"
  975. asw_rocket_max_speed "600"
  976. asw_rocket_min_speed "280"
  977. asw_rocket_trail_a "40"
  978. asw_rocket_trail_b "128"
  979. asw_rocket_trail_fade "0"
  980. asw_rocket_trail_g "255"
  981. asw_rocket_trail_life "0"
  982. asw_rocket_trail_material "0"
  983. asw_rocket_trail_r "255"
  984. asw_rocket_trail_width "1"
  985. asw_rocket_volume_time "0" // Time taken to fade in rocket loop sound
  986. asw_rocket_wobble_amp "90"
  987. asw_rocket_wobble_freq "0"
  988. asw_room_info // Shows details about the current room in a randomly generated map
  989. asw_roster_select_bypass_steam "0" // Bypass checking if data has been downloaded from steam when selecting a Marine.
  990. asw_rts_controls "0"
  991. asw_run_fixed_blend "0"
  992. asw_run_speed "380" // Test of movement speed returned in animstate code
  993. asw_run_speed_scale "1"
  994. asw_r_JeepFOV "90"
  995. asw_r_JeepViewBlendTo "1"
  996. asw_r_JeepViewBlendToScale "0"
  997. asw_r_JeepViewBlendToTime "1"
  998. asw_sb_gallop_max_range "130" // Max range to do ram attack
  999. asw_sb_gallop_min_range "50" // Min range to do ram attack
  1000. asw_scanner_background "1" // Draw black background behind minimap
  1001. asw_scanner_classic "0" // is always pinging.
  1002. asw_scanner_idle_sound "3" // Which scanner idle sound is used (from 1 to 4)
  1003. asw_scanner_idle_volume "0" // Volume of scanner idle loop
  1004. asw_scanner_interlace_alpha "0" // Alpha of interlace effect on the scanner
  1005. asw_scanner_noise_alpha "0" // Alpha of noise effect on the scanner
  1006. asw_scanner_pitch_base "1" // Starting pitch
  1007. asw_scanner_pitch_change "0" // Change in pitch (from 0 to 1.0) of scanner blips depending on distance from the tech marine
  1008. asw_scanner_ring_scale "1" // Overdraw in the scanner ring size from the blip boundary
  1009. asw_scanner_scanline_alpha "80" // Alpha of scanlines on the scanner
  1010. asw_scanner_scanline_double "0" // Whether scanlines should be single or double pixel
  1011. asw_scanner_warning_sound "1" // Which scanner warning sound is used (from 1 to 3)
  1012. asw_scanner_warning_volume "0" // Volume of scanner warning beeps
  1013. asw_screenflash "0" // Alpha of damage screen flash
  1014. asw_sentry_debug_aim "0" // Draw debug lines for sentry gun aim
  1015. asw_sentry_friendly_fire_scale "0" // Damage scale for sentry gun friendly fire
  1016. asw_sentry_friendly_target "0" // Whether the sentry targets friendlies or not
  1017. asw_sentry_gun_type "-1" // reads from the marine attributes.
  1018. asw_sequence_speed_cap "160"
  1019. ASW_Server_LoadCampaign // Server loads a previously saved campaign game
  1020. ASW_Server_StartCampaign // Server starts a new campaign game
  1021. asw_set_drone_skin // Sets skin index of all drones and simple drones
  1022. asw_set_hear_pos // Sets fixed audio position to the current position
  1023. asw_set_solid // Sets solid status of current marine
  1024. asw_shake // Shake the screen.
  1025. asw_shaman_aim_ahead_time "1" // Look ahead time for shamans heal target
  1026. asw_shaman_health "59"
  1027. asw_shieldbug_death_force "65000" // this sets the custom death force for the exploding shieldbug
  1028. asw_shieldbug_defending_speedboost "1" // Boost speed for the shieldbug when defending
  1029. asw_shieldbug_force_defend "0" // 2 = force defend
  1030. asw_shieldbug_knockdown "1" // If set shieldbug will knock marines down with his melee attacks
  1031. asw_shieldbug_knockdown_force "500" // Magnitude of knockdown force for shieldbugs melee attack
  1032. asw_shieldbug_knockdown_lift "300" // Upwards force for shieldbugs melee attack
  1033. asw_shieldbug_melee_force "2" // Melee force of the shieldbug
  1034. asw_shieldbug_screen_shake "1" // Should the shieldbug cause screen shake?
  1035. asw_shieldbug_speedboost "1" // boost speed for the shieldbug
  1036. asw_shotgun_pellets_pass "0" // Set to make shotgun pellets pass through aliens (as opposed to stopping on contact)
  1037. asw_shotgun_pellet_fade_length "100" // Length of the trail on the shotgun pellets
  1038. asw_shotgun_shell_delay "0" // Delay on shell casing after firing shotgun
  1039. asw_show_all_singleplayer_maps "0" // offline practice option on the main menu will show all maps.
  1040. asw_show_marine_hints // Show hint manager spots
  1041. asw_show_mouse_entity "0" // Show entity under the mouse cursor
  1042. asw_show_stats_in_singleplayer "0" // Show stats screen in singleplayer
  1043. asw_show_xp // Print local players XP and level
  1044. asw_show_xp_details "0" // Output XP rewards to the console
  1045. asw_simple_hacking "0" // Use simple progress bar computer hacking
  1046. asw_skill "2" // Game skill level (1-5).
  1047. asw_skill_accuracy_flamer_dmg_base "0"
  1048. asw_skill_accuracy_flamer_dmg_step "0"
  1049. asw_skill_accuracy_pdw_dmg_base "0"
  1050. asw_skill_accuracy_pdw_dmg_step "1"
  1051. asw_skill_accuracy_pistol_dmg_base "0"
  1052. asw_skill_accuracy_pistol_dmg_step "2"
  1053. asw_skill_accuracy_prifle_dmg_base "0"
  1054. asw_skill_accuracy_prifle_dmg_step "1"
  1055. asw_skill_accuracy_railgun_dmg_base "0"
  1056. asw_skill_accuracy_railgun_dmg_step "10"
  1057. asw_skill_accuracy_rifle_dmg_base "0"
  1058. asw_skill_accuracy_rifle_dmg_step "1"
  1059. asw_skill_accuracy_shotgun_dmg_base "0"
  1060. asw_skill_accuracy_shotgun_dmg_step "2"
  1061. asw_skill_accuracy_sniper_rifle_dmg_base "0"
  1062. asw_skill_accuracy_sniper_rifle_dmg_step "10"
  1063. asw_skill_accuracy_tesla_cannon_dmg_base "0"
  1064. asw_skill_accuracy_tesla_cannon_dmg_step "0"
  1065. asw_skill_agility_movespeed_base "290"
  1066. asw_skill_agility_movespeed_step "10"
  1067. asw_skill_agility_reload_step "0"
  1068. asw_skill_autogun_base "0"
  1069. asw_skill_autogun_step "1"
  1070. asw_skill_drugs_base "5"
  1071. asw_skill_drugs_step "0"
  1072. asw_skill_engineering_sentry_base "1"
  1073. asw_skill_engineering_sentry_step "0"
  1074. asw_skill_engineering_welding_base "0"
  1075. asw_skill_engineering_welding_step "0"
  1076. asw_skill_grenades_clusters_base "0"
  1077. asw_skill_grenades_clusters_step "1"
  1078. asw_skill_grenades_cluster_dmg_base "80"
  1079. asw_skill_grenades_cluster_dmg_step "10"
  1080. asw_skill_grenades_dmg_base "80"
  1081. asw_skill_grenades_dmg_step "10"
  1082. asw_skill_grenades_flechette_dmg_base "10"
  1083. asw_skill_grenades_flechette_dmg_step "1"
  1084. asw_skill_grenades_freeze_duration_base "3"
  1085. asw_skill_grenades_freeze_duration_step "0"
  1086. asw_skill_grenades_freeze_radius_base "210"
  1087. asw_skill_grenades_freeze_radius_step "0"
  1088. asw_skill_grenades_hornet_count_base "8"
  1089. asw_skill_grenades_hornet_count_step "0"
  1090. asw_skill_grenades_hornet_dmg_base "50"
  1091. asw_skill_grenades_hornet_dmg_step "1"
  1092. asw_skill_grenades_hornet_interval_base "0"
  1093. asw_skill_grenades_hornet_interval_step "0"
  1094. asw_skill_grenades_incendiary_dmg_base "80"
  1095. asw_skill_grenades_incendiary_dmg_step "10"
  1096. asw_skill_grenades_radius_base "280"
  1097. asw_skill_grenades_radius_step "20"
  1098. asw_skill_grenades_smart_count_base "32"
  1099. asw_skill_grenades_smart_count_step "0"
  1100. asw_skill_grenades_smart_interval_base "0"
  1101. asw_skill_grenades_smart_interval_step "0"
  1102. asw_skill_hacking_speed_base "2"
  1103. asw_skill_hacking_speed_step "0"
  1104. asw_skill_healing_charges_base "4"
  1105. asw_skill_healing_charges_step "1"
  1106. asw_skill_healing_grenade_base "50"
  1107. asw_skill_healing_grenade_step "10"
  1108. asw_skill_healing_gun_base "5"
  1109. asw_skill_healing_gun_charges_base "40"
  1110. asw_skill_healing_gun_charges_step "10"
  1111. asw_skill_healing_gun_step "1"
  1112. asw_skill_healing_hps_base "25"
  1113. asw_skill_healing_hps_step "8"
  1114. asw_skill_healing_medkit_hps_base "50"
  1115. asw_skill_healing_medkit_hps_step "5"
  1116. asw_skill_health_base "80"
  1117. asw_skill_health_step "15"
  1118. asw_skill_leadership_accuracy_chance_base "0"
  1119. asw_skill_leadership_accuracy_chance_step "0"
  1120. asw_skill_leadership_damage_resist_base "0"
  1121. asw_skill_leadership_damage_resist_step "0"
  1122. asw_skill_melee_dmg_base "30"
  1123. asw_skill_melee_dmg_step "6"
  1124. asw_skill_melee_force_base "10"
  1125. asw_skill_melee_force_step "1"
  1126. asw_skill_melee_speed_base "1"
  1127. asw_skill_melee_speed_step "0"
  1128. asw_skill_mines_duration_base "10"
  1129. asw_skill_mines_duration_step "5"
  1130. asw_skill_mines_fires_base "1"
  1131. asw_skill_mines_fires_step "0"
  1132. asw_skill_muzzle_flash_base "1"
  1133. asw_skill_muzzle_flash_step "0"
  1134. asw_skill_particle_count "20" // How many particles are spawned for each edge of the skill button
  1135. asw_skill_particle_deviation "0" // Random deviation applied to initial velocity of skill spending particles
  1136. asw_skill_particle_gravity "0" // Gravity for particles for the skill spending effect
  1137. asw_skill_particle_inset "10" // How many pixels inset inside the skill button to spawn particles
  1138. asw_skill_particle_size "40" // Size of particles for the skill spending effect
  1139. asw_skill_particle_speed "50" // Initial speed of skill spend particles
  1140. asw_skill_particle_speed_up "0" // Upward boost given to skill spend particles
  1141. asw_skill_piercing_base "0"
  1142. asw_skill_piercing_step "0"
  1143. asw_skill_reloading_base "1"
  1144. asw_skill_reloading_fast_base "1"
  1145. asw_skill_reloading_fast_step "0"
  1146. asw_skill_reloading_step "0"
  1147. asw_skill_scanner_base "600"
  1148. asw_skill_scanner_step "150"
  1149. asw_skill_self_healing_charges_base "2"
  1150. asw_skill_self_healing_charges_step "0"
  1151. asw_skill_vindicator_dmg_base "0"
  1152. asw_skill_vindicator_dmg_step "2"
  1153. asw_skill_vindicator_pellets_base "7"
  1154. asw_skill_vindicator_pellets_step "0"
  1155. asw_skill_xenowounds_base "100"
  1156. asw_skill_xenowounds_step "-25"
  1157. asw_sk_jeep_gauss_damage "15"
  1158. asw_sniper_dlight_b "250" // Blue component of flashlight colour
  1159. asw_sniper_dlight_exponent "1"
  1160. asw_sniper_dlight_g "250" // Green component of flashlight colour
  1161. asw_sniper_dlight_r "250" // Red component of flashlight colour
  1162. asw_sniper_dlight_radius "100" // Radius of the light around the cursor.
  1163. asw_sniper_scope_radius "100"
  1164. asw_sniper_scope_self_illum_multiplier "0" // 1] range) by this value.
  1165. asw_sniper_shell_delay "0" // Delay on shell casing after firing rifle
  1166. asw_solid_info // Shows solid status of current marine
  1167. asw_sounds // lists sounds playing
  1168. asw_spawning_enabled "1" // asw_spawners wont spawn aliens
  1169. asw_spawn_alien // Make the named asw_spawner spit out an alien
  1170. asw_spawn_buzzer // Refills all marine health
  1171. asw_spawn_parasite_pack // Spawns a group of parasites somewhere randomly in the map
  1172. asw_spawn_shieldbug // Spawns a shieldbug somewhere randomly in the map
  1173. asw_spinning_stim_cam "1" // slow motion will display a small spinning camera view
  1174. asw_springcol "1" // Use soft alien collision
  1175. asw_springcol_core "0" // Fraction of the aliens pushaway radius that is a solid capped core
  1176. asw_springcol_debug "0" // Display the direction of the pushaway vector. Set to entity index or -1 to show all.
  1177. asw_springcol_force_scale "3" // Multiplier for each individual push force
  1178. asw_springcol_push_cap "33" // Cap on the total push vector
  1179. asw_springcol_radius "50" // Radius of the aliens pushaway cylinder
  1180. asw_squad_debug "1" // Draw debug overlays for squad movement
  1181. asw_squad_hotbar // Activate a squad hotbar button
  1182. asw_squad_inventory // Shows squad inventory
  1183. ASW_StartCampaign // Starts a new campaign game
  1184. asw_StartStim // Activates a stim pack
  1185. asw_stats_scrub_time "6" // Time that it takes to do the full stats time scrub.
  1186. asw_stats_skip_marines_test "0" // Tests removing marines 1 and 3 from the stats screen
  1187. asw_stats_track "1" // Turn on//off Infested stats tracking.
  1188. asw_steam_cloud "1" // Whether Swarm data should be stored in the Steam Cloud
  1189. asw_steam_cloud_debug "1" // Print Steam Cloud messages
  1190. asw_stim_cam_pitch "10" // Controls angle of the small in-picture Stim camera
  1191. asw_stim_cam_roll "0" // Controls angle of the small in-picture Stim camera
  1192. asw_stim_cam_rotate_speed "0" // Rotation speed of the stim camera
  1193. asw_stim_cam_time "0" // the stim cam will show
  1194. asw_stim_cam_x "-20" // Controls offset of the small in-picture Stim camera
  1195. asw_stim_cam_y "-30" // Controls offset of the small in-picture Stim camera
  1196. asw_stim_cam_yaw "15" // Controls angle of the small in-picture Stim camera
  1197. asw_stim_cam_z "70" // Controls offset of the small in-picture Stim camera
  1198. asw_stim_duration "6" // Default duration of the stimpack slomo (medics with skills will override this number)
  1199. asw_stim_music "0" // Custom music file used for stim music
  1200. asw_stim_time_scale "0" // Time scale during stimpack slomo
  1201. asw_stop_burning // Makes your marine stop burning
  1202. asw_stumble_interval "2" // Min time between stumbles
  1203. asw_stumble_knockback "300" // Velocity given to aliens that get knocked back
  1204. asw_stumble_lift "300" // Upwards velocity given to aliens that get knocked back
  1205. asw_stun_grenade_time "6" // How long stun grenades stun aliens for
  1206. asw_success_sound_delay "0" // Delay before playing mission success music
  1207. asw_suicide // Kills your current marine
  1208. asw_sv_maxspeed "500"
  1209. asw_synup_chatter_chance "0" // Chance of the synup chatter happening
  1210. asw_tech_order_hack_range "1200" // Max range when searching for a nearby AI tech to hack for you
  1211. asw_teleport // Usage: asw_teleport <target entity> Teleports your current marine to the named entity
  1212. ASW_TestLoad // Tests loading a savegame
  1213. ASW_TestRoute // Tests loading a savegame
  1214. asw_test_marinenearby // Tests the marine nearby util shared function
  1215. asw_test_music // lists music pointer
  1216. asw_test_new_alien_jump "1"
  1217. asw_test_turret // Test remote turret
  1218. asw_test_wave_announce // Shows wave announce panel
  1219. asw_tilegen // Experimental tile based level generator.
  1220. asw_tilegen_theme "0" // Default theme selected in TileGen
  1221. asw_time_scale_delay "0" // Delay before timescale changes to give a chance for the client to comply and predict.
  1222. asw_tracer_count // Shows number of tracers spawned
  1223. asw_tracer_style "1" // Specify tracer style. 0=none 1=normal 2=grey line
  1224. asw_trail_beam_lifetime "0" // How long the pellet trails last
  1225. asw_trail_beam_width "3" // Initial width of the pellet trails
  1226. asw_tumbler_debug "0" // Debug info on tumbler offsets
  1227. asw_turret_debug_limits "0" // Prints debug info about turret turning limits
  1228. asw_turret_dot "0" // Dot angle above which potential targets are shown in the remote turret view
  1229. asw_turret_fire_rate "0" // Firing rate of remote controlled turrets
  1230. asw_turret_fog_end "1200" // Fog end distance for turret view
  1231. asw_turret_fog_start "900" // Fog start distance for turret view
  1232. asw_turret_turn_rate "50" // Turning rate of remote controlled turrets
  1233. asw_tutorial_save_stage "0" // How far through the tutorial the player has got
  1234. asw_uber_auto_speed_scale "0" // Speed scale of uber drones when attacking
  1235. asw_uber_speed_scale "0" // Speed scale of uber drone compared to normal
  1236. asw_unlock_all_locations "0" // Unlocks all mission hexes
  1237. asw_update_binds // Makes ASI HUD elements update the detected key for various actions (e.g. the use key on use icons)
  1238. asw_use_particle_tracers "1" // Use particle tracers instead of the old school HL2 ones
  1239. asw_vbsp2 "0"
  1240. asw_vehicle_cam_dist "412"
  1241. asw_vehicle_cam_height "0"
  1242. asw_vehicle_cam_pitch "45"
  1243. asw_vindicator_grenade_elasticity "1" // elasticity of vindicator grenade
  1244. asw_vindicator_grenade_friction "-1" // Time before grenade can
  1245. asw_vindicator_grenade_fuse "3" // Fuse time on incendiary grenades
  1246. asw_vindicator_grenade_gravity "0" // Gravity of vindicator grenade
  1247. asw_vindicator_grenade_mass "10" // Mass of indendiary/cluster grenade
  1248. asw_vindicator_grenade_min_detonation_time "0" // Minimum before this grenade can detonate
  1249. asw_vindicator_grenade_velocity "3" // Scale to the vindicator grenade initial velocity
  1250. asw_visrange_generic "400" // Vismon range
  1251. asw_voice_side_icon "0" // Set to 1 to use the voice indicators on the side of the screen instead of the ones next to the 3d player names
  1252. asw_vote_chooser
  1253. asw_vote_duration "30" // Time allowed to vote on a map/campaign/saved game change.
  1254. asw_vote_kick_fraction "0" // Fraction of players needed to activate a kick vote
  1255. asw_vote_leader_fraction "0" // Fraction of players needed to activate a leader vote
  1256. asw_vote_map_fraction "0" // Fraction of players needed to activate a map vote
  1257. asw_walk_fixed_blend "0"
  1258. asw_walk_point "200"
  1259. asw_walk_sequence_speed_cap "50"
  1260. asw_walk_speed "175"
  1261. asw_walk_speed_scale "1"
  1262. asw_wanderer_override "0" // Forces wanderers to spawn
  1263. asw_weapon_force_scale "1" // Force of weapon shots
  1264. asw_weapon_max_shooting_distance "1500" // Maximum distance of the hitscan weapons.
  1265. asw_weapon_pitch "12"
  1266. asw_weapon_safety_hull "0" // Size of hull used to check for AI shots going too near a friendly
  1267. asw_wire_full_random "0" // Fully randomize wire hacks
  1268. asw_world_healthbars "1" // Shows health bars in the game world
  1269. asw_world_healthbar_class_icon "0" // Show class icon on mouse over
  1270. asw_world_usingbars "1" // Shows using bars in the game world
  1271. asw_ww_chatter_interval_max "260" // Max time between wildcat and wolfe conversation
  1272. asw_ww_chatter_interval_min "200" // Min time between wildcat and wolfe conversation
  1273. asw_xp_screen_debug "0" // XP screen will show dummy player slots
  1274. async_allow_held_files "1" // Allow AsyncBegin/EndRead()
  1275. async_mode "0" // 1 = synchronous)
  1276. async_resume
  1277. async_serialize "0" // Force async reads to serialize for profiling
  1278. async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
  1279. async_suspend
  1280. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  1281. autoaim_max_deflect "0"
  1282. autoaim_max_dist "2160"
  1283. autosave // Autosave
  1284. autosavedangerous // AutoSaveDangerous
  1285. autosavedangerousissafe
  1286. banid // Add a user ID to the ban list.
  1287. banip // Add an IP address to the ban list.
  1288. benchframe // Takes a snapshot of a particular frame in a time demo.
  1289. bench_end // Ends gathering of info.
  1290. bench_start // Starts gathering of info. Arguments: filename to write results into
  1291. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  1292. bind // Bind a key.
  1293. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  1294. blackbox "1"
  1295. blackbox_dump // Dump the contents of the blackbox
  1296. blackbox_record // Record an entry into the blackbox
  1297. BlendBonesMode "2"
  1298. blink_duration "0" // How many seconds an eye blink will last.
  1299. box // Draw a debug box.
  1300. breakable_disable_gib_limit "0"
  1301. breakable_multiplayer "1"
  1302. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  1303. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  1304. budget_background_alpha "128" // how translucent the budget panel is
  1305. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  1306. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  1307. 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
  1308. budget_history_range_ms "66" // budget history range in milliseconds
  1309. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  1310. budget_panel_height "384" // height in pixels of the budget panel
  1311. budget_panel_width "512" // width in pixels of the budget panel
  1312. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  1313. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  1314. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  1315. budget_show_averages "0" // enable/disable averages in the budget panel
  1316. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  1317. budget_show_peaks "1" // enable/disable peaks in the budget panel
  1318. budget_toggle_group // Turn a budget group on/off
  1319. bug // Show the bug reporting UI.
  1320. bugreporter_console_bytes "15000" // Max # of console bytes to put into bug report body (full text still attached).
  1321. bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
  1322. bugreporter_snapshot_delay "0" // Frames to delay before taking snapshot
  1323. bugreporter_uploadasync "0" // Upload attachments asynchronously
  1324. bugreporter_username "0" // Username to use for bugreporter
  1325. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  1326. buildcubemaps // Rebuild cubemaps.
  1327. building_cubemaps "0"
  1328. cache_print // cache_print [section] Print out contents of cache memory.
  1329. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  1330. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  1331. camortho // Switch to orthographic camera.
  1332. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  1333. cam_command // Tells camera to change modes
  1334. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  1335. cam_idealdist "412"
  1336. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  1337. cam_idealpitch "90"
  1338. cam_idealyaw "0"
  1339. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  1340. cam_snapto "0"
  1341. cancelselect
  1342. cast_hull // Tests hull collision detection
  1343. cast_ray // Tests collision detection
  1344. cc_captiontrace "1" // 2 = show in hud)
  1345. cc_emit // Emits a closed caption
  1346. cc_findsound // Searches for soundname which emits specified text.
  1347. cc_flush // Flushes asyncd captions.
  1348. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  1349. cc_linger_time "1" // Close caption linger time.
  1350. cc_minvisibleitems "1" // Minimum number of caption items to show.
  1351. cc_norepeat "5" // dont repeat captions more often than this many seconds.
  1352. cc_predisplay_time "0" // Close caption delay before showing caption.
  1353. cc_random // Emits a random caption
  1354. cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
  1355. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  1356. cc_showmissing "0" // Show missing closecaption entries.
  1357. cc_subtitles "0" // wont help hearing impaired players).
  1358. centerview
  1359. changelevel // Change server to the specified map
  1360. changelevel2 // Transition to the specified map in single player
  1361. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  1362. ch_createairboat // Spawn airboat in front of the player.
  1363. ch_createjeep // Spawn jeep in front of the player.
  1364. circle_paintsplat_alpha_offset "1" // -1 = no offset
  1365. circle_paintsplat_bias "0" // Change bias value for computing circle buffer
  1366. circle_paintsplat_enabled "1"
  1367. circle_paintsplat_max_alpha_noise "128" // Max noise value of circle alpha
  1368. circle_paintsplat_noise_enabled "1"
  1369. circle_paintsplat_radius "4" // Change the radius of circle in paintmap
  1370. clear // Clear all console output.
  1371. clear_debug_overlays // clears debug overlays
  1372. clientport "27005" // Host game client port
  1373. closecaption "0" // Enable close captioning.
  1374. cl_aggregate_particles "1"
  1375. cl_alien_extra_interp "0" // Extra interpolation for aliens.
  1376. cl_allowdownload "1" // Client downloads customization files
  1377. cl_allowupload "1" // Client uploads customization files
  1378. cl_ambient_light_disableentities "0" // Disable map ambient light entities.
  1379. cl_anglespeedkey "0"
  1380. cl_asw_drone_travel_yaw "0" // Show the clientside estimated travel yaw for swarm drones
  1381. cl_asw_drone_travel_yaw_rate "4" // How fast the drones alter their move_yaw param
  1382. cl_asw_smooth "1" // Smooth marines render origin after prediction errors
  1383. cl_asw_smoothtime "0" // Smooth marines render origin after prediction error over this many seconds
  1384. cl_backspeed "450"
  1385. cl_blobulator_freezing_max_metaball_radius "25" // Setting this can create more complex surfaces on large hitboxes at the cost of performance.
  1386. cl_blurClearAlpha "0" // but 0 has errors at the moment
  1387. cl_blurDebug "0"
  1388. cl_blurPasses "1"
  1389. cl_blurTapSize "0"
  1390. cl_burninggibs "0" // A burning player that gibs has burning gibs.
  1391. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  1392. cl_chatfilters "31" // Stores the chat filter settings
  1393. cl_chat_active "0"
  1394. cl_class "0" // Default class when joining a game
  1395. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  1396. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  1397. 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.
  1398. cl_clock_correction "1" // Enable/disable clock correction on the client.
  1399. 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
  1400. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  1401. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  1402. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  1403. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  1404. cl_cmdrate "30" // Max number of command packets sent to server per second
  1405. cl_colorfastpath "0"
  1406. cl_customsounds "0" // Enable customized player sound playback
  1407. cl_demoviewoverride "0" // Override view during demo playback
  1408. cl_detaildist "400" // Distance at which detail props are no longer visible
  1409. cl_detailfade "150" // Distance across which detail props fade in
  1410. cl_detail_multiplier "1" // extra details to create
  1411. cl_disable_ragdolls "0"
  1412. cl_disable_water_render_targets "0"
  1413. cl_downloadfilter "0" // nosounds)
  1414. cl_drawhud "1" // Enable the rendering of the hud
  1415. cl_drawleaf "-1"
  1416. cl_drawmaterial "0" // Draw a particular material over the frame
  1417. cl_drawmonitors "1"
  1418. cl_drawshadowtexture "0"
  1419. cl_dumpplayer // Dumps info about a player
  1420. cl_dumpsplithacks // Dump split screen workarounds.
  1421. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  1422. cl_ejectbrass "1"
  1423. cl_enable_remote_splitscreen "0" // Allows viewing of nonlocal players in a split screen fashion
  1424. cl_entityreport "0" // draw entity states to console
  1425. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  1426. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  1427. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  1428. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  1429. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  1430. cl_fastdetailsprites "1" // whether to use new detail sprite system
  1431. cl_fasttempentcollision "5"
  1432. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  1433. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  1434. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  1435. cl_forcepreload "0" // Whether we should force preloading.
  1436. cl_forwardspeed "450"
  1437. cl_foundry_ShowEntityHighlights "1"
  1438. cl_fullupdate // Forces the server to send a full update packet
  1439. cl_globallight_freeze "0"
  1440. cl_globallight_xoffset "-800"
  1441. cl_globallight_yoffset "1600"
  1442. cl_idealpitchscale "0"
  1443. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  1444. cl_ignore_vpk_assocation "0" // Do not ask to set vpk assocation
  1445. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  1446. cl_interp_all "0" // Disable interpolation list optimizations.
  1447. cl_interp_npcs "0" // if greater)
  1448. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  1449. cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
  1450. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  1451. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  1452. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  1453. cl_jiggle_bone_invert "0"
  1454. cl_jiggle_bone_sanity "1" // Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
  1455. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  1456. cl_lagcomp_errorcheck "0" // Player index of other player to check for position errors.
  1457. cl_language "0" // Language (from Steam API)
  1458. cl_leafsystemvis "0"
  1459. cl_leveloverview "0"
  1460. cl_leveloverviewmarker "0"
  1461. cl_localnetworkbackdoor "0" // Enable network optimizations for single player games.
  1462. cl_logofile "0" // Spraypoint logo decal.
  1463. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  1464. cl_modelfastpath "1"
  1465. cl_mouseenable "1"
  1466. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  1467. cl_overdraw_test "0"
  1468. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  1469. cl_particles_dumplist // optional name substring.
  1470. cl_particles_dump_effects
  1471. cl_particles_show_bbox "0"
  1472. cl_particle_batch_mode "1"
  1473. cl_particle_fallback_base "3" // Base for falling back to cheaper effects under load.
  1474. cl_particle_fallback_multiplier "2" // Multiplier for falling back to cheaper effects under load.
  1475. cl_particle_max_count "0"
  1476. cl_particle_retire_cost "0"
  1477. cl_particle_sim_fallback_base_multiplier "5" // How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
  1478. cl_particle_sim_fallback_threshold_ms "6" // Amount of simulation time that can elapse before new systems start falling back to cheaper versions
  1479. cl_pclass "0" // Dump entity by prediction classname.
  1480. cl_pdump "-1" // Dump info about this entity to screen.
  1481. cl_phys_block_dist "1"
  1482. cl_phys_block_fraction "0"
  1483. cl_phys_maxticks "2" // Sets the max number of physics ticks allowed for client-side physics (ragdolls)
  1484. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  1485. cl_pitchdown "89"
  1486. cl_pitchspeed "225"
  1487. cl_pitchup "89"
  1488. cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
  1489. cl_playerspraydisable "0" // Disable player sprays.
  1490. cl_precacheinfo // Show precache info (client).
  1491. cl_predict "1" // Perform client side prediction.
  1492. cl_predictioncopy_describe // Describe datamap_t for entindex
  1493. cl_predictionlist "0" // Show which entities are predicting
  1494. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  1495. cl_pred_doresetlatch "1"
  1496. cl_pred_error_verbose "0" // Show more field info when spewing prediction errors.
  1497. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
  1498. cl_pred_track // for field fieldname.
  1499. cl_quick_join_panel_accel "0" // Acceleration for the y position of the panel when items are added or removed.
  1500. cl_quick_join_panel_fakecount "-1"
  1501. cl_quick_join_panel_tall "14" // The spacing between panels.
  1502. cl_quick_join_scroll_max "4" // Max players shown in the friend scrolling ticker.
  1503. cl_quick_join_scroll_offset "16" // Offset of the friend scrolling ticker from the title.
  1504. cl_quick_join_scroll_rate "90" // Rate of the friend scrolling ticker.
  1505. cl_quick_join_scroll_start "1" // Number of players available to start friend scrolling ticker.
  1506. cl_ragdoll_collide "0"
  1507. cl_ragdoll_gravity "386" // Sets the gravity client-side ragdolls
  1508. cl_removedecals // Remove the decals from the entity under the crosshair.
  1509. cl_report_soundpatch // reports client-side sound patch count
  1510. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  1511. cl_retire_low_priority_lights "0" // Low priority dlights are replaced by high priority ones
  1512. cl_rosetta_debug "0"
  1513. cl_rosetta_line_inner_radius "25"
  1514. cl_rosetta_line_outer_radius "45"
  1515. cl_screenshotname "0" // Custom Screenshot name
  1516. cl_SetupAllBones "0"
  1517. cl_shadowtextureoverlaysize "256"
  1518. cl_showanimstate_activities "1" // Show activities in the (client) animation state display.
  1519. cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
  1520. cl_showdemooverlay "0" // -1 - show always)
  1521. cl_showents // Dump entity list to console.
  1522. cl_showerror "0" // 2 for above plus detailed field deltas.
  1523. cl_showevents "0" // Print event firing info in the console
  1524. cl_showfps "0" // 4 = Show FPS and Log to file )
  1525. cl_showhelp "1" // Set to 0 to not show on-screen help
  1526. cl_showpausedimage "1" // Show the Paused image when game is paused.
  1527. cl_showpluginmessages "1" // Allow plugins to display messages to you
  1528. cl_showpos "0" // Draw current position at top of screen
  1529. cl_ShowSunVectors "0"
  1530. cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
  1531. cl_show_bounds_errors "0"
  1532. cl_show_splashes "1"
  1533. cl_sidespeed "450"
  1534. cl_simdbones "0" // Use SIMD bone setup.
  1535. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
  1536. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
  1537. cl_smooth "1" // Smooth view/eye origin after prediction errors
  1538. cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
  1539. cl_soundfile "0" // Jingle sound file.
  1540. cl_soundscape_flush // Flushes the client side soundscapes
  1541. cl_soundscape_printdebuginfo // print soundscapes
  1542. cl_spec_mode "1" // spectator mode
  1543. cl_sporeclipdistance "512"
  1544. cl_ss_origin // print origin in script format
  1545. cl_sunlight_depthbias "0"
  1546. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
  1547. cl_sun_decay_rate "0"
  1548. cl_support_vpk_assocation "1" // Whether vpk associations are enabled for this mod
  1549. cl_team "0" // Default team when joining a game
  1550. cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
  1551. cl_threaded_init "0"
  1552. cl_timeout "30" // the client will disconnect itself
  1553. cl_tlucfastpath "1"
  1554. cl_tracer_whiz_distance "72"
  1555. cl_tree_sway_dir // sets tree sway wind direction and strength
  1556. cl_updaterate "20" // Number of packets per second of updates you are requesting from the server
  1557. cl_updatevisibility // Updates visibility bits.
  1558. cl_upspeed "320"
  1559. cl_use_simd_bones "1" // 1 use SIMD bones 0 use scalar bones.
  1560. cl_view // Set the view entity index.
  1561. cl_voice_filter "0" // Filter voice by name substring
  1562. cl_winddir "0" // Weather effects wind direction angle
  1563. cl_windspeed "0" // Weather effects wind speed scalar
  1564. cl_yawspeed "210"
  1565. cmd // Forward command to server.
  1566. cmd1 // sets userinfo string for split screen player in slot 1
  1567. cmd2 // sets userinfo string for split screen player in slot 2
  1568. cmd3 // sets userinfo string for split screen player in slot 3
  1569. cmd4 // sets userinfo string for split screen player in slot 4
  1570. collision_shake_amp "0"
  1571. collision_shake_freq "0"
  1572. collision_shake_time "0"
  1573. collision_test // Tests collision system
  1574. colorcorrectionui // Show/hide the color correction tools UI.
  1575. commentary "0" // Desired commentary mode state.
  1576. commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
  1577. commentary_cvarsnotchanging
  1578. commentary_finishnode
  1579. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  1580. condump // dump the text currently in the console to condumpXX.log
  1581. connect // Connect to specified server.
  1582. contimes "8" // Number of console lines to overlay for debugging.
  1583. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
  1584. con_enable "0" // Allows the console to be activated.
  1585. con_filter_enable "0" // 2 displays filtered text brighter than ot
  1586. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  1587. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  1588. con_logfile "0" // Console output gets written to this file
  1589. con_notifytime "8" // How long to display recent console text to the upper part of the game window
  1590. con_nprint_bgalpha "50" // Con_NPrint background alpha.
  1591. con_nprint_bgborder "5" // Con_NPrint border size.
  1592. con_timestamp "0" // Prefix console.log entries with timestamps
  1593. con_trace "0" // Print console text to low level printout.
  1594. coop "0" // Cooperative play.
  1595. cpu_level "2" // CPU Level - Default: High
  1596. crash // Cause the engine to crash (Debug!!)
  1597. CreatePredictionError // Create a prediction error
  1598. create_flashlight
  1599. creditsdone
  1600. crosshair "1"
  1601. cvarlist // Show the list of convars/concommands.
  1602. c_maxdistance "1000"
  1603. c_maxpitch "360"
  1604. c_maxyaw "135"
  1605. c_mindistance "30"
  1606. c_minpitch "0"
  1607. c_minyaw "-135"
  1608. c_orthoheight "100"
  1609. c_orthowidth "100"
  1610. c_thirdpersonshoulder "0"
  1611. c_thirdpersonshoulderaimdist "120"
  1612. c_thirdpersonshoulderdist "40"
  1613. c_thirdpersonshoulderheight "5"
  1614. c_thirdpersonshoulderoffset "20"
  1615. datacachesize "32" // Size in MB.
  1616. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  1617. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  1618. dbg_demofile "0"
  1619. deathmatch "1" // Running a deathmatch server.
  1620. debugsystemui // Show/hide the debug system UI.
  1621. debug_circle_splat "0"
  1622. debug_materialmodifycontrol "0"
  1623. debug_materialmodifycontrol_client "0"
  1624. debug_overlay_fullposition "0"
  1625. debug_paint_seam "0"
  1626. debug_physimpact "0"
  1627. debug_touchlinks "0" // Spew touch link activity
  1628. debug_visibility_monitor "0"
  1629. decalfrequency "10"
  1630. default_fov "75"
  1631. demolist // Print demo sequence list.
  1632. demos // Demo demo file sequence.
  1633. demoui // Show/hide the demo player UI.
  1634. demoui2 // Show/hide the advanced demo player UI (demoui2).
  1635. demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
  1636. demo_debug "0" // Demo debug info.
  1637. demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
  1638. demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
  1639. demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
  1640. demo_gototick // Skips to a tick in demo.
  1641. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
  1642. demo_interpolateview "1" // Do view interpolation during dem playback.
  1643. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
  1644. demo_pause // Pauses demo playback.
  1645. demo_pauseatservertick "0" // Pauses demo playback at server tick
  1646. demo_quitafterplayback "0" // Quits game after demo playback.
  1647. demo_recordcommands "1" // Record commands typed at console into .dem files.
  1648. demo_resume // Resumes demo playback.
  1649. demo_timescale // Sets demo replay speed.
  1650. demo_togglepause // Toggles demo playback.
  1651. developer "0" // Set developer message level
  1652. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  1653. devshots_screenshot // use the screenshot command instead.
  1654. differences // Show all convars which are not at their default values.
  1655. disable_static_prop_loading "0" // static props wont be loaded
  1656. disconnect // Disconnect game from server.
  1657. dispcoll_drawplane "0"
  1658. displaysoundlist "0"
  1659. display_elapsedtime // Displays how much time has elapsed since the game started
  1660. display_game_events "0"
  1661. disp_dynamic "0"
  1662. dlight_debug // Creates a dlight in front of the player
  1663. drawcross // Draws a cross at the given location Arguments: x y z
  1664. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  1665. dsp_automatic "0"
  1666. dsp_db_min "80"
  1667. dsp_db_mixdrop "0"
  1668. dsp_dist_max "1440"
  1669. dsp_dist_min "0"
  1670. dsp_enhance_stereo "1"
  1671. dsp_facingaway "0"
  1672. dsp_mix_max "0"
  1673. dsp_mix_min "0"
  1674. dsp_off "0"
  1675. dsp_player "0"
  1676. dsp_reload
  1677. dsp_room "0"
  1678. dsp_slow_cpu "0"
  1679. dsp_spatial "40"
  1680. dsp_speaker "50"
  1681. dsp_volume "0"
  1682. dsp_vol_2ch "1"
  1683. dsp_vol_4ch "0"
  1684. dsp_vol_5ch "0"
  1685. dsp_water "14"
  1686. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  1687. dtwarning "0" // Print data table warnings?
  1688. dtwatchclass "0" // Watch all fields encoded with this table.
  1689. dtwatchent "-1" // Watch this entities data table encoding.
  1690. dtwatchvar "0" // Watch the named variable.
  1691. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
  1692. dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
  1693. dumpentityfactories // Lists all entity factory names.
  1694. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  1695. dumpgamestringtable // Dump the contents of the game string table to the console.
  1696. dumpsavedir // List the contents of the save directory in memory
  1697. dumpstringtables // Print string tables to console.
  1698. dump_entity_sizes // Print sizeof(entclass)
  1699. dump_globals // Dump all global entities/states
  1700. echo // Echo text to console.
  1701. editdemo // Edit a recorded demo file (.dem ).
  1702. editor_toggle // Disables the simulation and returns focus to the editor
  1703. enable_debug_overlays "1" // Enable rendering of debug overlays
  1704. enable_skeleton_draw "0" // Render skeletons in wireframe
  1705. endmovie // Stop recording movie frames.
  1706. english "1" // running the english language set of assets.
  1707. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  1708. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  1709. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  1710. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  1711. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  1712. ent_create // Creates an entity of the given type where the player is looking.
  1713. ent_debugkeys "0"
  1714. ent_dump // Usage: ent_dump <entity name>
  1715. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  1716. ent_info // Usage: ent_info <class name>
  1717. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  1718. 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
  1719. ent_messages_draw "0" // Visualizes all entity input/output activity.
  1720. ent_name
  1721. ent_orient // only orients target entitys YAW. Use the allangles opt
  1722. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  1723. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  1724. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  1725. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  1726. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  1727. ent_rotate // Rotates an entity by a specified # of degrees
  1728. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
  1729. ent_setang // Set entity angles
  1730. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  1731. ent_setpos // Move entity to position
  1732. ent_show_contexts "0" // Show entity contexts in ent_text display
  1733. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  1734. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  1735. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  1736. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  1737. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  1738. envmap
  1739. er_colwidth "100"
  1740. er_graphwidthfrac "0"
  1741. er_maxname "14"
  1742. escape // Escape key pressed.
  1743. exec // Execute script file.
  1744. execifexists // Execute script file if file exists.
  1745. exit // Exit the engine.
  1746. explode // Kills the player with explosive damage
  1747. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  1748. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  1749. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  1750. failadvice_dump_values // Gives a list of all current points.
  1751. fast_fogvolume "0"
  1752. filesystem_buffer_size "0" // Size of per file buffers. 0 for none
  1753. filesystem_max_stdio_read "16"
  1754. filesystem_native "1" // Use native FS or STDIO
  1755. filesystem_report_buffered_io "0"
  1756. filesystem_unbuffered_io "1"
  1757. filesystem_use_overlapped_io "1"
  1758. find // Find concommands with the specified string in their name/help text.
  1759. findflags // Find concommands by flags.
  1760. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  1761. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  1762. firetarget
  1763. fire_absorbrate "3"
  1764. fire_dmgbase "1"
  1765. fire_dmginterval "1"
  1766. fire_dmgscale "0"
  1767. fire_extabsorb "5"
  1768. fire_extscale "12"
  1769. fire_growthrate "1"
  1770. fire_heatscale "1"
  1771. fire_incomingheatscale "0"
  1772. fire_maxabsorb "50"
  1773. firstperson // Switch to firstperson camera.
  1774. fish_debug "0" // Show debug info for fish
  1775. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  1776. flex_expression "0"
  1777. flex_looktime "5"
  1778. flex_maxawaytime "1"
  1779. flex_maxplayertime "7"
  1780. flex_minawaytime "0"
  1781. flex_minplayertime "5"
  1782. flex_rules "1" // Allow flex animation rules to run.
  1783. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  1784. flex_talk "0"
  1785. flush // Flush unlocked cache memory.
  1786. flush_locked // Flush unlocked and locked cache memory.
  1787. fogui // Show/hide fog control UI.
  1788. fog_color "-1"
  1789. fog_colorskybox "-1"
  1790. fog_enable "1"
  1791. fog_enableskybox "1"
  1792. fog_enable_water_fog "1"
  1793. fog_end "-1"
  1794. fog_endskybox "-1"
  1795. fog_hdrcolorscale "-1"
  1796. fog_hdrcolorscaleskybox "-1"
  1797. fog_maxdensity "-1"
  1798. fog_maxdensityskybox "-1"
  1799. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  1800. fog_start "-1"
  1801. fog_startskybox "-1"
  1802. fog_volume_debug "0" // prints diagnostic information about the current fog volume
  1803. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  1804. force_centerview
  1805. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  1806. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  1807. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  1808. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  1809. foundry_update_entity // Updates the entitys position/angles when in edit mode
  1810. fov_desired "75" // Sets the base field-of-view.
  1811. fps_max "100" // Frame rate limiter
  1812. fps_max_splitscreen "300" // splitscreen
  1813. free_pass_peek_debug "0"
  1814. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
  1815. fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
  1816. fs_monitor_read_from_pack "0" // 2:Sync only
  1817. fs_printopenfiles // Show all files currently opened by the engine.
  1818. fs_report_long_reads "0" // >1:Microsecond threashold
  1819. fs_report_sync_opens "0" // 2:Not during load
  1820. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
  1821. fs_warning_level // Set the filesystem warning level.
  1822. fs_warning_mode "0" // 2:Warn other threads
  1823. func_breakdmg_bullet "0"
  1824. func_breakdmg_club "1"
  1825. func_breakdmg_explosive "1"
  1826. func_break_max_pieces "15"
  1827. func_break_reduction_factor "0"
  1828. fx_glass_velocity_cap "0" // Maximum downwards speed of shattered glass particles
  1829. g15_dumpplayer // Spew player data.
  1830. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  1831. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  1832. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  1833. gameinstructor_enable "1" // Display in game lessons that teach new players.
  1834. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  1835. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  1836. gameinstructor_reset_counts // Resets all display and success counts to zero.
  1837. gameinstructor_start_sound_cooldown "4" // Number of seconds forced between similar lesson start sounds.
  1838. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  1839. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
  1840. gamestats_file_output_directory "0" // file will be emitted here instead of to modpath
  1841. gameui_activate // Shows the game UI
  1842. gameui_allowescape // Escape key allowed to hide game UI
  1843. gameui_allowescapetoshow // Escape key allowed to show game UI
  1844. gameui_hide // Hides the game UI
  1845. gameui_preventescape // Escape key doesnt hide game UI
  1846. gameui_preventescapetoshow // Escape key doesnt show game UI
  1847. gameui_xbox "0"
  1848. getpos // dump position and angles to the console
  1849. getpos_exact // dump origin and angles to the console
  1850. give // Give item to player. Arguments: <item_name>
  1851. givecurrentammo // Give a supply of ammo for current weapon..
  1852. global_event_log_enabled "0" // Enables the global event log system
  1853. global_set // 2 = DEAD).
  1854. glow_outline_effect_enable "1" // Enable entity outline glow effects.
  1855. glow_outline_width "6" // Width of glow outline effect in screen space.
  1856. gl_clear "0"
  1857. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  1858. god // Toggle. Player becomes invulnerable.
  1859. gpu_level "0" // GPU Level - Default: High
  1860. gpu_mem_level "2" // Memory Level - Default: High
  1861. groundlist // Display ground entity list <index>
  1862. g_ai_threadedgraphbuild "0" // use experimental threaded node graph building.
  1863. g_debug_angularsensor "0"
  1864. g_debug_basehelicopter "0"
  1865. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  1866. g_debug_doors "0"
  1867. g_debug_gunship "0"
  1868. g_debug_npc_vehicle_roles "0"
  1869. g_debug_ragdoll_removal "0"
  1870. g_debug_ragdoll_visualize "0"
  1871. g_debug_trackpather "0"
  1872. g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
  1873. g_debug_vehiclebase "0"
  1874. g_debug_vehicledriver "0"
  1875. g_debug_vehicleexit "0"
  1876. g_debug_vehiclesound "0"
  1877. g_drone_maxgibs "16"
  1878. g_helicopter_bomb_danger_radius "120"
  1879. g_helicopter_bullrush_bomb_enemy_distance "0"
  1880. g_helicopter_bullrush_bomb_speed "850" // The maximum distance the player can be from the chopper before it stops firing
  1881. g_helicopter_bullrush_bomb_time "10"
  1882. g_helicopter_bullrush_distance "5000"
  1883. g_helicopter_bullrush_mega_bomb_health "0" // Fraction of the health of the chopper before it mega-bombs
  1884. g_helicopter_bullrush_shoot_height "650" // The maximum distance the player can be from the chopper before it stops firing
  1885. g_helicopter_chargetime "2" // How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
  1886. g_helicopter_idletime "3" // How much time we have to wait (on average) after we fire before we can charge up again
  1887. g_helicopter_maxfiringdist "2500" // The maximum distance the player can be from the chopper before it stops firing
  1888. g_Language "0"
  1889. g_ragdoll_fadespeed "600"
  1890. g_ragdoll_important_maxcount "2"
  1891. g_ragdoll_lvfadespeed "100"
  1892. g_ragdoll_maxcount "8"
  1893. hammer_update_entity // Updates the entitys position/angles when in edit mode
  1894. 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
  1895. heartbeat // Force heartbeat of master servers
  1896. help // Find help about a convar/concommand.
  1897. hideconsole // Hide the console.
  1898. hidehud "0"
  1899. hidepanel // Hides a viewport panel <name>
  1900. hl2_episodic "0"
  1901. hostfile "0" // The HOST file to load.
  1902. hostip "-1062686208.000" // Host game server ip
  1903. hostname "0" // Hostname for server.
  1904. hostport "27015" // Host game server port
  1905. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
  1906. host_framerate "0" // Set to lock per-frame time elapse.
  1907. host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
  1908. host_map "0" // Current map name.
  1909. host_profile "0"
  1910. host_runofftime // Run off some time without rendering/updating sounds
  1911. host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
  1912. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
  1913. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  1914. host_speeds "0" // Show general system running times.
  1915. host_threaded_sound "0" // Run the sound on a thread (independent of mix)
  1916. host_timescale "1" // Prescale the clock by this amount.
  1917. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  1918. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  1919. hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
  1920. hud_drawhistory_time "5"
  1921. hud_fastswitch "0"
  1922. hud_reloadscheme // Reloads hud layout and animation scripts.
  1923. hud_saytext_time "12"
  1924. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  1925. hunk_print_allocations
  1926. hunk_track_allocation_types "0"
  1927. hurtme // Hurts the player. Arguments: <health to lose>
  1928. HurtMyMarine // Gives your marine 1-10 damage
  1929. impulse
  1930. incrementvar // Increment specified convar value.
  1931. ingamebriefing // Shows the mission briefing panel
  1932. invnext
  1933. invprev
  1934. in_forceuser "0" // Force user input to this split screen player.
  1935. in_lock_mouse_to_window "1" // mouse will be locked inside the game window.
  1936. in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
  1937. ip "0" // Overrides IP for multihomed hosts
  1938. joyadvancedupdate
  1939. joystick "0" // false otherwise.
  1940. joy_accelmax "1"
  1941. joy_accelscale "0"
  1942. joy_accel_filter "0"
  1943. joy_advanced "0"
  1944. joy_advaxisr "0"
  1945. joy_advaxisu "0"
  1946. joy_advaxisv "0"
  1947. joy_advaxisx "0"
  1948. joy_advaxisy "0"
  1949. joy_advaxisz "0"
  1950. joy_aim_to_movement_time "1" // Time before the player automatically aims in the direction of movement.
  1951. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  1952. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  1953. joy_autoattack "0" // marine will fire when you push the right analogue stick
  1954. joy_autoattack_angle "10" // Facing has to be within this many degrees of aim for the marine to auto fire
  1955. joy_autoattack_threshold "0" // Threshold for joy_autoattack
  1956. joy_autosprint "0" // Automatically sprint when moving with an analog joystick
  1957. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  1958. joy_cfg_preset "0"
  1959. joy_circle_correct "1"
  1960. joy_cursor_scale "1" // Cursor extent scale of joystick when used in targeting mode
  1961. joy_cursor_speed "2" // Cursor speed of joystick when used in targeting mode
  1962. joy_deadzone_mode "0" // 1 => Square deadzone.
  1963. joy_diagonalpov "0" // too.
  1964. joy_disable_movement_in_ui "1" // Disables joystick character movement when UI is active.
  1965. joy_display_input "0"
  1966. joy_forwardsensitivity "-1"
  1967. joy_forwardthreshold "0"
  1968. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  1969. joy_lock_firing_angle "0" // your facing direction will be locked while firing instead of aiming to movement
  1970. joy_lookspin_default "0"
  1971. joy_lowend "1"
  1972. joy_lowmap "1"
  1973. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
  1974. joy_name "0"
  1975. joy_pan_camera "0"
  1976. joy_pegged "0"
  1977. joy_pitchsensitivity "1"
  1978. joy_pitchsensitivity_default "-1"
  1979. joy_pitchthreshold "0"
  1980. joy_radius_snap_factor "2" // Rate at which joystick targeting radius tracks the current cursor radius
  1981. joy_response_look "0" // 1=Acceleration Promotion
  1982. joy_response_move "1" // 1/sensitivity
  1983. joy_response_move_vehicle "6"
  1984. joy_sensitive_step0 "0"
  1985. joy_sensitive_step1 "0"
  1986. joy_sensitive_step2 "0"
  1987. joy_sidesensitivity "1"
  1988. joy_sidethreshold "0"
  1989. joy_tilted_view "0" // Set to 1 when using maps with tilted view to rotate player movement.
  1990. joy_variable_frametime "1"
  1991. joy_vehicle_turn_lowend "0"
  1992. joy_vehicle_turn_lowmap "0"
  1993. joy_virtual_peg "0"
  1994. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  1995. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  1996. joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
  1997. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
  1998. joy_yawsensitivity "-1"
  1999. joy_yawsensitivity_default "-1"
  2000. joy_yawthreshold "0"
  2001. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  2002. jpeg_quality "90" // jpeg screenshot quality.
  2003. jump_jet_forward "320"
  2004. jump_jet_height "150"
  2005. kdtree_test // Tests spatial partition for entities queries.
  2006. key_findbinding // Find key bound to specified command string.
  2007. key_listboundkeys // List bound keys with bindings.
  2008. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  2009. kick // Kick a player by name.
  2010. kickid // with a message.
  2011. kill // Kills the player with generic damage
  2012. killserver // Shutdown the server.
  2013. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  2014. kv_editor
  2015. lastinv
  2016. leaderboard_duplicate_entries "1"
  2017. leaderboard_force_rank_show_interval "10"
  2018. lightcache_maxmiss "2"
  2019. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  2020. light_crosshair // Show texture color at crosshair
  2021. linefile // Parses map leak data from .lin file
  2022. listdemo // List demo file contents.
  2023. listid // Lists banned users.
  2024. listip // List IP addresses on the ban list.
  2025. listmarineresources // Shows contents of the marine resource array
  2026. listmarineresources_server // Shows contents of the marine resources array
  2027. listmodels // List loaded models.
  2028. listobjectives // Shows names of objectives in the objectives array
  2029. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  2030. listroster // Shows which marines in the roster are selected
  2031. listroster_server // Shows which marines in the roster are selected
  2032. load // Load a saved game.
  2033. loader_defer_non_critical_jobs "0"
  2034. loader_dump_table
  2035. loader_spew_info "0" // -1:All
  2036. loader_throttle_io "1"
  2037. locator_background_border_color "-2145509888.000" // The default color for the border.
  2038. locator_background_border_thickness "2" // How many pixels the background borders the left and right.
  2039. locator_background_color "-2147483648" // The default color for the background.
  2040. locator_background_shift_x "3" // How many pixels the background is shifted right.
  2041. locator_background_shift_y "1" // How many pixels the background is shifted down.
  2042. locator_background_style "1" // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
  2043. locator_background_thickness_x "4" // How many pixels the background borders the left and right.
  2044. locator_background_thickness_y "0" // How many pixels the background borders the top and bottom.
  2045. locator_fade_time "0" // Number of seconds it takes for a lesson to fully fade in/out.
  2046. locator_icon_max_size_non_ss "1" // Maximum scale of the icon on the screen
  2047. locator_icon_min_size_non_ss "0" // Minimum scale of the icon on the screen
  2048. locator_lerp_rest "0" // Number of seconds before moving from the center.
  2049. locator_lerp_speed "5" // Speed that static lessons move along the Y axis.
  2050. locator_lerp_time "1" // Number of seconds to lerp before reaching final destination
  2051. locator_pulse_time "1" // Number of seconds to pulse after changing icon or position
  2052. locator_split_len "0"
  2053. locator_split_maxwide_percent "0"
  2054. locator_start_at_crosshair "1" // Start position at the crosshair instead of the top middle of the screen.
  2055. locator_target_offset_x "-75" // How many pixels to offset the locator from the target position.
  2056. locator_target_offset_y "-110" // How many pixels to offset the locator from the target position.
  2057. locator_text_drop_shadow "0" // a drop shadow is drawn behind caption text. PC only.
  2058. locator_text_glow "1" // a glow is drawn behind caption text
  2059. locator_text_glow_color "-2131044864.000" // Color of text glow
  2060. locator_topdown_style "1" // Topdown games set this to handle distance and offscreen location differently.
  2061. log // and udp < on | off >.
  2062. logaddress_add // Set address and port for remote host <ip:port>.
  2063. logaddress_del // Remove address and port for remote host <ip:port>.
  2064. logaddress_delall // Remove all udp addresses being logged to
  2065. logaddress_list // List all addresses currently being used by logaddress.
  2066. log_color // Set the color of a logging channel.
  2067. log_dumpchannels // Dumps information about all logging channels.
  2068. log_flags // Set the flags on a logging channel.
  2069. log_level // Set the spew level of a logging channel.
  2070. lookspring "0"
  2071. lookstrafe "0"
  2072. lservercfgfile "0"
  2073. make_game_friends_only // Changes access for the current game to friends only.
  2074. make_game_public // Changes access for the current game to public.
  2075. map // Start playing on specified map.
  2076. mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
  2077. maps // Displays list of maps.
  2078. map_background // Runs a map as the background to the main menu.
  2079. map_commentary // on a specified map.
  2080. map_edit
  2081. map_noareas "0" // Disable area to area connection testing.
  2082. MarineHealths // List health of all marines
  2083. marinephysicsshadowupdate_render "0"
  2084. marine_dispcoll_drawplane "0"
  2085. mat_aaquality "0"
  2086. mat_accelerate_adjust_exposure_down "3"
  2087. mat_ambient_light_b "0"
  2088. mat_ambient_light_b_forced "-1"
  2089. mat_ambient_light_g "0"
  2090. mat_ambient_light_g_forced "-1"
  2091. mat_ambient_light_r "0"
  2092. mat_ambient_light_r_forced "-1"
  2093. mat_antialias "1"
  2094. mat_autoexposure_max "2"
  2095. mat_autoexposure_min "0"
  2096. mat_bloomamount_rate "0"
  2097. mat_bloomscale "2"
  2098. mat_bloom_scalefactor_scalar "1"
  2099. mat_bufferprimitives "1"
  2100. mat_bumpbasis "0"
  2101. mat_bumpmap "0"
  2102. mat_camerarendertargetoverlaysize "128"
  2103. mat_clipz "1"
  2104. mat_colcorrection_disableentities "0" // Disable map color-correction entities
  2105. mat_colcorrection_editor "0"
  2106. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
  2107. mat_compressedtextures "1"
  2108. mat_configcurrent // show the current video control panel config for the material system
  2109. mat_crosshair // Display the name of the material under the crosshair
  2110. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  2111. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  2112. mat_crosshair_printmaterial // print the material under the crosshair
  2113. mat_crosshair_reloadmaterial // reload the material under the crosshair
  2114. mat_debug // Activates debugging spew for a specific material.
  2115. mat_debugalttab "0"
  2116. mat_debugdepth "0"
  2117. mat_debugdepthmode "0"
  2118. mat_debugdepthval "128"
  2119. mat_debugdepthvalmax "256"
  2120. mat_debug_bloom "0"
  2121. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  2122. mat_defaultlightmap "1" // Default brightness for lightmaps where none have been created in the level.
  2123. mat_depthbias_shadowmap "0"
  2124. mat_depth_blur_focal_distance_override "-1"
  2125. mat_depth_blur_strength_override "-1"
  2126. mat_dest_alpha_range "3000" // 1] range).
  2127. mat_diffuse "1"
  2128. mat_disable_bloom "0"
  2129. mat_disable_fancy_blending "0"
  2130. mat_disable_lightwarp "0"
  2131. mat_displacementmap "1"
  2132. mat_dof_enabled "1"
  2133. mat_dof_far_blur_depth "1000"
  2134. mat_dof_far_blur_radius "5"
  2135. mat_dof_far_focus_depth "250"
  2136. mat_dof_max_blur_radius "10"
  2137. mat_dof_near_blur_depth "20"
  2138. mat_dof_near_blur_radius "10"
  2139. mat_dof_near_focus_depth "100"
  2140. mat_dof_override "0"
  2141. mat_dof_quality "0"
  2142. mat_do_not_shrink_dynamic_vb "1" // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
  2143. mat_drawflat "0"
  2144. mat_drawTexture "0" // Enable debug view texture
  2145. mat_drawTextureScale "1" // Debug view texture scale
  2146. mat_drawTitleSafe "0" // Enable title safe overlay
  2147. mat_drawwater "1"
  2148. mat_dynamiclightmaps "0"
  2149. mat_dynamic_tonemapping "1"
  2150. mat_edit // Bring up the material under the crosshair in the editor
  2151. mat_envmapsize "128"
  2152. mat_envmaptgasize "32"
  2153. mat_excludetextures "0"
  2154. mat_exposure_center_region_x "0"
  2155. mat_exposure_center_region_y "0"
  2156. mat_fastclip "0"
  2157. mat_fastnobump "0"
  2158. mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
  2159. mat_fillrate "0"
  2160. mat_filterlightmaps "1"
  2161. mat_filtertextures "1"
  2162. mat_forceaniso "1"
  2163. mat_forcedynamic "0"
  2164. mat_forcehardwaresync "1"
  2165. mat_force_bloom "0"
  2166. mat_force_tonemap_scale "0"
  2167. mat_framebuffercopyoverlaysize "128"
  2168. mat_frame_sync_enable "1"
  2169. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  2170. mat_freeze_leafvis "0" // updates every frame based on camera move
  2171. mat_fullbright "0"
  2172. mat_grain_enable "1"
  2173. mat_grain_scale_override "1"
  2174. mat_hdr_enabled // Report if HDR is enabled for debugging
  2175. mat_hdr_level "2" // and 2 for full HDR on HDR maps.
  2176. mat_hdr_manual_tonemap_rate "1"
  2177. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
  2178. mat_hdr_uncapexposure "0"
  2179. mat_hsv "0"
  2180. mat_info // Shows material system info
  2181. mat_leafvis "0" // Draw wireframe of current leaf
  2182. mat_leafvis_draw_mask "-1" // bit 1: render PVS- an
  2183. mat_levelflush "1"
  2184. mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
  2185. mat_loadtextures "1"
  2186. mat_local_contrast_edge_scale_override "-1000"
  2187. mat_local_contrast_enable "1"
  2188. mat_local_contrast_midtone_mask_override "-1"
  2189. mat_local_contrast_scale_override "0"
  2190. mat_local_contrast_vignette_end_override "-1"
  2191. mat_local_contrast_vignette_start_override "-1"
  2192. mat_lpreview_mode "-1"
  2193. mat_luxels "0"
  2194. mat_maxframelatency "1"
  2195. mat_max_worldmesh_vertices "65536"
  2196. mat_measurefillrate "0"
  2197. mat_mipmaptextures "1"
  2198. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  2199. mat_monitorgamma_tv_enabled "0"
  2200. mat_monitorgamma_tv_exp "2"
  2201. mat_monitorgamma_tv_range_max "255"
  2202. mat_monitorgamma_tv_range_min "16"
  2203. mat_morphstats "0"
  2204. mat_motion_blur_enabled "0"
  2205. mat_motion_blur_falling_intensity "1"
  2206. mat_motion_blur_falling_max "20"
  2207. mat_motion_blur_falling_min "10"
  2208. mat_motion_blur_forward_enabled "0"
  2209. mat_motion_blur_percent_of_screen_max "4"
  2210. mat_motion_blur_rotation_intensity "1"
  2211. mat_motion_blur_strength "1"
  2212. mat_non_hdr_bloom_scalefactor "0"
  2213. mat_norendering "0"
  2214. mat_normalmaps "0"
  2215. mat_normals "0"
  2216. mat_object_motion_blur_enable "0"
  2217. mat_object_motion_blur_model_scale "1"
  2218. mat_paint_enabled "0"
  2219. mat_parallaxmap "1"
  2220. mat_parallaxmapsamplesmax "50"
  2221. mat_parallaxmapsamplesmin "12"
  2222. mat_phong "0"
  2223. mat_picmip "-1"
  2224. mat_postprocess_enable "1"
  2225. mat_postprocess_x "4"
  2226. mat_postprocess_y "1"
  2227. mat_processtoolvars "1"
  2228. mat_proxy "0"
  2229. mat_queue_mode "-1" // 2=queued
  2230. mat_queue_priority "1"
  2231. mat_reloadallmaterials // Reloads all materials
  2232. mat_reloadmaterial // Reloads a single material
  2233. mat_reloadtextures // Reloads all textures
  2234. mat_remoteshadercompile "0"
  2235. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  2236. mat_report_queue_status "0"
  2237. mat_reversedepth "0"
  2238. mat_savechanges // saves current video configuration to the registry
  2239. mat_screen_blur_override "-1"
  2240. mat_setvideomode // windowed state of the material system
  2241. mat_shadercount // display count of all shaders and reset that count
  2242. mat_shadowstate "1"
  2243. mat_showcamerarendertarget "0"
  2244. mat_showenvmapmask "0"
  2245. mat_showframebuffertexture "0"
  2246. mat_showlightmappage "-1"
  2247. mat_showlowresimage "0"
  2248. mat_showmaterials // Show materials.
  2249. mat_showmaterialsverbose // Show materials (verbose version).
  2250. mat_showmiplevels "0" // 1: everything else
  2251. mat_showtextures // Show used textures.
  2252. mat_showwatertextures "0"
  2253. mat_show_histogram "0"
  2254. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  2255. mat_slopescaledepthbias_shadowmap "4"
  2256. mat_softwarelighting "0"
  2257. mat_softwareskin "0"
  2258. mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
  2259. mat_software_aa_debug "0" // (2 - show anti-a
  2260. mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
  2261. mat_software_aa_quality "0" // (1 - 9-tap filter)
  2262. mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
  2263. mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
  2264. mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
  2265. mat_specular "0" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
  2266. mat_spewalloc "0"
  2267. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  2268. mat_spew_long_frames "0" // warn about frames that go over 66ms for CERT purposes.
  2269. mat_stub "0"
  2270. mat_suppress // Supress a material from drawing
  2271. mat_surfaceid "0"
  2272. mat_surfacemat "0"
  2273. mat_tessellationlevel "6"
  2274. mat_tessellation_accgeometrytangents "0"
  2275. mat_tessellation_cornertangents "1"
  2276. mat_tessellation_update_buffers "1"
  2277. mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
  2278. mat_texture_list "0" // show a list of used textures per frame
  2279. mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
  2280. mat_texture_list_all_frames "2" // How many frames to sample texture memory for all textures.
  2281. mat_texture_list_exclude // save - saves exclude list file
  2282. mat_texture_list_exclude_editing "0"
  2283. mat_texture_list_txlod // -1 to dec resolution
  2284. mat_texture_list_txlod_sync // save - saves all changes to material content files
  2285. mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
  2286. mat_tonemapping_occlusion_use_stencil "0"
  2287. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  2288. mat_tonemap_min_avglum "3"
  2289. mat_tonemap_percent_bright_pixels "2"
  2290. mat_tonemap_percent_target "60"
  2291. mat_triplebuffered "1" // This means we want triple buffering if we are fullscreen and vsyncd
  2292. mat_use_compressed_hdr_textures "1"
  2293. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  2294. mat_vignette_enable "1"
  2295. mat_vsync "1" // Force sync to vertical retrace
  2296. mat_wateroverlaysize "128"
  2297. mat_wireframe "0"
  2298. mat_yuv "0"
  2299. maxplayers // Change the maximum number of players allowed on this server.
  2300. memory // Print memory stats.
  2301. memory_diff // show memory stats relative to snapshot
  2302. memory_list // dump memory list (linux only)
  2303. memory_mark // snapshot current allocation status
  2304. memory_status // show memory stats (linux only)
  2305. mem_compact
  2306. mem_dump // Dump memory stats to text file.
  2307. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
  2308. mem_dumpvballocs // Dump VB memory allocation stats.
  2309. mem_eat
  2310. mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
  2311. mem_force_flush_section "0" // Cache section to restrict mem_force_flush
  2312. mem_incremental_compact
  2313. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
  2314. mem_level "2" // Memory Level - Default: High
  2315. mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
  2316. mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
  2317. mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
  2318. mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
  2319. mem_test
  2320. mem_test_each_frame "0" // Run heap check at end of every frame
  2321. mem_test_every_n_seconds "0" // Run heap check at a specified interval
  2322. mem_test_quiet "0" // Dont print stats when memtesting
  2323. mem_vcollide // Dumps the memory used by vcollides
  2324. mem_verify // Verify the validity of the heap
  2325. menuselect // menuselect
  2326. miniprofiler_dump "0"
  2327. minisave // Saves game (for current level only!)
  2328. mission_reload // Reload mission metadata
  2329. mm_datacenter_debugprint // Shows information retrieved from data center
  2330. mm_debugprint // Show debug information about current matchmaking session
  2331. mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
  2332. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
  2333. mm_dlcs_mask_extras "0"
  2334. mm_dlcs_mask_fake "0"
  2335. mm_heartbeat_seconds "300"
  2336. mm_heartbeat_seconds_xlsp "60"
  2337. mm_heartbeat_timeout "10"
  2338. mm_heartbeat_timeout_legacy "15"
  2339. mm_matchmaking_dlcsquery "2"
  2340. mm_matchmaking_version "9"
  2341. mm_max_players "4" // Max players for matchmaking system
  2342. mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
  2343. mm_tu_string "0"
  2344. mod_check_vcollide "0" // Check all vcollides on load
  2345. mod_dont_load_vertices "0" // supress loading model vertex data
  2346. mod_forcedata "1" // Forces all model file data into cache on model load.
  2347. mod_forcetouchdata "1" // Forces all model file data into cache on model load.
  2348. mod_load_anims_async "0"
  2349. mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
  2350. mod_load_mesh_async "0"
  2351. mod_load_showstall "0" // 2 - show stalls
  2352. mod_load_vcollide_async "0"
  2353. mod_lock_mdls_on_load "1"
  2354. mod_lock_meshes_on_load "1"
  2355. mod_test_mesh_not_available "0"
  2356. mod_test_not_available "0"
  2357. mod_test_verts_not_available "0"
  2358. mod_touchalldata "1" // Touch model data during level startup
  2359. mod_trace_load "0"
  2360. morph_debug "0"
  2361. morph_path "7"
  2362. motdfile "0" // The MOTD file to load.
  2363. movie_fixwave // etc.
  2364. mp_allowNPCs "1"
  2365. mp_allowspectators "1" // toggles whether the server allows spectator mode or not
  2366. mp_autocrosshair "1"
  2367. mp_bonusroundtime "15" // Time after round win until round restarts
  2368. mp_chattime "10" // amount of time players can chat after the game is over
  2369. mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
  2370. mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
  2371. mp_defaultteam "0"
  2372. mp_disable_autokick // Prevents a userid from being auto-kicked
  2373. mp_disable_respawn_times "0"
  2374. mp_fadetoblack "0" // fade a players screen to black when he dies
  2375. mp_falldamage "0"
  2376. mp_flashlight "0"
  2377. mp_footsteps "1"
  2378. mp_forcecamera "1" // Restricts spectator modes for dead players
  2379. mp_forcerespawn "1"
  2380. mp_fraglimit "0"
  2381. mp_friendlyfire "0" // Allows team members to injure other members of their team
  2382. mp_maxrounds "0" // max number of rounds to play before server changes maps
  2383. mp_respawnwavetime "10" // Time between respawn waves.
  2384. mp_restartgame "0" // game will restart in the specified number of seconds
  2385. mp_teamlist "0"
  2386. mp_teamoverride "1"
  2387. mp_teamplay "0"
  2388. mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
  2389. mp_timelimit "0" // game time per map in minutes
  2390. mp_tournament "0"
  2391. mp_usehwmmodels "-1" // 0 = based upon GPU)
  2392. mp_usehwmvcds "-1" // 0 = based upon GPU)
  2393. mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
  2394. mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
  2395. mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds
  2396. mp_weaponstay "0"
  2397. mp_winlimit "0" // Max score one team can reach before server changes maps
  2398. multvar // Multiply specified convar value.
  2399. muzzleflash_light "1"
  2400. m_customaccel "0" // 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( raw
  2401. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  2402. m_customaccel_max "0" // 0 for no limit
  2403. m_customaccel_scale "0" // Custom mouse acceleration value.
  2404. m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  2405. m_forward "1" // Mouse forward factor.
  2406. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  2407. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  2408. m_mousespeed "1" // Windows mouse speed factor (range 1 to 20).
  2409. m_pitch "0" // Mouse pitch factor.
  2410. m_side "0" // Mouse side factor.
  2411. m_yaw "0" // Mouse yaw factor.
  2412. name "0" // Current user name
  2413. nav_add_to_selected_set // Add current area to the selected set.
  2414. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  2415. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  2416. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
  2417. nav_area_max_size "50" // Max area size created in nav generation
  2418. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  2419. nav_begin_area // drag the opposite corner to the desired location and
  2420. nav_begin_deselecting // Start continuously removing from the selected set.
  2421. nav_begin_drag_deselecting // Start dragging a selection area.
  2422. nav_begin_drag_selecting // Start dragging a selection area.
  2423. nav_begin_selecting // Start continuously adding to the selected set.
  2424. nav_begin_shift_xy // Begin shifting the Selected Set.
  2425. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  2426. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  2427. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  2428. nav_check_stairs // Update the nav mesh STAIRS attribute
  2429. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  2430. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  2431. nav_clear_selected_set // Clear the selected set.
  2432. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  2433. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  2434. nav_connect // then invoke the connect command. Note that this creates a
  2435. nav_coplanar_slope_limit "0"
  2436. nav_coplanar_slope_limit_displacement "0"
  2437. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  2438. nav_corner_lower // Lower the selected corner of the currently marked Area.
  2439. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  2440. nav_corner_raise // Raise the selected corner of the currently marked Area.
  2441. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  2442. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  2443. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  2444. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  2445. nav_debug_blocked "0"
  2446. nav_delete // Deletes the currently highlighted Area.
  2447. nav_delete_marked // Deletes the currently marked Area (if any).
  2448. nav_disconnect // then invoke the disconnect command. This will remove all connec
  2449. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  2450. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  2451. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
  2452. nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
  2453. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  2454. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  2455. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  2456. nav_end_deselecting // Stop continuously removing from the selected set.
  2457. nav_end_drag_deselecting // Stop dragging a selection area.
  2458. nav_end_drag_selecting // Stop dragging a selection area.
  2459. nav_end_selecting // Stop continuously adding to the selected set.
  2460. nav_end_shift_xy // Finish shifting the Selected Set.
  2461. nav_flood_select // use this command again.
  2462. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  2463. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  2464. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  2465. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  2466. nav_generate_incremental_range "2000"
  2467. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  2468. nav_gen_cliffs_approx // post-processing approximation
  2469. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  2470. nav_ladder_flip // Flips the selected ladders direction.
  2471. nav_load // Loads the Navigation Mesh for the current map.
  2472. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  2473. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  2474. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  2475. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  2476. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  2477. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  2478. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  2479. nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  2480. nav_max_vis_delta_list_length "64"
  2481. nav_merge // and invoke the merge comm
  2482. nav_merge_mesh // Merges a saved selected set into the current mesh.
  2483. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  2484. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  2485. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  2486. nav_place_list // Lists all place names used in the map.
  2487. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  2488. nav_place_replace // Replaces all instances of the first place with the second place.
  2489. nav_place_set // Sets the Place of all selected areas to the current Place.
  2490. nav_potentially_visible_dot_tolerance "0"
  2491. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  2492. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  2493. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  2494. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  2495. nav_recall_selected_set // Re-selects the stored selected set.
  2496. nav_remove_from_selected_set // Remove current area from the selected set.
  2497. nav_remove_jump_areas // replacing them with connections.
  2498. nav_run // Toggles the traverse this area by running flag used by the AI system.
  2499. nav_save // Saves the current Navigation Mesh to disk.
  2500. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  2501. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
  2502. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
  2503. nav_select_blocked_areas // Adds all blocked areas to the selected set
  2504. nav_select_damaging_areas // Adds all damaging areas to the selected set
  2505. nav_select_half_space // Selects any areas that intersect the given half-space.
  2506. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  2507. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  2508. nav_select_overlapping // Selects nav areas that are overlapping others.
  2509. nav_select_radius // Adds all areas in a radius to the selection set
  2510. nav_select_stairs // Adds all stairway areas to the selected set
  2511. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  2512. nav_shift // Shifts the selected areas by the specified amount
  2513. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  2514. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  2515. nav_show_compass "0"
  2516. nav_show_continguous "0" // Highlight non-contiguous connections
  2517. nav_show_danger "0" // Show current danger levels.
  2518. nav_show_light_intensity "0"
  2519. nav_show_nodes "0"
  2520. nav_show_node_grid "0"
  2521. nav_show_node_id "0"
  2522. nav_show_player_counts "0" // Show current player counts in each area.
  2523. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  2524. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  2525. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  2526. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  2527. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  2528. nav_solid_props "0" // Make props solid to nav generation/editing
  2529. nav_splice // connected area between them.
  2530. nav_split // align the split line using your cursor and invoke the split command.
  2531. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  2532. nav_stand // Toggles the stand while hiding flag used by the AI system.
  2533. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  2534. nav_store_selected_set // Stores the current selected set for later retrieval.
  2535. nav_strip // and Encounter Spots from the current Area.
  2536. nav_subdivide // Subdivides all selected areas.
  2537. nav_test_node "0"
  2538. nav_test_node_crouch "0"
  2539. nav_test_node_crouch_dir "4"
  2540. nav_test_stairs // Test the selected set for being on stairs
  2541. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  2542. nav_toggle_in_selected_set // Remove current area from the selected set.
  2543. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  2544. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  2545. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  2546. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  2547. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  2548. nav_unmark // Clears the marked Area or Ladder.
  2549. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  2550. nav_update_lighting // Recomputes lighting values
  2551. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  2552. nav_use_place // the current Place is set.
  2553. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  2554. nav_warp_to_mark // Warps the player to the marked area.
  2555. nav_world_center // Centers the nav mesh in the world
  2556. net_allow_multicast "1"
  2557. net_blockmsg "0" // Discards incoming message: <0|1|name>
  2558. net_channels // Shows net channel info
  2559. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
  2560. net_drawslider "0" // Draw completion slider during signon
  2561. net_droppackets "0" // Drops next n packets on client
  2562. net_dumpeventstats // Dumps out a report of game event network usage
  2563. net_dumptest "0"
  2564. net_fakejitter "0" // Jitter fakelag packet time
  2565. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  2566. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  2567. net_graph "0" // = 3 draws payload legend.
  2568. net_graphheight "64" // Height of netgraph panel
  2569. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  2570. net_graphpos "1"
  2571. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  2572. net_graphshowinterp "1" // Draw the interpolation graph.
  2573. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  2574. net_graphsolid "1"
  2575. net_graphtext "1" // Draw text fields
  2576. net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
  2577. net_maxfilesize "16" // Maximum allowed file size for uploading in MB
  2578. net_maxfragments "1200" // Max fragment bytes per packet
  2579. net_maxroutable "1200" // Requested max packet size before packets are split.
  2580. net_megasnapshot "1"
  2581. net_paranoid "1"
  2582. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
  2583. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
  2584. net_queue_trace "0"
  2585. net_scale "5"
  2586. net_showeventlisteners "0" // Show listening addition/removals
  2587. net_showevents "0" // 2=all).
  2588. net_showfragments "0" // Show netchannel fragments
  2589. net_showpeaks "0" // Show messages for large packets only: <size>
  2590. net_showreliablesounds "0"
  2591. net_showsplits "0" // Show info about packet splits
  2592. net_showtcp "0" // Dump TCP stream summary to console
  2593. net_showudp "0" // Dump UDP packets summary to console
  2594. net_showudp_remoteonly "0" // Dump non-loopback udp only
  2595. net_showusercmd "0" // Show user command encoding
  2596. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  2597. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  2598. net_start // Inits multiplayer network sockets
  2599. net_status // Shows current network status
  2600. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  2601. net_steamcnx_debug "1" // 2 shows all network traffic for steam sockets.
  2602. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
  2603. net_steamcnx_status // Print status of steam connection sockets.
  2604. net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
  2605. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  2606. nextdemo // Play next demo in sequence.
  2607. nextlevel "0" // will change to this map during the next changelevel
  2608. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  2609. noclip_fixup "1"
  2610. notarget // Toggle. Player becomes hidden to NPCs.
  2611. npc_ally_deathmessage "1"
  2612. npc_ammo_deplete // Subtracts half of the targets ammo
  2613. npc_bipass // s
  2614. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
  2615. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
  2616. npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
  2617. npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
  2618. npc_create_equipment "0"
  2619. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
  2620. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
  2621. npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
  2622. npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
  2623. npc_freeze // uses the NPC under the crosshair. Arguments
  2624. npc_freeze_unselected // Freeze all NPCs not selected
  2625. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
  2626. npc_go_do_run "1" // Set whether should run on NPC go
  2627. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
  2628. npc_heal // Heals the target back to full health
  2629. npc_height_adjust "1" // Enable test mode for ik height adjustment
  2630. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
  2631. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
  2632. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
  2633. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
  2634. npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
  2635. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
  2636. npc_sentences "0"
  2637. npc_set_freeze // uses the NPC under the crosshair. Arguments
  2638. npc_set_freeze_unselected // Freeze all NPCs not selected
  2639. npc_speakall // Force the npc to try and speak all their responses
  2640. npc_squads // Obsolete. Replaced by npc_combat
  2641. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
  2642. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
  2643. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
  2644. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
  2645. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
  2646. npc_thinknow // Trigger NPC to think
  2647. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
  2648. npc_vphysics "0"
  2649. old_radiusdamage "0"
  2650. openserverbrowser // Opens server browser
  2651. option_duck_method "1"
  2652. overview_alpha "1" // Overview map translucency.
  2653. overview_health "1" // Show players health in map overview.
  2654. overview_locked "1" // doesnt follow view angle.
  2655. overview_mode // large: <0|1|2>
  2656. overview_names "1" // Show players names in map overview.
  2657. overview_tracks "1" // Show players tracks in map overview.
  2658. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  2659. paintmap_scale "1"
  2660. paint_sample_size "4"
  2661. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  2662. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  2663. particle_sim_alt_cores "2"
  2664. particle_test_attach_attachment "0" // Attachment index for attachment mode
  2665. particle_test_attach_mode "0" // follow_origin
  2666. particle_test_file "0" // Name of the particle system to dynamically spawn
  2667. particle_test_start // particle_test_attach_mode and particl
  2668. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  2669. password "0" // Current server access password
  2670. path // Show the engine filesystem path.
  2671. pause // Toggle the server pause state.
  2672. perfui // Show/hide the level performance tools UI.
  2673. perfvisualbenchmark
  2674. perfvisualbenchmark_abort
  2675. phonemedelay "0" // Phoneme delay to account for sound system latency.
  2676. phonemefilter "0" // Time duration of box filter to pass over phonemes.
  2677. phonemesnap "2" // regardless of duration.
  2678. physicsshadowupdate_render "0"
  2679. physics_budget // Times the cost of each active object
  2680. physics_constraints // Highlights constraint system graph for an entity
  2681. physics_debug_entity // Dumps debug info for an entity
  2682. physics_highlight_active // Turns on the absbox for all active physics objects
  2683. physics_report_active // Lists all active physics objects
  2684. physics_select // Dumps debug info for an entity
  2685. PhysPMC "0"
  2686. phys_enable_query_cache "1"
  2687. phys_impactforcescale "1"
  2688. phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
  2689. phys_pushscale "1"
  2690. phys_speeds "0"
  2691. phys_stressbodyweights "5"
  2692. phys_timescale "1" // Scale time for physics
  2693. phys_upimpactforcescale "0"
  2694. picker // pivot and debugging text is displayed for whatever entity the play
  2695. ping // Display ping to server.
  2696. pingserver // Ping a server for info
  2697. ping_max_green "70"
  2698. ping_max_red "250"
  2699. ping_max_yellow "140"
  2700. pipeline_static_props "1"
  2701. pixelvis_debug // Dump debug info
  2702. play // Play a sound.
  2703. playdemo // Play a recorded demo file (.dem ).
  2704. playerlist // Shows the player list and allows voting
  2705. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  2706. player_old_armor "0"
  2707. playflush // reloading from disk in case of changes.
  2708. playgamesound // Play a sound from the game sounds txt file
  2709. playsoundscape // Forces a soundscape to play
  2710. playvideo // Plays a video: <filename> [width height]
  2711. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  2712. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
  2713. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
  2714. playvol // Play a sound at a specified volume.
  2715. plugin_load // plugin_load <filename> : loads a plugin
  2716. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  2717. plugin_pause_all // pauses all loaded plugins
  2718. plugin_print // Prints details about loaded plugins
  2719. plugin_unload // plugin_unload <index> : unloads a plugin
  2720. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  2721. plugin_unpause_all // unpauses all disabled plugins
  2722. print_colorcorrection // Display the color correction layer information.
  2723. progress_enable
  2724. props_break_max_pieces "50" // Maximum prop breakable piece count (-1 = model default)
  2725. props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
  2726. prop_active_gib_limit "999999"
  2727. prop_active_gib_max_fade_time "999999"
  2728. prop_crosshair // Shows name for prop looking at
  2729. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  2730. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  2731. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  2732. pwatchent "-1" // Entity to watch for prediction system changes.
  2733. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  2734. quit // Exit the engine.
  2735. radialmenu // Opens a radial menu
  2736. ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
  2737. rate "30000" // Max bytes/sec the host can receive data
  2738. rcon // Issue an rcon command.
  2739. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  2740. rcon_password "0" // remote console password.
  2741. recompute_speed // Recomputes clock speed (for debugging purposes).
  2742. record // Record a demo.
  2743. record_tga_interval "1" // How often to save screenshots when using startmovie. A value of 1 will save every frame. A value of 2 will save every other f
  2744. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  2745. reload_materials "0"
  2746. remote_bug // Starts a bug report with data from the currently connected rcon machine
  2747. removeid // Remove a user ID from the ban list.
  2748. removeip // Remove an IP address from the ban list.
  2749. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
  2750. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
  2751. report_entities // Lists all entities
  2752. report_simthinklist // Lists all simulating/thinking entities
  2753. report_soundpatch // reports sound patch count
  2754. report_touchlinks // Lists all touchlinks
  2755. reset_gameconvars // Reset a bunch of game convars to default values
  2756. respawn_entities // Respawn all the entities in the map.
  2757. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  2758. res_restrict_access "0"
  2759. retry // Retry connection to last server.
  2760. room_type "0"
  2761. rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
  2762. rope_collide "1" // Collide rope with the world
  2763. rope_min_pixel_diameter "2"
  2764. rope_rendersolid "1"
  2765. rope_shake "0"
  2766. rope_smooth "1" // Do an antialiasing effect on ropes
  2767. rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
  2768. rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
  2769. rope_smooth_maxalphawidth "1"
  2770. rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
  2771. rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
  2772. rope_solid_maxalpha "1"
  2773. rope_solid_maxwidth "1"
  2774. rope_solid_minalpha "0"
  2775. rope_solid_minwidth "0"
  2776. rope_subdiv "2" // Rope subdivision amount
  2777. rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
  2778. rr_debugresponseconcept "0" // rr_debugresponses will print only responses testing for the specified concept
  2779. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
  2780. rr_debugresponses "0" // it will only show response success/f
  2781. rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
  2782. rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
  2783. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
  2784. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  2785. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
  2786. rr_reloadresponsesystems // Reload all response system scripts.
  2787. rr_remarkables_enabled "0" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
  2788. rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
  2789. rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  2790. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
  2791. r_3dsky "1" // Enable the rendering of 3d sky boxes
  2792. r_AirboatViewDampenDamp "1"
  2793. r_AirboatViewDampenFreq "7"
  2794. r_AirboatViewZHeight "0"
  2795. r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
  2796. r_ambientfactor "5" // Boost ambient cube by no more than this factor
  2797. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
  2798. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  2799. r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
  2800. r_aspectratio "0"
  2801. r_asw_vehicleBrakeRate "1"
  2802. r_asw_vehicleDrawDebug "0"
  2803. r_avglight "1"
  2804. r_avglightmap "0"
  2805. r_bloomtintb "1"
  2806. r_bloomtintexponent "1"
  2807. r_bloomtintg "1"
  2808. r_bloomtintr "1"
  2809. r_cheapwaterend
  2810. r_cheapwaterstart
  2811. r_cleardecals // Usage r_cleardecals <permanent>.
  2812. r_ClipAreaPortals "1"
  2813. r_colorstaticprops "0"
  2814. r_debugcheapwater "0"
  2815. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  2816. r_debug_sequencesets "-2"
  2817. r_decals "512"
  2818. r_decalstaticprops "1" // Decal static props test
  2819. r_decal_cover_count "4"
  2820. r_decal_overlap_area "0"
  2821. r_decal_overlap_count "1"
  2822. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  2823. r_DispBuildable "0"
  2824. r_DispWalkable "0"
  2825. r_dopixelvisibility "1"
  2826. r_drawallrenderables "0" // even ones inside solid leaves.
  2827. r_drawbatchdecals "1" // Render decals batched.
  2828. r_DrawBeams "1" // 2=Wireframe
  2829. r_drawbrushmodels "1" // 2=Wireframe
  2830. r_drawclipbrushes "0" // purple=NPC)
  2831. r_drawdecals "1" // Render decals.
  2832. r_DrawDetailProps "1" // 2=Wireframe
  2833. r_DrawDisp "1" // Toggles rendering of displacment maps
  2834. r_drawentities "1"
  2835. r_drawflecks "1"
  2836. r_drawfuncdetail "1" // Render func_detail
  2837. r_drawleaf "-1" // Draw the specified leaf.
  2838. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  2839. r_drawlightinfo "0"
  2840. r_drawlights "0"
  2841. r_drawmodeldecals "1"
  2842. r_DrawModelLightOrigin "0"
  2843. r_drawmodelstatsoverlay "0"
  2844. r_drawmodelstatsoverlaydistance "500"
  2845. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  2846. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  2847. r_drawopaquerenderables "1"
  2848. r_drawopaqueworld "1"
  2849. r_drawothermodels "1" // 2=Wireframe
  2850. r_drawparticles "1" // Enable/disable particle rendering
  2851. r_drawpixelvisibility "0" // Show the occlusion proxies
  2852. r_DrawPortals "0"
  2853. r_DrawRain "1" // Enable/disable rain rendering.
  2854. r_drawrenderboxes "0"
  2855. r_drawropes "1"
  2856. r_drawskybox "1"
  2857. r_DrawSpecificStaticProp "-1"
  2858. r_drawsprites "1"
  2859. r_drawstaticprops "1" // 2=Wireframe
  2860. r_drawtracers "1"
  2861. r_drawtracers_firstperson "1"
  2862. r_drawtranslucentrenderables "1"
  2863. r_drawtranslucentworld "1"
  2864. r_drawvgui "1" // Enable the rendering of vgui panels
  2865. r_drawviewmodel "1"
  2866. r_drawworld "1" // Render the world.
  2867. r_dscale_basefov "90"
  2868. r_dscale_fardist "2000"
  2869. r_dscale_farscale "4"
  2870. r_dscale_neardist "100"
  2871. r_dscale_nearscale "1"
  2872. r_dynamic "1"
  2873. r_dynamiclighting "1"
  2874. r_emulategl "0"
  2875. r_entityclips "1"
  2876. r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
  2877. r_eyegloss "1"
  2878. r_eyemove "1"
  2879. r_eyes "1"
  2880. r_eyeshift_x "0"
  2881. r_eyeshift_y "0"
  2882. r_eyeshift_z "0"
  2883. r_eyesize "0"
  2884. r_eyewaterepsilon "7"
  2885. r_fade360style "1"
  2886. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  2887. r_fastzreject "0" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
  2888. r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
  2889. r_flashlightambient "0"
  2890. r_flashlightbacktraceoffset "0"
  2891. r_flashlightbrightness "0"
  2892. r_flashlightclip "0"
  2893. r_flashlightconstant "0"
  2894. r_flashlightculldepth "1"
  2895. r_flashlightdepthres "0"
  2896. r_flashlightdepthreshigh "0"
  2897. r_flashlightdepthtexture "0"
  2898. r_flashlightdepth_drawtranslucents "0"
  2899. r_FlashlightDetailProps "1" // 2 = multipass (multipass is PC ONLY)
  2900. r_flashlightdrawclip "0"
  2901. r_flashlightdrawdepth "0"
  2902. r_flashlightdrawfrustum "0"
  2903. r_flashlightdrawfrustumbbox "0"
  2904. r_flashlightdrawsweptbbox "0"
  2905. r_flashlightfar "750"
  2906. r_flashlightfov "53"
  2907. r_flashlightladderdist "40"
  2908. r_flashlightlinear "100"
  2909. r_flashlightlockposition "0"
  2910. r_flashlightmodels "1"
  2911. r_flashlightmuzzleflashfov "120"
  2912. r_flashlightnear "4"
  2913. r_flashlightnearoffsetscale "1"
  2914. r_flashlightnodraw "0"
  2915. r_flashlightoffsetforward "0"
  2916. r_flashlightoffsetright "5"
  2917. r_flashlightoffsetup "-5"
  2918. r_flashlightquadratic "0"
  2919. r_flashlightrender "1"
  2920. r_flashlightrendermodels "1"
  2921. r_flashlightrenderworld "1"
  2922. r_flashlightscissor "1"
  2923. r_flashlightshadowatten "0"
  2924. r_flashlighttracedistcutoff "128"
  2925. r_flashlightupdatedepth "1"
  2926. r_flashlightvisualizetrace "0"
  2927. r_flashlightvolumetrics "1"
  2928. r_flashlight_topdown "0"
  2929. r_flex "1"
  2930. r_flushlod // Flush and reload LODs.
  2931. r_ForceRestore "0"
  2932. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  2933. r_frustumcullworld "1"
  2934. r_glint_alwaysdraw "0"
  2935. r_glint_procedural "0"
  2936. r_hunkalloclightmaps "1"
  2937. r_hwmorph "0"
  2938. r_impacts_alt_orientation "1"
  2939. r_itemblinkmax "0"
  2940. r_itemblinkrate "4"
  2941. r_JeepFOV "90"
  2942. r_JeepViewBlendTo "1"
  2943. r_JeepViewBlendToScale "0"
  2944. r_JeepViewBlendToTime "1"
  2945. r_JeepViewDampenDamp "1"
  2946. r_JeepViewDampenFreq "7"
  2947. r_JeepViewZHeight "10"
  2948. r_jiggle_bones "1"
  2949. r_lightaverage "1" // Activates/deactivate light averaging
  2950. r_lightcachecenter "1"
  2951. r_lightcachemodel "-1"
  2952. r_lightcache_invalidate
  2953. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  2954. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
  2955. r_lightcache_zbuffercache "0"
  2956. r_lightinterp "5" // 0 turns off interpolation
  2957. r_lightmap "-1"
  2958. r_lightstyle "-1"
  2959. r_lightwarpidentity "0"
  2960. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  2961. r_lod "-1"
  2962. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  2963. r_maxdlights "32"
  2964. r_maxmodeldecal "50"
  2965. r_maxnewsamples "6"
  2966. r_maxsampledist "128"
  2967. r_minnewsamples "3"
  2968. r_modelwireframedecal "0"
  2969. r_nohw "0"
  2970. r_norefresh "0"
  2971. r_nosw "0"
  2972. r_novis "0" // Turn off the PVS.
  2973. r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
  2974. r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
  2975. r_occludermincount "0" // no matter how big they are.
  2976. r_occlusion "1" // Activate/deactivate the occlusion system.
  2977. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  2978. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  2979. r_overlayfadeenable "0"
  2980. r_overlayfademax "2000"
  2981. r_overlayfademin "1750"
  2982. r_overlaywireframe "0"
  2983. r_particle_demo "0"
  2984. r_particle_sim_spike_threshold_ms "5"
  2985. r_particle_timescale "1"
  2986. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  2987. r_PhysPropStaticLighting "1"
  2988. r_pixelfog "1"
  2989. r_pixelvisibility_partial "1"
  2990. r_pixelvisibility_spew "0"
  2991. r_pix_recordframes "0"
  2992. r_pix_start "0"
  2993. r_portalscloseall "0"
  2994. r_portalsopenall "0" // Open all portals
  2995. r_PortalTestEnts "1" // Clip entities against portal frustums.
  2996. r_printdecalinfo
  2997. r_proplightingfromdisk "1" // 2=Show Errors
  2998. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  2999. r_propsmaxdist "1200" // Maximum visible distance
  3000. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  3001. r_queued_post_processing "0"
  3002. r_queued_ropes "1"
  3003. 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
  3004. r_RainAllowInSplitScreen "0" // Allows rain in splitscreen
  3005. r_rainalpha "0"
  3006. r_rainalphapow "0"
  3007. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
  3008. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
  3009. r_raindensity "0"
  3010. r_RainHack "0"
  3011. r_rainlength "0"
  3012. r_RainParticleDensity "0" // Density of Particle Rain 0-1
  3013. r_RainProfile "0" // Enable/disable rain profiling.
  3014. r_RainRadius "1500"
  3015. r_RainSideVel "130" // How much sideways velocity rain gets.
  3016. r_RainSimulate "1" // Enable/disable rain simulation.
  3017. r_rainspeed "600"
  3018. r_RainSplashPercentage "20"
  3019. r_rainwidth "0"
  3020. r_randomflex "0"
  3021. r_renderoverlayfragment "1"
  3022. r_rimlight "1"
  3023. r_rootlod "0" // Root LOD
  3024. r_ropetranslucent "1"
  3025. r_screenoverlay // Draw specified material as an overlay
  3026. r_sequence_debug "0"
  3027. r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
  3028. r_shadowangles // Set shadow angles
  3029. r_shadowblobbycutoff // some shadow stuff
  3030. r_shadowcolor // Set shadow color
  3031. r_shadowdir // Set shadow direction
  3032. r_shadowdist // Set shadow distance
  3033. r_shadowfromanyworldlight "0"
  3034. r_shadowfromworldlights "1" // Enable shadowing from world lights
  3035. r_shadowfromworldlights_debug "0"
  3036. r_shadowids "0"
  3037. r_shadowmaxrendered "32"
  3038. r_shadowrendertotexture "1"
  3039. r_shadows "1"
  3040. r_shadows_gamecontrol "-1"
  3041. r_shadows_on_renderables_enable "0" // Support casting RTT shadows onto other renderables
  3042. r_shadowwireframe "0"
  3043. r_shadow_debug_spew "0"
  3044. r_shadow_deferred "0" // Toggle deferred shadow rendering
  3045. r_shadow_deferred_downsample "0" // Toggle low-res deferred shadow rendering
  3046. r_shadow_deferred_simd "0"
  3047. r_shadow_half_update_rate "1" // Updates shadows at half the framerate
  3048. r_shadow_lightpos_lerptime "0"
  3049. r_shadow_shortenfactor "2" // Makes shadows cast from local lights shorter
  3050. r_showenvcubemap "0"
  3051. r_ShowViewerArea "0"
  3052. r_showz_power "1"
  3053. r_skin "0"
  3054. r_skybox "1" // Enable the rendering of sky boxes
  3055. r_slowpathwireframe "0"
  3056. r_snapportal "-1"
  3057. r_SnowColorBlue "200" // Snow.
  3058. r_SnowColorGreen "175" // Snow.
  3059. r_SnowColorRed "150" // Snow.
  3060. r_SnowDebugBox "0" // Snow Debug Boxes.
  3061. r_SnowEnable "1" // Snow Enable
  3062. r_SnowEndAlpha "255" // Snow.
  3063. r_SnowEndSize "0" // Snow.
  3064. r_SnowFallSpeed "1" // Snow fall speed scale.
  3065. r_SnowInsideRadius "256" // Snow.
  3066. r_SnowOutsideRadius "1024" // Snow.
  3067. r_SnowParticles "500" // Snow.
  3068. r_SnowPosScale "1" // Snow.
  3069. r_SnowRayEnable "1" // Snow.
  3070. r_SnowRayLength "8192" // Snow.
  3071. r_SnowRayRadius "256" // Snow.
  3072. r_SnowSpeedScale "1" // Snow.
  3073. r_SnowStartAlpha "25" // Snow.
  3074. r_SnowStartSize "1" // Snow.
  3075. r_SnowWindScale "0" // Snow.
  3076. r_SnowZoomOffset "384" // Snow.
  3077. r_SnowZoomRadius "512" // Snow.
  3078. r_spray_lifetime "10" // Number of rounds player sprays are visible
  3079. r_sse_s "1" // sse ins for particle sphere create
  3080. r_staticlight_streams "1"
  3081. r_staticpropinfo "0"
  3082. r_staticprop_lod "-1"
  3083. r_swingflashlight "1"
  3084. r_teeth "1"
  3085. r_threadeddetailprops "1" // enable threading of detail prop drawing
  3086. r_threaded_particles "1"
  3087. r_threaded_shadow_clip "0"
  3088. r_twopasspaint "1" // HAZARD: Only change this outside a map. Enable two-pass paint method. You will need to reload all materials when changing this
  3089. r_unlimitedrefract "0"
  3090. r_unloadlightmaps "0"
  3091. r_updaterefracttexture "1"
  3092. r_vehicleBrakeRate "1"
  3093. r_VehicleViewClamp "1"
  3094. r_VehicleViewDampen "1"
  3095. r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
  3096. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  3097. r_visualizelighttraces "0"
  3098. r_visualizelighttracesshowfulltrace "0"
  3099. r_visualizeproplightcaching "0"
  3100. r_visualizetraces "0"
  3101. r_WaterDrawReflection "1" // Enable water reflection
  3102. r_WaterDrawRefraction "1" // Enable water refraction
  3103. r_waterforceexpensive "0"
  3104. r_waterforcereflectentities "0"
  3105. r_worldlightmin "0"
  3106. r_worldlights "2" // number of world lights to use per vertex
  3107. r_worldlistcache "1"
  3108. save // Saves current game.
  3109. save_async "1"
  3110. save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
  3111. save_console "0" // Autosave on the PC behaves like it does on the consoles.
  3112. save_disable "0"
  3113. save_finish_async
  3114. save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
  3115. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
  3116. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
  3117. save_noxsave "0"
  3118. save_screenshot "1" // 2 = always
  3119. save_spew "0"
  3120. say // Display player message
  3121. say_team // Display player message to team
  3122. sb_quick_list_bit_field "-1"
  3123. sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
  3124. scene_async_prefetch_spew "0" // Display async .ani file loading info.
  3125. scene_clamplookat "1" // Clamp head turns to a MAX of 20 degrees per think.
  3126. scene_clientflex "1" // Do client side flex animation.
  3127. scene_clientplayback "1" // Play all vcds on the clients.
  3128. scene_flatturn "1"
  3129. scene_flush // Flush all .vcds from the cache and reload from disk.
  3130. scene_forcecombined "0" // force use of combined .wav files even in english.
  3131. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
  3132. scene_playvcd // Play the given VCD as an instanced scripted scene.
  3133. scene_print "0" // print timing and event info to console.
  3134. scene_showfaceto "0" // show the directions of faceto events.
  3135. scene_showlook "0" // show the directions of look events.
  3136. scene_showmoveto "0" // show the end location.
  3137. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  3138. scene_vcdautosave "0" // Create a savegame before VCD playback
  3139. screenshot // Take a screenshot.
  3140. script // Run the text as a script
  3141. script_client // Run the text as a script
  3142. script_debug // Connect the vscript VM to the script debugger
  3143. script_debug_client // Connect the vscript VM to the script debugger
  3144. script_dump_all // Dump the state of the VM to the console
  3145. script_dump_all_client // Dump the state of the VM to the console
  3146. script_execute // Run a vscript file
  3147. script_execute_client // Run a vscript file
  3148. script_help // optionally with a search string
  3149. script_help_client // optionally with a search string
  3150. script_reload_code // replacing existing functions with the functions in the run script
  3151. script_reload_entity_code // replacing existing functions with the functions in the run scripts
  3152. script_reload_think // replacing existing functions with the functions in the run script
  3153. scr_centertime "2"
  3154. sensitivity "3" // Mouse sensitivity.
  3155. servercfgfile "0"
  3156. server_game_time // Gives the game time in seconds (servers curtime)
  3157. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  3158. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  3159. setinfo // Adds a new user info value
  3160. setmaster // add/remove/enable/disable master servers
  3161. setmodel // Changess players model
  3162. setpause // Set the pause state of the server.
  3163. setpos // Move player to specified origin (must have sv_cheats).
  3164. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  3165. setpos_player // Move specified player to specified origin (must have sv_cheats).
  3166. sfm_record_hz "30"
  3167. shake // Shake the screen.
  3168. shake_show "0" // Displays a list of the active screen shakes.
  3169. shake_stop // Stops all active screen shakes.
  3170. shake_testpunch // Test a punch-style screen shake.
  3171. ShootMe // Does DMG_BULLET to marine
  3172. showbudget_texture "0" // Enable the texture budget panel.
  3173. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  3174. showbudget_texture_global_sum "0"
  3175. showcompletemessage // Shows the mission complete message again
  3176. showconsole // Show the console.
  3177. showGameSettings
  3178. showhitlocation "0"
  3179. showinfo // Shows a info panel: <type> <title> <message> [<command>]
  3180. showpanel // Shows a viewport panel <name>
  3181. showparticlecounts "0" // Display number of particles drawn per frame
  3182. showtriggers "0" // Shows trigger brushes
  3183. showtriggers_toggle // Toggle show triggers
  3184. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  3185. skill "1" // Game skill level (1-3).
  3186. sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
  3187. sk_asw_buzzer_health "30" // Health of the buzzer
  3188. sk_asw_buzzer_melee_dmg "15" // Damage caused by buzzer
  3189. sk_asw_buzzer_melee_interval "1" // Min time between causing damage to marines
  3190. sk_asw_buzzer_v2 "1"
  3191. sk_asw_drone_damage "15" // Damage per swipe from the Drone
  3192. sk_asw_shieldbug_damage "25" // Damage per swipe from the shieldbug
  3193. sk_autoaim_mode "1"
  3194. sk_bullseye_health "0"
  3195. sk_gunship_burst_dist "768"
  3196. sk_gunship_burst_min "800"
  3197. sk_gunship_burst_size "15"
  3198. sk_gunship_health_increments "0"
  3199. sk_helicopter_burstcount "12" // the longer the firing is
  3200. sk_helicopter_drone_speed "450" // How fast does the zapper drone move?
  3201. sk_helicopter_firingcone "20" // The angle in degrees of the cone in which the shots will be fired
  3202. sk_helicopter_grenadedamage "25" // The amount of damage the helicopter grenade deals.
  3203. sk_helicopter_grenadeforce "55000" // The physics force that the helicopter grenade exerts.
  3204. sk_helicopter_grenaderadius "275" // The damage radius of the helicopter grenade.
  3205. sk_helicopter_grenade_puntscale "1" // scale its velocity by this much.
  3206. sk_helicopter_health "5600"
  3207. sk_helicopter_num_bombs1 "3"
  3208. sk_helicopter_num_bombs2 "5"
  3209. sk_helicopter_num_bombs3 "5"
  3210. sk_helicopter_roundsperburst "5" // How many shots to fire in a single burst
  3211. sk_max_asw_ag "0"
  3212. sk_max_asw_asg "0"
  3213. sk_max_asw_cs "0"
  3214. sk_max_asw_ext "0"
  3215. sk_max_asw_f "0"
  3216. sk_max_asw_flares "0"
  3217. sk_max_asw_gl "0"
  3218. sk_max_asw_hg "0"
  3219. sk_max_asw_medkit "0"
  3220. sk_max_asw_medsat "0"
  3221. sk_max_asw_medself "0"
  3222. sk_max_asw_mines "0"
  3223. sk_max_asw_ml "0"
  3224. sk_max_asw_p "0"
  3225. sk_max_asw_pdw "0"
  3226. sk_max_asw_r "0"
  3227. sk_max_asw_rg "0"
  3228. sk_max_asw_r_g "0"
  3229. sk_max_asw_sg "0"
  3230. sk_max_asw_sniper "0"
  3231. sk_max_asw_stim "0"
  3232. sk_max_asw_tg "0"
  3233. sk_max_asw_welder "0"
  3234. sk_npc_arm "1"
  3235. sk_npc_chest "1"
  3236. sk_npc_dmg_asw_ag "0"
  3237. sk_npc_dmg_asw_asg "0"
  3238. sk_npc_dmg_asw_cs "0"
  3239. sk_npc_dmg_asw_ext "0"
  3240. sk_npc_dmg_asw_f "0"
  3241. sk_npc_dmg_asw_flares "0"
  3242. sk_npc_dmg_asw_gl "0"
  3243. sk_npc_dmg_asw_hg "0"
  3244. sk_npc_dmg_asw_medkit "0"
  3245. sk_npc_dmg_asw_medsat "0"
  3246. sk_npc_dmg_asw_medself "0"
  3247. sk_npc_dmg_asw_mines "0"
  3248. sk_npc_dmg_asw_ml "0"
  3249. sk_npc_dmg_asw_p "0"
  3250. sk_npc_dmg_asw_pdw "0"
  3251. sk_npc_dmg_asw_r "0"
  3252. sk_npc_dmg_asw_rg "0"
  3253. sk_npc_dmg_asw_r_g "0"
  3254. sk_npc_dmg_asw_sg "0"
  3255. sk_npc_dmg_asw_sniper "0"
  3256. sk_npc_dmg_asw_stim "0"
  3257. sk_npc_dmg_asw_tg "0"
  3258. sk_npc_dmg_asw_welder "0"
  3259. sk_npc_dmg_helicopter "6" // Damage helicopter shots deal to everything but the player
  3260. sk_npc_dmg_helicopter_to_plr "3" // Damage helicopter shots deal to the player
  3261. sk_npc_head "2"
  3262. sk_npc_leg "1"
  3263. sk_npc_stomach "1"
  3264. sk_player_arm "1"
  3265. sk_player_chest "1"
  3266. sk_player_head "2"
  3267. sk_player_leg "1"
  3268. sk_player_stomach "1"
  3269. sk_plr_dmg_asw_ag "0"
  3270. sk_plr_dmg_asw_asg "0"
  3271. sk_plr_dmg_asw_cs "0"
  3272. sk_plr_dmg_asw_ext "0"
  3273. sk_plr_dmg_asw_f "0"
  3274. sk_plr_dmg_asw_flares "0"
  3275. sk_plr_dmg_asw_medkit "0"
  3276. sk_plr_dmg_asw_medsat "0"
  3277. sk_plr_dmg_asw_medself "0"
  3278. sk_plr_dmg_asw_mines "0"
  3279. sk_plr_dmg_asw_ml "0"
  3280. sk_plr_dmg_asw_p "0"
  3281. sk_plr_dmg_asw_pdw "0"
  3282. sk_plr_dmg_asw_r "0"
  3283. sk_plr_dmg_asw_rg "0"
  3284. sk_plr_dmg_asw_r_g "0"
  3285. sk_plr_dmg_asw_sg "0"
  3286. sk_plr_dmg_asw_stim "0"
  3287. sk_plr_dmg_asw_tg "0"
  3288. sk_plr_dmg_asw_welder "0"
  3289. slot0
  3290. slot1
  3291. slot10
  3292. slot2
  3293. slot3
  3294. slot4
  3295. slot5
  3296. slot6
  3297. slot7
  3298. slot8
  3299. slot9
  3300. smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
  3301. snapto
  3302. sndplaydelay
  3303. snd_async_flush // Flush all unlocked async audio data
  3304. snd_async_fullyasync "1" // All playback is fully async (sound doesnt play until data arrives).
  3305. snd_async_minsize "262144"
  3306. snd_async_showmem // Show async memory stats
  3307. snd_async_showmem_music // Show async memory stats for just non-streamed music
  3308. snd_async_showmem_summary // Show brief async memory stats
  3309. snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
  3310. snd_async_stream_fail "0" // Spew stream pool failures.
  3311. snd_async_stream_spew "0" // 2=buffers
  3312. snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
  3313. snd_debug_gaincurve "0" // Visualize sound gain fall off
  3314. snd_debug_gaincurvevol "1" // Visualize sound gain fall off
  3315. snd_defer_trace "1"
  3316. snd_delay_sound_shift "0"
  3317. snd_disable_mixer_duck "0"
  3318. snd_disable_mixer_solo "0"
  3319. snd_duckerattacktime "0"
  3320. snd_duckerreleasetime "2"
  3321. snd_duckerthreshold "0"
  3322. snd_ducktovolume "1"
  3323. snd_dumpclientsounds // Dump sounds to console
  3324. snd_dump_filepaths
  3325. snd_dvar_dist_max "3000" // Play full far sound at this distance
  3326. snd_dvar_dist_min "480" // Play full near sound at this distance
  3327. snd_filter "0"
  3328. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
  3329. snd_gain "1"
  3330. snd_gain_max "1"
  3331. snd_gain_min "0"
  3332. snd_getmixer // Get data related to mix group matching string
  3333. snd_legacy_surround "0"
  3334. snd_list "0"
  3335. snd_list_mixers // List all mixers to dev console.
  3336. snd_list_mix_groups // List all mix groups to dev console.
  3337. snd_lockpartial "1"
  3338. snd_max_same_sounds "4"
  3339. snd_max_same_weapon_sounds "3"
  3340. snd_mergemethod "1" // 2 == avg).
  3341. snd_mixahead "0"
  3342. snd_mixer_master_dsp "1"
  3343. snd_mixer_master_level "1"
  3344. snd_mix_async "0"
  3345. snd_mix_minframetime "0"
  3346. snd_moviefix "1" // Defer sound recording until next tick when laying off movies.
  3347. snd_musicvolume "0" // Music volume
  3348. snd_noextraupdate "0"
  3349. snd_obscured_gain_dB "-2"
  3350. snd_pitchquality "1"
  3351. snd_playsounds // Play sounds from the game sounds txt file at a given location
  3352. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  3353. snd_pre_gain_dist_falloff "1"
  3354. snd_profile "0"
  3355. snd_rebuildaudiocache // rebuild audio cache for current language
  3356. snd_refdb "60" // Reference dB at snd_refdist
  3357. snd_refdist "36" // Reference distance for snd_refdb
  3358. snd_restart // Restart sound system.
  3359. snd_setmixer // solo.
  3360. snd_setmixlayer // solo.
  3361. snd_setmixlayer_amount // Set named mix layer mix amount.
  3362. snd_setsoundparam // Set a sound paramater
  3363. snd_show "0" // Show sounds info
  3364. snd_showclassname "0"
  3365. snd_showmixer "0"
  3366. snd_showstart "0"
  3367. snd_ShowThreadFrameTime "0"
  3368. snd_soundmixer "0"
  3369. snd_soundmixer_flush // Reload soundmixers.txt file.
  3370. snd_soundmixer_parse_debug "0"
  3371. snd_soundmixer_version "2"
  3372. snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
  3373. snd_store_filepaths "0"
  3374. snd_surround_speakers "0"
  3375. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  3376. snd_visualize "0" // Show sounds location in world
  3377. snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
  3378. snd_vox_globaltimeout "300"
  3379. snd_vox_sectimetout "300"
  3380. snd_vox_seqtimetout "300"
  3381. snd_writemanifest // outputs the precache manifest for the current level
  3382. soundfade // Fade client volume.
  3383. soundinfo // Describe the current sound device.
  3384. soundlist // List all known sounds.
  3385. soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
  3386. soundscape_debug "0" // red lines show soundscapes that ar
  3387. soundscape_dumpclient // Dumps the clients soundscape data.
  3388. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  3389. soundscape_flush // Flushes the server & client side soundscapes
  3390. soundscape_message "0"
  3391. soundscape_radius_debug "0" // Prints current volume of radius sounds
  3392. speak // Play a constructed sentence.
  3393. spec_autodirector "1" // Auto-director chooses best view modes while spectating
  3394. spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  3395. spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  3396. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
  3397. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  3398. spec_mode // Set spectator mode
  3399. spec_next // Spectate next player
  3400. spec_player // Spectate player by name
  3401. spec_pos // dump position and angles to the console
  3402. spec_prev // Spectate previous player
  3403. spec_scoreboard "0"
  3404. spec_track "0" // Tracks an entity in spec mode
  3405. spike // generates a fake spike
  3406. ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
  3407. ss_map // Start playing on specified map with max allowed splitscreen players.
  3408. ss_splitmode "0" // 2 - vertical (only allowed in widescr
  3409. ss_verticalsplit "1" // use ss_splitmode instead).
  3410. ss_voice_hearpartner "0" // Route voice between splitscreen players on same system.
  3411. startdemos // Play demos in demo sequence.
  3412. startmovie // Start recording movie frames.
  3413. startupmenu // and were not in developer
  3414. star_memory // Dump memory stats
  3415. stats // Prints server performance variables
  3416. status // Display map and connection status.
  3417. step_spline "0"
  3418. stop // Finish recording demo.
  3419. stopdemo // Stop playing back a demo.
  3420. stopsound
  3421. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  3422. stopvideos // Stops all videos playing to the screen
  3423. stringtabledictionary // Create dictionary for current strings.
  3424. stringtable_alwaysrebuilddictionaries "0" // Rebuild dictionary file on every level load
  3425. stringtable_usedictionaries "1" // Use dictionaries for string table networking
  3426. stuck // Teleports marine to the nearest free node
  3427. studio_queue_mode "1"
  3428. stuffcmds // Parses and stuffs command line + commands to command buffer.
  3429. suitvolume "0"
  3430. surfaceprop // Reports the surface properties at the cursor
  3431. sv_allchat "1" // no death restrictions
  3432. sv_allowdownload "1" // Allow clients to download files
  3433. sv_allowupload "1" // Allow clients to upload customizations files
  3434. sv_allow_lobby_connect_only "1" // may not connect directly.
  3435. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  3436. sv_alltalk "0" // no team restrictions
  3437. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  3438. sv_always_full_flush "0"
  3439. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
  3440. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
  3441. sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
  3442. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
  3443. sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
  3444. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
  3445. sv_cheats "0" // Allow cheats on server
  3446. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  3447. sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
  3448. sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
  3449. sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
  3450. sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
  3451. sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  3452. sv_consistency "1" // Whether the server enforces file consistency for critical files
  3453. sv_contact "0" // Contact email for server sysop
  3454. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
  3455. sv_debugtempentities "0" // Show temp entity bandwidth usage.
  3456. sv_debug_player_use "0" // Green box=radius success
  3457. sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
  3458. sv_deltatime "0" // Enable profiling of CalcDelta calls
  3459. sv_downloadurl "0" // Location from which clients can download missing files
  3460. sv_dumpstringtables "0"
  3461. sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
  3462. sv_extra_client_connect_time "15" // Seconds after client connect during which extra frames are buffered to prevent non-deltad update
  3463. sv_filterban "1" // Set packet filtering by IP mode
  3464. sv_findsoundname // Find sound names which reference the specified wave files.
  3465. sv_forcepreload "0" // Force server side preloading.
  3466. sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
  3467. sv_gravity "800" // World gravity.
  3468. sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
  3469. sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
  3470. sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
  3471. sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
  3472. sv_infinite_ammo "0" // Players active weapon will never run out of ammo
  3473. sv_lagcompensationforcerestore "1" // just do it.
  3474. sv_lan "0" // no non-class C addresses )
  3475. sv_logbans "0" // Log server bans in the server logs.
  3476. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
  3477. sv_logdownloadlist "0"
  3478. sv_logecho "1" // Echo log information to the console.
  3479. sv_logfile "1" // Log server information in the log file.
  3480. sv_logflush "0" // Flush the log file to disk on each write (slow).
  3481. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  3482. sv_log_onefile "0" // Log server information to only one file.
  3483. sv_massreport "0"
  3484. sv_master_legacy_mode "0" // Use (outside-of-Steam) code to communicate with master servers.
  3485. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
  3486. sv_maxclientframes "128"
  3487. sv_maxcmdrate "40" // this sets the maximum value for cl_cmdrate.
  3488. sv_maxrate "0" // 0 == unlimited
  3489. sv_maxreplay "0" // Maximum replay time in seconds
  3490. sv_maxroutable "1200" // Server upper bound on net_maxroutable that a client can use.
  3491. sv_maxupdaterate "60" // Maximum updates per second that the server will allow
  3492. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
  3493. sv_max_queries_sec_global "60" // Maximum queries per second to respond to from anywhere.
  3494. sv_max_queries_window "30" // Window over which to average queries per second averages.
  3495. sv_memlimit "0" // the server will exit.
  3496. sv_mincmdrate "0" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  3497. sv_minrate "5000" // 0 == unlimited
  3498. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  3499. sv_multiplayer_maxtempentities "32"
  3500. sv_multiplayer_sounds "20"
  3501. sv_new_delta_bits "1"
  3502. sv_noclipaccelerate "5"
  3503. sv_noclipduringpause "0" // etc.).
  3504. sv_noclipspeed "5"
  3505. sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
  3506. sv_parallel_packentities "1"
  3507. sv_parallel_sendsnapshot "1"
  3508. sv_password "0" // Server password for entry into multiplayer games
  3509. sv_pausable "0" // Is the server pausable.
  3510. sv_playerperfhistorycount "20" // Number of samples to maintain in player perf history
  3511. sv_precacheinfo // Show precache info.
  3512. sv_pure // Show user data.
  3513. sv_pure_kick_clients "1" // it will issue a warning to the client.
  3514. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  3515. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  3516. sv_querycache_stats // Display status of the query cache (client only)
  3517. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
  3518. sv_rcon_log "1" // Enable/disable rcon logging.
  3519. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
  3520. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  3521. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
  3522. sv_regeneration_force_on "0" // Cheat to test regenerative health systems
  3523. sv_regeneration_wait_time "1"
  3524. sv_region "-1" // The region of the world to report this server in.
  3525. sv_reservation_grace "5" // Time in seconds given for a lobby reservation.
  3526. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
  3527. sv_script_think_interval "0"
  3528. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
  3529. sv_search_team_key "0" // set this key to match with known opponents team
  3530. sv_showhitboxes "-1" // use on listen server only).
  3531. sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
  3532. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  3533. sv_showtags // Describe current gametags.
  3534. sv_shutdown // Sets the server to shutdown when all games have completed
  3535. sv_skyname "0" // Current name of the skybox texture
  3536. sv_soundemitter_filecheck // Report missing wave files for sounds and game_sounds files.
  3537. sv_soundemitter_flush // Flushes the sounds.txt system (server only)
  3538. sv_soundemitter_spew // Print details about a sound.
  3539. sv_soundemitter_trace "-1" // 0 = for eve
  3540. sv_soundscape_printdebuginfo // print soundscapes
  3541. sv_sound_discardextraunreliable "1"
  3542. sv_specaccelerate "5"
  3543. sv_specnoclip "1"
  3544. sv_specspeed "3"
  3545. sv_stats "1" // Collect CPU usage stats
  3546. 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
  3547. sv_steamgroup_exclusive "0" // public people will be able to join the ser
  3548. sv_stickysprint_default "0"
  3549. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
  3550. sv_sync_client_updates "0" // (Only used when hosting xbox games). Send clients updates at the same time. This saves CPU because the server will encode and c
  3551. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  3552. sv_teststepsimulation "1"
  3553. sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu
  3554. sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
  3555. sv_threaded_init "0"
  3556. sv_timeout "65" // the client is dropped
  3557. sv_timeout_when_fully_connected "30" // player will be kicked if he doesnt send a network message within this interval.
  3558. sv_turbophysics "0" // Turns on turbo physics
  3559. sv_unlag_alien_projectiles "1" // server will rewind time based on a players ping when doing ranger projectile collision vs marines.
  3560. sv_unlockedchapters "1" // Highest unlocked game chapter.
  3561. sv_vehicle_autoaim_scale "8"
  3562. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  3563. sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
  3564. sv_voiceenable "1"
  3565. sv_vote_kick_ban_duration "5" // How long should a kick vote ban someone from the server? (in minutes)
  3566. sys_minidumpexpandedspew "0"
  3567. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  3568. template_debug "0"
  3569. testhudanim // Test a hud element animation. Arguments: <anim name>
  3570. testscript_debug "0" // Debug test scripts.
  3571. Test_CreateEntity
  3572. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  3573. Test_EHandle
  3574. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  3575. test_freezeframe // Test the freeze frame code.
  3576. Test_InitRandomEntitySpawner
  3577. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  3578. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  3579. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  3580. test_outtro_stats
  3581. Test_ProxyToggle_EnableProxy
  3582. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  3583. Test_ProxyToggle_SetValue
  3584. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  3585. Test_RandomizeInPVS
  3586. Test_RandomPlayerPosition
  3587. Test_RemoveAllRandomEntities
  3588. Test_RunFrame
  3589. Test_SendKey
  3590. Test_SpawnRandomEntities
  3591. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  3592. Test_StartScript // Start a test script running..
  3593. Test_Wait
  3594. Test_WaitForCheckPoint
  3595. texture_budget_background_alpha "128" // how translucent the budget panel is
  3596. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  3597. texture_budget_panel_global "0" // Show global times in the texture budget panel.
  3598. texture_budget_panel_height "284" // height in pixels of the budget panel
  3599. texture_budget_panel_width "512" // width in pixels of the budget panel
  3600. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  3601. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  3602. tf_arena_max_streak "5" // Teams will be scrambled if one team reaches this streak
  3603. tf_arena_preround_time "10" // Length of the Pre-Round time
  3604. tf_escort_score_rate "1" // in points per second
  3605. think_limit "15" // warning is printed if this is exceeded.
  3606. thirdperson // Switch to thirdperson camera.
  3607. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
  3608. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  3609. thirdperson_platformer "0" // Player will aim in the direction they are moving.
  3610. thirdperson_screenspace "0" // eg: left means screen-left
  3611. threadpool_affinity "1" // Enable setting affinity
  3612. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  3613. threadpool_reserve "0" // Consume the specified number of threads in the thread pool
  3614. threadpool_run_tests
  3615. thread_test_tslist
  3616. thread_test_tsqueue
  3617. tilegen_break_on_iteration "-1" // tilegen will break at the start of iteration #N if a debugger is attached.
  3618. tilegen_preprocess_mission "0" // tilegen will dump the pre-processed mission file to preprocess_mission.txt.
  3619. tilegen_retry_count "20" // The number of level generation retries to attempt after which tilegen will give up.
  3620. tilegen_use_instancing "0"
  3621. timedemo // Play a demo and report performance info.
  3622. timedemoquit // and then exit
  3623. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  3624. timerefresh // Profile the renderer.
  3625. tir_maxpitch "15" // TrackIR Max Pitch
  3626. tir_maxroll "90" // TrackIR Max Roll
  3627. tir_maxx "4" // TrackIR Max X
  3628. tir_maxy "6" // TrackIR Max Y
  3629. tir_maxyaw "90" // TrackIR Max Yaw
  3630. tir_maxz "1" // TrackIR Max Z
  3631. tir_start "0" // TrackIR Start
  3632. tir_stop "0" // TrackIR Stop
  3633. toggle // or cycles through a set of values.
  3634. toggleconsole // Show/hide the console.
  3635. toolload // Load a tool.
  3636. toolunload // Unload a tool.
  3637. tracer_extra "1"
  3638. trace_report "0"
  3639. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  3640. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  3641. tv_autorecord "0" // Automatically records all games as SourceTV demos.
  3642. tv_autoretry "1" // Relay proxies retry connection after network timeout
  3643. tv_chatgroupsize "0" // Set the default chat group size
  3644. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  3645. tv_clients // Shows list of connected SourceTV clients.
  3646. tv_debug "0" // SourceTV debug info.
  3647. tv_delay "30" // SourceTV broadcast delay in seconds
  3648. tv_delaymapchange "0" // Delays map change until broadcast is complete
  3649. tv_deltacache "2" // Enable delta entity bit stream cache
  3650. tv_dispatchmode "1" // 2=always
  3651. tv_enable "0" // Activates SourceTV on server.
  3652. tv_maxclients "128" // Maximum client number on SourceTV server.
  3653. tv_maxrate "8000" // 0 == unlimited
  3654. tv_msg // Send a screen message to all clients.
  3655. tv_name "0" // SourceTV host name
  3656. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  3657. tv_overridemaster "0" // Overrides the SourceTV master root address.
  3658. tv_password "0" // SourceTV password for all clients
  3659. tv_port "27020" // Host SourceTV port
  3660. tv_record // Starts SourceTV demo recording.
  3661. tv_relay // Connect to SourceTV server and relay broadcast.
  3662. tv_relaypassword "0" // SourceTV password for relay proxies
  3663. tv_relayvoice "1" // 1=on
  3664. tv_retry // Reconnects the SourceTV relay proxy.
  3665. tv_snapshotrate "16" // Snapshots broadcasted per second
  3666. tv_status // Show SourceTV server status.
  3667. tv_stop // Stops the SourceTV broadcast.
  3668. tv_stoprecord // Stops SourceTV demo recording.
  3669. tv_timeout "30" // SourceTV connection timeout in seconds.
  3670. tv_title "0" // Set title for SourceTV spectator UI
  3671. tv_transmitall "0" // Transmit all entities (not only director view)
  3672. ui_gameui_debug "0"
  3673. ui_gameui_modal "1" // the game UI pages will take modal input focus.
  3674. ui_play_online_browser "1" // Whether play online displays a browser or plain search dialog.
  3675. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  3676. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  3677. ui_public_lobby_filter_campaign "0" // Filter type for campaigns on the public lobby display
  3678. ui_public_lobby_filter_difficulty2 "0" // Filter type for difficulty on the public lobby display
  3679. ui_public_lobby_filter_onslaught "0" // Filter type for Onslaught mode on the public lobby display
  3680. ui_public_lobby_filter_status "0" // Filter type for game status on the public lobby display
  3681. ui_reloadscheme // Reloads the resource files for the active UI window
  3682. ui_start_dlc_time_corrupt "300"
  3683. ui_start_dlc_time_loaded "150"
  3684. ui_start_dlc_time_pump "30"
  3685. ui_volume_max "1"
  3686. unbind // Unbind a key.
  3687. unbindall // Unbind all keys.
  3688. unload_all_addons // Reloads the search paths for game addons.
  3689. unpause // Unpause the game.
  3690. update_addon_paths // Reloads the search paths for game addons.
  3691. use // Use a particular weapon Arguments: <weapon_name>
  3692. user // Show user data.
  3693. users // Show user info for players on server.
  3694. vcollide_wireframe "0" // Render physics collision models in wireframe
  3695. vehicle_flushscript // Flush and reload all vehicle scripts
  3696. version // Print version info string.
  3697. vgui_drawfocus "0" // Report which panel is under the mouse.
  3698. vgui_drawkeyfocus "0" // Report which panel has keyboard focus.
  3699. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  3700. vgui_drawtree_bounds "0" // Show panel bounds.
  3701. vgui_drawtree_clear
  3702. vgui_drawtree_draw_selected "0" // Highlight the selected panel
  3703. vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
  3704. vgui_drawtree_hidden "0" // Draw the hidden panels.
  3705. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
  3706. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
  3707. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
  3708. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
  3709. vgui_drawtree_scheme "0" // Show scheme file for each panel
  3710. vgui_drawtree_visible "1" // Draw the visible panels.
  3711. vgui_dump_panels // vgui_dump_panels [visible]
  3712. vgui_spew_fonts
  3713. vgui_togglepanel // show/hide vgui panel by name.
  3714. viewanim_addkeyframe
  3715. viewanim_create // viewanim_create
  3716. viewanim_load // load animation from file
  3717. viewanim_reset // reset view angles!
  3718. viewanim_save // Save current animation to file
  3719. viewanim_test // test view animation
  3720. viewmodel_fov "54"
  3721. viewmodel_offset_x "0"
  3722. viewmodel_offset_y "0"
  3723. viewmodel_offset_z "0"
  3724. violence_ablood "1" // Draw alien blood
  3725. violence_agibs "1" // Show alien gib entities
  3726. violence_hblood "1" // Draw human blood
  3727. violence_hgibs "1" // Show human gib entities
  3728. vismon_poll_frequency "0"
  3729. vismon_trace_limit "12"
  3730. vis_force "0"
  3731. vm_debug "0"
  3732. vm_draw_always "0"
  3733. voicerecord_toggle
  3734. voice_all_icons "0" // Draw all players voice icons
  3735. voice_avggain "0"
  3736. voice_clientdebug "0"
  3737. voice_debugfeedback "0"
  3738. voice_debugfeedbackfrom "0"
  3739. voice_enable "1" // Toggle voice transmit and receive.
  3740. voice_fadeouttime "0"
  3741. voice_forcemicrecord "1"
  3742. voice_head_icon_height "20" // Voice icons are this many inches over player eye positions
  3743. voice_head_icon_size "6" // Size of voice icon over player heads in inches
  3744. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  3745. voice_local_icon "0" // Draw local players voice icon
  3746. voice_loopback "0"
  3747. voice_maxgain "10"
  3748. voice_menu_1 // Opens voice menu 1
  3749. voice_menu_2 // Opens voice menu 2
  3750. voice_menu_3 // Opens voice menu 3
  3751. voice_minimum_gain "0"
  3752. voice_mixer_boost "0"
  3753. voice_mixer_mute "0"
  3754. voice_mixer_volume "1"
  3755. voice_modenable "1" // Enable/disable voice in this mod.
  3756. voice_mute // Mute a specific Steam user
  3757. voice_overdrive "1"
  3758. voice_overdrivefadetime "0"
  3759. voice_player_speaking_delay_threshold "0"
  3760. voice_profile "0"
  3761. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  3762. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  3763. voice_scale "1"
  3764. voice_serverdebug "0"
  3765. voice_showchannels "0"
  3766. voice_showincoming "0"
  3767. voice_show_mute // Show whether current players are muted.
  3768. voice_steal "2"
  3769. voice_threshold "2000"
  3770. voice_thresold_delay "0"
  3771. voice_unmute // or `all` to unmute all connected players.
  3772. voice_vox "0" // Voice chat uses a vox-style always on
  3773. voice_writevoices "0" // Saves each speakers voice data into separate .wav files
  3774. voice_xsend_debug "0"
  3775. volume "0" // Sound volume
  3776. voxeltree_box // Vector(max)>.
  3777. voxeltree_playerview // View entities in the voxel-tree at the player position.
  3778. voxeltree_sphere // float(radius)>.
  3779. voxeltree_view // View entities in the voxel-tree.
  3780. vox_reload // Reload sentences.txt file
  3781. vphysics_threadmode "1"
  3782. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  3783. vpk_download // Download a VPK file. Usage: vpk_download [url]
  3784. vprof // Toggle VProf profiler
  3785. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  3786. vprof_cachemiss // Toggle VProf cache miss checking
  3787. vprof_cachemiss_off // Turn off VProf cache miss checking
  3788. vprof_cachemiss_on // Turn on VProf cache miss checking
  3789. vprof_child
  3790. vprof_collapse_all // Collapse the whole vprof tree
  3791. vprof_counters "0"
  3792. vprof_counters_show_minmax "0"
  3793. vprof_dump_counters // Dump vprof counters to the console
  3794. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  3795. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
  3796. vprof_dump_spikes "0" // negative to reset after dump
  3797. vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
  3798. vprof_dump_spikes_hiearchy "0" // Set to 1 to get a hierarchy report whith vprof_dump_spikes
  3799. vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
  3800. vprof_dump_spikes_terse "0" // Whether to use most terse output
  3801. vprof_expand_all // Expand the whole vprof tree
  3802. vprof_expand_group // Expand a budget group in the vprof tree by name
  3803. vprof_generate_report // Generate a report to the console.
  3804. vprof_generate_report_AI // Generate a report to the console.
  3805. vprof_generate_report_AI_only // Generate a report to the console.
  3806. vprof_generate_report_budget // Generate a report to the console based on budget group.
  3807. vprof_generate_report_hierarchy // Generate a report to the console.
  3808. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  3809. vprof_generate_report_map_load // Generate a report to the console.
  3810. vprof_graph "0" // Draw the vprof graph.
  3811. vprof_graphheight "256"
  3812. vprof_graphwidth "512"
  3813. vprof_nextsibling
  3814. vprof_off // Turn off VProf profiler
  3815. vprof_on // Turn on VProf profiler
  3816. vprof_parent
  3817. vprof_playback_average // Average the next N frames.
  3818. vprof_playback_start // Start playing back a recorded .vprof file.
  3819. vprof_playback_step // step to the next tick.
  3820. vprof_playback_stepback // step to the previous tick.
  3821. vprof_playback_stop // Stop playing back a recorded .vprof file.
  3822. vprof_prevsibling
  3823. vprof_record_start // Start recording vprof data for playback later.
  3824. vprof_record_stop // Stop recording vprof data
  3825. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  3826. vprof_remote_stop // Stop an existing remote VProf data request
  3827. vprof_reset // Reset the stats in VProf profiler
  3828. vprof_reset_peaks // Reset just the peak time in VProf profiler
  3829. vprof_scope "0" // Set a specific scope to start showing vprof tree
  3830. vprof_scope_entity_gamephys "0"
  3831. vprof_scope_entity_thinks "0"
  3832. vprof_server_spike_threshold "999"
  3833. vprof_server_thread "0"
  3834. vprof_think_limit "0"
  3835. vprof_to_csv // Convert a recorded .vprof file to .csv.
  3836. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  3837. vprof_verbose "1" // Set to one to show average and peak times
  3838. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  3839. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  3840. vtune // Controls VTunes sampling.
  3841. v_centermove "0"
  3842. v_centerspeed "500"
  3843. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
  3844. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
  3845. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
  3846. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
  3847. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  3848. wc_destroy_undo // When in WC edit mode restores the last deleted node
  3849. wc_edit_emitter // this lets you modify a generic particle emitter
  3850. wc_link_edit
  3851. weapon_showproficiency "0"
  3852. windows_speaker_config "1"
  3853. wipe_nav_attributes // Clear all nav attributes of selected area.
  3854. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  3855. writeip // Save the ban list to banned_ip.cfg.
  3856. x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  3857. xbox_autothrottle "1"
  3858. xbox_steering_deadzone "0"
  3859. xbox_throttlebias "100"
  3860. xbox_throttlespoof "200"
  3861. xc_crouch_debounce "0"
  3862. xload // Load a saved game from a 360 storage device.
  3863. xlook
  3864. xmove
  3865. xsave // Saves current game to a 360 storage device.
  3866. zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  3867. z_ragdoll_impact_strength "500"
  3868. _autosave // Autosave
  3869. _autosavedangerous // AutoSaveDangerous
  3870. _bugreporter_restart // Restarts bug reporter .dll
  3871. _fov "0" // Automates fov command to server.
  3872. _record // Record a demo incrementally.
  3873. _resetgamestats // Erases current game stats and writes out a blank stats file
  3874. _restart // Shutdown and restart the engine.