3087 console commands for Left 4 Dead 2
Last uploaded configs:
Last comented command:
- +alt1
- +alt2
- +attack
- +attack2
- +back
- +break
- +camdistance
- +camin
- +cammousemove
- +camout
- +campitchdown
- +campitchup
- +camyawleft
- +camyawright
- +commandermousemove
- +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
- +duck
- +forward
- +graph
- +grenade1
- +grenade2
- +invaction
- +jlook
- +jump
- +klook
- +left
- +lookdown
- +lookspin
- +lookup
- +mat_texture_list
- +menuAccept
- +menuDown
- +menuUp
- +mouse_menu // Opens a menu while held
- +movedown
- +moveleft
- +moveright
- +moveup
- +posedebug // Turn on pose debugger or add ents to pose debugger UI
- +reload
- +right
- +score
- +showbudget
- +showbudget_texture
- +showbudget_texture_global
- +showscores
- +showvprof
- +speed
- +strafe
- +use
- +vgui_drawtree
- +voicerecord
- +walk
- +zoom
- -alt1
- -alt2
- -attack
- -attack2
- -back
- -break
- -camdistance
- -camin
- -cammousemove
- -camout
- -campitchdown
- -campitchup
- -camyawleft
- -camyawright
- -commandermousemove
- -demoui2 // Send the advanced demo player UI (demoui2) to background.
- -duck
- -forward
- -graph
- -grenade1
- -grenade2
- -invaction
- -jlook
- -jump
- -klook
- -left
- -lookdown
- -lookspin
- -lookup
- -mat_texture_list
- -menuAccept
- -menuDown
- -menuUp
- -mouse_menu // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
- -movedown
- -moveleft
- -moveright
- -moveup
- -posedebug // Turn off pose debugger or hide ents from pose debugger UI
- -reload
- -right
- -score
- -showbudget
- -showbudget_texture
- -showbudget_texture_global
- -showscores
- -showvprof
- -speed
- -strafe
- -use
- -vgui_drawtree
- -voicerecord
- -walk
- -zoom
- achievement_debug "0" // Turn on achievement debug msgs.
- achievement_disable "0" // Turn off achievements.
- action_progress_reset_interval "1"
- addip // Add an IP address to the ban list.
- adrenaline_backpack_speedup "0" // Percent of normal backpack item use duration to use when affected by Adrenaline
- adrenaline_duration "15"
- adrenaline_health_buffer "25"
- adrenaline_revive_speedup "0" // Percent of normal revive duration to use when affected by Adrenaline
- adrenaline_run_speed "260"
- adsp_debug "0"
- air_density // Changes the density of air for drag computations.
- ai_debug_los "0" // itl
- ai_debug_shoot_positions "0"
- ai_talk_idle_enabled "1" // Set to 0 to disable TLK_IDLEs on survivors
- alias // Alias a command.
- allow_weapon_fire_to_use "0"
- ammo_pack_use_duration "3"
- anim_showmainactivity "0" // and/or sprint activities.
- askconnect_accept // Accept a redirect request by the server.
- async_resume
- async_suspend
- audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
- autosave // Autosave
- autosavedangerous // AutoSaveDangerous
- autosavedangerousissafe
- banid // Add a user ID to the ban list.
- banip // Add an IP address to the ban list.
- benchframe // Takes a snapshot of a particular frame in a time demo.
- bench_end // Ends gathering of info.
- bench_start // Starts gathering of info. Arguments: filename to write results into
- bench_upload // Uploads most recent benchmark stats to the Valve servers.
- bind // Bind a key.
- BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
- blackbox_dump // Dump the contents of the blackbox
- blackbox_record // Record an entry into the blackbox
- boomer_exposed_time_tolerance "1" // How long an out-of-range Boomer will tolerate being visible before fleeing
- boomer_leaker_chance "0"
- boomer_pz_claw_dmg "4" // Amount of damage done by a PZ boomers regular melee attack
- boomer_vomit_delay "1" // How long the Boomer waits before he vomits on his target on Normal difficulty
- bot_crouch "0"
- bot_freeze "0"
- bot_mimic "0"
- bot_mimic_spec_buttons "1" // +jump etc are used for spectator control instead of being passed on to spectated bot
- bot_mimic_yaw_offset "180"
- box // Draw a debug box.
- buddha "0" // Survivors take damage but wont die
- budget_averages_window "30" // number of frames to look at when figuring out average frametimes
- budget_background_alpha "128" // how translucent the budget panel is
- budget_bargraph_background_alpha "128" // how translucent the budget panel is
- budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
- 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
- budget_history_range_ms "66" // budget history range in milliseconds
- budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- budget_panel_height "384" // height in pixels of the budget panel
- budget_panel_width "512" // width in pixels of the budget panel
- budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
- budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
- budget_show_averages "0" // enable/disable averages in the budget panel
- budget_show_history "1" // turn history graph off and on. . good to turn off on low end
- budget_show_peaks "1" // enable/disable peaks in the budget panel
- budget_toggle_group // Turn a budget group on/off
- bug // Show the bug reporting UI.
- bugreporter_uploadasync "0" // Upload attachments asynchronously
- bugreporter_username "0" // Username to use for bugreporter
- bug_swap // Automatically swaps the current weapon for the bug bait and back again.
- buildcubemaps // Rebuild cubemaps.
- cache_print // cache_print [section] Print out contents of cache memory.
- cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
- cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
- callvote // Start a vote on an issue.
- camortho // Switch to orthographic camera.
- cam_collision "1" // an attempt is made to keep the camera from passing though walls.
- cam_command // Tells camera to change modes
- cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
- cam_idealdist "150"
- cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
- cam_idealpitch "0"
- cam_idealyaw "0"
- cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
- cam_snapto "0"
- cancelselect
- cast_hull // Tests hull collision detection
- cast_ray // Tests collision detection
- cc_emit // Emits a closed caption
- cc_findsound // Searches for soundname which emits specified text.
- cc_flush // Flushes asyncd captions.
- cc_lang "0" // Current close caption language (emtpy = use game UI language)
- cc_linger_time "1" // Close caption linger time.
- cc_predisplay_time "0" // Close caption delay before showing caption.
- cc_random // Emits a random caption
- cc_showblocks // Toggles showing which blocks are pending/loaded async.
- cc_subtitles "0" // wont help hearing impaired players).
- centerview
- chainsaw_attack_cone "30"
- chainsaw_attack_distance "50"
- chainsaw_attack_force "400"
- chainsaw_attract_distance "500"
- chainsaw_damage "100"
- chainsaw_debug "0"
- chainsaw_hit_interval "0"
- chainsaw_startup_fadeout_time "0"
- changelevel // Change server to the specified map
- changelevel2 // Transition to the specified map in single player
- changelevel_inhibit "0"
- changelevel_pause_interval "8"
- chooseteam // Choose a new team
- ch_createairboat // Spawn airboat in front of the player.
- ch_createjeep // Spawn jeep in front of the player.
- claw_force "240" // Force with witch the claw shoves other zombies away
- claw_range "52" // Range of the Claw weapon
- claw_range_down "70" // so it can reach your feet from your eyes.
- claw_swing_duration "0"
- claw_swing_interval "1"
- claw_swing_miss_interval "0"
- clear // Clear all console output.
- clear_attribute // Remove given attribute from all areas in the selected set.
- clear_debug_overlays // clears debug overlays
- clientport "27005" // Host game client port
- closecaption "0" // Enable close captioning.
- cl_allowdownload "1" // Client downloads customization files
- cl_allowupload "1" // Client uploads customization files
- cl_animationinfo // Hud element to examine.
- cl_autohelp "0" // Auto-help
- cl_benchmark_particle_system // Measure simulation time for a named particle system
- cl_bob "0"
- cl_bobcycle "0"
- cl_bobup "0"
- cl_buy_favorite // Purchase a favorite weapon/equipment loadout
- cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
- cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
- cl_buy_favorite_reset // Reset favorite loadouts to the default
- cl_buy_favorite_set // Saves the current loadout as a favorite
- cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
- cl_chatfilters "31" // Stores the chat filter settings
- cl_chat_wipehistory "0" // Wipes chat history after all chat text faded out
- cl_cinematiclight_b "0"
- cl_cinematiclight_g "0"
- cl_cinematiclight_r "3"
- cl_cinematiclight_scale "7"
- cl_cinematiclight_tonemap "0"
- cl_clearhinthistory // Clear memory of client side hints displayed to the player.
- cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
- 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.
- cl_clock_correction "1" // Enable/disable clock correction on the client.
- 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
- cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
- cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
- cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
- cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
- cl_cmdrate "30" // Max number of command packets sent to server per second
- cl_colorblind "0" // Set to 1 for high contrast crosshairs. Set to 2 for specific color changes intended to help common types of color blindness.
- cl_crash // Causes a client crash for testing
- cl_create_server
- cl_crosshair_alpha "255" // Crosshair alpha
- cl_crosshair_blue "0" // Crosshair blue component
- cl_crosshair_dynamic "0" // Crosshair scales based on accuracy
- cl_crosshair_green "0" // Crosshair green component
- cl_crosshair_red "255" // Crosshair red component
- cl_crosshair_thickness "1" // Crosshair thickness in pixels
- cl_destroy_ragdolls // Destroys all client-side ragdolls
- cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
- cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
- cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
- cl_detail_max_sway "5" // Amplitude of the detail prop sway
- cl_detail_multiplier "1" // extra details to create
- cl_disable_ragdolls "0"
- cl_downloadfilter "0" // nosounds)
- cl_drawhud "1" // Enable the rendering of the hud
- cl_drawleaf "-1"
- cl_drawmaterial "0" // Draw a particular material over the frame
- cl_drawshadowtexture "0"
- cl_dumpplayer // Dumps info about a player
- cl_dumpsplithacks // Dump split screen workarounds.
- cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
- cl_engine_reload_rosetta
- cl_entityreport "0" // draw entity states to console
- cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
- cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
- cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
- cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
- cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
- cl_fastdetailsprites "1" // whether to use new detail sprite system
- cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
- cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
- cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
- cl_forcepreload "1" // Whether we should force preloading.
- cl_force_3rd_strike "0"
- cl_fullupdate // Forces the server to send a full update packet
- cl_glow_ability_b "0" // Color of ability glow
- cl_glow_ability_colorblind_b "1" // Color of ability glow
- cl_glow_ability_colorblind_g "1" // Color of ability glow
- cl_glow_ability_colorblind_r "0" // Color of ability glow
- cl_glow_ability_g "0" // Color of ability glow
- cl_glow_ability_r "1" // Color of ability glow
- cl_glow_blur_scale "3" // Controls the size of the halo shown around players and usable items
- cl_glow_brightness "1" // Brightness of player halos
- cl_glow_force "255" // Forces glows on
- cl_glow_ghost_infected_b "1" // Color of infected ghost glow
- cl_glow_ghost_infected_g "0" // Color of infected ghost glow
- cl_glow_ghost_infected_r "0" // Color of infected ghost glow
- cl_glow_infected_b "1" // Color of infected glow
- cl_glow_infected_g "0" // Color of infected glow
- cl_glow_infected_r "0" // Color of infected glow
- cl_glow_infected_vomit_b "0" // Color the PZs see the IT victim glow
- cl_glow_infected_vomit_g "0" // Color the PZs see the IT victim glow
- cl_glow_infected_vomit_r "0" // Color the PZs see the IT victim glow
- cl_glow_item_b "1"
- cl_glow_item_far_b "1"
- cl_glow_item_far_g "0"
- cl_glow_item_far_r "0"
- cl_glow_item_g "0"
- cl_glow_item_r "0"
- cl_glow_it_timer_ratio_reduction "0" // Shortens the IT time remaining ratio thats applied to glow visibility by this amount.
- cl_glow_los_delay "0" // Time out of sight before a survivor friend shows up through a wall to a survivor.
- cl_glow_los_fade_in_time "0" // Time after cl_glow_los_delay before a survivor friend shows up fully through wall.
- cl_glow_los_fade_out_time "0" // Time after cl_glow_los_delay before a survivor friend goes away
- cl_glow_survivor_b "1" // Color of survivor team mate glow
- cl_glow_survivor_g "0" // Color of survivor team mate glow
- cl_glow_survivor_health_bleed_pulse "1" // Controls the survivors glow pulse when they are bleeding out a health buffer
- cl_glow_survivor_health_bleed_pulse_amount "0" // Controls the survivors glow pulse when they are bleeding out a health buffer
- cl_glow_survivor_health_bleed_pulse_speed "10" // Controls the survivors glow pulse when they are bleeding out a health buffer
- cl_glow_survivor_health_crit_b "0" // Color the Infected see Survivors when their health is critical
- cl_glow_survivor_health_crit_colorblind_b "0" // Color the Infected see Survivors when their health is critical
- cl_glow_survivor_health_crit_colorblind_g "0" // Color the Infected see Survivors when their health is critical
- cl_glow_survivor_health_crit_colorblind_r "0" // Color the Infected see Survivors when their health is critical
- cl_glow_survivor_health_crit_g "0" // Color the Infected see Survivors when their health is critical
- cl_glow_survivor_health_crit_r "0" // Color the Infected see Survivors when their health is critical
- cl_glow_survivor_health_high_b "0" // Color the Infected see Survivors when their health is high
- cl_glow_survivor_health_high_colorblind_b "0" // Color the Infected see Survivors when their health is high
- cl_glow_survivor_health_high_colorblind_g "0" // Color the Infected see Survivors when their health is high
- cl_glow_survivor_health_high_colorblind_r "0" // Color the Infected see Survivors when their health is high
- cl_glow_survivor_health_high_g "0" // Color the Infected see Survivors when their health is high
- cl_glow_survivor_health_high_r "0" // Color the Infected see Survivors when their health is high
- cl_glow_survivor_health_include_buffer "1" // Include temp health buffer when displaying survivor health
- cl_glow_survivor_health_low_b "0" // Color the Infected see Survivors when their health is low
- cl_glow_survivor_health_low_colorblind_b "0" // Color the Infected see Survivors when their health is low
- cl_glow_survivor_health_low_colorblind_g "0" // Color the Infected see Survivors when their health is low
- cl_glow_survivor_health_low_colorblind_r "0" // Color the Infected see Survivors when their health is low
- cl_glow_survivor_health_low_g "0" // Color the Infected see Survivors when their health is low
- cl_glow_survivor_health_low_r "0" // Color the Infected see Survivors when their health is low
- cl_glow_survivor_health_med_b "0" // Color the Infected see Survivors when their health is medium
- cl_glow_survivor_health_med_colorblind_b "0" // Color the Infected see Survivors when their health is medium
- cl_glow_survivor_health_med_colorblind_g "0" // Color the Infected see Survivors when their health is medium
- cl_glow_survivor_health_med_colorblind_r "0" // Color the Infected see Survivors when their health is medium
- cl_glow_survivor_health_med_g "0" // Color the Infected see Survivors when their health is medium
- cl_glow_survivor_health_med_r "0" // Color the Infected see Survivors when their health is medium
- cl_glow_survivor_hurt_b "0" // Color of survivor team mate glow when incapacitated
- cl_glow_survivor_hurt_g "0" // Color of survivor team mate glow when incapacitated
- cl_glow_survivor_hurt_r "1" // Color of survivor team mate glow when incapacitated
- cl_glow_survivor_r "0" // Color of survivor team mate glow
- cl_glow_survivor_vomit_b "0" // Color the Survivors see the IT victim glow
- cl_glow_survivor_vomit_g "0" // Color the Survivors see the IT victim glow
- cl_glow_survivor_vomit_r "1" // Color the Survivors see the IT victim glow
- cl_glow_thirdstrike_item_b "0"
- cl_glow_thirdstrike_item_colorblind_b "1"
- cl_glow_thirdstrike_item_colorblind_g "1"
- cl_glow_thirdstrike_item_colorblind_r "0"
- cl_glow_thirdstrike_item_g "0"
- cl_glow_thirdstrike_item_r "1"
- cl_idealpitchscale "0"
- cl_ideal_spec_mode "5" // 6 = roaming)
- cl_ignorepackets "0" // Force client to ignore packets (for debugging).
- cl_ignore_vpk_assocation "0" // Do not ask to set vpk assocation
- cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
- cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_invert "0"
- cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
- cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
- cl_leafsystemvis "0"
- cl_leveloverview "0"
- cl_leveloverviewmarker "0"
- cl_logofile "0" // Spraypoint logo decal.
- cl_max_shadow_renderable_dist "3000" // Max distance from the camera at which things will be rendered for shadows
- cl_menuduration "10" // Client menus will hide after this many seconds (-1 disables)
- cl_mouseenable "1"
- cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
- cl_mouselook2 "1" // 0 for keyboard look. Cannot be set while connected to a server.
- cl_observercrosshair "1"
- cl_overdraw_test "0"
- cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
- cl_particles_dumplist // optional name substring.
- cl_particles_dump_effects
- cl_particles_show_bbox "0"
- cl_particle_retire_cost "0"
- cl_pclass "0" // Dump entity by prediction classname.
- cl_pdump "-1" // Dump info about this entity to screen.
- cl_perf_wizard_enable "1" // Enables a performance-tuning wizard
- cl_phys2_stats // Dumps client physics stats
- cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
- cl_pitchdown "89"
- cl_pitchup "89"
- cl_playerspraydisable "0" // Disable player sprays.
- cl_precacheinfo // Show precache info (client).
- cl_predict "1" // Perform client side prediction.
- cl_predictioncopy_describe // Describe datamap_t for entindex
- cl_predictionlist "0" // Show which entities are predicting
- cl_predictweapons "1" // Perform client side prediction of weapon effects.
- cl_pred_track // for field fieldname.
- cl_print_consistency_list // Displays the contents and flags of the current consistency list
- cl_querycache_stats // Display status of the query cache (client only)
- cl_ragdoll_gravity "386" // Sets the gravity client-side ragdolls
- cl_ragdoll_limit "20" // Maximum number of ragdolls to show (-1 disables limit)
- cl_reloadpostprocessparams
- cl_removedecals // Remove the decals from the entity under the crosshair.
- cl_report_soundpatch // reports client-side sound patch count
- cl_resend "6" // Delay in seconds before the client will resend the connect attempt
- cl_shadowtextureoverlaysize "256"
- cl_showanimstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
- cl_showanimstate_activities "1" // Show activities in the (client) animation state display.
- cl_showents // Dump entity list to console.
- cl_showevents "0" // Print event firing info in the console
- cl_showfps "0" // 4 = Show FPS and Log to file )
- cl_showhelp "1" // Set to 0 to not show on-screen help
- cl_showpluginmessages "1" // Allow plugins to display messages to you
- cl_showpos "0" // Draw current position at top of screen
- cl_show_path "1"
- cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
- cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
- cl_smoke_color_percent "0"
- cl_soundemitter_reload // Flushes the sounds.txt system
- cl_soundfile "0" // Jingle sound file.
- cl_soundscape_flush // Flushes the client side soundscapes
- cl_soundscape_printdebuginfo // print soundscapes
- cl_sporeclipdistance "512"
- cl_ss_origin // print origin in script format
- cl_sun_decay_rate "0"
- cl_timeout "30" // the client will disconnect itself
- cl_updaterate "30" // Number of packets per second of updates you are requesting from the server
- cl_updatevisibility // Updates visibility bits.
- cl_upspeed "320"
- cl_use_update_interval "0" // Time between use target updates
- cl_view // Set the view entity index.
- cl_viewmodelfovsurvivor "51"
- cl_viewtarget_debug "0"
- cl_viewtarget_offset "0"
- cl_viewtarget_player "0" // Lock 3rd person spec looking into targets eyes
- cl_winddir "0" // Weather effects wind direction angle
- cl_windspeed "0" // Weather effects wind speed scalar
- cl_witch_glow_angry_b "0" // Color of angry witch glow
- cl_witch_glow_angry_g "0" // Color of angry witch glow
- cl_witch_glow_angry_r "1" // Color of angry witch glow
- cl_witch_glow_idle_b "0" // Color of idle witch glow
- cl_witch_glow_idle_g "0" // Color of idle witch glow
- cl_witch_glow_idle_r "0" // Color of idle witch glow
- cl_witch_glow_range "1500" // Distance at which the witch stops glowing
- cl_witch_light_brightness "5"
- cl_witch_light_color_b "0"
- cl_witch_light_color_g "0"
- cl_witch_light_color_r "255"
- cl_witch_light_cone "45"
- cl_witch_light_debug "0"
- cl_witch_light_enable "1"
- cl_witch_light_offset_x "10"
- cl_witch_light_offset_y "0"
- cl_witch_light_offset_z "35"
- cl_witch_light_offset_z_max "30"
- cl_witch_light_radius "60"
- cl_wpn_sway_scale "1"
- cmd // Forward command to server.
- cmd1 // sets userinfo string for split screen player in slot 1
- cmd2 // sets userinfo string for split screen player in slot 2
- cmd3 // sets userinfo string for split screen player in slot 3
- cmd4 // sets userinfo string for split screen player in slot 4
- cola_bottles_use_duration "1"
- cola_bottles_use_range "75"
- cola_bottles_use_tolerance "0"
- collect_entity_model_name // Collect model names of the entities youre pointing at
- collision_test // Tests collision system
- colorcorrectionui // Show/hide the color correction tools UI.
- commentary_cvarsnotchanging
- commentary_finishnode
- commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
- condump // dump the text currently in the console to condumpXX.log
- connect // Connect to specified server.
- con_enable "1" // Allows the console to be activated.
- crash // Cause the engine to crash (Debug!!)
- CreatePredictionError // Create a prediction error
- create_flashlight
- crosshair "1"
- cs_make_vip // Marks a player as the VIP
- cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
- current_flow_distance // Reports the flow distance for the local player
- cvarlist // Show the list of convars/concommands.
- c_maxdistance "200"
- c_maxpitch "90"
- c_maxyaw "135"
- c_mindistance "30"
- c_minpitch "0"
- c_minyaw "-135"
- c_orthoheight "100"
- c_orthowidth "100"
- c_thirdpersonshoulder "0"
- c_thirdpersonshoulderaimdist "120"
- c_thirdpersonshoulderdist "40"
- c_thirdpersonshoulderheight "5"
- c_thirdpersonshoulderoffset "20"
- dbghist_addline // Add a line to the debug history. Format: <category id> <line>
- dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
- debugsystemui // Show/hide the debug system UI.
- debug_visibility_monitor "0"
- debug_zombie_panel "0" // -1 = Too Far 1 = Tank 2 = Someone else tank
- default_fov "90"
- defibrillator_return_to_life_time "3"
- defibrillator_use_duration "3"
- demolist // Print demo sequence list.
- demos // Demo demo file sequence.
- demoui // Show/hide the demo player UI.
- demoui2 // Show/hide the advanced demo player UI (demoui2).
- demo_gototick // Skips to a tick in demo.
- demo_pause // Pauses demo playback.
- demo_recordcommands "1" // Record commands typed at console into .dem files.
- demo_resume // Resumes demo playback.
- demo_timescale // Sets demo replay speed.
- demo_togglepause // Toggles demo playback.
- devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
- devshots_screenshot // use the screenshot command instead.
- differences // Show all convars which are not at their default values.
- director_adrenaline_density "6" // Items per 100 yards square
- director_ai_tanks "0"
- director_always_allow_wanderers "0"
- director_ammo_density "6" // Items per 100 yards square
- director_begin_script // Begin a director script
- director_build_up_min_interval "15"
- director_configurable_weapon_spawn_density "-1" // Items per 100 yards square (-1 to spawn all)
- director_convert_pills "1"
- director_convert_pills_critical_health "50"
- director_convert_pills_to_defib_health "25"
- director_custom_finale_tank_spacing "10"
- director_debug "0"
- director_debug_revisit "0"
- director_debug_scavenge_items "0"
- director_debug_threat_placement "0"
- director_defibrillator_density "6" // Items per 100 yards square
- director_end_script // End a director script
- director_finale_item_cluster_count "3" // How many clusters of items will be populated in the finale
- director_finale_panic_waves "2"
- director_finale_stage_delay "5"
- director_force_background "0" // Forces background map population logic for testing
- director_force_panic_event // Forces a PanicEvent to occur
- director_force_scripted_panic_event // Force the specified scripted panic event to happen
- director_force_tank "0"
- director_force_versus_start // so PZs can spawn even if survivors are still in the safe room
- director_force_witch "0"
- director_gas_can_density "6" // Items per 100 yards square
- director_gauntlet_movement_bonus "5" // you will get this much bonus time added bet
- director_gauntlet_movement_bonus_max "30" // Maximum amount of bonus time you can accumulate from not moving.
- director_gauntlet_movement_threshold "500" // you will get an increasing break between mobs.
- director_gauntlet_movement_timer_length "10" // you get increasing break time added between mobs.
- director_gauntlet_tank_kite_distance "3000" // How far you have to progress after a gauntlet tank spawn before the horde fires up again.
- director_ingress_range "3000"
- director_intensity_relax_allow_wanderers_threshold "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
- director_intensity_relax_allow_wanderers_threshold_expert "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
- director_intensity_relax_allow_wanderers_threshold_hard "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
- director_intensity_relax_threshold "0" // All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
- director_intensity_threshold "0"
- director_item_cluster_range "50" // Scavenge items of the same kind that are this close to each other are considered a single cluster for population purposes
- director_item_placement_method "1" // 1 = new)
- director_item_placement_spew "0" // Whether director item placement should spew a bunch of stats about what it did.
- director_magnum_spawn_density "-1" // Items per 100 yards square (-1 to spawn all)
- director_max_threat_areas "4"
- director_melee_weapon_density "6" // Items per 100 yards square
- director_molotov_density "6" // Items per 100 yards square
- director_music_dynamic_mobstop_size "8" // When a mob gets to this size we think about stopping the music
- director_music_dynamic_mob_size "25" // Spawning a mob this large can play music
- director_music_dynamic_scanmobstop_size "3" // music stops
- director_must_create_all_scavenge_items "0"
- director_no_bosses "0" // Disable boss spawns
- director_no_death_check "0" // Disable survivor team death ending scenario
- director_no_mobs "0" // Disable mob rushes
- director_no_specials "0" // Disable PZ spawns
- director_no_survivor_bots "0" // Disable filling out the survivor team with bots
- director_num_reserved_wanderers "0"
- director_output_population_visit "0"
- director_oxygen_tank_density "6" // Items per 100 yards square
- director_pain_pill_density "6" // Items per 100 yards square
- director_panic_forever "0" // Panic events never end
- director_panic_wave_pause_max "7"
- director_panic_wave_pause_min "5"
- director_per_map_weapon_upgrade_chance "0"
- director_pipe_bomb_density "6" // Items per 100 yards square
- director_pistol_density "4" // Items per 100 yards square
- director_print_player_counts // Prints out counts of connected players and transitioning players (for debugging)
- director_propane_tank_density "6" // Items per 100 yards square
- director_ready_duration "60" // survivor team has this amount of time to get ready before starting out
- director_ready_radius "300" // The distance survivors can move from the starting weapons during the ready period
- director_relax_max_flow_travel "3000"
- director_relax_max_interval "45"
- director_relax_min_interval "30"
- director_report // Prints a snapshot of the directors state
- director_report_scavenge_items // Dump to the log all the scavengable items
- director_scavenge_item_override "0" // Override map-specified item densities with cvar values for tuning
- director_short_finale "0" // Short finale for testing escape vehicles
- director_show_intensity "0"
- director_solve_item_density // Pass the number of items youd want in this map and this spits out the map density value
- director_special_battlefield_respawn_interval "10"
- director_special_finale_offer_length "10" // How long is given to a player to accept the offer of a special zombie during the finale.
- director_special_initial_spawn_delay_max "60"
- director_special_initial_spawn_delay_max_extra "180"
- director_special_initial_spawn_delay_min "30"
- director_special_original_offer_length "30" // How long is given to the first player to accept the offer of a special zombie.
- director_special_respawn_interval "45"
- director_spectate_specials "0" // Allow spectating zombies
- director_start // and bosses
- director_stop // and bosses
- director_super_weapon_density "6" // Items per 100 yards square
- director_survivor_movement_window "10"
- director_sustain_peak_max_time "5"
- director_sustain_peak_min_time "3"
- director_tank_bypass_max_flow_travel "1500"
- director_tank_checkpoint_interval "15" // Min time after leaving a checkpoint that a tank can spawn
- director_tank_force_offer "0" // Forces the director to offer a tank
- director_tank_lottery_entry_time "0" // Time it takes for entry into the tank lottery
- director_tank_lottery_selection_time "4" // Time it takes for selection in the tank lottery
- director_tank_max_interval "500"
- director_tank_min_interval "350"
- director_tank_offer_debug "0"
- director_test_loop "0" // advance through maps and loop back to start
- director_test_loop_restarts_before_rotate "4" // how many times to restart before moving to next campaign
- director_test_loop_rotate_maps "1" // advance to the next map when reach end of campaign
- director_test_loop_time "3" // specified
- director_threat_clear_radius "500" // Prevent wandering zombies within this radius of threats
- director_threat_max_separation "5000"
- director_threat_min_separation "5000"
- director_threat_radius "1000"
- director_transition_timeout "120" // Duration (in seconds) to wait for survivors to transition across changelevels
- director_unfreeze_time "55" // Duration (in seconds) to wait to unfreeze a team after the first player has connected
- director_upgradepack_density "6" // Items per 100 yards square
- director_vomitjar_density "6" // Items per 100 yards square
- director_weapon_cluster_range "100" // and not contain duplicate types
- disable_dynamic_prop_loading "0" // dynamic props wont be loaded
- disable_static_prop_loading "0" // static props wont be loaded
- disconnect // Disconnect game from server.
- dismount // Dismounts a survivor as a jockey
- display_elapsedtime // Displays how much time has elapsed since the game started
- display_game_events "0"
- dlight_debug // Creates a dlight in front of the player
- drawcross // Draws a cross at the given location Arguments: x y z
- drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
- dsp_dist_max "1440"
- dsp_dist_min "0"
- dsp_enhance_stereo "1"
- dsp_off "0"
- dsp_player "0"
- dsp_reload
- dsp_slow_cpu "0"
- dsp_volume "0"
- dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
- dumpentityfactories // Lists all entity factory names.
- dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
- dumpgamestringtable // Dump the contents of the game string table to the console.
- dumpsavedir // List the contents of the save directory in memory
- dumpstringtables // Print string tables to console.
- dump_avatar_info // Print out avatar info of each plaeyr
- dump_entity_sizes // Print sizeof(entclass)
- dump_globals // Dump all global entities/states
- dump_pz_data // Dump PZ data
- dump_server_demo // dump_sever_demo <filename>
- echo // Echo text to console.
- editdemo // Edit a recorded demo file (.dem ).
- editor_toggle // Disables the simulation and returns focus to the editor
- enable_debug_overlays "1" // Enable rendering of debug overlays
- enable_skeleton_draw "0" // Render skeletons in wireframe
- endmovie // Stop recording movie frames.
- endround // End the current round.
- english "0" // running the english language set of assets.
- ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
- ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
- ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- ent_create // Creates an entity of the given type where the player is looking.
- ent_dump // Usage: ent_dump <entity name>
- ent_fire // Usage: ent_fire <target> [action] [value] [delay]
- ent_info // Usage: ent_info <class name>
- ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
- 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
- ent_messages_draw "0" // Visualizes all entity input/output activity.
- ent_name
- ent_orient // only orients target entitys YAW. Use the allangles opt
- ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
- ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
- ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- ent_rotate // Rotates an entity by a specified # of degrees
- ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
- ent_setang // Set entity angles
- ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
- ent_setpos // Move entity to position
- ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
- ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
- ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
- ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
- ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
- envmap
- escape // Escape key pressed.
- exec // Execute script file.
- exit // Exit the engine.
- explode // Kills the player with explosive damage
- explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- fade_crosshair // Fades the prop being looked at
- fade_immediately "0"
- find // Find concommands with the specified string in their name/help text.
- findflags // Find concommands by flags.
- find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
- find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
- firetarget
- firstperson // Switch to firstperson camera.
- first_aid_heal_percent "0" // Percent of injuries to heal
- first_aid_kit_max_heal "100"
- first_aid_kit_use_duration "5"
- fish_debug "0" // Show debug info for fish
- fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
- flush // Flush unlocked cache memory.
- flush_locked // Flush unlocked and locked cache memory.
- fly_add_keyframe
- fly_clear_all_keyframes
- fly_show_path
- fly_start
- fogui // Show/hide fog control UI.
- fog_2dskyboxfogfactor "-1"
- fog_color "-1"
- fog_colorskybox "-1"
- fog_enable "1"
- fog_enableskybox "1"
- fog_enable_water_fog "1"
- fog_end "-1"
- fog_endskybox "-1"
- fog_hdrcolorscale "-1"
- fog_hdrcolorscaleskybox "-1"
- fog_maxdensity "-1"
- fog_maxdensityskybox "-1"
- fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
- fog_start "-1"
- fog_startskybox "-1"
- forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
- force_centerview
- force_disablex360 "0"
- foundry_engine_get_mouse_control // Give the engine control of the mouse.
- foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
- foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
- foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
- foundry_update_entity // Updates the entitys position/angles when in edit mode
- fov_desired "90" // Sets the base field-of-view.
- fov_desired2 "90" // Sets the base field-of-view.
- fs_printopenfiles // Show all files currently opened by the engine.
- fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
- fs_warning_level // Set the filesystem warning level.
- fuel_barrel_damage_amount "25"
- fuel_barrel_damage_radius "400"
- fuel_barrel_debug "0"
- fuel_barrel_flame_instances "8"
- fuel_barrel_health "20"
- fuel_barrel_screen_shake_amplitude "20"
- fuel_barrel_screen_shake_duration "1"
- fuel_barrel_screen_shake_frequency "2"
- fuel_barrel_screen_shake_radius "1000"
- func_break_max_pieces "15"
- g15_dumpplayer // Spew player data.
- g15_reload // Reloads the Logitech G-15 Keyboard configs.
- g15_update_msec "250" // Logitech G-15 Keyboard update interval.
- gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
- gameinstructor_enable "1" // Display in game lessons that teach new players.
- gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
- gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
- gameinstructor_reset_counts // Resets all display and success counts to zero.
- gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
- gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
- gameui_activate // Shows the game UI
- gameui_allowescape // Escape key allowed to hide game UI
- gameui_allowescapetoshow // Escape key allowed to show game UI
- gameui_hide // Hides the game UI
- gameui_preventescape // Escape key doesnt hide game UI
- gameui_preventescapetoshow // Escape key doesnt show game UI
- gascan_spit_time "2" // Gascans can survive this long in spit before they ignite.
- gascan_throw_force "32"
- gascan_use_range "65"
- gascan_use_tolerance "0"
- gas_can_use_duration "2"
- getpos // dump position and angles to the console
- getpos_exact // dump origin and angles to the console
- give // Give item to player. Arguments: <item_name>
- givecurrentammo // Give a supply of ammo for current weapon..
- global_set // 2 = DEAD).
- glow_use_tolerance "0"
- gl_clear_gray "0" // Clear the back buffer to gray every frame.
- gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
- god "0" // Survivors dont take damage
- go_away_from_keyboard // Go away from the keyboard so a bot will take over.
- grenadelauncher_damage "400"
- grenadelauncher_ff_scale "0" // ff scale for grenade launcher damage to other players
- grenadelauncher_ff_scale_self "0" // ff scale for grenade launcher damage to other players
- grenadelauncher_force_kill "2000"
- grenadelauncher_radius_kill "180"
- grenadelauncher_radius_stumble "250"
- grenadelauncher_show_radius "0"
- grenadelauncher_velocity "1200"
- groundlist // Display ground entity list <index>
- g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
- g_debug_physcannon "0"
- g_debug_ragdoll_removal "0"
- g_debug_ragdoll_visualize "0"
- g_debug_vehiclebase "0"
- g_debug_vehicleexit "0"
- g_debug_vehiclesound "0"
- hack_elevator_z_offset "10"
- hammer_update_entity // Updates the entitys position/angles when in edit mode
- 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
- heartbeat // Force heartbeat of master servers
- help // Find help about a convar/concommand.
- hideconsole // Hide the console.
- hidehud "0" // 512
- hidepanel // Hides a viewport panel <name>
- hide_message_panel // Hides the message panel
- hostfile "0" // The HOST file to load.
- hostip "-1062686208.000" // Host game server ip
- hostname "0" // Hostname for server.
- hostport "27015" // Host game server port
- host_flush_threshold "14" // Memory threshold below which the host should flush caches between server instances
- host_framerate "0" // Set to lock per-frame time elapse.
- host_map "0" // Current map name.
- host_runofftime // Run off some time without rendering/updating sounds
- host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
- host_timescale "1" // Prescale the clock by this amount.
- host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
- host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
- host_xbox_e3_restart "15" // E3 Demo Restart interval (in minutes).
- hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
- hud_reloadscheme // Reloads hud layout and animation scripts.
- hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
- hud_targetid_rangefinder "0" // shows range for different masks
- hud_zombieteam "1" // Show infected team status on the HUD
- hud_zombieteam_showself "0" // Show your own status in the zombie team display
- hunk_print_allocations
- hunk_track_allocation_types "0"
- hunter_committed_attack_range "75"
- hunter_leap_away_give_up_range "1000"
- hunter_pounce_air_speed "700"
- hunter_pounce_loft_rate "0" // Hunter adds this angle/distance when pouncing
- hunter_pounce_max_loft_angle "45" // Maximum loft angle for Hunter Pounce angle adjustment
- hunter_pounce_ready_range "500" // crouch and get ready
- hunter_pz_claw_dmg "6" // Amount of damage done by a PZ hunters regular melee attack
- hurtme // Hurts the player. Arguments: <health to lose>
- impulse
- incendiary_ammo_burn_time "4" // Time to burn when hit by incendiary ammo
- incrementvar // Increment specified convar value.
- inferno_acid_spawn_angle "120" // Angular change from parent
- inferno_child_spawn_interval_multiplier "1" // Amount spawn interval increases for each child
- inferno_child_spawn_max_depth "4"
- inferno_damage "40" // Damage per second
- inferno_debug "0"
- inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
- inferno_flame_lifetime "15" // Average lifetime of each flame in seconds
- inferno_flame_spacing "50" // Minimum distance between separate flame spawns
- inferno_forward_reduction_factor "0"
- inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
- inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
- inferno_max_child_spawn_interval "1" // Largest time interval for child flame spawning
- inferno_max_flames "32" // Maximum number of flames that can be created
- inferno_max_range "500" // Maximum distance flames can spread from their initial ignition point
- inferno_per_flame_spawn_duration "5" // Duration each new flame will attempt to spawn new flames
- inferno_scorch_decals "0"
- inferno_spawn_angle "45" // Angular change from parent
- inferno_surface_offset "20"
- inferno_velocity_decay_factor "0"
- inferno_velocity_factor "0"
- inferno_velocity_normal_factor "0"
- intensity_averaged_following_decay "20" // Seconds for the time averaged intensity to meet the baseline intensity
- intensity_decay_time "30" // Seconds to decay full intensity to zero
- intensity_enemy_death_far_range "500"
- intensity_enemy_death_near_range "150"
- intensity_factor "0" // How quickly intensity increases
- intensity_lock "-1" // Lock players intensities at this value
- invnext
- invprev
- in_forceuser "0" // Force user input to this split screen player.
- ip "0" // Overrides IP for multihomed hosts
- ipc_console_disable // Disable IPC console(s)
- ipc_console_disable_all // Disable all IPC consoles
- ipc_console_enable // Enable IPC console
- ipc_console_show // Show status of IPC consoles
- jockey // Giddyup.
- jockeyme // Giddyup.
- jockey_pounce_air_speed "700"
- jockey_pounce_loft_rate "0" // Jockey adds this angle/distance when pouncing
- jockey_pounce_max_loft_angle "45" // Maximum loft angle for Jockey Pounce angle adjustment
- jockey_pz_claw_dmg "4" // Amount of damage done by a PZ jockeys regular melee attack
- joyadvancedupdate
- joystick "0"
- joy_accelmax "1"
- joy_accelscale "0"
- joy_advanced "0"
- joy_advaxisr "0"
- joy_advaxisu "0"
- joy_advaxisv "0"
- joy_advaxisx "0"
- joy_advaxisy "0"
- joy_advaxisz "0"
- joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
- joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
- joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
- joy_circle_correct "1"
- joy_diagonalpov "0" // too.
- joy_display_input "0"
- joy_forwardsensitivity "-1"
- joy_forwardthreshold "0"
- joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
- joy_inverty2 "0" // Whether to invert the Y axis of the joystick for looking.
- joy_legacy "0" // Turn on/off Legacy mapping for control sticks.
- joy_legacy2 "0" // Turn on/off Legacy mapping for control sticks.
- joy_lowend "1"
- joy_lowmap "1"
- joy_movement_stick "0" // Which stick controls movement (0 is left stick)
- joy_movement_stick2 "0" // Which stick controls movement (0 is left stick)
- joy_name "0"
- joy_pitchsensitivity "1"
- joy_pitchsensitivity2 "1"
- joy_pitchthreshold "0"
- joy_response_look "0" // 1=Acceleration Promotion
- joy_response_move "1" // 1/sensitivity
- joy_sensitive_step0 "0"
- joy_sensitive_step1 "0"
- joy_sensitive_step2 "0"
- joy_sidesensitivity "1"
- joy_sidethreshold "0"
- joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
- joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
- joy_yawsensitivity "-1"
- joy_yawsensitivity2 "-1"
- joy_yawthreshold "0"
- jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
- kdtree_test // Tests spatial partition for entities queries.
- key_findbinding // Find key bound to specified command string.
- key_listboundkeys // List bound keys with bindings.
- key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
- kick // Kick a player by name.
- kickid // with a message.
- kick_transitioning // Kick a transitioning player by userID
- kill // Kills the player with generic damage
- killserver // Shutdown the server.
- killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- l4d2_snd_adrenaline
- lastinv
- leaderboard_duplicate_entries "1"
- lightcache_maxmiss "2"
- lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
- light_crosshair // Show texture color at crosshair
- linefile // Parses map leak data from .lin file
- listdemo // List demo file contents.
- listid // Lists banned users.
- listip // List IP addresses on the ban list.
- listissues // List all the issues that can be voted on.
- listmodels // List loaded models.
- listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
- load // Load a saved game.
- loadcommentary
- loader_dump_table
- locator_split_len "0"
- locator_split_maxwide_percent "0"
- log // and udp < on | off >.
- logaddress_add // Set address and port for remote host <ip:port>.
- logaddress_del // Remove address and port for remote host <ip:port>.
- logaddress_delall // Remove all udp addresses being logged to
- logaddress_list // List all addresses currently being used by logaddress.
- log_dumpchannels // Dumps information about all logging channels.
- log_level // Set the spew level of a logging channel.
- lookspring "0"
- lookstrafe "0"
- lower_body_debug "0"
- map // Start playing on specified map.
- maps // Displays list of maps.
- map_background // Runs a map as the background to the main menu.
- map_commentary // on a specified map.
- map_edit
- map_showspawnpoints // Shows player spawn points (red=invalid)
- mark // Set attribute of selected area.
- mat_accelerate_adjust_exposure_down "3"
- mat_bloomamount_rate "0"
- mat_bloom_scalefactor_scalar "0"
- mat_bumpbasis "0"
- mat_camerarendertargetoverlaysize "128"
- mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
- mat_configcurrent // show the current video control panel config for the material system
- mat_crosshair // Display the name of the material under the crosshair
- mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
- mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
- mat_crosshair_printmaterial // print the material under the crosshair
- mat_crosshair_reloadmaterial // reload the material under the crosshair
- mat_debug // Activates debugging spew for a specific material.
- mat_debugalttab "0"
- mat_debug_bloom "0"
- mat_drawflat "0"
- mat_drawwater "1"
- mat_dynamiclightmaps "0"
- mat_dynamic_tonemapping "1"
- mat_edit // Bring up the material under the crosshair in the editor
- mat_exposure_center_region_x "0"
- mat_exposure_center_region_y "0"
- mat_fastclip "0"
- mat_fastnobump "0"
- mat_fillrate "0"
- mat_forcedynamic "0"
- mat_force_bloom "0"
- mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
- mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 1.0
- mat_force_tonemap_percent_target "-1" // Override. Old default was 45.
- mat_force_tonemap_scale "0"
- mat_frame_sync_enable "1"
- mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
- mat_fullbright "0"
- mat_grain_scale_override "1"
- mat_hdr_enabled // Report if HDR is enabled for debugging
- mat_hdr_tonemapscale "1" // 16 = eyes wide open.
- mat_hdr_uncapexposure "0"
- mat_hsv "0"
- mat_info // Shows material system info
- mat_leafvis "0" // Draw wireframe of current leaf
- mat_loadtextures "1"
- mat_lpreview_mode "-1"
- mat_luxels "0"
- mat_measurefillrate "0"
- mat_monitorgamma "1" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- mat_monitorgamma_tv_enabled "1"
- mat_morphstats "0"
- mat_norendering "0"
- mat_normalmaps "0"
- mat_normals "0"
- mat_postprocess_enable "1"
- mat_proxy "0"
- mat_queue_priority "1"
- mat_reloadallmaterials // Reloads all materials
- mat_reloadmaterial // Reloads a single material
- mat_reloadtextures // Reloads all textures
- mat_remoteshadercompile "0"
- mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
- mat_reversedepth "0"
- mat_savechanges // saves current video configuration to the registry
- mat_setvideomode // windowed state of the material system
- mat_shadercount // display count of all shaders and reset that count
- mat_showcamerarendertarget "0"
- mat_showframebuffertexture "0"
- mat_showlowresimage "0"
- mat_showmaterials // Show materials.
- mat_showmaterialsverbose // Show materials (verbose version).
- mat_showmiplevels "0" // 1: everything else
- mat_showtextures // Show used textures.
- mat_showwatertextures "0"
- mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
- mat_softwareskin "0"
- mat_spewalloc "0"
- mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
- mat_stub "0"
- mat_suppress // Supress a material from drawing
- mat_surfaceid "0"
- mat_surfacemat "0"
- mat_tessellationlevel "4"
- mat_tessellationmode "1"
- mat_tessellation_accgeometrytangents "0"
- mat_tessellation_cornertangents "1"
- mat_tessellation_update_buffers "1"
- mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
- mat_texture_list_exclude // save - saves exclude list file
- mat_texture_list_txlod // -1 to dec resolution
- mat_texture_list_txlod_sync // save - saves all changes to material content files
- mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
- mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
- mat_wireframe "0"
- mat_yuv "0"
- maxplayers // Change the maximum number of players allowed on this server.
- melee_collateral_shove_count "16"
- melee_combo_reset_time "1" // Seconds after a swing until we reset the combo activities
- melee_dump_weapons // Spew the melee weapon infos that are currently loaded
- melee_dump_weapons_server // Spew the melee weapon infos that are currently loaded
- melee_force_scalar "20"
- melee_force_scalar_combat_character "5"
- melee_range "70"
- melee_reload_info // Reloads Melee weapon scripts to the MeleeWeaponInfoStore
- melee_reload_info_server // Reloads Melee weapon scripts to the MeleeWeaponInfoStore
- melee_show_swing "0"
- memory // Print memory stats.
- memory_diff // show memory stats relative to snapshot
- memory_list // dump memory list (linux only)
- memory_mark // snapshot current allocation status
- memory_status // show memory stats (linux only)
- mem_compact
- mem_dump // Dump memory stats to text file.
- mem_dumpvballocs // Dump VB memory allocation stats.
- mem_eat
- mem_incremental_compact
- mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
- mem_test
- mem_vcollide // Dumps the memory used by vcollides
- menuselect // menuselect
- minisave // Saves game (for current level only!)
- mission_reload // Reload mission metadata
- mix_dynamic_cull_max_CI_emitters "0"
- mix_dynamic_debug_CI "0"
- mix_dynamic_max_CI_emitters "30"
- mix_dynamic_num_attack_vox_CI "2"
- mm_datacenter_debugprint // Shows information retrieved from data center
- mm_debugprint // Show debug information about current matchmaking session
- 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
- mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
- 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.
- motdfile "0" // The MOTD file to load.
- motd_enabled "1" // Toggles whether or not to show the MOTD to clients when they connect.
- motd_intros "0"
- mounted_gun_cooldown_time "60" // Mounted gun cooldown time
- mounted_gun_mount_cooldown_time "0"
- mounted_gun_overheat_penalty_time "60"
- mounted_gun_overheat_time "15" // Mouted gun overheat time
- mounted_gun_rate_of_fire "8"
- movie_fixwave // etc.
- mp_disable_autokick // Prevents a userid from being auto-kicked
- mp_feetmaxyawrate "100"
- mp_forcerespawnplayers // Force all players to respawn.
- mp_forcewin // Forces team to win
- mp_roundlimit "3" // Maximum number of rounds
- mp_scrambleteams // Scramble the teams and restart the game
- mp_switchteams // Switch teams and restart the game
- mp_tournament_restart // Restart Tournament Mode on the current level.
- multiplayerendgame // Take all of the connected clients and take them to the end game state.
- multvar // Multiply specified convar value.
- music_calm_min_interval "45" // Minimum time between DisturbingAtmosphere performances
- music_dynamic_action_decay "10"
- music_dynamic_ambient_decay "7"
- music_dynamic_ambient_in_max "0"
- music_dynamic_ambient_in_min "0"
- music_dynamic_ambient_out_max "1"
- music_dynamic_ambient_out_min "0"
- music_dynamic_ambient_vol_min_alert "0"
- music_dynamic_attack_CI_close_decay "0"
- music_dynamic_attack_CI_close_distmax "600"
- music_dynamic_attack_CI_distmax "2400"
- music_dynamic_attack_CI_near_decay "0"
- music_dynamic_attack_CI_near_distmax "300"
- music_dynamic_attack_CI_num "30"
- music_dynamic_attack_CI_veryclose_decay "0"
- music_dynamic_attack_CI_veryclose_distmax "94"
- music_dynamic_calm_decay "15"
- music_dynamic_CI_sight_decay "8"
- music_dynamic_damage_decay "10"
- music_dynamic_damage_duck_damage_max "1"
- music_dynamic_damage_duck_damage_min "0"
- music_dynamic_damage_duck_max "0"
- music_dynamic_damage_duck_min "0"
- music_dynamic_damage_increment "0"
- music_dynamic_debug "0" // Draw parameter meters
- music_dynamic_dodamage_decay "4"
- music_dynamic_dodamage_increment "0"
- music_dynamic_gunfireslow_decay "3"
- music_dynamic_gunfireslow_increment "0"
- music_dynamic_gunfire_decay "1"
- music_dynamic_gunfire_increment "0"
- music_dynamic_mob_action_close_max "0"
- music_dynamic_mob_action_close_min "0"
- music_dynamic_mob_action_decay "15"
- music_dynamic_mob_action_increment "0"
- music_dynamic_mob_action_max "1"
- music_dynamic_mob_action_min "0"
- music_dynamic_mob_choir_BPM "90"
- music_dynamic_mob_choir_interval_beats "16"
- music_dynamic_mob_choir_interval_randmultmax "3"
- music_dynamic_mob_damage_max "1"
- music_dynamic_mob_damage_min "0"
- music_dynamic_mob_decay "15"
- music_dynamic_mob_increment "0"
- music_dynamic_mob_large "49" // Spawning a large mob
- music_dynamic_mob_max "1"
- music_dynamic_mob_med "29" // Spawning a med mob
- music_dynamic_mob_min "0"
- music_dynamic_mob_small "20" // Spawning a small mob
- music_dynamic_on "1"
- music_dynamic_play
- music_dynamic_PZ_BPM "80"
- music_dynamic_PZ_interval_randmultmax "5"
- music_dynamic_scavenge_beat "1" // play beat music during scavenge mode
- music_dynamic_SI_close_distmax "1200"
- music_dynamic_SI_far_distmin "1800"
- music_dynamic_SI_inrange_distmax "2400"
- music_dynamic_solosuccess_damagemin "0"
- music_dynamic_solosuccess_decay "4"
- music_dynamic_solosuccess_increment "1"
- music_dynamic_specials_interval_beats "5"
- music_dynamic_stop_playing
- music_dynamic_threat_decay "6"
- music_dynamic_update_interval "0" // interval between music status/action update
- music_dynamic_witch_alert_interval "37"
- music_dynamic_witch_near_max "1800"
- music_dynamic_witch_near_min "360"
- music_intensity_override "-1" // Overrides the players music intensity track for testing
- music_intensity_threshold "0"
- music_large_area_reveal_repeat_threshold "60" // The minimum time in seconds between performances of this music
- music_large_area_reveal_threshold "500000" // How much new area must be revealed to trigger the reveal music
- music_manager "1" // Using the new music manager system.
- music_master_debug "0"
- music_master_tag_threshold "0"
- music_min_pending_threat_time "10" // Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence
- music_min_safe_time "3" // Minimum time that we havent seen a threat or been injured. Used when deciding to play MomentOfSilence
- music_moment_of_silence_repeat_interval "600" // Minimum time between successive MomentOfSilence performances
- music_moment_of_silence_start_delay "60" // Minimum time before we can play a MomentOfSilence after leaving a Checkpoint
- music_print // client
- muzzleflash_light "1"
- m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
- m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
- m_customaccel_max "0" // 0 for no limit
- m_customaccel_scale "0" // Custom mouse acceleration value.
- m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
- m_filter2 "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
- m_forward "1" // Mouse forward factor.
- m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
- m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
- m_mousespeed "1" // 2 to enable secondary threshold
- m_pitch "0" // Mouse pitch factor.
- m_pitch2 "0" // Mouse pitch factor.
- m_rawinput "0" // Use Raw Input for mouse input.
- m_side "0" // Mouse side factor.
- m_yaw "0" // Mouse yaw factor.
- name "0" // Current user name
- name2 "0" // Current user name
- nav_add_to_selected_set // Add current area to the selected set.
- nav_add_to_selected_set_by_id // Add specified area id to the selected set.
- nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
- nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
- nav_area_max_size "50" // Max area size created in nav generation
- nav_auto_build_area // Build out high-precision areas around the edit cursor and create them.
- nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
- nav_begin_area // drag the opposite corner to the desired location and
- nav_begin_deselecting // Start continuously removing from the selected set.
- nav_begin_drag_deselecting // Start dragging a selection area.
- nav_begin_drag_selecting // Start dragging a selection area.
- nav_begin_selecting // Start continuously adding to the selected set.
- nav_begin_shift_xy // Begin shifting the Selected Set.
- nav_blockers_can_affect_flow "1"
- nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
- nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
- nav_check_floor // Updates the blocked/unblocked status for every nav area.
- nav_check_stairs // Update the nav mesh STAIRS attribute
- nav_chop_selected // Chops all selected areas into their component 1x1 areas
- nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
- nav_clear_selected_set // Clear the selected set.
- nav_clear_walkable_marks // Erase any previously placed walkable positions.
- nav_compress_id // Re-orders area and ladder IDs so they are continuous.
- nav_connect // then invoke the connect command. Note that this creates a
- nav_coplanar_slope_limit "0"
- nav_coplanar_slope_limit_displacement "0"
- nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
- nav_corner_lower // Lower the selected corner of the currently marked Area.
- nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
- nav_corner_raise // Raise the selected corner of the currently marked Area.
- nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
- nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
- nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
- nav_crouch // Toggles the must crouch in this area flag used by the AI system.
- nav_debug_blocked "0"
- nav_debug_finale_area "0" // Show extents of finale area and selected finale center
- nav_delete // Deletes the currently highlighted Area.
- nav_delete_marked // Deletes the currently marked Area (if any).
- nav_disconnect // then invoke the disconnect command. This will remove all connec
- nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
- nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
- nav_draw_limit "500" // The maximum number of areas to draw in edit mode
- nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
- nav_end_deselecting // Stop continuously removing from the selected set.
- nav_end_drag_deselecting // Stop dragging a selection area.
- nav_end_drag_selecting // Stop dragging a selection area.
- nav_end_selecting // Stop continuously adding to the selected set.
- nav_end_shift_xy // Finish shifting the Selected Set.
- nav_fix_playerclips // Fixup nodes marked with NAV_PLAYERCLIP.
- nav_flood_select // use this command again.
- nav_flood_select_tolerance "0" // Allowable z distance of selectable areas from the start area.
- nav_flow_max_survivor_climb_height "66" // Maximum Survivor climb-up height used during flow computation
- nav_flow_max_survivor_drop_height "240" // Maximum Survivor drop-down height used during flow computation
- nav_fog_edit "0"
- nav_fog_mark // Sets fog value for selected areas.
- nav_fog_pick // Sets fog value for selected areas.
- nav_fog_print_used // Prints out the list of fog names used in the map.
- nav_fog_replace // Replaces the first fog name with the second in the map.
- nav_fog_select_place // Selects all areas with the given fog place.
- nav_fog_set // the current Fog is set.
- nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
- nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
- nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_incremental_range "2000"
- nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
- nav_gen_cliffs_approx // post-processing approximation
- nav_gui // Opens the nav editing GUI
- nav_gui_rebuild "0" // Rebuilds the nav ui windows from scratch every time theyre opened
- nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
- nav_ladder_flip // Flips the selected ladders direction.
- nav_load // Loads the Navigation Mesh for the current map.
- nav_lower_drag_volume_max // Lower the top of the drag select volume.
- nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
- nav_lying_down_percent "50" // Chance that wandering infected will be lying down in a SPAWN_LYINGDOWN area.
- nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
- nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- nav_mark_attribute // Set nav attribute for all areas in the selected set.
- nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
- nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
- nav_max_auto_area_size "16384" // Max size in x/y of any auto-generated nav area
- nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- nav_max_vis_delta_list_length "64"
- nav_merge // and invoke the merge comm
- nav_merge_mesh // Merges a saved selected set into the current mesh.
- nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
- nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
- nav_obscure_range "400"
- nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
- nav_place_list // Lists all place names used in the map.
- nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
- nav_place_replace // Replaces all instances of the first place with the second place.
- nav_place_set // Sets the Place of all selected areas to the current Place.
- nav_potentially_visible_dot_tolerance "0"
- nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
- nav_print_visibility_info // Dumps some visibility-related data to the console.
- nav_print_visible_set_counts // Outputs the sizes of the visible sets
- nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
- nav_raise_drag_volume_max // Raise the top of the drag select volume.
- nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
- nav_recall_selected_set // Re-selects the stored selected set.
- nav_recompute_flow // Recomputes flow distance
- nav_recompute_flow_optimization "1"
- nav_remove_from_selected_set // Remove current area from the selected set.
- nav_remove_jump_areas // replacing them with connections.
- nav_run // Toggles the traverse this area by running flag used by the AI system.
- nav_save // Saves the current Navigation Mesh to disk.
- nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
- nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
- nav_selected_set_color "255" // Color used to draw the selected set background while editing.
- nav_select_blocked_areas // Adds all blocked areas to the selected set
- nav_select_completely_visible // Selects all areas completely visible to the selected area.
- nav_select_damaging_areas // Adds all damaging areas to the selected set
- nav_select_half_space // Selects any areas that intersect the given half-space.
- nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
- nav_select_obstructed_areas // Adds all obstructed areas to the selected set
- nav_select_overlapping // Selects nav areas that are overlapping others.
- nav_select_partially_visible // Selects all areas at least partially visible to the selected area.
- nav_select_radius // Adds all areas in a radius to the selection set
- nav_select_stairs // Adds all stairway areas to the selected set
- nav_select_threat // Selects all threat areas
- nav_select_view_distance // Selects all areas within nav_max_view_distance.
- nav_select_visible_set_size // Selects all areas with visible sets this size or greater.
- nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
- nav_shift // Shifts the selected areas by the specified amount
- nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
- nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)
- nav_show_compass "0"
- nav_show_connectionblockers "0" // Debug: Show connection blocker models.
- nav_show_danger "0" // Show current danger levels.
- nav_show_ladder_bounds // Draws the bounding boxes of all func_ladders in the map.
- nav_show_light_intensity "0"
- nav_show_nodes "0"
- nav_show_node_grid "0"
- nav_show_node_id "0"
- nav_show_player_area "0" // Draws the last known area for the given entindex
- nav_show_player_counts "0" // Show current player counts in each area.
- nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
- nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
- nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
- nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
- nav_solid_props "0" // Make props solid to nav generation/editing
- nav_splice // connected area between them.
- nav_split // align the split line using your cursor and invoke the split command.
- nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
- nav_stand // Toggles the stand while hiding flag used by the AI system.
- nav_stop // Toggles the must stop when entering this area flag used by the AI system.
- nav_store_selected_set // Stores the current selected set for later retrieval.
- nav_strip // and Encounter Spots from the current Area.
- nav_subdivide // Subdivides all selected areas.
- nav_test_node "0"
- nav_test_node_crouch "0"
- nav_test_node_crouch_dir "4"
- nav_test_stairs // Test the selected set for being on stairs
- nav_test_visibility // Tests visibility from the selected area to the one under the cursor.
- nav_toggle_deselecting // Start or stop continuously removing from the selected set.
- nav_toggle_in_selected_set // Remove current area from the selected set.
- nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
- nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
- nav_toggle_selected_set // Toggles all areas into/out of the selected set.
- nav_toggle_selecting // Start or stop continuously adding to the selected set.
- nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
- nav_trouble_report // Selects areas that may be breaking the map checklist for inspection
- nav_trouble_report_corner_to_corner // Selects areas that can break game mechanics
- nav_trouble_report_invalid // Selects areas that can break game mechanics
- nav_trouble_report_suggestions // only if any area has a population
- nav_trouble_test_area "0" // tests will be run against this areaID only
- nav_trouble_test_debug_duration "10"
- nav_trouble_walkable_backtrace "0"
- nav_unmark // Clears the marked Area or Ladder.
- nav_update_blocked // Updates the blocked/unblocked status for every nav area.
- nav_update_lighting // Recomputes lighting values
- nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
- nav_use_place // the current Place is set.
- nav_walk // Toggles the traverse this area by walking flag used by the AI system.
- nav_warp_to_mark // Warps the player to the marked area.
- nav_world_center // Centers the nav mesh in the world
- nb_acceleration "500"
- nb_allow_avoiding "1"
- nb_allow_climbing "1"
- nb_allow_gap_jumping "1"
- nb_blind "0" // Disable vision
- nb_chase_lead_time "2"
- nb_command // Sends a command string to all bots
- nb_debug // ERRORS.
- nb_debug_climbing "0"
- nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
- nb_debug_history "1" // each bot keeps a history of debug output in memory
- nb_delete_all // Delete all non-player NextBot entities.
- nb_direct_chase_nav_check "1" // Set to zero to stop bots that use the direct chase path follower from performing a 2D check through the nav to validate a direc
- nb_dump_debug_history // Dumps debug history for the bot under the cursor to the blackbox
- nb_force_look_at // Force selected bot to look at the local players position
- nb_friction_forward "0"
- nb_friction_sideways "3"
- nb_goal_look_ahead_range "50"
- nb_gravity "1000"
- nb_head_aim_settle_duration "0"
- nb_head_aim_steady_max_rate "100"
- nb_ladder_align_range "50"
- nb_lean_forward_accel "100"
- nb_lean_max_angle "30"
- nb_lean_rate "3"
- nb_move_to_cursor // Tell all NextBots to move to the cursor position
- nb_move_to_position // Tell all NextBots to move to the specified absolute position
- nb_path_draw_inc "100"
- nb_path_segment_influence_radius "100"
- nb_player_crouch "0" // Force bots to crouch
- nb_player_move "1" // Prevents bots from moving
- nb_player_stop "0" // Stop all NextBotPlayers from updating
- nb_player_walk "0" // Force bots to walk
- nb_rush // Causes all infected to rush the survivors.
- nb_saccade_speed "1000"
- nb_saccade_time "0"
- nb_select // Select the bot you are aiming at for further debug operations.
- nb_speed_look_ahead_range "150"
- nb_stop "0" // Stop all NextBots
- nb_stuck_dump_display // display the stuck locations in the environment
- nb_stuck_dump_filter_entindex "0" // only display stuck data for entities with the given entindex
- nb_stuck_dump_filter_identifier "0" // Only display stuck data for entities whose identifier matches this substring
- nb_stuck_dump_filter_min_duration "0" // Only display stuck data for entities who were stuck longer than this duration
- nb_stuck_dump_filter_time_end "99999" // Do not display stuck data with a timestamp greater than this value
- nb_stuck_dump_filter_time_start "0" // Do not display stuck data with a timestamp less than this value
- nb_stuck_dump_show_details "0" // include more data in stuck display
- nb_stuck_dump_threshold "-1" // dump debug data to console and logfile. -1 to disable
- nb_update_debug "0"
- nb_update_framelimit "15"
- nb_update_frequency "0"
- nb_update_maxslide "2"
- nb_vision_ignore_survivors "0"
- nb_vision_notice_hidden_range "50"
- nb_warp_selected_here // Teleport the selected bot to your cursor position
- nb_yaw_rate "250"
- net_allow_multicast "1"
- net_blockmsg "0" // Discards incoming message: <0|1|name>
- net_channels // Shows net channel info
- net_droppackets "0" // Drops next n packets on client
- net_dumpeventstats // Dumps out a report of game event network usage
- net_fakejitter "0" // Jitter fakelag packet time
- net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
- net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
- net_graph "0" // = 3 draws payload legend.
- net_graphheight "64" // Height of netgraph panel
- net_graphmsecs "400" // The latency graph represents this many milliseconds.
- net_graphpos "1"
- net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
- net_graphshowinterp "1" // Draw the interpolation graph.
- net_graphshowlatency "1" // Draw the ping/packet loss graph.
- net_graphsolid "1"
- net_graphtext "1" // Draw text fields
- net_maxroutable "1200" // Requested max packet size before packets are split.
- net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
- net_scale "5"
- net_showreliablesounds "0"
- net_showsplits "0" // Show info about packet splits
- net_showudp "0" // Dump UDP packets summary to console
- net_showudp_remoteonly "0" // Dump non-loopback udp only
- net_showusermessages "0"
- net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
- net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
- net_start // Inits multiplayer network sockets
- net_status // Shows current network status
- net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
- net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
- net_steamcnx_status // Print status of steam connection sockets.
- next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
- nextdemo // Play next demo in sequence.
- next_weapon_timer "1"
- noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
- noclip_fixup "1"
- notarget // Toggle. Player becomes hidden to NPCs.
- npc_height_adjust "1" // Enable test mode for ik height adjustment
- openserverbrowser // Opens server browser
- overview_alpha "1" // Overview map translucency.
- overview_health "1" // Show players health in map overview.
- overview_locked "1" // doesnt follow view angle.
- overview_mode // large: <0|1|2>
- overview_names "1" // Show players names in map overview.
- overview_tracks "1" // Show players tracks in map overview.
- overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
- pain_pills_decay_rate "0"
- pain_pills_health_threshold "99" // Pills cant be used unless total health is less than this amount
- pain_pills_health_value "50"
- panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
- particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
- particle_test_attach_attachment "0" // Attachment index for attachment mode
- particle_test_attach_mode "0" // follow_origin
- particle_test_file "0" // Name of the particle system to dynamically spawn
- particle_test_start // particle_test_attach_mode and particl
- particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
- password "0" // Current server access password
- path // Show the engine filesystem path.
- pause // Toggle the server pause state.
- perfui // Show/hide the level performance tools UI.
- perfvisualbenchmark
- perfvisualbenchmark_abort
- personalstats // Shows the player stats dialog
- phys2ui // Show/hide the phys2 UI.
- phys2_debug_wireframe "0" // Render Phys2 collision models in wireframe
- phys2_default_max_velocity "40" // m/s
- phys2_dump_runtime_sizes "0"
- phys2_load // Saves physics SDK state
- phys2_max_length_constraint_anchor "0"
- phys2_mem_debug "0"
- phys2_preload_models "1"
- phys2_ragdoll_drive_type "1" // 3 is both
- phys2_save // Saves physics SDK state
- phys2_save_client // Saves client physics scene
- phys2_save_server // Saves server physics scene
- phys2_shadow_port "1" // Use the ported version of physics shadow controller?
- phys2_shoot // Shoots a phys2 object.
- phys2_stats // Dumps physics stats
- phys2_vdb "0"
- phys2_vdb_host "0"
- physics_budget // Times the cost of each active object
- physics_constraints // Highlights constraint system graph for an entity
- physics_debug_entity // Dumps debug info for an entity
- physics_highlight_active // Turns on the absbox for all active physics objects
- physics_report_active // Lists all active physics objects
- physics_select // Dumps debug info for an entity
- physx_debug_dll "0"
- physx_valve_dll "0"
- phys_explosion_force "7"
- phys_shoot // Shoots a phys object.
- picker // pivot and debugging text is displayed for whatever entity the play
- ping // Display ping to server.
- pingserver // Ping a server for info
- pixelvis_debug // Dump debug info
- play // Play a sound.
- playdemo // Play a recorded demo file (.dem ).
- player_debug_print_damage "0" // print amount and type of all damage received by player to console.
- player_incap_use_radius "96"
- player_throwforce "2000"
- player_use_radius "96"
- playflush // reloading from disk in case of changes.
- playgamesound // Play a sound from the game sounds txt file
- playsoundscape // Forces a soundscape to play
- playvideo // Plays a video: <filename> [width height]
- playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvol // Play a sound at a specified volume.
- plugin_load // plugin_load <filename> : loads a plugin
- plugin_notify_non_valid // Notifys the user if any invalid plug-ins are loaded
- plugin_pause // plugin_pause <index> : pauses a loaded plugin
- plugin_pause_all // pauses all loaded plugins
- plugin_print // Prints details about loaded plugins
- plugin_unload // plugin_unload <index> : unloads a plugin
- plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
- plugin_unpause_all // unpauses all disabled plugins
- precache_all_survivors "0"
- print_colorcorrection // Display the color correction layer information.
- progress_enable
- prop_crosshair // Shows name for prop looking at
- prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
- prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- pwatchent "-1" // Entity to watch for prediction system changes.
- pwatchvar "0" // Entity variable to watch in prediction system for changes.
- pz_damages // List player zombie damages
- quit // Exit the engine.
- radialmenu // Opens a radial menu
- radius_damage_show_hits "0"
- ragdoll_velocity_multiplier "0" // Acceleration to last living velocity given to new ragdolls
- rangefinder // Measures distance along a ray
- rate "30000" // Max bytes/sec the host can receive data
- rcon // Issue an rcon command.
- rcon_password "0" // remote console password.
- recompute_speed // Recomputes clock speed (for debugging purposes).
- record // Record a demo.
- reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
- removeid // Remove a user ID from the ban list.
- removeip // Remove an IP address from the ban list.
- report
- report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
- report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
- report_entities // Lists all entities
- report_simthinklist // Lists all simulating/thinking entities
- report_soundpatch // reports sound patch count
- report_touchlinks // Lists all touchlinks
- rescue_distance "4500" // Living survivors must travel this far past a dead survivors corpse to be able to rescue him
- rescue_finale_ignore_distance "4000" // he stops calling for help
- rescue_finale_spawn_range "4000" // info_survivor_rescue ents will be considered if they are this close to the leading survivor
- rescue_ignore_distance "2000" // he stops calling for help
- rescue_interval "2" // Dead survivors are checked to start calling for help this often
- rescue_min_dead_time "60" // Duration in seconds a survivor must be dead before being rescuable
- rescue_range "1000" // it will be triggered
- rescue_show // Shows debugging info for info_survivor_rescue ents
- rescue_show_blocked // Shows bboxes for blocked info_survivor_rescue ents
- rescue_spawn_flow "400" // info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivor
- rescue_spawn_range "2000" // info_survivor_rescue ents will be considered if they are this close to the leading survivor
- rescue_update_nav // Updates RESCUE_CLOSET nav flags
- rescue_yell_delay "1" // Delay before yelling when activating
- rescue_yell_interval "6" // Interval at which an info_survivor_rescue yells for help
- reset_gameconvars // Reset a bunch of game convars to default values
- reset_spawnmenu_counts
- respawn_entities // Respawn all the entities in the map.
- restart // Restart the game on the same level (add setpos to jump to current view position on restart).
- retry // Retry connection to last server.
- rope_min_pixel_diameter "2"
- rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
- rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
- rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
- rr_reloadresponsesystems // Reload all response system scripts.
- rr_remarkable_maxdist "1500" // info_remarkables more distant than this from a player will not even be tested to see if a rule matches them.
- rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
- rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
- r_3dskyonly "0" // Only draw the 3d skybox. . skip the rest of the world.
- r_AirboatViewDampenDamp "1"
- r_AirboatViewDampenFreq "7"
- r_AirboatViewZHeight "0"
- r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
- r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
- r_avglight "1"
- r_avglightmap "0"
- r_cheapwaterend
- r_cheapwaterstart
- r_cleardecals // Usage r_cleardecals <permanent>.
- r_ClipAreaPortals "1"
- r_colorstaticprops "0"
- r_debugcheapwater "0"
- r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
- r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
- r_DispBuildable "0"
- r_DispWalkable "0"
- r_drawallrenderables "0" // even ones inside solid leaves.
- r_DrawBeams "1" // 2=Wireframe
- r_drawbrushmodels "1" // 2=Wireframe
- r_drawclipbrushes "0" // purple=NPC)
- r_drawdecals "1" // Render decals.
- r_DrawDisp "1" // Toggles rendering of displacment maps
- r_drawentities "1"
- r_drawfuncdetail "1" // Render func_detail
- r_drawleaf "-1" // Draw the specified leaf.
- r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
- r_drawlightinfo "0"
- r_drawlights "0"
- r_DrawModelLightOrigin "0"
- r_drawmodelstatsoverlay "0"
- r_drawmodelstatsoverlaydistance "500"
- r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
- r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
- r_drawopaquerenderables "1"
- r_drawopaqueworld "1"
- r_drawothermodels "1" // 2=Wireframe
- r_drawparticles "1" // Enable/disable particle rendering
- r_DrawPortals "0"
- r_DrawRain "1" // Enable/disable rain rendering.
- r_drawrenderboxes "0"
- r_drawropes "1"
- r_drawskybox "1"
- r_drawsprites "1"
- r_drawstaticprops "1" // 2=Wireframe
- r_drawtracers "1"
- r_drawtranslucentrenderables "1"
- r_drawtranslucentworld "1"
- r_drawvgui "1" // Enable the rendering of vgui panels
- r_drawviewmodel "1"
- r_drawworld "1" // Render the world.
- r_dscale_basefov "90"
- r_dscale_fardist "2000"
- r_dscale_farscale "4"
- r_dscale_neardist "100"
- r_dscale_nearscale "1"
- r_dynamic "1"
- r_dynamiclighting "1"
- r_eyemove "0"
- r_eyeshift_x "0"
- r_eyeshift_y "0"
- r_eyeshift_z "0"
- r_eyesize "0"
- r_eyewaterepsilon "7"
- r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
- r_flashlightambient "0"
- r_flashlightbacktraceoffset "0"
- r_flashlightbrightness "0"
- r_flashlightclip "0"
- r_flashlightconstant "0"
- r_flashlightdrawclip "0"
- r_flashlightfar "750"
- r_flashlightfov "53"
- r_flashlightinfectedtexture "0"
- r_flashlightladderdist "40"
- r_flashlightlinear "100"
- r_flashlightlockposition "0"
- r_flashlightmuzzleflashfov "120"
- r_flashlightnear "4"
- r_flashlightnearoffsetscale "0"
- r_flashlightoffsetforward "0"
- r_flashlightoffsetforward_low "0"
- r_flashlightoffsetright "5"
- r_flashlightoffsetright_low "10"
- r_flashlightoffsetup "-5"
- r_flashlightoffsetup_low "-16"
- r_flashlightquadratic "0"
- r_flashlightshadowatten "0"
- r_flashlighttracedistcutoff "32"
- r_flashlighttracedistwatercutoff "80"
- r_flashlightvisualizetrace "0"
- r_flashlight_attach_to_viewmodel "1" // Attach the flashlight effect to the viewmodel
- r_flushlod // Flush and reload LODs.
- r_hwmorph "0"
- r_itemblinkmax "0"
- r_itemblinkrate "4"
- r_JeepFOV "90"
- r_JeepViewBlendTo "1"
- r_JeepViewBlendToScale "0"
- r_JeepViewBlendToTime "1"
- r_JeepViewDampenDamp "1"
- r_JeepViewDampenFreq "7"
- r_JeepViewZHeight "10"
- r_lightcachecenter "1"
- r_lightcachemodel "-1"
- r_lightcache_invalidate
- r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
- r_lightcache_radiusfactor "1" // Allow lights to influence lightcaches beyond the lights radii
- r_lightinterp "5" // 0 turns off interpolation
- r_lightmap "-1"
- r_lightstyle "-1"
- r_lightwarpidentity "0"
- r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
- r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
- r_modelwireframedecal "0"
- r_nohw "0"
- r_nosw "0"
- r_novis "0" // Turn off the PVS.
- r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
- r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
- r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
- r_PhysPropStaticLighting "0"
- r_portalsopenall "0" // Open all portals
- r_PortalTestEnts "1" // Clip entities against portal frustums.
- r_printdecalinfo
- r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
- 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
- r_rainalpha "0"
- r_rainalphapow "0"
- r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
- r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
- r_raindensity "0"
- r_RainHack "0"
- r_rainlength "0"
- r_RainProfile "0" // Enable/disable rain profiling.
- r_RainRadius "1500"
- r_RainSideVel "10" // How much sideways velocity rain gets.
- r_RainSimulate "1" // Enable/disable rain simulation.
- r_rainspeed "600"
- r_RainSplashPercentage "20"
- r_rainwidth "0"
- r_randomflex "0"
- r_screenoverlay // Draw specified material as an overlay
- r_shadowangles // Set shadow angles
- r_shadowblobbycutoff // some shadow stuff
- r_shadowcolor // Set shadow color
- r_shadowdir // Set shadow direction
- r_shadowdist // Set shadow distance
- r_shadowfromanyworldlight "0"
- r_shadowfromworldlights_debug "0"
- r_shadowids "0"
- r_shadows_gamecontrol "-1"
- r_shadowwireframe "0"
- r_shadow_debug_spew "0"
- r_showenvcubemap "0"
- r_showz_power "1"
- r_skin "0"
- r_skybox "1" // Enable the rendering of sky boxes
- r_skyboxfogfactor // 1.0 is fully fog color.
- r_slowpathwireframe "0"
- r_SnowColorBlue "200" // Snow.
- r_SnowColorGreen "175" // Snow.
- r_SnowColorRed "150" // Snow.
- r_SnowDebugBox "0" // Snow Debug Boxes.
- r_SnowEnable "1" // Snow Enable
- r_SnowEndAlpha "255" // Snow.
- r_SnowEndSize "0" // Snow.
- r_SnowFallSpeed "1" // Snow fall speed scale.
- r_SnowInsideRadius "256" // Snow.
- r_SnowOutsideRadius "1024" // Snow.
- r_SnowParticles "500" // Snow.
- r_SnowPosScale "1" // Snow.
- r_SnowRayEnable "1" // Snow.
- r_SnowRayLength "8192" // Snow.
- r_SnowRayRadius "256" // Snow.
- r_SnowSpeedScale "1" // Snow.
- r_SnowStartAlpha "25" // Snow.
- r_SnowStartSize "1" // Snow.
- r_SnowWindScale "0" // Snow.
- r_SnowZoomOffset "384" // Snow.
- r_SnowZoomRadius "512" // Snow.
- r_swingflashlight "1"
- r_updaterefracttexture "1"
- r_vehicleBrakeRate "1"
- r_VehicleViewClamp "1"
- r_VehicleViewDampen "1"
- r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
- r_visualizelighttraces "0"
- r_visualizelighttracesshowfulltrace "0"
- r_visualizetraces "0"
- save // Saves current game.
- save_finish_async
- say // Display player message
- say_team // Display player message to team
- sb_add // Add a Survivor Bot.
- sb_allow_shoot_through_survivors "1" // Allow survivorbots to shoot through fellow survivors
- sb_all_bot_game "0" // Allow a server of nothing but bots
- sb_battlestation_give_up_range_from_human "1500"
- sb_battlestation_human_hold_time "4" // How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations
- sb_close_checkpoint_door_interval "2"
- sb_close_threat_range "200"
- sb_combat_saccade_speed "1000"
- sb_crouch "0" // Forces survivor bots to crouch
- sb_debug_apoproach_wait_time "5" // How long a SurvivorBot waits once it reaches its debug move-to spot
- sb_debug_buddy "0"
- sb_debug_locomotion "0"
- sb_debug_retreat "0"
- sb_debug_team_avoidance "0"
- sb_dont_bash "0" // Force SurvivorBots to not bash
- sb_dont_shoot "0" // Force SurvivorBots to not fire their weapons
- sb_enforce_proximity_lookat_timeout "10"
- sb_enforce_proximity_range "1500"
- sb_escort "0"
- sb_far_hearing_range "1500"
- sb_flashlight "0" // Forces survivor bots to use flashlights (-1 to force off)
- sb_follow_stress_factor "0"
- sb_force_max_intensity // Force intensity of selected SurvivorBot to maximum level.
- sb_friendlyfire "0"
- sb_friend_immobilized_reaction_time_expert "0" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
- sb_friend_immobilized_reaction_time_hard "1" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
- sb_friend_immobilized_reaction_time_normal "2" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
- sb_friend_immobilized_reaction_time_vs "0" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
- sb_give // Give an item to each Survivor bot
- sb_give_random_weapon // Give a random weapon to each Survivor bot
- sb_hindrance_range "150"
- sb_hold_position "0" // Force SurvivorBots to stand still
- sb_l4d1_survivor_behavior "1"
- sb_locomotion_wait_threshold "10"
- sb_max_battlestation_range_from_human "750"
- sb_max_scavenge_separation "750" // SurvivorBots wont scavenge items farther away from the group than this
- sb_max_team_melee_weapons "0" // The total number of melee weapons allowed on the team. 0 = bots never use melee
- sb_minigun_distance "30"
- sb_min_attention_notice_time "0" // Ill notice
- sb_min_orphan_time_to_cover "1"
- sb_move "1" // Stop all SurvivorBots from moving
- sb_move_to_cursor // Sends survivor bots to cursor target
- sb_narrow_corridor_width "100"
- sb_near_hearing_range "500"
- sb_neighbor_range "300" // How close a friend needs to be to feel safe
- sb_normal_saccade_speed "350"
- sb_open_fire "0" // Forces survivor bots to fire continuously
- sb_path_lookahead_range "200"
- sb_perf_crawl "0" // survivor bot will be doing a perf-crawl walk through the map
- sb_perf_crawl_ang "5" // Rotation angles at perf-crawl snapshots in the map
- sb_perf_crawl_dist "128" // Distance between perf-crawl snapshots in the map
- sb_perf_crawl_time "1" // How much time is spent at each perf-crawl spot/ang in the map
- sb_perf_dump "0" // low perf places will be dumped
- sb_perf_dump_bots "0" // manager
- sb_pushscale "1"
- sb_reachability_cache_lifetime "3"
- sb_replacement_interval "0" // Force SurvivorBots to be replaced after this many seconds for stress testing
- sb_rescue_vehicle_loading_range "300" // How close to the arrival point of the rescue vehicle SurvivorBots try to get
- sb_revive_friend_distance "125"
- sb_separation_danger_max_range "600" // A Survivor teammate this far away needs to be gathered back into the group
- sb_separation_danger_min_range "200" // A Survivor teammate this far away is straying from the group
- sb_separation_range "200" // Desired distance between Survivors
- sb_show_threat_areas "0"
- sb_sidestep_for_horde "0" // Allow sidestepping left/right to acquire common infected targets
- sb_stop "0" // Forces survivor bots to stand still
- sb_takecontrol // Take control of a bot.
- sb_threat_close_range "150" // Very close range for threats
- sb_threat_exposure_stop "200000"
- sb_threat_exposure_walk "50000"
- sb_threat_far_range "600" // Close enough to be a threat if near several other threats
- sb_threat_medium_range "300" // even when neutral
- sb_threat_very_close_range "150"
- sb_threat_very_far_range "1500" // even for boss infected
- sb_unstick "1"
- sb_use_button_range "1000"
- sb_use_upgrades "1"
- sb_vomit_blind_time "5" // How long Boomer vomit/explosion gore blinds us
- scavenge_item_respawn_delay "20" // time until a scavenge item will respawn
- scavenge_wanderer_respawn_chance "3" // Percent chance that a new wanderer will spawn in a cleared nav area.
- scene_flush // Flush all .vcds from the cache and reload from disk.
- scene_showlook "0" // show the directions of look events.
- scene_showmoveto "0" // show the end location.
- scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
- screenshot // Take a screenshot.
- script // Run the text as a script
- script_debug // Connect the vscript VM to the script debugger
- script_dump_all // Dump the state of the VM to the console
- script_execute // Run a vscript file
- script_help // optionally with a search string
- script_reload_code // replacing existing functions with the functions in the run script
- script_reload_enity_code // replacing existing functions with the functions in the run scripts
- script_reload_think // replacing existing functions with the functions in the run script
- select_cliff // Selects all NAV_MESH_CLIFF areas.
- select_invalid_finale_nospawn // Selects all FINALE_NOSPAWN areas that arent also FINALE.
- select_with_attribute // Selects areas with the given attribute.
- sensitivity "2" // Mouse sensitivity.
- server_game_time // Gives the game time in seconds (servers curtime)
- setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- setinfo // Adds a new user info value
- setmaster // add/remove/enable/disable master servers
- setmodel // Changess players model
- setpause // Set the pause state of the server.
- setpos // Move player to specified origin (must have sv_cheats).
- setpos_exact // Move player to an exact specified origin (must have sv_cheats).
- setpos_player // Move specified player to specified origin (must have sv_cheats).
- shake // Shake the screen.
- shake_stop // Stops all active screen shakes.
- shout_going_to_die_interval "20"
- shout_make_way_interval "2"
- shout_max_warn_range "2000"
- shout_min_special_warn_interval "5"
- shout_min_use_range "200"
- shout_min_warn_interval "10"
- shout_threat_range "500"
- shout_view_motion_threshold "0"
- shout_view_target_threahold "0"
- showbudget_texture "0" // Enable the texture budget panel.
- showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
- showconsole // Show the console.
- showGameSettings
- showinfo // Shows a info panel: <type> <title> <message> [<command>]
- showpanel // Shows a viewport panel <name>
- showtriggers "0" // Shows trigger brushes
- showtriggers_toggle // Toggle show triggers
- show_addon_load_order // Displays the load order for custom addon files.
- show_menu // Opens a menu
- singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
- skill "1" // Game skill level (1-3).
- sk_autoaim_mode "1"
- slot0
- slot1
- slot10
- slot2
- slot3
- slot4
- slot5
- slot6
- slot7
- slot8
- slot9
- Smoker_escape_range "750"
- smoker_pz_claw_dmg "4" // Amount of damage done by a PZ smokers regular melee attack
- smoker_tongue_delay "1"
- snapto
- sndplaydelay
- snd_async_flush // Flush all unlocked async audio data
- snd_async_showmem // Show async memory stats
- snd_async_showmem_music // Show async memory stats for just non-streamed music
- snd_async_showmem_summary // Show brief async memory stats
- snd_buildsoundcachefordirectory // rebuild sound.cache for full path to directory ending with a sound/ folder
- snd_duckerattacktime "0"
- snd_duckerreleasetime "2"
- snd_duckerthreshold "0"
- snd_ducktovolume "0"
- snd_dumpclientsounds // Dump sounds to console
- snd_dump_filepaths
- snd_filter "0"
- snd_foliage_db_loss "4" // foliage dB loss per 1200 units
- snd_gain "1"
- snd_gain_max "1"
- snd_gain_min "0"
- snd_getmixer // Get data related to mix group matching string
- snd_legacy_surround "0"
- snd_list_mixers // List all mixers to dev console.
- snd_list_mix_groups // List all mix groups to dev console.
- snd_mixahead "0"
- snd_musicvolume "0" // Music volume
- snd_obscured_gain_dB "-2"
- snd_pitchquality "1"
- snd_playsounds // Play sounds from the game sounds txt file at a given location
- snd_play_in_out // Plays one of two sounds from entity depending on players in/out location
- snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
- snd_pre_gain_dist_falloff "1"
- snd_rebuildaudiocache // rebuild audio cache
- snd_rebuildlocalizedaudiocache // rebuild audio cache for all localization
- snd_refdb "60" // Reference dB at snd_refdist
- snd_refdist "36" // Reference distance for snd_refdb
- snd_restart // Restart sound system.
- snd_setmixer // solo.
- snd_setmixlayer // solo.
- snd_setmixlayer_amount // Set named mix layer mix amount.
- snd_setsoundparam // Set a sound paramater
- snd_set_custom_zombat_suffix // Overrides the per campaign zombat music suffix
- snd_showstart "0"
- snd_soundmixer_flush // Reload soundmixers.txt file.
- snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
- snd_visualize "0" // Show sounds location in world
- snd_writemanifest // outputs the precache manifest for the current level
- soundfade // Fade client volume.
- soundinfo // Describe the current sound device.
- soundlist // List all known sounds.
- soundscape_debug "0" // red lines show soundscapes that ar
- soundscape_dumpclient // Dumps the clients soundscape data.
- soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
- soundscape_flush // Flushes the server & client side soundscapes
- soundscape_radius_debug "0" // Prints current volume of radius sounds
- spawnboomermenu // Show the Spawn Mode menu for boomers
- spawnchargermenu // Show the Spawn Mode menu for chargers
- spawnhuntermenu // Show the Spawn Mode menu for hunters
- spawnjockeymenu // Show the Spawn Mode menu for jockeys
- spawnmodemenu // Show the Spawn Mode menu
- spawnsmokermenu // Show the Spawn Mode menu for smokers
- spawnspittermenu // Show the Spawn Mode menu for spitters
- spawn_behind_survivors_distance "0"
- speak // Play a constructed sentence.
- spec_allowroaming "0"
- spec_centerchasecam "0" // in chase came mode
- spec_chasedistancestep "10" // Amount to adjust the chase cams distance on a zoom request
- spec_cinematic "0"
- spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_time "4" // Time spend frozen in observer freeze cam.
- spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
- spec_help // Show spectator help screen
- spec_keep_team_cc "1" // Use team color correction even when spectating in vs mode
- spec_keep_team_glows "1" // Use team glows even when spectating in vs mode
- spec_menu // Activates spectator menu
- spec_mode // Set spectator mode
- spec_next // Spectate next player
- spec_player // Spectate player by name
- spec_pos // dump position and angles to the console
- spec_prev // Spectate previous player
- spec_scoreboard "0"
- spec_target
- spec_target_clear
- spike // generates a fake spike
- spitter_pz_claw_dmg "4" // Amount of damage done by a PZ spitters regular melee attack
- spit_scaling_min_scale "0" // minimum scale to apply to spit damage when common dps is near max
- ss_map // Start playing on specified map with max allowed splitscreen players.
- ss_splitmode "0" // 2 - vertical (only allowed in widescr
- startdemos // Play demos in demo sequence.
- startmovie // Start recording movie frames.
- startupmenu // and were not in developer
- star_memory // Dump memory stats
- stats // Prints server performance variables
- stats_nexthighlight
- stats_show_empty "0"
- status // Display map and connection status.
- stop // Finish recording demo.
- stopdemo // Stop playing back a demo.
- stopsound
- stopsoundscape // Stops all soundscape processing and fades current looping sounds
- stringtabledictionary // Create dictionary for current strings.
- stuffcmds // Parses and stuffs command line + commands to command buffer.
- suitvolume "0"
- surfaceprop // Reports the surface properties at the cursor
- survivor_accuracy_upgrade_factor "0"
- survivor_autolook_voc_delay "1" // a survivor will say a smartlook concept for it if available.
- survivor_burn_factor_easy "0" // Flame damage multiplier
- survivor_burn_factor_expert "1" // Flame damage multiplier
- survivor_burn_factor_hard "0" // Flame damage multiplier
- survivor_burn_factor_normal "0" // Flame damage multiplier
- survivor_calm_damage_delay "5" // survivors are not calm for this many seconds after taking damage
- survivor_calm_deploy_delay "2" // survivors are not calm for this many seconds after switching weapons
- survivor_calm_intensity "0" // survivors are not calm if their intensity level is above this point
- survivor_calm_no_flashlight "1" // to keep the weapon pointing along the flashlight beam
- survivor_calm_recent_enemy_delay "5" // survivors are not calm for this many seconds after seeing an enemy
- survivor_calm_weapon_delay "5" // survivors are not calm for this many seconds after firing
- survivor_crawl_speed "15"
- survivor_crouch_speed "75"
- survivor_damage_speed_factor "0" // How much a Survivor is slowed when hit by an Infected
- survivor_debug_active_area_set "0"
- survivor_debug_in_combat "0"
- survivor_debug_visibility "0"
- survivor_drag_speed_multiplier "0" // Multiplier to speed when we are dragging somebody.
- survivor_drag_type "0" // 2: continuous drag
- survivor_ff_avoidance "0"
- survivor_ff_avoidance_pitch "20"
- survivor_ff_avoidance_yaw "10"
- survivor_ff_tolerance "26"
- survivor_fog_vocalize_percent "0" // The percent of the fog end distance that stops vocalizations.
- survivor_friendly_fire_factor_easy "0"
- survivor_friendly_fire_factor_expert "0"
- survivor_friendly_fire_factor_hard "0"
- survivor_friendly_fire_factor_normal "0"
- survivor_fumes_walk_speed "85"
- survivor_give_attract_timeout "12" // How long to try and attract a recipient for an item give before giving up
- survivor_hanging_eye_height "85"
- survivor_hanging_from_tongue_eye_height "40"
- survivor_helping_hand_inhibit_duration "1"
- survivor_hitsound_interval_timer "0"
- survivor_incapacitated_accuracy_penalty "0" // Penalty given for shooting while incapacitated.
- survivor_incapacitated_cycle_time "0" // overriding weapon.
- survivor_incapacitated_dizzy_severity "2" // how much bump we add to a incapd players mouse.
- survivor_incapacitated_dizzy_timer "2" // How often our incapd dizzy-drift changes directions.
- survivor_incapacitated_eye_height "24"
- survivor_incapacitated_reload_multiplier "1" // Multiplier to reload time when incapacitated.
- survivor_incapacitated_roll "20"
- survivor_intensity_decay_threat_range "750"
- survivor_intensity_recent_enemy_duration "5"
- survivor_it_duration "20"
- survivor_knockdown_roll "-20"
- survivor_lazy_active_set "1"
- survivor_ledge_grab_ground_check_time "3"
- survivor_ledge_scales_health "1"
- survivor_limp_health "40"
- survivor_limp_walk_speed "85"
- survivor_max_incapacitated_count "2" // How many times you can be incapacitated instead of killed between health kits.
- survivor_max_lunge_stagger_distance "30" // crouched survivor can stagger after being lunged.
- survivor_max_lunge_stagger_speed "220" // Hunters lunging this fast stagger survivors with full power.
- survivor_max_tongue_stagger_distance "200"
- survivor_max_tongue_stagger_duration "1"
- survivor_max_tug_distance "300"
- survivor_max_tug_duration "1"
- survivor_min_lunge_stagger_speed "50" // Hunters must be lunging this fast to stagger a survivor.
- survivor_no_pounce_or_hang "0"
- survivor_pounce_victim_eye_height "12"
- survivor_push "0"
- survivor_revive_duration "5"
- survivor_revive_health "30" // How much temp health you get revived with.
- survivor_shove_teammates "0"
- survivor_speed "210"
- survivor_speed_boost_factor "1" // Speed boost from upgrade
- survivor_sprint_multiplier "1"
- survivor_stun_immunity_duration "0"
- survivor_team_hit_pitch_max "10"
- survivor_team_hit_pitch_min "-10"
- survivor_team_hit_yaw_max "10"
- survivor_team_hit_yaw_min "-10"
- survivor_unstoppable_speed "150"
- survivor_vision_range "1500"
- survivor_vision_range_obscured "750"
- sv_allow_lobby_connect_only "1" // may not connect directly.
- sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
- sv_alltalk "0" // no team restrictions
- sv_alternateticks "0" // server only simulates entities on even numbered ticks.
- sv_always_full_flush "0"
- sv_banid_enabled "1" // Whether server supports banid command
- 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.
- sv_cheats "0" // Allow cheats on server
- sv_clearhinthistory // Clear memory of server side hints displayed to the player.
- sv_consistency "1" // Whether the server enforces file consistency for critical files
- sv_contact "0" // Contact email for server sysop
- sv_crash // Causes a server crash for testing
- sv_cycle_latch_timer "0" // How often to transmit our cycle to the client for corrections.
- sv_demo_entity_record_rate "30" // Set the server demo record rate for entities.
- sv_doors_push_players "0" // a door will push players out of the way as it opens and closes.
- sv_downloadurl "0" // Location from which clients can download missing files
- sv_dumpstringtables "0"
- sv_fallen_survivor_health_multiplier "20"
- sv_footstepinterval "0"
- sv_forcepreload "0" // Force server side preloading.
- sv_force_time_of_day "-1" // 3 - afternoon
- sv_gametypes "0" // usually set on server launch command line.
- sv_healing_gnome_replenish_rate "1"
- sv_infected_ceda_vomitjar_probability "0"
- sv_infected_riot_control_tonfa_probability "0"
- sv_infinite_ammo "0" // Players active weapon will never run out of ammo
- sv_infinite_primary_ammo "0" // Players primary weapon will never run out of ammo
- sv_lagcompensationforcerestore "1" // just do it.
- sv_lan "0" // no non-class C addresses )
- sv_logbans "0" // Log server bans in the server logs.
- sv_logecho "1" // Echo log information to the console.
- sv_logfile "1" // Log server information in the log file.
- sv_logflush "0" // Flush the log file to disk on each write (slow).
- sv_logsdir "0" // Folder in the game directory where server logs will be stored.
- sv_log_onefile "0" // Log server information to only one file.
- sv_maxcmdrate "40" // this sets the maximum value for cl_cmdrate.
- sv_maxrate "0" // 0 == unlimited
- sv_memlimit "0" // the server will exit.
- sv_mincmdrate "0" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
- sv_minrate "5000" // 0 == unlimited
- sv_noclipaccelerate "5"
- sv_noclipduringpause "0" // etc.).
- sv_noclipspeed "5"
- sv_password "0" // Server password for entry into multiplayer games
- sv_pausable "0" // Is the server pausable.
- sv_permawipe "0" // the campaign will restart fully if the Survivors die.
- sv_phys2_stats // Dumps server physics stats
- sv_player_stuck_tolerance "10"
- sv_play_music // Play some music through the music engine
- sv_precacheinfo // Show precache info.
- sv_prop_door_max_close_attempts "8" // Number of times blocked doors will try to close before becoming non-solid and forcing a close.
- sv_pure // Show user data.
- sv_pure_kick_clients "1" // it will issue a warning to the client.
- sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
- sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
- sv_querycache_stats // Display status of the query cache (client only)
- sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
- sv_rcon_log "1" // Enable/disable rcon logging.
- sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
- sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
- sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
- sv_regeneration_force_on "0" // Cheat to test regenerative health systems
- sv_region "-1" // The region of the world to report this server in.
- sv_reservation_timeout "120" // Time in seconds before lobby reservation expires.
- sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
- sv_search_team_key "0" // set this key to match with known opponents team
- sv_showfootsteps "0" // 3=both)
- sv_showhitboxes "-1" // use on listen server only).
- sv_showhitboxes_cursor // Show the hitboxes of the pointed-at entity
- sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
- sv_showonlyhitbox "-1"
- sv_showtags // Describe current gametags.
- sv_shutdown // Sets the server to shutdown when all games have completed
- sv_skyname "0" // Current name of the skybox texture
- sv_soundemitter_reload // Flushes the sounds.txt system
- sv_soundscape_printdebuginfo // print soundscapes
- sv_specaccelerate "5"
- sv_specnoclip "1"
- sv_specspeed "3"
- sv_spectatoridletime "3"
- 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
- sv_steamgroup_exclusive "0" // public people will be able to join the ser
- sv_stop_music // Stop some music through the music engine
- sv_sync_anims_spawn "0"
- sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
- sv_tankpropfade "1"
- sv_turbophysics_shadow "0" // players have physics shadows even when sv_turbophysics is 1
- sv_unlockedchapters "1" // Highest unlocked game chapter.
- sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
- sv_voiceenable "1"
- sv_vote_creation_timer "180" // How often someone can individually call a vote.
- sv_vote_plr_map_limit "3" // Number of failed votes a user can call per map
- sv_vote_show_caller "1" // 0: No)
- sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
- tank_attack_range "50" // Distance from Survivor that tank triggers own swing.
- tank_auto_swing "0"
- tank_burn_duration "75" // versus and survival
- tank_burn_duration_expert "85" // Number of seconds a burning Tank takes to die in expert
- tank_burn_duration_hard "80" // Number of seconds a burning Tank takes to die in hard
- tank_fist_radius "15"
- tank_ground_pound_duration "1"
- tank_ground_pound_reveal_distance "500"
- tank_raffle_debug "0" // Fill the tank raffle with dummy values for debugging
- tank_run_spawn_delay "15"
- tank_stasis_time_suicide "30"
- tank_stuck_failsafe "1"
- tank_stuck_time_choose_new_target "2"
- tank_stuck_time_suicide "10"
- tank_stuck_visibility_tolerance_choose_new_target "5"
- tank_stuck_visibility_tolerance_suicide "15"
- tank_swing_arc "180"
- tank_swing_duration "0" // Duration of the actual swing
- tank_swing_fast_interval "0" // Interval between tank swings when he is clearing zombies out of his path
- tank_swing_interval "1" // Interval between tank swings
- tank_swing_miss_interval "1" // Interval between tank swings after a miss
- tank_swing_physics_prop_force "4" // Multiplier for tank hitting a phys prop.
- tank_swing_range "56" // Range of the actual swing
- tank_swing_yaw "80"
- tank_throw_aim_error "100" // Margin of error for Easy mode Tank rock throws
- tank_throw_allow_range "250" // How far away our victim must be before well try to throw debris at them
- tank_throw_lead_time_factor "0" // How much to lead a moving target
- tank_throw_loft_rate "0" // Tank adds this angle/distance when throwing
- tank_throw_max_loft_angle "30" // Maximum loft angle for Tank throw angle adjustment
- tank_throw_min_interval "8" // Minimum interval between Tank rock throws
- tank_visibility_tolerance_suicide "60"
- tank_windup_time "0" // Time from intent to swing that swing actually happens.
- terror_ammo_multiplier "2"
- testhudanim // Test a hud element animation. Arguments: <anim name>
- Test_CreateEntity
- test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
- Test_EHandle
- test_entity_blocker // Test command that drops an entity blocker out in front of the player.
- test_freezeframe // Test the freeze frame code.
- Test_InitRandomEntitySpawner
- Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
- Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
- Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
- test_outtro_pzendgame
- test_outtro_stats
- test_point
- Test_ProxyToggle_EnableProxy
- Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
- Test_ProxyToggle_SetValue
- Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
- Test_RandomizeInPVS
- Test_RandomPlayerPosition
- Test_RemoveAllRandomEntities
- Test_RunFrame
- Test_SendKey
- Test_SpawnRandomEntities
- Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
- Test_StartScript // Start a test script running..
- Test_Wait
- Test_WaitForCheckPoint
- texture_budget_background_alpha "128" // how translucent the budget panel is
- texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- texture_budget_panel_height "284" // height in pixels of the budget panel
- texture_budget_panel_width "512" // width in pixels of the budget panel
- texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
- tf_escort_score_rate "1" // in points per second
- think_limit "10" // warning is printed if this is exceeded.
- thirdperson // Switch to thirdperson camera.
- thirdpersonshoulder // Switch to thirdperson-shoulder camera.
- thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
- threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
- threadpool_run_tests
- thread_test_tslist
- thread_test_tsqueue
- timedemo // Play a demo and report performance info.
- timedemoquit // and then exit
- timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
- timerefresh // Profile the renderer.
- tir_maxpitch "15" // TrackIR Max Pitch
- tir_maxroll "90" // TrackIR Max Roll
- tir_maxx "4" // TrackIR Max X
- tir_maxy "6" // TrackIR Max Y
- tir_maxyaw "90" // TrackIR Max Yaw
- tir_maxz "1" // TrackIR Max Z
- toggle // or cycles through a set of values.
- toggleconsole // Show/hide the console.
- togglescores // Toggles score panel
- toggle_duck
- tongue_allow_voluntary_release "0" // Can a Smoker let go with his tongue by clicking or turning away?
- tongue_bend_point_deflection "5" // How far off the first obstacle the tongue bends.
- tongue_bend_point_needs_LOS "0" // Does a bent tongue still need LOS from the bend point?
- tongue_break_from_damage_amount "50" // How much damage to the smoker makes him let go of his victim.
- tongue_choke_damage_amount "10" // How much damage the choke does.
- tongue_choke_damage_interval "1" // How often the choke does damage.
- tongue_cone_start_tolerance "0" // How wide the cone is for a tongue hit.
- tongue_debug "0" // Print debug info for tongue
- tongue_drag_damage_amount "3" // How much damage the tongue drag does.
- tongue_dropping_to_ground_time "2" // A miss or a wall hit will wait this long before pulling back.
- tongue_fly_speed "1000" // How fast a tongue flies through the air.
- tongue_force_break "0" // for debugging
- tongue_gravity_force "4000" // The speed that gravity tries to pull us downwards while being tongued.
- tongue_health "100" // Tongue health
- tongue_hit_delay "20" // from the time he lets go.
- tongue_los_forgiveness_time "1" // A traveling tongue can lose LOS for this amount of time and still hit.
- tongue_miss_delay "15" // How long a smoker must wait to shoot his tongue after a miss.
- tongue_no_progress_break_interval "10" // How long of the victim making no progress until we break the tongue.
- tongue_no_progress_choke_early_ambush_delay "0" // Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest st
- tongue_no_progress_choke_early_delay "1" // We wont think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest sta
- tongue_no_progress_choke_time "0" // start to hurt him.
- tongue_no_progress_damage_interval "0" // How long of the victim making no progress until we start choking him.
- tongue_no_progress_tolerance "25" // start to hurt him.
- tongue_player_dropping_to_ground_time "1" // How long after the tongue disconnects will a player need to wait.
- tongue_range "750" // How far a smoker can shoot his tongue.
- tongue_release_fatigue_penalty "2500" // to slow him down.
- tongue_start_pull_delay "0" // How long from tongue contact to tongue pulling.
- tongue_unbend "1" // Can the smoker tongue unbend?
- tongue_vertical_choke_dot "0" // DotProduct between tongue and vertical required to start choking.
- tongue_vertical_choke_height "40" // Need to have victim this high off ground to choke him.
- tongue_vertical_choke_time_off_ground "0" // Need to have victim off ground for this long to choke him.
- tongue_victim_acceleration "30" // Acceleration while tongued.
- tongue_victim_accuracy_penalty "0" // How much someones accuracy suffers while being dragged by a tongue.
- tongue_victim_max_speed "175" // The fastest the tongue can get you going.
- tongue_vs_cone_start_tolerance "0" // How wide the cone is for a tongue hit in versus.
- toolload // Load a tool.
- tp_schedule_post_think "1" // Schedule post-think operations to run at 10hz
- travel_distance // Build the shortest path from the previously marked area to the currently selected one and print the length of that path.
- tv_clients // Shows list of connected SourceTV clients.
- tv_msg // Send a screen message to all clients.
- tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
- tv_port "27020" // Host SourceTV port
- tv_record // Starts SourceTV demo recording.
- tv_relay // Connect to SourceTV server and relay broadcast.
- tv_retry // Reconnects the SourceTV relay proxy.
- tv_status // Show SourceTV server status.
- tv_stop // Stops the SourceTV broadcast.
- tv_stoprecord // Stops SourceTV demo recording.
- ui_l4d_debug "0"
- ui_play_online_browser "1" // Whether play online displays a browser or plain search dialog.
- ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
- ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
- ui_public_lobby_filter_campaign "0" // Filter type for campaigns on the public lobby display
- ui_public_lobby_filter_difficulty2 "0" // Filter type for difficulty on the public lobby display
- ui_public_lobby_filter_status "0" // Filter type for game status on the public lobby display
- ui_reloadscheme // Reloads the resource files for the active UI window
- unbind // Unbind a key.
- unbindall // Unbind all keys.
- unload_all_addons // Reloads the search paths for game addons.
- unpause // Unpause the game.
- update_addon_paths // Reloads the search paths for game addons.
- upgradepack_forward_dist "30"
- upgradepack_max_drop_dist "30"
- upgrade_add // Adds an upgrade to the survivor
- upgrade_explosive_bullet_force "2"
- upgrade_explosive_slug_force "4"
- upgrade_laser_sight_spread_factor "0"
- upgrade_pack_use_duration "1"
- upgrade_remove // Removes an upgrade from the survivor
- upgrade_show_explosive_ammo_radius "0"
- use // Use a particular weapon Arguments: <weapon_name>
- user // Show user data.
- users // Show user info for players on server.
- vcollide_wireframe "0" // Render physics collision models in wireframe
- vehicle_flushscript // Flush and reload all vehicle scripts
- version // Print version info string.
- versus_boss_buffer "2200"
- versus_boss_debug "0" // Enable debug output for versus tank/witch spawning logic
- versus_boss_flow_max "0" // Max fraction of map flow for tank/witch spawn location
- versus_boss_flow_max_finale "0" // Max fraction of map flow for tank/witch spawn location within the finale map of a campaign
- versus_boss_flow_max_intro "0" // Max fraction of map flow for tank/witch spawn location within the first map of a campaign
- versus_boss_flow_min "0" // Min fraction of map flow for tank/witch spawn location
- versus_boss_flow_min_finale "0" // Min fraction of map flow for tank/witch spawn location within the finale map of a campaign
- versus_boss_flow_min_intro "0" // Min fraction of map flow for tank/witch spawn location within the first map of a campaign
- versus_boss_flow_test // so PZs can spawn even if survivors are still in the safe room
- versus_boss_padding_max "0" // How far apart the tank/witch have to be along the flow
- versus_boss_padding_min "0" // How far apart the tank/witch have to be along the flow
- versus_level_restart_delay "4" // restart the map after this many seconds.
- versus_shove_hunter_fov "90" // Angle that survivor shove will hit hunters
- versus_shove_hunter_fov_pouncing "45" // Angle that survivor shove will hit hunters while pouncing
- versus_shove_jockey_fov_leaping "45" // Angle that survivor shove will hit jockeys while leaping
- versus_special_respawn_interval "20"
- versus_tank_chance "0" // Chance of a tank spawning within a regular versus map
- versus_tank_chance_finale "0" // Chance of a tank spawning within the finale map of a campaign
- versus_tank_chance_intro "0" // Chance of a tank spawning within the first map of a campaign
- versus_tank_flow_team_variation "0" // Window of flow distance that the tank can spawn in for the second team in versus
- versus_winning_team_goes_last "1" // the team that is losing plays as survivors first
- versus_witch_chance "0" // Chance of a witch spawning within a regular versus map
- versus_witch_chance_finale "0" // Chance of a witch spawning within the finale map of a campaign
- versus_witch_chance_intro "0" // Chance of a witch spawning within the first map of a campaign
- versus_witch_flow_team_variation "0" // Window of flow distance that the witch can spawn in for the second team in versus
- vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
- vgui_drawtree_clear
- vgui_dump_panels // vgui_dump_panels [visible]
- vgui_spew_fonts
- vgui_togglepanel // show/hide vgui panel by name.
- viewanim_addkeyframe
- viewanim_create // viewanim_create
- viewanim_load // load animation from file
- viewanim_reset // reset view angles!
- viewanim_save // Save current animation to file
- viewanim_test // test view animation
- viewmodel_fov "50"
- viewmodel_offset_x "0"
- viewmodel_offset_y "0"
- viewmodel_offset_z "0"
- view_offset_down "16"
- view_offset_forward "8"
- view_offset_up "-16"
- vismon_poll_frequency "0"
- vismon_trace_limit "12"
- vis_debug "0"
- vis_force "0"
- vm_debug "0"
- voicerecord_toggle
- voice_enable "1"
- voice_forcemicrecord "1"
- voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
- voice_loopback "0"
- voice_modenable "1" // Enable/disable voice in this mod.
- voice_mute // Mute a specific Steam user
- voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
- voice_reset_mutelist // Reset all mute information for all players who were ever muted.
- voice_scale "0"
- voice_show_mute // Show whether current players are muted.
- voice_spatialize "0" // Spatializes voice chat
- voice_threshold "576"
- voice_unmute // or `all` to unmute all connected players.
- voice_vox "0" // Voice chat uses a vox-style always on
- volume "0" // Sound volume
- vomitjar_duration_infected_bot "20"
- vomitjar_duration_infected_pz "20"
- vomitjar_duration_survivor "5"
- vomitjar_radius "110"
- vomitjar_radius_survivors "0"
- voxeltree_box // Vector(max)>.
- voxeltree_playerview // View entities in the voxel-tree at the player position.
- voxeltree_sphere // float(radius)>.
- voxeltree_view // View entities in the voxel-tree.
- vox_reload // Reload sentences.txt file
- vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
- vprof // Toggle VProf profiler
- vprof_adddebuggroup1 // add a new budget group dynamically for debugging
- vprof_cachemiss // Toggle VProf cache miss checking
- vprof_cachemiss_off // Turn off VProf cache miss checking
- vprof_cachemiss_on // Turn on VProf cache miss checking
- vprof_child
- vprof_collapse_all // Collapse the whole vprof tree
- vprof_dump_counters // Dump vprof counters to the console
- vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
- vprof_expand_all // Expand the whole vprof tree
- vprof_expand_group // Expand a budget group in the vprof tree by name
- vprof_generate_report // Generate a report to the console.
- vprof_generate_report_AI // Generate a report to the console.
- vprof_generate_report_AI_only // Generate a report to the console.
- vprof_generate_report_budget // Generate a report to the console based on budget group.
- vprof_generate_report_hierarchy // Generate a report to the console.
- vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
- vprof_generate_report_map_load // Generate a report to the console.
- vprof_graphheight "256"
- vprof_graphwidth "512"
- vprof_nextsibling
- vprof_off // Turn off VProf profiler
- vprof_on // Turn on VProf profiler
- vprof_parent
- vprof_playback_average // Average the next N frames.
- vprof_playback_start // Start playing back a recorded .vprof file.
- vprof_playback_step // step to the next tick.
- vprof_playback_stepback // step to the previous tick.
- vprof_playback_stop // Stop playing back a recorded .vprof file.
- vprof_prevsibling
- vprof_record_start // Start recording vprof data for playback later.
- vprof_record_stop // Stop recording vprof data
- vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
- vprof_remote_stop // Stop an existing remote VProf data request
- vprof_reset // Reset the stats in VProf profiler
- vprof_reset_peaks // Reset just the peak time in VProf profiler
- vprof_to_csv // Convert a recorded .vprof file to .csv.
- vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
- vprof_verbose "1" // Set to one to show average and peak times
- vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
- vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
- vs_defib_penalty "25" // Score penalty for each time a defibrillator is used
- vs_incap_bonus "10" // per incap in a chapter
- vs_max_team_switches "1"
- vs_survival_bonus "25" // Bonus score per survivor for completing a chapter
- vs_survivor_damage_reduction "0"
- vs_tank_damage "24" // Amount of damage done by a vs tanks melee attack
- vs_threat_initial_distance_first_map_max "12000" // Max distance of starting threat area in vs mode on the first map
- vs_threat_initial_distance_first_map_min "8000" // Min distance of starting threat area in vs mode on the first map
- vs_threat_initial_distance_max "8000" // Max distance of starting threat area in vs mode
- vs_threat_initial_distance_min "3000" // Min distance of starting threat area in vs mode
- vs_threat_radius "200" // Distance from the escape route for placing threats
- vs_tiebreak_bonus "25" // Score awarded for winning a versus tiebreaker
- vtune // Controls VTunes sampling.
- warp_all_survivors_here // Warp all survivors to the players cursor
- warp_all_survivors_to_battlefield // Warp all Survivors to the battlefield
- warp_all_survivors_to_checkpoint // Warp all Survivors to the exit checkpoint
- warp_all_survivors_to_finale // Warp all Survivors to the finale radio
- warp_far_survivor_here // Teleport the farthest away Survivor to your cursor position
- warp_to_start_area // Warp yourself to a survivor spawn area
- weapon_reparse_client // Reloads the weapon script files
- weapon_reparse_server // Reloads the weapon script files
- windows_speaker_config "1"
- wipe_attributes // Clear all attributes of selected area.
- wipe_nav_attributes // Clear all nav attributes of selected area.
- witch_force_wander "0"
- writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
- writeip // Save the ban list to banned_ip.cfg.
- xbox_autothrottle "1"
- xbox_throttlebias "100"
- xbox_throttlespoof "200"
- xload // Load a saved game from a 360 storage device.
- xlook
- xmove
- xsave // Saves current game to a 360 storage device.
- z_acquire_far_range "2500"
- z_acquire_far_time "5"
- z_acquire_near_range "200"
- z_acquire_near_time "0"
- z_acquire_time_variance_factor "0"
- z_add // Add an Infected - optional x y z arguments for world position to add them
- z_added_light_debug "0"
- z_alert_dot "0"
- z_alert_range "1000"
- z_allow_ai_to_use_abilities "1" // etc
- z_attack_flow_range "1500"
- z_attack_incapacitated_damage "10"
- z_attack_infected_it_damage "10" // Damage done per claw hit by infected on other infected who are IT
- z_attack_pz_it_damage "20" // Damage done by infected on IT PZs
- z_attention_range_lying_modifier "0"
- z_attention_range_sitting_modifier "0"
- z_avoidforce "2500"
- z_avoidteammates "1"
- z_avoid_max_range "100"
- z_avoid_min_range "30"
- z_avoid_power "10"
- z_award_debug "0" // Get debugging info on all award calcs to the console. (0|1|2|3 for none|yes-no thoughts|every thought|every spammy calc)
- z_background_limit "20" // How many common infected are on the background map at once.
- z_backspeed "450"
- z_boomer_gibs "0"
- z_boomer_limit "1"
- z_boomer_near_dist "180"
- z_boss_crouch "0" // Forces boss zombie bots to crouch
- z_boundary_clear_type "1" // 1 = new creep
- z_boundary_max_range "5000"
- z_boundary_spread_speed "200"
- z_brawl_chance "2"
- z_breakable_damage "4"
- z_burning_lifetime "30" // Number of seconds a burning zombie takes to crisp
- z_burn_effect_duration "10"
- z_burn_effect_strength "0"
- z_camo_decay_rate "0" // How fast the camouflage effect dies on ragdolls
- z_carry_max_mass "250"
- z_chance "60"
- z_charger_allow_shove "0" // 1 = Can be shoved
- z_charger_health "600" // Charger max health
- z_charger_impact_epsilon "8"
- z_charger_limit "1"
- z_charger_max_prop_force "3000"
- z_charger_pound_dmg "15"
- z_charger_probe_alone "6"
- z_charger_probe_attack "24"
- z_charge_duration "2"
- z_charge_impact_angle "0"
- z_charge_impact_radius "120"
- z_charge_interval "12"
- z_charge_max_damage "10"
- z_charge_max_force "800"
- z_charge_max_speed "500"
- z_charge_min_force "550"
- z_charge_prop_damage "20"
- z_charge_start_speed "250"
- z_charge_tooshort "0"
- z_charge_warmup "0"
- z_claw_hit_pitch_max "20"
- z_claw_hit_pitch_min "-20"
- z_claw_hit_yaw_max "20"
- z_claw_hit_yaw_min "-20"
- z_clear_area_range "300"
- z_clear_max_time "5"
- z_clear_min_time "0"
- z_clear_min_time_range "300"
- z_clear_range "750"
- z_close_target_notice_distance "60" // How far an attacking zombie will look for a nearby target on their way to their chosen victim.
- z_common_limit "30" // How many common infecteds we can have at once.
- z_cooldown_spawn_safety_range "1000"
- z_cough_cloud_expire "14" // You dont cough after a smoke cloud has existed this long.
- z_cough_cloud_initial_cough_delay "0" // You dont cough until smoke cloud exists for this long.
- z_cough_cloud_radius "175" // How far from center of smoke cloud makes you cough.
- z_credits_interval "0"
- z_crouch_speed "75"
- z_cull_timeout "5" // Grace period before player zombie is culled for being too far away
- z_deafen_radius_one "100"
- z_deafen_radius_three "200"
- z_deafen_radius_two "150"
- z_debug "0"
- z_debug_avoid "0"
- z_debug_breakables "0"
- z_debug_climb "0"
- z_debug_cull "0"
- z_debug_escape_route "0" // display information when escape route fails
- z_debug_escape_scan "0"
- z_debug_falling_damage "0"
- z_debug_fog "0"
- z_debug_infected_anim_report // Prints the servers layer info for the specified infected
- z_debug_ledges "0"
- z_debug_mob_spawn "0"
- z_debug_neighbors "0"
- z_debug_path_stress_test // Stress-tests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()
- z_debug_population "0"
- z_debug_spawnable_areas "0" // Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)
- z_debug_spawn_ahead "0"
- z_debug_spawn_set "-1" // 6=Above
- z_debug_tank_spawn "1" // When console spawning a tank automatically give it to a player.
- z_decals // Splat decals on all infected
- z_density_region_length "1500"
- z_destroy_on_attack "0" // destroy it. Useful for demos.
- z_difficulty "0" // Impossible)
- z_director_special_spawn_delay "10"
- z_discard_min_range "1000" // Dont relocate PZs closer than this regardless of flow distance
- z_discard_range "2500" // Discard Zombies farther away than this
- z_dont_clear "0"
- z_door_reopen_interval "0" // Closed doors can be re-opened after this amount of time
- z_door_retry_interval "1" // Interval at which blocked doors will try to reopen
- z_do_tracers "1" // Do we want tracers at all?
- z_escape_route_alpha "25"
- z_escape_route_force_visible "0"
- z_experimental_blast_damage_probability "100" // %
- z_exploding_health "50" // Exploding Zombie max health
- z_exploding_shove_interval "10"
- z_exploding_shove_max "5"
- z_exploding_shove_min "4"
- z_exploding_speed "175"
- z_exploding_splat "50" // Boomers splat instead of making a thud when taking this much falling damage
- z_exploding_splat_radius "200" // Boomers splattering on the ground make survivors inside this radius it
- z_expressions "1"
- z_fallen_kill_suppress_time "300"
- z_fallen_max_count "1"
- z_falling_land_forward_speed "200" // Minimum falling speed to cause a stumbling forward landing animation to occur
- z_falling_land_hard_speed "200" // Minimum falling speed to cause a hard landing animation to occur
- z_falling_land_speed "200" // Minimum falling speed to cause a landing animation to occur
- z_female_boomer_spawn_chance "25"
- z_finale_chance "100"
- z_finale_ghost_player_spawn_on_survivor "1" // ghost spawn warping in finales put the ghost out of the world instead of cycling through survivors.
- z_finale_spawn_safety_range "300"
- z_finale_spawn_tank_safety_range "600"
- z_fog_spawn "0" // Set to 1 to use fogged areas as valid spawn areas
- z_forcezombiemodel "0" // remove variability in infected models and instead use the specified model from z_zombieforcemodelname
- z_forcezombiemodelname "0" // base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.
- z_force_attack_from_sound_range "750"
- z_forwardspeed "450"
- z_friendly_fire_forgiveness "1" // Ignore friendly fire that appears to be unintentional.
- z_frustration "1"
- z_frustration_blink_percent "0"
- z_frustration_blink_rate "10"
- z_frustration_lifetime "20" // Frustration will accumulate for this many seconds before forcing an AI tank takeover
- z_frustration_los_delay "2"
- z_frustration_spawn_delay "10"
- z_gas_health "250" // Gas Zombie max health
- z_gas_speed "210"
- z_ghost_checkpoint_spawn_interval "30" // Interval for spawning special zombies while survivors are in the checkpoint
- z_ghost_delay_max "30"
- z_ghost_delay_min "20"
- z_ghost_finale_spawn_interval "20" // Interval for spawning special zombies during the finale
- z_ghost_spawn_interval "60" // Interval for spawning special zombies
- z_ghost_spawn_in_start "0" // Allow ghosts to materialize while players are in the start area
- z_ghost_speed "450"
- z_ghost_travel_distance "1000" // Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors
- z_gibs_per_frame "2"
- z_gib_despawn_time "10"
- z_gib_explosion_force_factor "0"
- z_gib_force_factor "10"
- z_gib_limb_distance "400" // Rifles and sniper rifles can dismember at this range
- z_gib_limb_distance_zoomed "800" // Sniper rifles can dismember at this range when zoomed
- z_grab_force "0" // For testing - always grab ledges regardless of estimated falling damage
- z_grab_ledges_solo "0" // For testing - grab ledges even if youre the last survivor
- z_gun_damage "10"
- z_gun_debug_player_index "0"
- z_gun_debug_spread "0"
- z_gun_force "300"
- z_gun_horiz_punch "0" // Toggles horizontal punchangles for guns
- z_gun_kick "0" // Firing a gun can knock the players view this amount of the current spread
- z_gun_physics_force "25" // How hard we push things that arent players or doors.
- z_gun_range "75"
- z_gun_stun_duration "1"
- z_gun_survivor_force "200"
- z_gun_survivor_friend_push "1" // Allow survivors to push survivors with a right click.
- z_gun_survivor_shove_dot "0" // Max dot of a shove swing that can push a fellow survivor
- z_gun_swing_duration "0"
- z_gun_swing_interval "0"
- z_gun_vertical_punch "1" // Toggles vertical punchangles for guns
- z_health "50" // Zombie max health
- z_hear_gunfire_range "200"
- z_hear_runner_far_range "750"
- z_hear_runner_near_range "500"
- z_hit_chainsawer_factor "0" // Damage multiplier if zombie hits someone using a chainsaw
- z_hit_from_behind_cosine "0"
- z_hit_from_behind_factor "0" // Damage multiplier if zombie hits Survivor from behind
- z_hit_incap_factor_easy "0" // Damage multiplier if zombie hits incapacitated Survivor
- z_hit_incap_factor_expert "1" // Damage multiplier if zombie hits incapacitated Survivor
- z_hit_incap_factor_hard "1" // Damage multiplier if zombie hits incapacitated Survivor
- z_hit_incap_factor_normal "1" // Damage multiplier if zombie hits incapacitated Survivor
- z_holiday_gift_drop_chance "0"
- z_hunter_ground_normal "0"
- z_hunter_health "250" // Zombie max health
- z_hunter_limit "1"
- z_hunter_lunge_stagger_time "1"
- z_hunter_speed "300"
- z_increment_head // Switch to next head bodygroup
- z_increment_lower // Switch to next lower body bodygroup
- z_increment_skin // Switch to next skin
- z_increment_upper // Switch to next upper body bodygroup
- z_infected_burn_strength "0"
- z_Infected_debug "0"
- z_infected_flashlight "1"
- z_infected_invuln "0"
- z_infected_move "1"
- z_jockey_area_current_factor "1"
- z_jockey_area_hazard_bonus "3000"
- z_jockey_area_range_factor "2"
- z_jockey_area_visibility_factor "500"
- z_jockey_attach_delay "0" // Time between hitting a player and visually attaching
- z_jockey_blend_rate "1"
- z_jockey_control_max "0"
- z_jockey_control_min "0"
- z_jockey_control_variance "0"
- z_jockey_debug "0"
- z_jockey_health "325" // Zombie max health
- z_jockey_leap_again_timer "5" // How long after a dismount before the jockey can leap again.
- z_jockey_leap_range "200" // leap at them
- z_jockey_leap_time "1" // Time allowed between jockey bot leaps.
- z_jockey_limit "1"
- z_jockey_lookahead "400"
- z_jockey_min_ledge_distance "200" // z-delta required for the jockey to try to run you off a ledge
- z_jockey_min_mounted_speed "0"
- z_jockey_pounced_surv_bark "1" // Select between behaviors for survivor shouts when pounced by jockey. 0 dispatches a SurvivorJockeyed concept to all players via
- z_jockey_ride_damage "4"
- z_jockey_ride_damage_delay "1"
- z_jockey_ride_damage_interval "1"
- z_jockey_ride_hazard_scan_distance "500"
- z_jockey_ride_scan_distance "800"
- z_jockey_ride_scan_interval "3"
- z_jockey_speed "250"
- z_jockey_speed_blend "2"
- z_jockey_stagger_amount "0"
- z_jockey_stagger_speed "2"
- z_kill // Kill the pointed-at common infected
- z_large_volume_mob_too_far_xy "1600"
- z_large_volume_mob_too_far_z "128"
- z_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
- z_last_man_run_interval "3"
- z_lean_wall_align_speed "300"
- z_leap_attach_distance "60"
- z_leap_far_attach_delay "0"
- z_leap_force_attach_distance "40"
- z_leap_interval "0"
- z_leap_interval_post_incap "30"
- z_leap_interval_post_ride "6"
- z_leap_max_distance "200"
- z_leap_power "400"
- z_look_at_local_player "0" // For demo purposes
- z_lunge_interval "0"
- z_lunge_power "600"
- z_lunge_up "200"
- z_max_blood_scale "3" // The biggest starting scale a blood puff can be.
- z_max_hunter_pounce_stagger_duration "0" // Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.
- z_max_neighbor_range "200" // Max range for neighbor collection for avoidance
- z_max_path_length "5000"
- z_max_stagger_duration "6" // Max time a PZ staggers when bashed by a survivor.
- z_mega_mob_size "50"
- z_mega_mob_spawn_max_interval "900"
- z_mega_mob_spawn_min_interval "420"
- z_minigun_cooldown_time "3" // Minigun cooldown time
- z_minigun_damage_rate "48000" // in health/minute
- z_minigun_fire_think_interval "0"
- z_minigun_overheat_time "20" // Minigun overheat time
- z_minigun_rate_of_fire "1500" // in bullets/minute
- z_minion_aim_tolerance "0"
- z_minion_limit "3"
- z_min_ladder_mount_dot "0" // Minimum 2D dot product from players view to a ladder to be able to grab it
- z_mob_min_notify_count "10" // Mobs at least this large trigger mob events
- z_mob_music_size "2" // Spotting a mob this large plays music
- z_mob_population_density "0" // per square inch (0.0064 = 4 per 1x1 nav area)
- z_mob_recharge_rate "0"
- z_mob_sacrifice_timeout "5"
- z_mob_spawn_finale_size "20"
- z_mob_spawn_max_interval_easy "240"
- z_mob_spawn_max_interval_expert "180"
- z_mob_spawn_max_interval_hard "180"
- z_mob_spawn_max_interval_normal "180"
- z_mob_spawn_max_size "30"
- z_mob_spawn_min_interval_easy "120"
- z_mob_spawn_min_interval_expert "90"
- z_mob_spawn_min_interval_hard "90"
- z_mob_spawn_min_interval_normal "90"
- z_mob_spawn_min_size "10"
- z_mounted_gun_fire_think_interval "0"
- z_must_wander "0" // For testing. 0: default. 1: wandering zombies dont sit/lie down. -1: wandering zombies always sit/lie down.
- z_mute_infected "0" // etc
- z_nav_debug "0"
- z_nightvision_b "128"
- z_nightvision_g "192"
- z_nightvision_r "255"
- z_noise_level_display "0" // Show noise levels on players?
- z_noise_level_fade_rate "40" // after hold_time expires.
- z_noise_level_footstep "135" // How much noise we make with a footstep.
- z_noise_level_hold_time "0" // How long we hold a given noise level before it starts to fade.
- z_noise_level_max "135" // The highest the noise level can go.
- z_noise_level_vocalize "135" // How much noise we make when we say things.
- z_non_head_damage_factor_easy "2" // Damage to zombie from non-headshots is multiplied by this factor
- z_non_head_damage_factor_expert "0" // Damage to zombie from non-headshots is multiplied by this factor
- z_non_head_damage_factor_hard "0" // Damage to zombie from non-headshots is multiplied by this factor
- z_non_head_damage_factor_normal "1" // Damage to zombie from non-headshots is multiplied by this factor
- z_notice_it_range "1500"
- z_notice_near_range "100"
- z_no_cull "0" // the Director will not cull common infected
- z_player_lunge_up "150"
- z_player_zombie_debug "0"
- z_player_zombie_land_delay "0"
- z_player_zombie_min_dead_time "2" // The minimum time a PC zombie must be dead before being eligible to respawn
- z_play_activity // Play a specific activity on the pointed-at common infected
- z_pounce_allow_partial_hidden "1"
- z_pounce_crouch_delay "1"
- z_pounce_damage "5"
- z_pounce_damage_delay "1"
- z_pounce_damage_interrupt "50" // Taking this much damage interrupts a pounce attempt
- z_pounce_damage_interval "0"
- z_pounce_delay "0"
- z_pounce_door_damage "500"
- z_pounce_silence_range "500"
- z_pounce_stumble_force "5" // Force of the stumble effect when a hunter pounces on someone
- z_prevent_burrowing "1" // Use extra tracelines to prevent burrowing zombies
- z_puking_eye_height "44"
- z_pushaway_force "100" // How hard the infected shove non-IT Survivors out of their way to reach the IT victim
- z_push_force "2000"
- z_push_mass_max "200"
- z_randombodygroups "1" // Set to zero to disable random body groups on infected
- z_randomskins "1" // Set to zero to disable random skins on infected
- z_reload_chatter_debug "0" // Should we give devtext explanations of why we didnt say Reloading?
- z_reload_chatter_intensity "0" // Intensity level at which players start saying Reloading
- z_reload_chatter_nearby_friend_range "600" // A friend needs to be this close to sayReloading
- z_reload_chatter_recent_enemy "1" // An enemy needs to have been seen this recently to say Reloading
- z_reload_chatter_shotgun_ammo_threshold "6" // Players dont say Reloading when reloading a shotgun that has this many shells already
- z_reload_chatter_shotgun_interval "10"
- z_removeitems // Removes all items from survivors
- z_reserved_wanderers "0"
- z_reset_population_counter // For debugging
- z_respawn_distance "100" // Infected can try a respawn within this far of their original spawn
- z_respawn_interval "10" // Infected can try a respawn within this many seconds of spawning
- z_restrict_team_change "0"
- z_round_start_replacement_time "30"
- z_run_exertion_interval "1"
- z_safe_spawn_range "250" // Minimum range for spawning special zombies
- z_scout_mob_spawn_range "3000"
- z_shotgun_bonus_damage_multiplier "5" // The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
- z_shotgun_bonus_damage_range "100" // A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.
- z_shove_friend_speed "130"
- z_show_bottlenecks "0"
- z_show_clear "0"
- z_show_completely_visible_to_survivor_team "0"
- z_show_damaging "0"
- z_show_escape_route "0"
- z_show_flow_delta "0"
- z_show_flow_distance "0"
- z_show_infected "0"
- z_show_last_area "0" // Draws a line from each player to the center of their last known nav area
- z_show_mutually_visible_set "0"
- z_show_population_density "0"
- z_show_potentially_visible "0"
- z_show_potentially_visible_to_survivor_team "0"
- z_show_swings "0"
- z_show_traffic "0"
- z_sidespeed "450"
- z_skip_wounds "0"
- z_skirmish_spawn_max_interval "90"
- z_skirmish_spawn_max_size "4"
- z_skirmish_spawn_min_interval "45"
- z_skirmish_spawn_min_size "1"
- z_smoker_limit "1"
- z_spawn // <tank|boomer|smoker|witch|hunter|spitter|jockey|charger|mob|common> <auto> <ragdoll> <area>. Spawns the specified zombie(s) un
- z_spawn_const_ang // z_spawn will spawn new zombies at the yaw angle specified. Pass no arguments to disable.
- z_spawn_const_distance "-1" // its the distance from the player where z_spawn spawns a character (as opposed to raycasting to the nearest obstac
- z_spawn_const_pos // z_spawn will spawn new zombies at the x y z coordinates specified. Pass no arguments to disable.
- z_spawn_flow_limit "1500"
- z_spawn_health "0" // health given to a zombie spawned with z_spawn
- z_spawn_height "12" // Height above ground z_spawn places new infected
- z_spawn_mobs_behind_chance "75" // Percentage chance that a mob will spawn behind the Survivor team
- z_spawn_mobs_from_selected_set "0" // Spawn subsequent mobs from the currently selected set via the nav mesh editor
- z_spawn_range "1500"
- z_spawn_safety_range "550"
- z_spawn_speed "450"
- z_special_burn_dmg_scale "3"
- z_special_spawn_interval "45" // Interval for spawning special zombies
- z_speed "250"
- z_spew_areas "0"
- z_spitter_health "100" // Spitter zombie max health
- z_spitter_high_chance "10"
- z_spitter_limit "1"
- z_spitter_max_wait_time "30"
- z_spitter_range "850"
- z_spitter_speed "210"
- z_spit_detonate_delay "0"
- z_spit_interval "20"
- z_spit_latency "0"
- z_spit_range "900"
- z_spit_spread_delay "0"
- z_spit_velocity "900"
- z_splat_survivor_pitch_max "25"
- z_splat_survivor_pitch_min "15"
- z_splat_survivor_shake_amplitude "50"
- z_splat_survivor_shake_duration "1"
- z_splat_survivor_shake_frequency "150"
- z_splat_survivor_shake_radius "10"
- z_splat_survivor_yaw_max "10"
- z_splat_survivor_yaw_min "-10"
- z_stand_still "0" // etc.
- z_state_debug "0" // Gives feedback on current zombie state.
- z_stomp_always "0" // Force melee attacks on single infected to always be stomps.
- z_stumble_max_curve_accel "5" // Rate of turn increase per second
- z_stumble_max_curve_rate "10" // Maximum degrees/sec turning while stumbling forward
- z_tanks_block_molotovs "1"
- z_tank_attack_interval "1"
- z_tank_autoshotgun_dmg_scale "0" // percent damage taken by the tank from the autoshotgun
- z_tank_damage_slow_max_range "400" // Range at which Tank is slowed by gunfire
- z_tank_damage_slow_min_range "200" // Range at which Tank is slowed by gunfire
- z_tank_grenade_damage "750" // How much damage a Tank takes from a grenade.
- z_tank_grenade_launcher_dmg_scale "3" // percent increase in damage done to the tank by grenade launcher
- z_tank_grenade_roll "-10"
- z_tank_grenade_slowdown "0" // The speed setting put on a Tank when hit by a grenade.
- z_tank_has_special_blood "0" // Does the Tank get his own blood effect instead of the normal infected one?
- z_tank_health "4000" // Tank Zombie max health
- z_tank_incapacitated_decay_rate "1" // How much health a dying Tank loses each update.
- z_tank_incapacitated_health "5000" // Health Tank starts with in death throes.
- z_tank_max_stagger_distance "400" // Max distance a Tank staggers when hurt by a grenade.
- z_tank_max_stagger_duration "6" // Max time a Tank staggers when hit by a grenade.
- z_tank_max_stagger_fade_duration "6" // Fade in time when a Tank is staggered by a grenade.
- z_tank_rock_debug "0" // Show debug for the rock thinking about detonating on people.
- z_tank_rock_radius "100"
- z_tank_speed "210"
- z_tank_speed_vs "210"
- z_tank_stagger_fade_alpha "192" // How opaque the screen fade is when a Tank is hit by a grenade.
- z_tank_stagger_fade_duration "3" // How long the screen fade lasts when a Tank is hit by a grenade.
- z_tank_throw_fail_interval "0" // How soon a tank can try again after failing to throw.
- z_tank_throw_force "800"
- z_tank_throw_health "50" // Health of the tank projectile (0 disables)
- z_tank_throw_interval "5" // How often a tank can throw.
- z_tank_walk_speed "100"
- z_throttle_hit_interval_easy "0" // Minimum time between damaging a Survivor from a mob
- z_throttle_hit_interval_expert "1" // Minimum time between damaging a Survivor from a mob
- z_throttle_hit_interval_hard "0" // Minimum time between damaging a Survivor from a mob
- z_throttle_hit_interval_normal "0" // Minimum time between damaging a Survivor from a mob
- z_tracer_spacing "1" // One in how many bullets is a tracer in automatic weapons.
- z_transitioning_players_remove "1"
- z_unwound_all // Clears all wounds from all infected
- z_use_tolerance "0"
- z_view_distance "0" // etc)
- z_vision_range "500" // How far a Zombie can see.
- z_vision_range_alert "1500" // How far a Zombie can see when alert.
- z_vision_range_daylight "2400" // How far a Zombie can see in daylight
- z_vision_range_obscured "500" // How far a Zombie can see in OBSCURED areas.
- z_vision_range_obscured_alert "750" // How far a Zombie can see in OBSCURED areas when alert.
- z_vocalize_burn_max_interval "3" // The maximum time between vocalizing being burned
- z_vocalize_burn_min_interval "2" // The minimum time between vocalizing being burned
- z_vocalize_shot_interval "0" // The minimum time between vocalizing being shot
- z_vomit "1"
- z_vomit_boxsize "1" // Size of vomit damage entities.
- z_vomit_debug "0" // Visualize the vomit damage.
- z_vomit_drag "0" // Air drag of vomit damage entities.
- z_vomit_duration "1" // How long a puker continuously pukes for.
- z_vomit_fade_duration "5" // How long the fade takes
- z_vomit_fade_start "5" // When the vomit starts to fade away
- z_vomit_fatigue "3000" // lower will just slow.
- z_vomit_float "-130" // Upward float velocity of vomit damage entities.
- z_vomit_hit_pitch_max "15"
- z_vomit_hit_pitch_min "-15"
- z_vomit_hit_yaw_max "10"
- z_vomit_hit_yaw_min "-10"
- z_vomit_interval "30" // How often a puker can puke.
- z_vomit_lifetime "0" // Time to live of vomit damage entities.
- z_vomit_maxdamagedist "350" // Maximum damage distance for vomit.
- z_vomit_range "300"
- z_vomit_slide_mult "0" // Multiplier for second texture slide rate
- z_vomit_slide_rate "0" // Percentage of screen height per second
- z_vomit_target_dot "0"
- z_vomit_target_range "280"
- z_vomit_vecrand "0" // Random vector added to initial velocity of vomit damage entities.
- z_vomit_velocity "1700" // Initial velocity of vomit damage entities.
- z_vomit_velocityfadeend "0" // Time at which attackers velocity contribution finishes fading.
- z_vomit_velocityfadestart "0" // Time at which attackers velocity contribution starts to fade.
- z_walk_speed "85"
- z_wandering_density "0"
- z_wind_dir // sets wind direction and strength
- z_witch_allow_change_victim "1"
- z_witch_anger_rate "0"
- z_witch_attack_range "60"
- z_witch_berserk_range "200"
- z_witch_burn_time "15"
- z_witch_damage "100"
- z_witch_damage_per_kill_hit "30"
- z_witch_discard_range "2000"
- z_witch_flashlight_range "400"
- z_witch_health "1000" // Witch max health
- z_witch_hostile_at_me_anger "2"
- z_witch_max_retreat_range "2000"
- z_witch_max_threat_time "7"
- z_witch_min_retreat_range "750"
- z_witch_min_threat_time "5"
- z_witch_personal_space "100"
- z_witch_relax_rate "0"
- z_witch_retreat_exit_hidden_duration "10"
- z_witch_retreat_exit_range "1000"
- z_witch_retreat_min_duration "10"
- z_witch_speed "300"
- z_witch_speed_inured "200"
- z_witch_threat_hostile_range "600"
- z_witch_threat_normal_range "300"
- z_witch_wander_hear_radius "72"
- z_witch_wander_music_max_dist "2000000"
- z_witch_wander_music_max_interval "20"
- z_witch_wander_music_min_dist "90000"
- z_witch_wander_music_min_interval "3"
- z_witch_wander_personal_space "240"
- z_witch_wander_personal_time "10"
- z_wound // Cause a specified wound on the pointed-at common infected
- z_wound_all // Cause a random wound on every common infected
- z_wound_client_disabled "0"
- z_wound_offset_enabled "0"
- z_wound_particles "1"
- z_zombie_knockoff_death "0" // Knocking off a pouncing zombie instantly kills them.
- z_zombie_lunge_push "0" // Does the zombie lunge push players?
- _autosave // Autosave
- _autosavedangerous // AutoSaveDangerous
- _bugreporter_restart // Restarts bug reporter .dll
- _record // Record a demo incrementally.
- _resetgamestats // Erases current game stats and writes out a blank stats file
- _restart // Shutdown and restart the engine.