3087 console commands for Left 4 Dead 2 - GAMERCONFIG

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3087 console commands for Left 4 Dead 2

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


  1. +right
  2. +score
  3. +showbudget
  4. +showbudget_texture
  5. +showbudget_texture_global
  6. +showscores
  7. +showvprof
  8. +speed
  9. +strafe
  10. +use
  11. +vgui_drawtree
  12. +voicerecord
  13. +walk
  14. +zoom
  15. -alt1
  16. -alt2
  17. -attack
  18. -attack2
  19. -back
  20. -break
  21. -camdistance
  22. -camin
  23. -cammousemove
  24. -camout
  25. -campitchdown
  26. -campitchup
  27. -camyawleft
  28. -camyawright
  29. -commandermousemove
  30. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  31. -duck
  32. -forward
  33. -graph
  34. -grenade1
  35. -grenade2
  36. -invaction
  37. -jlook
  38. -jump
  39. -klook
  40. -left
  41. -lookdown
  42. -lookspin
  43. -lookup
  44. -mat_texture_list
  45. -menuAccept
  46. -menuDown
  47. -menuUp
  48. -mouse_menu // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
  49. -movedown
  50. -moveleft
  51. -moveright
  52. -moveup
  53. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  54. -reload
  55. -right
  56. -score
  57. -showbudget
  58. -showbudget_texture
  59. -showbudget_texture_global
  60. -showscores
  61. -showvprof
  62. -speed
  63. -strafe
  64. -use
  65. -vgui_drawtree
  66. -voicerecord
  67. -walk
  68. -zoom
  69. achievement_debug "0" // Turn on achievement debug msgs.
  70. achievement_disable "0" // Turn off achievements.
  71. action_progress_reset_interval "1"
  72. addip // Add an IP address to the ban list.
  73. adrenaline_backpack_speedup "0" // Percent of normal backpack item use duration to use when affected by Adrenaline
  74. adrenaline_duration "15"
  75. adrenaline_health_buffer "25"
  76. adrenaline_revive_speedup "0" // Percent of normal revive duration to use when affected by Adrenaline
  77. adrenaline_run_speed "260"
  78. adsp_debug "0"
  79. air_density // Changes the density of air for drag computations.
  80. ai_debug_los "0" // itl
  81. ai_debug_shoot_positions "0"
  82. ai_talk_idle_enabled "1" // Set to 0 to disable TLK_IDLEs on survivors
  83. alias // Alias a command.
  84. allow_weapon_fire_to_use "0"
  85. ammo_pack_use_duration "3"
  86. anim_showmainactivity "0" // and/or sprint activities.
  87. askconnect_accept // Accept a redirect request by the server.
  88. async_resume
  89. async_suspend
  90. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  91. autosave // Autosave
  92. autosavedangerous // AutoSaveDangerous
  93. autosavedangerousissafe
  94. banid // Add a user ID to the ban list.
  95. banip // Add an IP address to the ban list.
  96. benchframe // Takes a snapshot of a particular frame in a time demo.
  97. bench_end // Ends gathering of info.
  98. bench_start // Starts gathering of info. Arguments: filename to write results into
  99. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  100. bind // Bind a key.
  101. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  102. blackbox_dump // Dump the contents of the blackbox
  103. blackbox_record // Record an entry into the blackbox
  104. boomer_exposed_time_tolerance "1" // How long an out-of-range Boomer will tolerate being visible before fleeing
  105. boomer_leaker_chance "0"
  106. boomer_pz_claw_dmg "4" // Amount of damage done by a PZ boomers regular melee attack
  107. boomer_vomit_delay "1" // How long the Boomer waits before he vomits on his target on Normal difficulty
  108. bot_crouch "0"
  109. bot_freeze "0"
  110. bot_mimic "0"
  111. bot_mimic_spec_buttons "1" // +jump etc are used for spectator control instead of being passed on to spectated bot
  112. bot_mimic_yaw_offset "180"
  113. box // Draw a debug box.
  114. buddha "0" // Survivors take damage but wont die
  115. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  116. budget_background_alpha "128" // how translucent the budget panel is
  117. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  118. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  119. 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
  120. budget_history_range_ms "66" // budget history range in milliseconds
  121. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  122. budget_panel_height "384" // height in pixels of the budget panel
  123. budget_panel_width "512" // width in pixels of the budget panel
  124. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  125. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  126. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  127. budget_show_averages "0" // enable/disable averages in the budget panel
  128. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  129. budget_show_peaks "1" // enable/disable peaks in the budget panel
  130. budget_toggle_group // Turn a budget group on/off
  131. bug // Show the bug reporting UI.
  132. bugreporter_uploadasync "0" // Upload attachments asynchronously
  133. bugreporter_username "0" // Username to use for bugreporter
  134. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  135. buildcubemaps // Rebuild cubemaps.
  136. cache_print // cache_print [section] Print out contents of cache memory.
  137. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  138. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  139. callvote // Start a vote on an issue.
  140. camortho // Switch to orthographic camera.
  141. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  142. cam_command // Tells camera to change modes
  143. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  144. cam_idealdist "150"
  145. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  146. cam_idealpitch "0"
  147. cam_idealyaw "0"
  148. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  149. cam_snapto "0"
  150. cancelselect
  151. cast_hull // Tests hull collision detection
  152. cast_ray // Tests collision detection
  153. cc_emit // Emits a closed caption
  154. cc_findsound // Searches for soundname which emits specified text.
  155. cc_flush // Flushes asyncd captions.
  156. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  157. cc_linger_time "1" // Close caption linger time.
  158. cc_predisplay_time "0" // Close caption delay before showing caption.
  159. cc_random // Emits a random caption
  160. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  161. cc_subtitles "0" // wont help hearing impaired players).
  162. centerview
  163. chainsaw_attack_cone "30"
  164. chainsaw_attack_distance "50"
  165. chainsaw_attack_force "400"
  166. chainsaw_attract_distance "500"
  167. chainsaw_damage "100"
  168. chainsaw_debug "0"
  169. chainsaw_hit_interval "0"
  170. chainsaw_startup_fadeout_time "0"
  171. changelevel // Change server to the specified map
  172. changelevel2 // Transition to the specified map in single player
  173. changelevel_inhibit "0"
  174. changelevel_pause_interval "8"
  175. chooseteam // Choose a new team
  176. ch_createairboat // Spawn airboat in front of the player.
  177. ch_createjeep // Spawn jeep in front of the player.
  178. claw_force "240" // Force with witch the claw shoves other zombies away
  179. claw_range "52" // Range of the Claw weapon
  180. claw_range_down "70" // so it can reach your feet from your eyes.
  181. claw_swing_duration "0"
  182. claw_swing_interval "1"
  183. claw_swing_miss_interval "0"
  184. clear // Clear all console output.
  185. clear_attribute // Remove given attribute from all areas in the selected set.
  186. clear_debug_overlays // clears debug overlays
  187. clientport "27005" // Host game client port
  188. closecaption "0" // Enable close captioning.
  189. cl_allowdownload "1" // Client downloads customization files
  190. cl_allowupload "1" // Client uploads customization files
  191. cl_animationinfo // Hud element to examine.
  192. cl_autohelp "0" // Auto-help
  193. cl_benchmark_particle_system // Measure simulation time for a named particle system
  194. cl_bob "0"
  195. cl_bobcycle "0"
  196. cl_bobup "0"
  197. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
  198. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
  199. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
  200. cl_buy_favorite_reset // Reset favorite loadouts to the default
  201. cl_buy_favorite_set // Saves the current loadout as a favorite
  202. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  203. cl_chatfilters "31" // Stores the chat filter settings
  204. cl_chat_wipehistory "0" // Wipes chat history after all chat text faded out
  205. cl_cinematiclight_b "0"
  206. cl_cinematiclight_g "0"
  207. cl_cinematiclight_r "3"
  208. cl_cinematiclight_scale "7"
  209. cl_cinematiclight_tonemap "0"
  210. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  211. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  212. 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.
  213. cl_clock_correction "1" // Enable/disable clock correction on the client.
  214. 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
  215. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  216. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  217. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  218. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  219. cl_cmdrate "30" // Max number of command packets sent to server per second
  220. 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.
  221. cl_crash // Causes a client crash for testing
  222. cl_create_server
  223. cl_crosshair_alpha "255" // Crosshair alpha
  224. cl_crosshair_blue "0" // Crosshair blue component
  225. cl_crosshair_dynamic "0" // Crosshair scales based on accuracy
  226. cl_crosshair_green "0" // Crosshair green component
  227. cl_crosshair_red "255" // Crosshair red component
  228. cl_crosshair_thickness "1" // Crosshair thickness in pixels
  229. cl_destroy_ragdolls // Destroys all client-side ragdolls
  230. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
  231. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
  232. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
  233. cl_detail_max_sway "5" // Amplitude of the detail prop sway
  234. cl_detail_multiplier "1" // extra details to create
  235. cl_disable_ragdolls "0"
  236. cl_downloadfilter "0" // nosounds)
  237. cl_drawhud "1" // Enable the rendering of the hud
  238. cl_drawleaf "-1"
  239. cl_drawmaterial "0" // Draw a particular material over the frame
  240. cl_drawshadowtexture "0"
  241. cl_dumpplayer // Dumps info about a player
  242. cl_dumpsplithacks // Dump split screen workarounds.
  243. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  244. cl_engine_reload_rosetta
  245. cl_entityreport "0" // draw entity states to console
  246. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  247. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  248. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  249. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  250. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  251. cl_fastdetailsprites "1" // whether to use new detail sprite system
  252. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  253. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  254. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  255. cl_forcepreload "1" // Whether we should force preloading.
  256. cl_force_3rd_strike "0"
  257. cl_fullupdate // Forces the server to send a full update packet
  258. cl_glow_ability_b "0" // Color of ability glow
  259. cl_glow_ability_colorblind_b "1" // Color of ability glow
  260. cl_glow_ability_colorblind_g "1" // Color of ability glow
  261. cl_glow_ability_colorblind_r "0" // Color of ability glow
  262. cl_glow_ability_g "0" // Color of ability glow
  263. cl_glow_ability_r "1" // Color of ability glow
  264. cl_glow_blur_scale "3" // Controls the size of the halo shown around players and usable items
  265. cl_glow_brightness "1" // Brightness of player halos
  266. cl_glow_force "255" // Forces glows on
  267. cl_glow_ghost_infected_b "1" // Color of infected ghost glow
  268. cl_glow_ghost_infected_g "0" // Color of infected ghost glow
  269. cl_glow_ghost_infected_r "0" // Color of infected ghost glow
  270. cl_glow_infected_b "1" // Color of infected glow
  271. cl_glow_infected_g "0" // Color of infected glow
  272. cl_glow_infected_r "0" // Color of infected glow
  273. cl_glow_infected_vomit_b "0" // Color the PZs see the IT victim glow
  274. cl_glow_infected_vomit_g "0" // Color the PZs see the IT victim glow
  275. cl_glow_infected_vomit_r "0" // Color the PZs see the IT victim glow
  276. cl_glow_item_b "1"
  277. cl_glow_item_far_b "1"
  278. cl_glow_item_far_g "0"
  279. cl_glow_item_far_r "0"
  280. cl_glow_item_g "0"
  281. cl_glow_item_r "0"
  282. cl_glow_it_timer_ratio_reduction "0" // Shortens the IT time remaining ratio thats applied to glow visibility by this amount.
  283. cl_glow_los_delay "0" // Time out of sight before a survivor friend shows up through a wall to a survivor.
  284. cl_glow_los_fade_in_time "0" // Time after cl_glow_los_delay before a survivor friend shows up fully through wall.
  285. cl_glow_los_fade_out_time "0" // Time after cl_glow_los_delay before a survivor friend goes away
  286. cl_glow_survivor_b "1" // Color of survivor team mate glow
  287. cl_glow_survivor_g "0" // Color of survivor team mate glow
  288. cl_glow_survivor_health_bleed_pulse "1" // Controls the survivors glow pulse when they are bleeding out a health buffer
  289. cl_glow_survivor_health_bleed_pulse_amount "0" // Controls the survivors glow pulse when they are bleeding out a health buffer
  290. cl_glow_survivor_health_bleed_pulse_speed "10" // Controls the survivors glow pulse when they are bleeding out a health buffer
  291. cl_glow_survivor_health_crit_b "0" // Color the Infected see Survivors when their health is critical
  292. cl_glow_survivor_health_crit_colorblind_b "0" // Color the Infected see Survivors when their health is critical
  293. cl_glow_survivor_health_crit_colorblind_g "0" // Color the Infected see Survivors when their health is critical
  294. cl_glow_survivor_health_crit_colorblind_r "0" // Color the Infected see Survivors when their health is critical
  295. cl_glow_survivor_health_crit_g "0" // Color the Infected see Survivors when their health is critical
  296. cl_glow_survivor_health_crit_r "0" // Color the Infected see Survivors when their health is critical
  297. cl_glow_survivor_health_high_b "0" // Color the Infected see Survivors when their health is high
  298. cl_glow_survivor_health_high_colorblind_b "0" // Color the Infected see Survivors when their health is high
  299. cl_glow_survivor_health_high_colorblind_g "0" // Color the Infected see Survivors when their health is high
  300. cl_glow_survivor_health_high_colorblind_r "0" // Color the Infected see Survivors when their health is high
  301. cl_glow_survivor_health_high_g "0" // Color the Infected see Survivors when their health is high
  302. cl_glow_survivor_health_high_r "0" // Color the Infected see Survivors when their health is high
  303. cl_glow_survivor_health_include_buffer "1" // Include temp health buffer when displaying survivor health
  304. cl_glow_survivor_health_low_b "0" // Color the Infected see Survivors when their health is low
  305. cl_glow_survivor_health_low_colorblind_b "0" // Color the Infected see Survivors when their health is low
  306. cl_glow_survivor_health_low_colorblind_g "0" // Color the Infected see Survivors when their health is low
  307. cl_glow_survivor_health_low_colorblind_r "0" // Color the Infected see Survivors when their health is low
  308. cl_glow_survivor_health_low_g "0" // Color the Infected see Survivors when their health is low
  309. cl_glow_survivor_health_low_r "0" // Color the Infected see Survivors when their health is low
  310. cl_glow_survivor_health_med_b "0" // Color the Infected see Survivors when their health is medium
  311. cl_glow_survivor_health_med_colorblind_b "0" // Color the Infected see Survivors when their health is medium
  312. cl_glow_survivor_health_med_colorblind_g "0" // Color the Infected see Survivors when their health is medium
  313. cl_glow_survivor_health_med_colorblind_r "0" // Color the Infected see Survivors when their health is medium
  314. cl_glow_survivor_health_med_g "0" // Color the Infected see Survivors when their health is medium
  315. cl_glow_survivor_health_med_r "0" // Color the Infected see Survivors when their health is medium
  316. cl_glow_survivor_hurt_b "0" // Color of survivor team mate glow when incapacitated
  317. cl_glow_survivor_hurt_g "0" // Color of survivor team mate glow when incapacitated
  318. cl_glow_survivor_hurt_r "1" // Color of survivor team mate glow when incapacitated
  319. cl_glow_survivor_r "0" // Color of survivor team mate glow
  320. cl_glow_survivor_vomit_b "0" // Color the Survivors see the IT victim glow
  321. cl_glow_survivor_vomit_g "0" // Color the Survivors see the IT victim glow
  322. cl_glow_survivor_vomit_r "1" // Color the Survivors see the IT victim glow
  323. cl_glow_thirdstrike_item_b "0"
  324. cl_glow_thirdstrike_item_colorblind_b "1"
  325. cl_glow_thirdstrike_item_colorblind_g "1"
  326. cl_glow_thirdstrike_item_colorblind_r "0"
  327. cl_glow_thirdstrike_item_g "0"
  328. cl_glow_thirdstrike_item_r "1"
  329. cl_idealpitchscale "0"
  330. cl_ideal_spec_mode "5" // 6 = roaming)
  331. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  332. cl_ignore_vpk_assocation "0" // Do not ask to set vpk assocation
  333. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  334. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  335. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  336. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  337. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  338. cl_jiggle_bone_invert "0"
  339. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  340. cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
  341. cl_leafsystemvis "0"
  342. cl_leveloverview "0"
  343. cl_leveloverviewmarker "0"
  344. cl_logofile "0" // Spraypoint logo decal.
  345. cl_max_shadow_renderable_dist "3000" // Max distance from the camera at which things will be rendered for shadows
  346. cl_menuduration "10" // Client menus will hide after this many seconds (-1 disables)
  347. cl_mouseenable "1"
  348. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  349. cl_mouselook2 "1" // 0 for keyboard look. Cannot be set while connected to a server.
  350. cl_observercrosshair "1"
  351. cl_overdraw_test "0"
  352. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  353. cl_particles_dumplist // optional name substring.
  354. cl_particles_dump_effects
  355. cl_particles_show_bbox "0"
  356. cl_particle_retire_cost "0"
  357. cl_pclass "0" // Dump entity by prediction classname.
  358. cl_pdump "-1" // Dump info about this entity to screen.
  359. cl_perf_wizard_enable "1" // Enables a performance-tuning wizard
  360. cl_phys2_stats // Dumps client physics stats
  361. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  362. cl_pitchdown "89"
  363. cl_pitchup "89"
  364. cl_playerspraydisable "0" // Disable player sprays.
  365. cl_precacheinfo // Show precache info (client).
  366. cl_predict "1" // Perform client side prediction.
  367. cl_predictioncopy_describe // Describe datamap_t for entindex
  368. cl_predictionlist "0" // Show which entities are predicting
  369. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  370. cl_pred_track // for field fieldname.
  371. cl_print_consistency_list // Displays the contents and flags of the current consistency list
  372. cl_querycache_stats // Display status of the query cache (client only)
  373. cl_ragdoll_gravity "386" // Sets the gravity client-side ragdolls
  374. cl_ragdoll_limit "20" // Maximum number of ragdolls to show (-1 disables limit)
  375. cl_reloadpostprocessparams
  376. cl_removedecals // Remove the decals from the entity under the crosshair.
  377. cl_report_soundpatch // reports client-side sound patch count
  378. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  379. cl_shadowtextureoverlaysize "256"
  380. cl_showanimstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
  381. cl_showanimstate_activities "1" // Show activities in the (client) animation state display.
  382. cl_showents // Dump entity list to console.
  383. cl_showevents "0" // Print event firing info in the console
  384. cl_showfps "0" // 4 = Show FPS and Log to file )
  385. cl_showhelp "1" // Set to 0 to not show on-screen help
  386. cl_showpluginmessages "1" // Allow plugins to display messages to you
  387. cl_showpos "0" // Draw current position at top of screen
  388. cl_show_path "1"
  389. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
  390. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
  391. cl_smoke_color_percent "0"
  392. cl_soundemitter_reload // Flushes the sounds.txt system
  393. cl_soundfile "0" // Jingle sound file.
  394. cl_soundscape_flush // Flushes the client side soundscapes
  395. cl_soundscape_printdebuginfo // print soundscapes
  396. cl_sporeclipdistance "512"
  397. cl_ss_origin // print origin in script format
  398. cl_sun_decay_rate "0"
  399. cl_timeout "30" // the client will disconnect itself
  400. cl_updaterate "30" // Number of packets per second of updates you are requesting from the server
  401. cl_updatevisibility // Updates visibility bits.
  402. cl_upspeed "320"
  403. cl_use_update_interval "0" // Time between use target updates
  404. cl_view // Set the view entity index.
  405. cl_viewmodelfovsurvivor "51"
  406. cl_viewtarget_debug "0"
  407. cl_viewtarget_offset "0"
  408. cl_viewtarget_player "0" // Lock 3rd person spec looking into targets eyes
  409. cl_winddir "0" // Weather effects wind direction angle
  410. cl_windspeed "0" // Weather effects wind speed scalar
  411. cl_witch_glow_angry_b "0" // Color of angry witch glow
  412. cl_witch_glow_angry_g "0" // Color of angry witch glow
  413. cl_witch_glow_angry_r "1" // Color of angry witch glow
  414. cl_witch_glow_idle_b "0" // Color of idle witch glow
  415. cl_witch_glow_idle_g "0" // Color of idle witch glow
  416. cl_witch_glow_idle_r "0" // Color of idle witch glow
  417. cl_witch_glow_range "1500" // Distance at which the witch stops glowing
  418. cl_witch_light_brightness "5"
  419. cl_witch_light_color_b "0"
  420. cl_witch_light_color_g "0"
  421. cl_witch_light_color_r "255"
  422. cl_witch_light_cone "45"
  423. cl_witch_light_debug "0"
  424. cl_witch_light_enable "1"
  425. cl_witch_light_offset_x "10"
  426. cl_witch_light_offset_y "0"
  427. cl_witch_light_offset_z "35"
  428. cl_witch_light_offset_z_max "30"
  429. cl_witch_light_radius "60"
  430. cl_wpn_sway_scale "1"
  431. cmd // Forward command to server.
  432. cmd1 // sets userinfo string for split screen player in slot 1
  433. cmd2 // sets userinfo string for split screen player in slot 2
  434. cmd3 // sets userinfo string for split screen player in slot 3
  435. cmd4 // sets userinfo string for split screen player in slot 4
  436. cola_bottles_use_duration "1"
  437. cola_bottles_use_range "75"
  438. cola_bottles_use_tolerance "0"
  439. collect_entity_model_name // Collect model names of the entities youre pointing at
  440. collision_test // Tests collision system
  441. colorcorrectionui // Show/hide the color correction tools UI.
  442. commentary_cvarsnotchanging
  443. commentary_finishnode
  444. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  445. condump // dump the text currently in the console to condumpXX.log
  446. connect // Connect to specified server.
  447. con_enable "1" // Allows the console to be activated.
  448. crash // Cause the engine to crash (Debug!!)
  449. CreatePredictionError // Create a prediction error
  450. create_flashlight
  451. crosshair "1"
  452. cs_make_vip // Marks a player as the VIP
  453. cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
  454. current_flow_distance // Reports the flow distance for the local player
  455. cvarlist // Show the list of convars/concommands.
  456. c_maxdistance "200"
  457. c_maxpitch "90"
  458. c_maxyaw "135"
  459. c_mindistance "30"
  460. c_minpitch "0"
  461. c_minyaw "-135"
  462. c_orthoheight "100"
  463. c_orthowidth "100"
  464. c_thirdpersonshoulder "0"
  465. c_thirdpersonshoulderaimdist "120"
  466. c_thirdpersonshoulderdist "40"
  467. c_thirdpersonshoulderheight "5"
  468. c_thirdpersonshoulderoffset "20"
  469. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  470. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  471. debugsystemui // Show/hide the debug system UI.
  472. debug_visibility_monitor "0"
  473. debug_zombie_panel "0" // -1 = Too Far 1 = Tank 2 = Someone else tank
  474. default_fov "90"
  475. defibrillator_return_to_life_time "3"
  476. defibrillator_use_duration "3"
  477. demolist // Print demo sequence list.
  478. demos // Demo demo file sequence.
  479. demoui // Show/hide the demo player UI.
  480. demoui2 // Show/hide the advanced demo player UI (demoui2).
  481. demo_gototick // Skips to a tick in demo.
  482. demo_pause // Pauses demo playback.
  483. demo_recordcommands "1" // Record commands typed at console into .dem files.
  484. demo_resume // Resumes demo playback.
  485. demo_timescale // Sets demo replay speed.
  486. demo_togglepause // Toggles demo playback.
  487. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  488. devshots_screenshot // use the screenshot command instead.
  489. differences // Show all convars which are not at their default values.
  490. director_adrenaline_density "6" // Items per 100 yards square
  491. director_ai_tanks "0"
  492. director_always_allow_wanderers "0"
  493. director_ammo_density "6" // Items per 100 yards square
  494. director_begin_script // Begin a director script
  495. director_build_up_min_interval "15"
  496. director_configurable_weapon_spawn_density "-1" // Items per 100 yards square (-1 to spawn all)
  497. director_convert_pills "1"
  498. director_convert_pills_critical_health "50"
  499. director_convert_pills_to_defib_health "25"
  500. director_custom_finale_tank_spacing "10"
  501. director_debug "0"
  502. director_debug_revisit "0"
  503. director_debug_scavenge_items "0"
  504. director_debug_threat_placement "0"
  505. director_defibrillator_density "6" // Items per 100 yards square
  506. director_end_script // End a director script
  507. director_finale_item_cluster_count "3" // How many clusters of items will be populated in the finale
  508. director_finale_panic_waves "2"
  509. director_finale_stage_delay "5"
  510. director_force_background "0" // Forces background map population logic for testing
  511. director_force_panic_event // Forces a PanicEvent to occur
  512. director_force_scripted_panic_event // Force the specified scripted panic event to happen
  513. director_force_tank "0"
  514. director_force_versus_start // so PZs can spawn even if survivors are still in the safe room
  515. director_force_witch "0"
  516. director_gas_can_density "6" // Items per 100 yards square
  517. director_gauntlet_movement_bonus "5" // you will get this much bonus time added bet
  518. director_gauntlet_movement_bonus_max "30" // Maximum amount of bonus time you can accumulate from not moving.
  519. director_gauntlet_movement_threshold "500" // you will get an increasing break between mobs.
  520. director_gauntlet_movement_timer_length "10" // you get increasing break time added between mobs.
  521. director_gauntlet_tank_kite_distance "3000" // How far you have to progress after a gauntlet tank spawn before the horde fires up again.
  522. director_ingress_range "3000"
  523. director_intensity_relax_allow_wanderers_threshold "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  524. director_intensity_relax_allow_wanderers_threshold_expert "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  525. director_intensity_relax_allow_wanderers_threshold_hard "0" // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  526. 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)
  527. director_intensity_threshold "0"
  528. 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
  529. director_item_placement_method "1" // 1 = new)
  530. director_item_placement_spew "0" // Whether director item placement should spew a bunch of stats about what it did.
  531. director_magnum_spawn_density "-1" // Items per 100 yards square (-1 to spawn all)
  532. director_max_threat_areas "4"
  533. director_melee_weapon_density "6" // Items per 100 yards square
  534. director_molotov_density "6" // Items per 100 yards square
  535. director_music_dynamic_mobstop_size "8" // When a mob gets to this size we think about stopping the music
  536. director_music_dynamic_mob_size "25" // Spawning a mob this large can play music
  537. director_music_dynamic_scanmobstop_size "3" // music stops
  538. director_must_create_all_scavenge_items "0"
  539. director_no_bosses "0" // Disable boss spawns
  540. director_no_death_check "0" // Disable survivor team death ending scenario
  541. director_no_mobs "0" // Disable mob rushes
  542. director_no_specials "0" // Disable PZ spawns
  543. director_no_survivor_bots "0" // Disable filling out the survivor team with bots
  544. director_num_reserved_wanderers "0"
  545. director_output_population_visit "0"
  546. director_oxygen_tank_density "6" // Items per 100 yards square
  547. director_pain_pill_density "6" // Items per 100 yards square
  548. director_panic_forever "0" // Panic events never end
  549. director_panic_wave_pause_max "7"
  550. director_panic_wave_pause_min "5"
  551. director_per_map_weapon_upgrade_chance "0"
  552. director_pipe_bomb_density "6" // Items per 100 yards square
  553. director_pistol_density "4" // Items per 100 yards square
  554. director_print_player_counts // Prints out counts of connected players and transitioning players (for debugging)
  555. director_propane_tank_density "6" // Items per 100 yards square
  556. director_ready_duration "60" // survivor team has this amount of time to get ready before starting out
  557. director_ready_radius "300" // The distance survivors can move from the starting weapons during the ready period
  558. director_relax_max_flow_travel "3000"
  559. director_relax_max_interval "45"
  560. director_relax_min_interval "30"
  561. director_report // Prints a snapshot of the directors state
  562. director_report_scavenge_items // Dump to the log all the scavengable items
  563. director_scavenge_item_override "0" // Override map-specified item densities with cvar values for tuning
  564. director_short_finale "0" // Short finale for testing escape vehicles
  565. director_show_intensity "0"
  566. director_solve_item_density // Pass the number of items youd want in this map and this spits out the map density value
  567. director_special_battlefield_respawn_interval "10"
  568. director_special_finale_offer_length "10" // How long is given to a player to accept the offer of a special zombie during the finale.
  569. director_special_initial_spawn_delay_max "60"
  570. director_special_initial_spawn_delay_max_extra "180"
  571. director_special_initial_spawn_delay_min "30"
  572. director_special_original_offer_length "30" // How long is given to the first player to accept the offer of a special zombie.
  573. director_special_respawn_interval "45"
  574. director_spectate_specials "0" // Allow spectating zombies
  575. director_start // and bosses
  576. director_stop // and bosses
  577. director_super_weapon_density "6" // Items per 100 yards square
  578. director_survivor_movement_window "10"
  579. director_sustain_peak_max_time "5"
  580. director_sustain_peak_min_time "3"
  581. director_tank_bypass_max_flow_travel "1500"
  582. director_tank_checkpoint_interval "15" // Min time after leaving a checkpoint that a tank can spawn
  583. director_tank_force_offer "0" // Forces the director to offer a tank
  584. director_tank_lottery_entry_time "0" // Time it takes for entry into the tank lottery
  585. director_tank_lottery_selection_time "4" // Time it takes for selection in the tank lottery
  586. director_tank_max_interval "500"
  587. director_tank_min_interval "350"
  588. director_tank_offer_debug "0"
  589. director_test_loop "0" // advance through maps and loop back to start
  590. director_test_loop_restarts_before_rotate "4" // how many times to restart before moving to next campaign
  591. director_test_loop_rotate_maps "1" // advance to the next map when reach end of campaign
  592. director_test_loop_time "3" // specified
  593. director_threat_clear_radius "500" // Prevent wandering zombies within this radius of threats
  594. director_threat_max_separation "5000"
  595. director_threat_min_separation "5000"
  596. director_threat_radius "1000"
  597. director_transition_timeout "120" // Duration (in seconds) to wait for survivors to transition across changelevels
  598. director_unfreeze_time "55" // Duration (in seconds) to wait to unfreeze a team after the first player has connected
  599. director_upgradepack_density "6" // Items per 100 yards square
  600. director_vomitjar_density "6" // Items per 100 yards square
  601. director_weapon_cluster_range "100" // and not contain duplicate types
  602. disable_dynamic_prop_loading "0" // dynamic props wont be loaded
  603. disable_static_prop_loading "0" // static props wont be loaded
  604. disconnect // Disconnect game from server.
  605. dismount // Dismounts a survivor as a jockey
  606. display_elapsedtime // Displays how much time has elapsed since the game started
  607. display_game_events "0"
  608. dlight_debug // Creates a dlight in front of the player
  609. drawcross // Draws a cross at the given location Arguments: x y z
  610. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  611. dsp_dist_max "1440"
  612. dsp_dist_min "0"
  613. dsp_enhance_stereo "1"
  614. dsp_off "0"
  615. dsp_player "0"
  616. dsp_reload
  617. dsp_slow_cpu "0"
  618. dsp_volume "0"
  619. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  620. dumpentityfactories // Lists all entity factory names.
  621. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  622. dumpgamestringtable // Dump the contents of the game string table to the console.
  623. dumpsavedir // List the contents of the save directory in memory
  624. dumpstringtables // Print string tables to console.
  625. dump_avatar_info // Print out avatar info of each plaeyr
  626. dump_entity_sizes // Print sizeof(entclass)
  627. dump_globals // Dump all global entities/states
  628. dump_pz_data // Dump PZ data
  629. dump_server_demo // dump_sever_demo <filename>
  630. echo // Echo text to console.
  631. editdemo // Edit a recorded demo file (.dem ).
  632. editor_toggle // Disables the simulation and returns focus to the editor
  633. enable_debug_overlays "1" // Enable rendering of debug overlays
  634. enable_skeleton_draw "0" // Render skeletons in wireframe
  635. endmovie // Stop recording movie frames.
  636. endround // End the current round.
  637. english "0" // running the english language set of assets.
  638. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  639. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  640. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  641. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  642. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  643. ent_create // Creates an entity of the given type where the player is looking.
  644. ent_dump // Usage: ent_dump <entity name>
  645. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  646. ent_info // Usage: ent_info <class name>
  647. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  648. 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
  649. ent_messages_draw "0" // Visualizes all entity input/output activity.
  650. ent_name
  651. ent_orient // only orients target entitys YAW. Use the allangles opt
  652. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  653. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  654. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  655. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  656. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  657. ent_rotate // Rotates an entity by a specified # of degrees
  658. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
  659. ent_setang // Set entity angles
  660. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  661. ent_setpos // Move entity to position
  662. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  663. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  664. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  665. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  666. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  667. envmap
  668. escape // Escape key pressed.
  669. exec // Execute script file.
  670. exit // Exit the engine.
  671. explode // Kills the player with explosive damage
  672. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  673. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  674. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  675. fade_crosshair // Fades the prop being looked at
  676. fade_immediately "0"
  677. find // Find concommands with the specified string in their name/help text.
  678. findflags // Find concommands by flags.
  679. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  680. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  681. firetarget
  682. firstperson // Switch to firstperson camera.
  683. first_aid_heal_percent "0" // Percent of injuries to heal
  684. first_aid_kit_max_heal "100"
  685. first_aid_kit_use_duration "5"
  686. fish_debug "0" // Show debug info for fish
  687. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  688. flush // Flush unlocked cache memory.
  689. flush_locked // Flush unlocked and locked cache memory.
  690. fly_add_keyframe
  691. fly_clear_all_keyframes
  692. fly_show_path
  693. fly_start
  694. fogui // Show/hide fog control UI.
  695. fog_2dskyboxfogfactor "-1"
  696. fog_color "-1"
  697. fog_colorskybox "-1"
  698. fog_enable "1"
  699. fog_enableskybox "1"
  700. fog_enable_water_fog "1"
  701. fog_end "-1"
  702. fog_endskybox "-1"
  703. fog_hdrcolorscale "-1"
  704. fog_hdrcolorscaleskybox "-1"
  705. fog_maxdensity "-1"
  706. fog_maxdensityskybox "-1"
  707. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  708. fog_start "-1"
  709. fog_startskybox "-1"
  710. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  711. force_centerview
  712. force_disablex360 "0"
  713. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  714. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  715. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  716. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  717. foundry_update_entity // Updates the entitys position/angles when in edit mode
  718. fov_desired "90" // Sets the base field-of-view.
  719. fov_desired2 "90" // Sets the base field-of-view.
  720. fs_printopenfiles // Show all files currently opened by the engine.
  721. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
  722. fs_warning_level // Set the filesystem warning level.
  723. fuel_barrel_damage_amount "25"
  724. fuel_barrel_damage_radius "400"
  725. fuel_barrel_debug "0"
  726. fuel_barrel_flame_instances "8"
  727. fuel_barrel_health "20"
  728. fuel_barrel_screen_shake_amplitude "20"
  729. fuel_barrel_screen_shake_duration "1"
  730. fuel_barrel_screen_shake_frequency "2"
  731. fuel_barrel_screen_shake_radius "1000"
  732. func_break_max_pieces "15"
  733. g15_dumpplayer // Spew player data.
  734. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  735. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  736. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  737. gameinstructor_enable "1" // Display in game lessons that teach new players.
  738. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  739. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  740. gameinstructor_reset_counts // Resets all display and success counts to zero.
  741. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  742. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
  743. gameui_activate // Shows the game UI
  744. gameui_allowescape // Escape key allowed to hide game UI
  745. gameui_allowescapetoshow // Escape key allowed to show game UI
  746. gameui_hide // Hides the game UI
  747. gameui_preventescape // Escape key doesnt hide game UI
  748. gameui_preventescapetoshow // Escape key doesnt show game UI
  749. gascan_spit_time "2" // Gascans can survive this long in spit before they ignite.
  750. gascan_throw_force "32"
  751. gascan_use_range "65"
  752. gascan_use_tolerance "0"
  753. gas_can_use_duration "2"
  754. getpos // dump position and angles to the console
  755. getpos_exact // dump origin and angles to the console
  756. give // Give item to player. Arguments: <item_name>
  757. givecurrentammo // Give a supply of ammo for current weapon..
  758. global_set // 2 = DEAD).
  759. glow_use_tolerance "0"
  760. gl_clear_gray "0" // Clear the back buffer to gray every frame.
  761. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  762. god "0" // Survivors dont take damage
  763. go_away_from_keyboard // Go away from the keyboard so a bot will take over.
  764. grenadelauncher_damage "400"
  765. grenadelauncher_ff_scale "0" // ff scale for grenade launcher damage to other players
  766. grenadelauncher_ff_scale_self "0" // ff scale for grenade launcher damage to other players
  767. grenadelauncher_force_kill "2000"
  768. grenadelauncher_radius_kill "180"
  769. grenadelauncher_radius_stumble "250"
  770. grenadelauncher_show_radius "0"
  771. grenadelauncher_velocity "1200"
  772. groundlist // Display ground entity list <index>
  773. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  774. g_debug_physcannon "0"
  775. g_debug_ragdoll_removal "0"
  776. g_debug_ragdoll_visualize "0"
  777. g_debug_vehiclebase "0"
  778. g_debug_vehicleexit "0"
  779. g_debug_vehiclesound "0"
  780. hack_elevator_z_offset "10"
  781. hammer_update_entity // Updates the entitys position/angles when in edit mode
  782. 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
  783. heartbeat // Force heartbeat of master servers
  784. help // Find help about a convar/concommand.
  785. hideconsole // Hide the console.
  786. hidehud "0" // 512
  787. hidepanel // Hides a viewport panel <name>
  788. hide_message_panel // Hides the message panel
  789. hostfile "0" // The HOST file to load.
  790. hostip "-1062686208.000" // Host game server ip
  791. hostname "0" // Hostname for server.
  792. hostport "27015" // Host game server port
  793. host_flush_threshold "14" // Memory threshold below which the host should flush caches between server instances
  794. host_framerate "0" // Set to lock per-frame time elapse.
  795. host_map "0" // Current map name.
  796. host_runofftime // Run off some time without rendering/updating sounds
  797. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  798. host_timescale "1" // Prescale the clock by this amount.
  799. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  800. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  801. host_xbox_e3_restart "15" // E3 Demo Restart interval (in minutes).
  802. hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
  803. hud_reloadscheme // Reloads hud layout and animation scripts.
  804. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  805. hud_targetid_rangefinder "0" // shows range for different masks
  806. hud_zombieteam "1" // Show infected team status on the HUD
  807. hud_zombieteam_showself "0" // Show your own status in the zombie team display
  808. hunk_print_allocations
  809. hunk_track_allocation_types "0"
  810. hunter_committed_attack_range "75"
  811. hunter_leap_away_give_up_range "1000"
  812. hunter_pounce_air_speed "700"
  813. hunter_pounce_loft_rate "0" // Hunter adds this angle/distance when pouncing
  814. hunter_pounce_max_loft_angle "45" // Maximum loft angle for Hunter Pounce angle adjustment
  815. hunter_pounce_ready_range "500" // crouch and get ready
  816. hunter_pz_claw_dmg "6" // Amount of damage done by a PZ hunters regular melee attack
  817. hurtme // Hurts the player. Arguments: <health to lose>
  818. impulse
  819. incendiary_ammo_burn_time "4" // Time to burn when hit by incendiary ammo
  820. incrementvar // Increment specified convar value.
  821. inferno_acid_spawn_angle "120" // Angular change from parent
  822. inferno_child_spawn_interval_multiplier "1" // Amount spawn interval increases for each child
  823. inferno_child_spawn_max_depth "4"
  824. inferno_damage "40" // Damage per second
  825. inferno_debug "0"
  826. inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
  827. inferno_flame_lifetime "15" // Average lifetime of each flame in seconds
  828. inferno_flame_spacing "50" // Minimum distance between separate flame spawns
  829. inferno_forward_reduction_factor "0"
  830. inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
  831. inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
  832. inferno_max_child_spawn_interval "1" // Largest time interval for child flame spawning
  833. inferno_max_flames "32" // Maximum number of flames that can be created
  834. inferno_max_range "500" // Maximum distance flames can spread from their initial ignition point
  835. inferno_per_flame_spawn_duration "5" // Duration each new flame will attempt to spawn new flames
  836. inferno_scorch_decals "0"
  837. inferno_spawn_angle "45" // Angular change from parent
  838. inferno_surface_offset "20"
  839. inferno_velocity_decay_factor "0"
  840. inferno_velocity_factor "0"
  841. inferno_velocity_normal_factor "0"
  842. intensity_averaged_following_decay "20" // Seconds for the time averaged intensity to meet the baseline intensity
  843. intensity_decay_time "30" // Seconds to decay full intensity to zero
  844. intensity_enemy_death_far_range "500"
  845. intensity_enemy_death_near_range "150"
  846. intensity_factor "0" // How quickly intensity increases
  847. intensity_lock "-1" // Lock players intensities at this value
  848. invnext
  849. invprev
  850. in_forceuser "0" // Force user input to this split screen player.
  851. ip "0" // Overrides IP for multihomed hosts
  852. ipc_console_disable // Disable IPC console(s)
  853. ipc_console_disable_all // Disable all IPC consoles
  854. ipc_console_enable // Enable IPC console
  855. ipc_console_show // Show status of IPC consoles
  856. jockey // Giddyup.
  857. jockeyme // Giddyup.
  858. jockey_pounce_air_speed "700"
  859. jockey_pounce_loft_rate "0" // Jockey adds this angle/distance when pouncing
  860. jockey_pounce_max_loft_angle "45" // Maximum loft angle for Jockey Pounce angle adjustment
  861. jockey_pz_claw_dmg "4" // Amount of damage done by a PZ jockeys regular melee attack
  862. joyadvancedupdate
  863. joystick "0"
  864. joy_accelmax "1"
  865. joy_accelscale "0"
  866. joy_advanced "0"
  867. joy_advaxisr "0"
  868. joy_advaxisu "0"
  869. joy_advaxisv "0"
  870. joy_advaxisx "0"
  871. joy_advaxisy "0"
  872. joy_advaxisz "0"
  873. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  874. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  875. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  876. joy_circle_correct "1"
  877. joy_diagonalpov "0" // too.
  878. joy_display_input "0"
  879. joy_forwardsensitivity "-1"
  880. joy_forwardthreshold "0"
  881. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  882. joy_inverty2 "0" // Whether to invert the Y axis of the joystick for looking.
  883. joy_legacy "0" // Turn on/off Legacy mapping for control sticks.
  884. joy_legacy2 "0" // Turn on/off Legacy mapping for control sticks.
  885. joy_lowend "1"
  886. joy_lowmap "1"
  887. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
  888. joy_movement_stick2 "0" // Which stick controls movement (0 is left stick)
  889. joy_name "0"
  890. joy_pitchsensitivity "1"
  891. joy_pitchsensitivity2 "1"
  892. joy_pitchthreshold "0"
  893. joy_response_look "0" // 1=Acceleration Promotion
  894. joy_response_move "1" // 1/sensitivity
  895. joy_sensitive_step0 "0"
  896. joy_sensitive_step1 "0"
  897. joy_sensitive_step2 "0"
  898. joy_sidesensitivity "1"
  899. joy_sidethreshold "0"
  900. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  901. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  902. joy_yawsensitivity "-1"
  903. joy_yawsensitivity2 "-1"
  904. joy_yawthreshold "0"
  905. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  906. kdtree_test // Tests spatial partition for entities queries.
  907. key_findbinding // Find key bound to specified command string.
  908. key_listboundkeys // List bound keys with bindings.
  909. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  910. kick // Kick a player by name.
  911. kickid // with a message.
  912. kick_transitioning // Kick a transitioning player by userID
  913. kill // Kills the player with generic damage
  914. killserver // Shutdown the server.
  915. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  916. l4d2_snd_adrenaline
  917. lastinv
  918. leaderboard_duplicate_entries "1"
  919. lightcache_maxmiss "2"
  920. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  921. light_crosshair // Show texture color at crosshair
  922. linefile // Parses map leak data from .lin file
  923. listdemo // List demo file contents.
  924. listid // Lists banned users.
  925. listip // List IP addresses on the ban list.
  926. listissues // List all the issues that can be voted on.
  927. listmodels // List loaded models.
  928. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  929. load // Load a saved game.
  930. loadcommentary
  931. loader_dump_table
  932. locator_split_len "0"
  933. locator_split_maxwide_percent "0"
  934. log // and udp < on | off >.
  935. logaddress_add // Set address and port for remote host <ip:port>.
  936. logaddress_del // Remove address and port for remote host <ip:port>.
  937. logaddress_delall // Remove all udp addresses being logged to
  938. logaddress_list // List all addresses currently being used by logaddress.
  939. log_dumpchannels // Dumps information about all logging channels.
  940. log_level // Set the spew level of a logging channel.
  941. lookspring "0"
  942. lookstrafe "0"
  943. lower_body_debug "0"
  944. map // Start playing on specified map.
  945. maps // Displays list of maps.
  946. map_background // Runs a map as the background to the main menu.
  947. map_commentary // on a specified map.
  948. map_edit
  949. map_showspawnpoints // Shows player spawn points (red=invalid)
  950. mark // Set attribute of selected area.
  951. mat_accelerate_adjust_exposure_down "3"
  952. mat_bloomamount_rate "0"
  953. mat_bloom_scalefactor_scalar "0"
  954. mat_bumpbasis "0"
  955. mat_camerarendertargetoverlaysize "128"
  956. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
  957. mat_configcurrent // show the current video control panel config for the material system
  958. mat_crosshair // Display the name of the material under the crosshair
  959. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  960. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  961. mat_crosshair_printmaterial // print the material under the crosshair
  962. mat_crosshair_reloadmaterial // reload the material under the crosshair
  963. mat_debug // Activates debugging spew for a specific material.
  964. mat_debugalttab "0"
  965. mat_debug_bloom "0"
  966. mat_drawflat "0"
  967. mat_drawwater "1"
  968. mat_dynamiclightmaps "0"
  969. mat_dynamic_tonemapping "1"
  970. mat_edit // Bring up the material under the crosshair in the editor
  971. mat_exposure_center_region_x "0"
  972. mat_exposure_center_region_y "0"
  973. mat_fastclip "0"
  974. mat_fastnobump "0"
  975. mat_fillrate "0"
  976. mat_forcedynamic "0"
  977. mat_force_bloom "0"
  978. mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
  979. mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 1.0
  980. mat_force_tonemap_percent_target "-1" // Override. Old default was 45.
  981. mat_force_tonemap_scale "0"
  982. mat_frame_sync_enable "1"
  983. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  984. mat_fullbright "0"
  985. mat_grain_scale_override "1"
  986. mat_hdr_enabled // Report if HDR is enabled for debugging
  987. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
  988. mat_hdr_uncapexposure "0"
  989. mat_hsv "0"
  990. mat_info // Shows material system info
  991. mat_leafvis "0" // Draw wireframe of current leaf
  992. mat_loadtextures "1"
  993. mat_lpreview_mode "-1"
  994. mat_luxels "0"
  995. mat_measurefillrate "0"
  996. mat_monitorgamma "1" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  997. mat_monitorgamma_tv_enabled "1"
  998. mat_morphstats "0"
  999. mat_norendering "0"
  1000. mat_normalmaps "0"
  1001. mat_normals "0"
  1002. mat_postprocess_enable "1"
  1003. mat_proxy "0"
  1004. mat_queue_priority "1"
  1005. mat_reloadallmaterials // Reloads all materials
  1006. mat_reloadmaterial // Reloads a single material
  1007. mat_reloadtextures // Reloads all textures
  1008. mat_remoteshadercompile "0"
  1009. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1010. mat_reversedepth "0"
  1011. mat_savechanges // saves current video configuration to the registry
  1012. mat_setvideomode // windowed state of the material system
  1013. mat_shadercount // display count of all shaders and reset that count
  1014. mat_showcamerarendertarget "0"
  1015. mat_showframebuffertexture "0"
  1016. mat_showlowresimage "0"
  1017. mat_showmaterials // Show materials.
  1018. mat_showmaterialsverbose // Show materials (verbose version).
  1019. mat_showmiplevels "0" // 1: everything else
  1020. mat_showtextures // Show used textures.
  1021. mat_showwatertextures "0"
  1022. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  1023. mat_softwareskin "0"
  1024. mat_spewalloc "0"
  1025. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1026. mat_stub "0"
  1027. mat_suppress // Supress a material from drawing
  1028. mat_surfaceid "0"
  1029. mat_surfacemat "0"
  1030. mat_tessellationlevel "4"
  1031. mat_tessellationmode "1"
  1032. mat_tessellation_accgeometrytangents "0"
  1033. mat_tessellation_cornertangents "1"
  1034. mat_tessellation_update_buffers "1"
  1035. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  1036. mat_texture_list_exclude // save - saves exclude list file
  1037. mat_texture_list_txlod // -1 to dec resolution
  1038. mat_texture_list_txlod_sync // save - saves all changes to material content files
  1039. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  1040. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1041. mat_wireframe "0"
  1042. mat_yuv "0"
  1043. maxplayers // Change the maximum number of players allowed on this server.
  1044. melee_collateral_shove_count "16"
  1045. melee_combo_reset_time "1" // Seconds after a swing until we reset the combo activities
  1046. melee_dump_weapons // Spew the melee weapon infos that are currently loaded
  1047. melee_dump_weapons_server // Spew the melee weapon infos that are currently loaded
  1048. melee_force_scalar "20"
  1049. melee_force_scalar_combat_character "5"
  1050. melee_range "70"
  1051. melee_reload_info // Reloads Melee weapon scripts to the MeleeWeaponInfoStore
  1052. melee_reload_info_server // Reloads Melee weapon scripts to the MeleeWeaponInfoStore
  1053. melee_show_swing "0"
  1054. memory // Print memory stats.
  1055. memory_diff // show memory stats relative to snapshot
  1056. memory_list // dump memory list (linux only)
  1057. memory_mark // snapshot current allocation status
  1058. memory_status // show memory stats (linux only)
  1059. mem_compact
  1060. mem_dump // Dump memory stats to text file.
  1061. mem_dumpvballocs // Dump VB memory allocation stats.
  1062. mem_eat
  1063. mem_incremental_compact
  1064. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
  1065. mem_test
  1066. mem_vcollide // Dumps the memory used by vcollides
  1067. menuselect // menuselect
  1068. minisave // Saves game (for current level only!)
  1069. mission_reload // Reload mission metadata
  1070. mix_dynamic_cull_max_CI_emitters "0"
  1071. mix_dynamic_debug_CI "0"
  1072. mix_dynamic_max_CI_emitters "30"
  1073. mix_dynamic_num_attack_vox_CI "2"
  1074. mm_datacenter_debugprint // Shows information retrieved from data center
  1075. mm_debugprint // Show debug information about current matchmaking session
  1076. 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
  1077. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
  1078. 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.
  1079. motdfile "0" // The MOTD file to load.
  1080. motd_enabled "1" // Toggles whether or not to show the MOTD to clients when they connect.
  1081. motd_intros "0"
  1082. mounted_gun_cooldown_time "60" // Mounted gun cooldown time
  1083. mounted_gun_mount_cooldown_time "0"
  1084. mounted_gun_overheat_penalty_time "60"
  1085. mounted_gun_overheat_time "15" // Mouted gun overheat time
  1086. mounted_gun_rate_of_fire "8"
  1087. movie_fixwave // etc.
  1088. mp_disable_autokick // Prevents a userid from being auto-kicked
  1089. mp_feetmaxyawrate "100"
  1090. mp_forcerespawnplayers // Force all players to respawn.
  1091. mp_forcewin // Forces team to win
  1092. mp_roundlimit "3" // Maximum number of rounds
  1093. mp_scrambleteams // Scramble the teams and restart the game
  1094. mp_switchteams // Switch teams and restart the game
  1095. mp_tournament_restart // Restart Tournament Mode on the current level.
  1096. multiplayerendgame // Take all of the connected clients and take them to the end game state.
  1097. multvar // Multiply specified convar value.
  1098. music_calm_min_interval "45" // Minimum time between DisturbingAtmosphere performances
  1099. music_dynamic_action_decay "10"
  1100. music_dynamic_ambient_decay "7"
  1101. music_dynamic_ambient_in_max "0"
  1102. music_dynamic_ambient_in_min "0"
  1103. music_dynamic_ambient_out_max "1"
  1104. music_dynamic_ambient_out_min "0"
  1105. music_dynamic_ambient_vol_min_alert "0"
  1106. music_dynamic_attack_CI_close_decay "0"
  1107. music_dynamic_attack_CI_close_distmax "600"
  1108. music_dynamic_attack_CI_distmax "2400"
  1109. music_dynamic_attack_CI_near_decay "0"
  1110. music_dynamic_attack_CI_near_distmax "300"
  1111. music_dynamic_attack_CI_num "30"
  1112. music_dynamic_attack_CI_veryclose_decay "0"
  1113. music_dynamic_attack_CI_veryclose_distmax "94"
  1114. music_dynamic_calm_decay "15"
  1115. music_dynamic_CI_sight_decay "8"
  1116. music_dynamic_damage_decay "10"
  1117. music_dynamic_damage_duck_damage_max "1"
  1118. music_dynamic_damage_duck_damage_min "0"
  1119. music_dynamic_damage_duck_max "0"
  1120. music_dynamic_damage_duck_min "0"
  1121. music_dynamic_damage_increment "0"
  1122. music_dynamic_debug "0" // Draw parameter meters
  1123. music_dynamic_dodamage_decay "4"
  1124. music_dynamic_dodamage_increment "0"
  1125. music_dynamic_gunfireslow_decay "3"
  1126. music_dynamic_gunfireslow_increment "0"
  1127. music_dynamic_gunfire_decay "1"
  1128. music_dynamic_gunfire_increment "0"
  1129. music_dynamic_mob_action_close_max "0"
  1130. music_dynamic_mob_action_close_min "0"
  1131. music_dynamic_mob_action_decay "15"
  1132. music_dynamic_mob_action_increment "0"
  1133. music_dynamic_mob_action_max "1"
  1134. music_dynamic_mob_action_min "0"
  1135. music_dynamic_mob_choir_BPM "90"
  1136. music_dynamic_mob_choir_interval_beats "16"
  1137. music_dynamic_mob_choir_interval_randmultmax "3"
  1138. music_dynamic_mob_damage_max "1"
  1139. music_dynamic_mob_damage_min "0"
  1140. music_dynamic_mob_decay "15"
  1141. music_dynamic_mob_increment "0"
  1142. music_dynamic_mob_large "49" // Spawning a large mob
  1143. music_dynamic_mob_max "1"
  1144. music_dynamic_mob_med "29" // Spawning a med mob
  1145. music_dynamic_mob_min "0"
  1146. music_dynamic_mob_small "20" // Spawning a small mob
  1147. music_dynamic_on "1"
  1148. music_dynamic_play
  1149. music_dynamic_PZ_BPM "80"
  1150. music_dynamic_PZ_interval_randmultmax "5"
  1151. music_dynamic_scavenge_beat "1" // play beat music during scavenge mode
  1152. music_dynamic_SI_close_distmax "1200"
  1153. music_dynamic_SI_far_distmin "1800"
  1154. music_dynamic_SI_inrange_distmax "2400"
  1155. music_dynamic_solosuccess_damagemin "0"
  1156. music_dynamic_solosuccess_decay "4"
  1157. music_dynamic_solosuccess_increment "1"
  1158. music_dynamic_specials_interval_beats "5"
  1159. music_dynamic_stop_playing
  1160. music_dynamic_threat_decay "6"
  1161. music_dynamic_update_interval "0" // interval between music status/action update
  1162. music_dynamic_witch_alert_interval "37"
  1163. music_dynamic_witch_near_max "1800"
  1164. music_dynamic_witch_near_min "360"
  1165. music_intensity_override "-1" // Overrides the players music intensity track for testing
  1166. music_intensity_threshold "0"
  1167. music_large_area_reveal_repeat_threshold "60" // The minimum time in seconds between performances of this music
  1168. music_large_area_reveal_threshold "500000" // How much new area must be revealed to trigger the reveal music
  1169. music_manager "1" // Using the new music manager system.
  1170. music_master_debug "0"
  1171. music_master_tag_threshold "0"
  1172. music_min_pending_threat_time "10" // Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence
  1173. music_min_safe_time "3" // Minimum time that we havent seen a threat or been injured. Used when deciding to play MomentOfSilence
  1174. music_moment_of_silence_repeat_interval "600" // Minimum time between successive MomentOfSilence performances
  1175. music_moment_of_silence_start_delay "60" // Minimum time before we can play a MomentOfSilence after leaving a Checkpoint
  1176. music_print // client
  1177. muzzleflash_light "1"
  1178. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1179. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1180. m_customaccel_max "0" // 0 for no limit
  1181. m_customaccel_scale "0" // Custom mouse acceleration value.
  1182. m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1183. m_filter2 "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1184. m_forward "1" // Mouse forward factor.
  1185. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1186. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1187. m_mousespeed "1" // 2 to enable secondary threshold
  1188. m_pitch "0" // Mouse pitch factor.
  1189. m_pitch2 "0" // Mouse pitch factor.
  1190. m_rawinput "0" // Use Raw Input for mouse input.
  1191. m_side "0" // Mouse side factor.
  1192. m_yaw "0" // Mouse yaw factor.
  1193. name "0" // Current user name
  1194. name2 "0" // Current user name
  1195. nav_add_to_selected_set // Add current area to the selected set.
  1196. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1197. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1198. nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
  1199. nav_area_max_size "50" // Max area size created in nav generation
  1200. nav_auto_build_area // Build out high-precision areas around the edit cursor and create them.
  1201. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1202. nav_begin_area // drag the opposite corner to the desired location and
  1203. nav_begin_deselecting // Start continuously removing from the selected set.
  1204. nav_begin_drag_deselecting // Start dragging a selection area.
  1205. nav_begin_drag_selecting // Start dragging a selection area.
  1206. nav_begin_selecting // Start continuously adding to the selected set.
  1207. nav_begin_shift_xy // Begin shifting the Selected Set.
  1208. nav_blockers_can_affect_flow "1"
  1209. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1210. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1211. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1212. nav_check_stairs // Update the nav mesh STAIRS attribute
  1213. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1214. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1215. nav_clear_selected_set // Clear the selected set.
  1216. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1217. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1218. nav_connect // then invoke the connect command. Note that this creates a
  1219. nav_coplanar_slope_limit "0"
  1220. nav_coplanar_slope_limit_displacement "0"
  1221. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1222. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1223. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1224. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1225. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1226. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1227. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1228. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1229. nav_debug_blocked "0"
  1230. nav_debug_finale_area "0" // Show extents of finale area and selected finale center
  1231. nav_delete // Deletes the currently highlighted Area.
  1232. nav_delete_marked // Deletes the currently marked Area (if any).
  1233. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1234. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1235. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1236. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1237. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1238. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1239. nav_end_deselecting // Stop continuously removing from the selected set.
  1240. nav_end_drag_deselecting // Stop dragging a selection area.
  1241. nav_end_drag_selecting // Stop dragging a selection area.
  1242. nav_end_selecting // Stop continuously adding to the selected set.
  1243. nav_end_shift_xy // Finish shifting the Selected Set.
  1244. nav_fix_playerclips // Fixup nodes marked with NAV_PLAYERCLIP.
  1245. nav_flood_select // use this command again.
  1246. nav_flood_select_tolerance "0" // Allowable z distance of selectable areas from the start area.
  1247. nav_flow_max_survivor_climb_height "66" // Maximum Survivor climb-up height used during flow computation
  1248. nav_flow_max_survivor_drop_height "240" // Maximum Survivor drop-down height used during flow computation
  1249. nav_fog_edit "0"
  1250. nav_fog_mark // Sets fog value for selected areas.
  1251. nav_fog_pick // Sets fog value for selected areas.
  1252. nav_fog_print_used // Prints out the list of fog names used in the map.
  1253. nav_fog_replace // Replaces the first fog name with the second in the map.
  1254. nav_fog_select_place // Selects all areas with the given fog place.
  1255. nav_fog_set // the current Fog is set.
  1256. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1257. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1258. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1259. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1260. nav_generate_incremental_range "2000"
  1261. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1262. nav_gen_cliffs_approx // post-processing approximation
  1263. nav_gui // Opens the nav editing GUI
  1264. nav_gui_rebuild "0" // Rebuilds the nav ui windows from scratch every time theyre opened
  1265. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1266. nav_ladder_flip // Flips the selected ladders direction.
  1267. nav_load // Loads the Navigation Mesh for the current map.
  1268. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1269. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1270. nav_lying_down_percent "50" // Chance that wandering infected will be lying down in a SPAWN_LYINGDOWN area.
  1271. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1272. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1273. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1274. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1275. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1276. nav_max_auto_area_size "16384" // Max size in x/y of any auto-generated nav area
  1277. nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1278. nav_max_vis_delta_list_length "64"
  1279. nav_merge // and invoke the merge comm
  1280. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1281. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1282. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1283. nav_obscure_range "400"
  1284. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1285. nav_place_list // Lists all place names used in the map.
  1286. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1287. nav_place_replace // Replaces all instances of the first place with the second place.
  1288. nav_place_set // Sets the Place of all selected areas to the current Place.
  1289. nav_potentially_visible_dot_tolerance "0"
  1290. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1291. nav_print_visibility_info // Dumps some visibility-related data to the console.
  1292. nav_print_visible_set_counts // Outputs the sizes of the visible sets
  1293. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1294. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1295. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1296. nav_recall_selected_set // Re-selects the stored selected set.
  1297. nav_recompute_flow // Recomputes flow distance
  1298. nav_recompute_flow_optimization "1"
  1299. nav_remove_from_selected_set // Remove current area from the selected set.
  1300. nav_remove_jump_areas // replacing them with connections.
  1301. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1302. nav_save // Saves the current Navigation Mesh to disk.
  1303. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1304. nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
  1305. nav_selected_set_color "255" // Color used to draw the selected set background while editing.
  1306. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1307. nav_select_completely_visible // Selects all areas completely visible to the selected area.
  1308. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1309. nav_select_half_space // Selects any areas that intersect the given half-space.
  1310. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1311. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1312. nav_select_overlapping // Selects nav areas that are overlapping others.
  1313. nav_select_partially_visible // Selects all areas at least partially visible to the selected area.
  1314. nav_select_radius // Adds all areas in a radius to the selection set
  1315. nav_select_stairs // Adds all stairway areas to the selected set
  1316. nav_select_threat // Selects all threat areas
  1317. nav_select_view_distance // Selects all areas within nav_max_view_distance.
  1318. nav_select_visible_set_size // Selects all areas with visible sets this size or greater.
  1319. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1320. nav_shift // Shifts the selected areas by the specified amount
  1321. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1322. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)
  1323. nav_show_compass "0"
  1324. nav_show_connectionblockers "0" // Debug: Show connection blocker models.
  1325. nav_show_danger "0" // Show current danger levels.
  1326. nav_show_ladder_bounds // Draws the bounding boxes of all func_ladders in the map.
  1327. nav_show_light_intensity "0"
  1328. nav_show_nodes "0"
  1329. nav_show_node_grid "0"
  1330. nav_show_node_id "0"
  1331. nav_show_player_area "0" // Draws the last known area for the given entindex
  1332. nav_show_player_counts "0" // Show current player counts in each area.
  1333. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1334. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1335. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1336. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1337. nav_solid_props "0" // Make props solid to nav generation/editing
  1338. nav_splice // connected area between them.
  1339. nav_split // align the split line using your cursor and invoke the split command.
  1340. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1341. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1342. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1343. nav_store_selected_set // Stores the current selected set for later retrieval.
  1344. nav_strip // and Encounter Spots from the current Area.
  1345. nav_subdivide // Subdivides all selected areas.
  1346. nav_test_node "0"
  1347. nav_test_node_crouch "0"
  1348. nav_test_node_crouch_dir "4"
  1349. nav_test_stairs // Test the selected set for being on stairs
  1350. nav_test_visibility // Tests visibility from the selected area to the one under the cursor.
  1351. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1352. nav_toggle_in_selected_set // Remove current area from the selected set.
  1353. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1354. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1355. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1356. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1357. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1358. nav_trouble_report // Selects areas that may be breaking the map checklist for inspection
  1359. nav_trouble_report_corner_to_corner // Selects areas that can break game mechanics
  1360. nav_trouble_report_invalid // Selects areas that can break game mechanics
  1361. nav_trouble_report_suggestions // only if any area has a population
  1362. nav_trouble_test_area "0" // tests will be run against this areaID only
  1363. nav_trouble_test_debug_duration "10"
  1364. nav_trouble_walkable_backtrace "0"
  1365. nav_unmark // Clears the marked Area or Ladder.
  1366. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1367. nav_update_lighting // Recomputes lighting values
  1368. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1369. nav_use_place // the current Place is set.
  1370. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1371. nav_warp_to_mark // Warps the player to the marked area.
  1372. nav_world_center // Centers the nav mesh in the world
  1373. nb_acceleration "500"
  1374. nb_allow_avoiding "1"
  1375. nb_allow_climbing "1"
  1376. nb_allow_gap_jumping "1"
  1377. nb_blind "0" // Disable vision
  1378. nb_chase_lead_time "2"
  1379. nb_command // Sends a command string to all bots
  1380. nb_debug // ERRORS.
  1381. nb_debug_climbing "0"
  1382. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  1383. nb_debug_history "1" // each bot keeps a history of debug output in memory
  1384. nb_delete_all // Delete all non-player NextBot entities.
  1385. 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
  1386. nb_dump_debug_history // Dumps debug history for the bot under the cursor to the blackbox
  1387. nb_force_look_at // Force selected bot to look at the local players position
  1388. nb_friction_forward "0"
  1389. nb_friction_sideways "3"
  1390. nb_goal_look_ahead_range "50"
  1391. nb_gravity "1000"
  1392. nb_head_aim_settle_duration "0"
  1393. nb_head_aim_steady_max_rate "100"
  1394. nb_ladder_align_range "50"
  1395. nb_lean_forward_accel "100"
  1396. nb_lean_max_angle "30"
  1397. nb_lean_rate "3"
  1398. nb_move_to_cursor // Tell all NextBots to move to the cursor position
  1399. nb_move_to_position // Tell all NextBots to move to the specified absolute position
  1400. nb_path_draw_inc "100"
  1401. nb_path_segment_influence_radius "100"
  1402. nb_player_crouch "0" // Force bots to crouch
  1403. nb_player_move "1" // Prevents bots from moving
  1404. nb_player_stop "0" // Stop all NextBotPlayers from updating
  1405. nb_player_walk "0" // Force bots to walk
  1406. nb_rush // Causes all infected to rush the survivors.
  1407. nb_saccade_speed "1000"
  1408. nb_saccade_time "0"
  1409. nb_select // Select the bot you are aiming at for further debug operations.
  1410. nb_speed_look_ahead_range "150"
  1411. nb_stop "0" // Stop all NextBots
  1412. nb_stuck_dump_display // display the stuck locations in the environment
  1413. nb_stuck_dump_filter_entindex "0" // only display stuck data for entities with the given entindex
  1414. nb_stuck_dump_filter_identifier "0" // Only display stuck data for entities whose identifier matches this substring
  1415. nb_stuck_dump_filter_min_duration "0" // Only display stuck data for entities who were stuck longer than this duration
  1416. nb_stuck_dump_filter_time_end "99999" // Do not display stuck data with a timestamp greater than this value
  1417. nb_stuck_dump_filter_time_start "0" // Do not display stuck data with a timestamp less than this value
  1418. nb_stuck_dump_show_details "0" // include more data in stuck display
  1419. nb_stuck_dump_threshold "-1" // dump debug data to console and logfile. -1 to disable
  1420. nb_update_debug "0"
  1421. nb_update_framelimit "15"
  1422. nb_update_frequency "0"
  1423. nb_update_maxslide "2"
  1424. nb_vision_ignore_survivors "0"
  1425. nb_vision_notice_hidden_range "50"
  1426. nb_warp_selected_here // Teleport the selected bot to your cursor position
  1427. nb_yaw_rate "250"
  1428. net_allow_multicast "1"
  1429. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1430. net_channels // Shows net channel info
  1431. net_droppackets "0" // Drops next n packets on client
  1432. net_dumpeventstats // Dumps out a report of game event network usage
  1433. net_fakejitter "0" // Jitter fakelag packet time
  1434. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1435. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1436. net_graph "0" // = 3 draws payload legend.
  1437. net_graphheight "64" // Height of netgraph panel
  1438. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1439. net_graphpos "1"
  1440. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1441. net_graphshowinterp "1" // Draw the interpolation graph.
  1442. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1443. net_graphsolid "1"
  1444. net_graphtext "1" // Draw text fields
  1445. net_maxroutable "1200" // Requested max packet size before packets are split.
  1446. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
  1447. net_scale "5"
  1448. net_showreliablesounds "0"
  1449. net_showsplits "0" // Show info about packet splits
  1450. net_showudp "0" // Dump UDP packets summary to console
  1451. net_showudp_remoteonly "0" // Dump non-loopback udp only
  1452. net_showusermessages "0"
  1453. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1454. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1455. net_start // Inits multiplayer network sockets
  1456. net_status // Shows current network status
  1457. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1458. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
  1459. net_steamcnx_status // Print status of steam connection sockets.
  1460. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1461. nextdemo // Play next demo in sequence.
  1462. next_weapon_timer "1"
  1463. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1464. noclip_fixup "1"
  1465. notarget // Toggle. Player becomes hidden to NPCs.
  1466. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1467. openserverbrowser // Opens server browser
  1468. overview_alpha "1" // Overview map translucency.
  1469. overview_health "1" // Show players health in map overview.
  1470. overview_locked "1" // doesnt follow view angle.
  1471. overview_mode // large: <0|1|2>
  1472. overview_names "1" // Show players names in map overview.
  1473. overview_tracks "1" // Show players tracks in map overview.
  1474. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1475. pain_pills_decay_rate "0"
  1476. pain_pills_health_threshold "99" // Pills cant be used unless total health is less than this amount
  1477. pain_pills_health_value "50"
  1478. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1479. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1480. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1481. particle_test_attach_mode "0" // follow_origin
  1482. particle_test_file "0" // Name of the particle system to dynamically spawn
  1483. particle_test_start // particle_test_attach_mode and particl
  1484. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1485. password "0" // Current server access password
  1486. path // Show the engine filesystem path.
  1487. pause // Toggle the server pause state.
  1488. perfui // Show/hide the level performance tools UI.
  1489. perfvisualbenchmark
  1490. perfvisualbenchmark_abort
  1491. personalstats // Shows the player stats dialog
  1492. phys2ui // Show/hide the phys2 UI.
  1493. phys2_debug_wireframe "0" // Render Phys2 collision models in wireframe
  1494. phys2_default_max_velocity "40" // m/s
  1495. phys2_dump_runtime_sizes "0"
  1496. phys2_load // Saves physics SDK state
  1497. phys2_max_length_constraint_anchor "0"
  1498. phys2_mem_debug "0"
  1499. phys2_preload_models "1"
  1500. phys2_ragdoll_drive_type "1" // 3 is both
  1501. phys2_save // Saves physics SDK state
  1502. phys2_save_client // Saves client physics scene
  1503. phys2_save_server // Saves server physics scene
  1504. phys2_shadow_port "1" // Use the ported version of physics shadow controller?
  1505. phys2_shoot // Shoots a phys2 object.
  1506. phys2_stats // Dumps physics stats
  1507. phys2_vdb "0"
  1508. phys2_vdb_host "0"
  1509. physics_budget // Times the cost of each active object
  1510. physics_constraints // Highlights constraint system graph for an entity
  1511. physics_debug_entity // Dumps debug info for an entity
  1512. physics_highlight_active // Turns on the absbox for all active physics objects
  1513. physics_report_active // Lists all active physics objects
  1514. physics_select // Dumps debug info for an entity
  1515. physx_debug_dll "0"
  1516. physx_valve_dll "0"
  1517. phys_explosion_force "7"
  1518. phys_shoot // Shoots a phys object.
  1519. picker // pivot and debugging text is displayed for whatever entity the play
  1520. ping // Display ping to server.
  1521. pingserver // Ping a server for info
  1522. pixelvis_debug // Dump debug info
  1523. play // Play a sound.
  1524. playdemo // Play a recorded demo file (.dem ).
  1525. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1526. player_incap_use_radius "96"
  1527. player_throwforce "2000"
  1528. player_use_radius "96"
  1529. playflush // reloading from disk in case of changes.
  1530. playgamesound // Play a sound from the game sounds txt file
  1531. playsoundscape // Forces a soundscape to play
  1532. playvideo // Plays a video: <filename> [width height]
  1533. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1534. playvol // Play a sound at a specified volume.
  1535. plugin_load // plugin_load <filename> : loads a plugin
  1536. plugin_notify_non_valid // Notifys the user if any invalid plug-ins are loaded
  1537. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1538. plugin_pause_all // pauses all loaded plugins
  1539. plugin_print // Prints details about loaded plugins
  1540. plugin_unload // plugin_unload <index> : unloads a plugin
  1541. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1542. plugin_unpause_all // unpauses all disabled plugins
  1543. precache_all_survivors "0"
  1544. print_colorcorrection // Display the color correction layer information.
  1545. progress_enable
  1546. prop_crosshair // Shows name for prop looking at
  1547. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1548. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1549. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1550. pwatchent "-1" // Entity to watch for prediction system changes.
  1551. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1552. pz_damages // List player zombie damages
  1553. quit // Exit the engine.
  1554. radialmenu // Opens a radial menu
  1555. radius_damage_show_hits "0"
  1556. ragdoll_velocity_multiplier "0" // Acceleration to last living velocity given to new ragdolls
  1557. rangefinder // Measures distance along a ray
  1558. rate "30000" // Max bytes/sec the host can receive data
  1559. rcon // Issue an rcon command.
  1560. rcon_password "0" // remote console password.
  1561. recompute_speed // Recomputes clock speed (for debugging purposes).
  1562. record // Record a demo.
  1563. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1564. removeid // Remove a user ID from the ban list.
  1565. removeip // Remove an IP address from the ban list.
  1566. report
  1567. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
  1568. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
  1569. report_entities // Lists all entities
  1570. report_simthinklist // Lists all simulating/thinking entities
  1571. report_soundpatch // reports sound patch count
  1572. report_touchlinks // Lists all touchlinks
  1573. rescue_distance "4500" // Living survivors must travel this far past a dead survivors corpse to be able to rescue him
  1574. rescue_finale_ignore_distance "4000" // he stops calling for help
  1575. rescue_finale_spawn_range "4000" // info_survivor_rescue ents will be considered if they are this close to the leading survivor
  1576. rescue_ignore_distance "2000" // he stops calling for help
  1577. rescue_interval "2" // Dead survivors are checked to start calling for help this often
  1578. rescue_min_dead_time "60" // Duration in seconds a survivor must be dead before being rescuable
  1579. rescue_range "1000" // it will be triggered
  1580. rescue_show // Shows debugging info for info_survivor_rescue ents
  1581. rescue_show_blocked // Shows bboxes for blocked info_survivor_rescue ents
  1582. 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
  1583. rescue_spawn_range "2000" // info_survivor_rescue ents will be considered if they are this close to the leading survivor
  1584. rescue_update_nav // Updates RESCUE_CLOSET nav flags
  1585. rescue_yell_delay "1" // Delay before yelling when activating
  1586. rescue_yell_interval "6" // Interval at which an info_survivor_rescue yells for help
  1587. reset_gameconvars // Reset a bunch of game convars to default values
  1588. reset_spawnmenu_counts
  1589. respawn_entities // Respawn all the entities in the map.
  1590. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1591. retry // Retry connection to last server.
  1592. rope_min_pixel_diameter "2"
  1593. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
  1594. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  1595. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
  1596. rr_reloadresponsesystems // Reload all response system scripts.
  1597. 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.
  1598. rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  1599. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
  1600. r_3dskyonly "0" // Only draw the 3d skybox. . skip the rest of the world.
  1601. r_AirboatViewDampenDamp "1"
  1602. r_AirboatViewDampenFreq "7"
  1603. r_AirboatViewZHeight "0"
  1604. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
  1605. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1606. r_avglight "1"
  1607. r_avglightmap "0"
  1608. r_cheapwaterend
  1609. r_cheapwaterstart
  1610. r_cleardecals // Usage r_cleardecals <permanent>.
  1611. r_ClipAreaPortals "1"
  1612. r_colorstaticprops "0"
  1613. r_debugcheapwater "0"
  1614. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1615. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1616. r_DispBuildable "0"
  1617. r_DispWalkable "0"
  1618. r_drawallrenderables "0" // even ones inside solid leaves.
  1619. r_DrawBeams "1" // 2=Wireframe
  1620. r_drawbrushmodels "1" // 2=Wireframe
  1621. r_drawclipbrushes "0" // purple=NPC)
  1622. r_drawdecals "1" // Render decals.
  1623. r_DrawDisp "1" // Toggles rendering of displacment maps
  1624. r_drawentities "1"
  1625. r_drawfuncdetail "1" // Render func_detail
  1626. r_drawleaf "-1" // Draw the specified leaf.
  1627. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  1628. r_drawlightinfo "0"
  1629. r_drawlights "0"
  1630. r_DrawModelLightOrigin "0"
  1631. r_drawmodelstatsoverlay "0"
  1632. r_drawmodelstatsoverlaydistance "500"
  1633. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1634. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1635. r_drawopaquerenderables "1"
  1636. r_drawopaqueworld "1"
  1637. r_drawothermodels "1" // 2=Wireframe
  1638. r_drawparticles "1" // Enable/disable particle rendering
  1639. r_DrawPortals "0"
  1640. r_DrawRain "1" // Enable/disable rain rendering.
  1641. r_drawrenderboxes "0"
  1642. r_drawropes "1"
  1643. r_drawskybox "1"
  1644. r_drawsprites "1"
  1645. r_drawstaticprops "1" // 2=Wireframe
  1646. r_drawtracers "1"
  1647. r_drawtranslucentrenderables "1"
  1648. r_drawtranslucentworld "1"
  1649. r_drawvgui "1" // Enable the rendering of vgui panels
  1650. r_drawviewmodel "1"
  1651. r_drawworld "1" // Render the world.
  1652. r_dscale_basefov "90"
  1653. r_dscale_fardist "2000"
  1654. r_dscale_farscale "4"
  1655. r_dscale_neardist "100"
  1656. r_dscale_nearscale "1"
  1657. r_dynamic "1"
  1658. r_dynamiclighting "1"
  1659. r_eyemove "0"
  1660. r_eyeshift_x "0"
  1661. r_eyeshift_y "0"
  1662. r_eyeshift_z "0"
  1663. r_eyesize "0"
  1664. r_eyewaterepsilon "7"
  1665. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1666. r_flashlightambient "0"
  1667. r_flashlightbacktraceoffset "0"
  1668. r_flashlightbrightness "0"
  1669. r_flashlightclip "0"
  1670. r_flashlightconstant "0"
  1671. r_flashlightdrawclip "0"
  1672. r_flashlightfar "750"
  1673. r_flashlightfov "53"
  1674. r_flashlightinfectedtexture "0"
  1675. r_flashlightladderdist "40"
  1676. r_flashlightlinear "100"
  1677. r_flashlightlockposition "0"
  1678. r_flashlightmuzzleflashfov "120"
  1679. r_flashlightnear "4"
  1680. r_flashlightnearoffsetscale "0"
  1681. r_flashlightoffsetforward "0"
  1682. r_flashlightoffsetforward_low "0"
  1683. r_flashlightoffsetright "5"
  1684. r_flashlightoffsetright_low "10"
  1685. r_flashlightoffsetup "-5"
  1686. r_flashlightoffsetup_low "-16"
  1687. r_flashlightquadratic "0"
  1688. r_flashlightshadowatten "0"
  1689. r_flashlighttracedistcutoff "32"
  1690. r_flashlighttracedistwatercutoff "80"
  1691. r_flashlightvisualizetrace "0"
  1692. r_flashlight_attach_to_viewmodel "1" // Attach the flashlight effect to the viewmodel
  1693. r_flushlod // Flush and reload LODs.
  1694. r_hwmorph "0"
  1695. r_itemblinkmax "0"
  1696. r_itemblinkrate "4"
  1697. r_JeepFOV "90"
  1698. r_JeepViewBlendTo "1"
  1699. r_JeepViewBlendToScale "0"
  1700. r_JeepViewBlendToTime "1"
  1701. r_JeepViewDampenDamp "1"
  1702. r_JeepViewDampenFreq "7"
  1703. r_JeepViewZHeight "10"
  1704. r_lightcachecenter "1"
  1705. r_lightcachemodel "-1"
  1706. r_lightcache_invalidate
  1707. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  1708. r_lightcache_radiusfactor "1" // Allow lights to influence lightcaches beyond the lights radii
  1709. r_lightinterp "5" // 0 turns off interpolation
  1710. r_lightmap "-1"
  1711. r_lightstyle "-1"
  1712. r_lightwarpidentity "0"
  1713. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  1714. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  1715. r_modelwireframedecal "0"
  1716. r_nohw "0"
  1717. r_nosw "0"
  1718. r_novis "0" // Turn off the PVS.
  1719. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  1720. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  1721. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1722. r_PhysPropStaticLighting "0"
  1723. r_portalsopenall "0" // Open all portals
  1724. r_PortalTestEnts "1" // Clip entities against portal frustums.
  1725. r_printdecalinfo
  1726. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1727. 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
  1728. r_rainalpha "0"
  1729. r_rainalphapow "0"
  1730. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
  1731. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
  1732. r_raindensity "0"
  1733. r_RainHack "0"
  1734. r_rainlength "0"
  1735. r_RainProfile "0" // Enable/disable rain profiling.
  1736. r_RainRadius "1500"
  1737. r_RainSideVel "10" // How much sideways velocity rain gets.
  1738. r_RainSimulate "1" // Enable/disable rain simulation.
  1739. r_rainspeed "600"
  1740. r_RainSplashPercentage "20"
  1741. r_rainwidth "0"
  1742. r_randomflex "0"
  1743. r_screenoverlay // Draw specified material as an overlay
  1744. r_shadowangles // Set shadow angles
  1745. r_shadowblobbycutoff // some shadow stuff
  1746. r_shadowcolor // Set shadow color
  1747. r_shadowdir // Set shadow direction
  1748. r_shadowdist // Set shadow distance
  1749. r_shadowfromanyworldlight "0"
  1750. r_shadowfromworldlights_debug "0"
  1751. r_shadowids "0"
  1752. r_shadows_gamecontrol "-1"
  1753. r_shadowwireframe "0"
  1754. r_shadow_debug_spew "0"
  1755. r_showenvcubemap "0"
  1756. r_showz_power "1"
  1757. r_skin "0"
  1758. r_skybox "1" // Enable the rendering of sky boxes
  1759. r_skyboxfogfactor // 1.0 is fully fog color.
  1760. r_slowpathwireframe "0"
  1761. r_SnowColorBlue "200" // Snow.
  1762. r_SnowColorGreen "175" // Snow.
  1763. r_SnowColorRed "150" // Snow.
  1764. r_SnowDebugBox "0" // Snow Debug Boxes.
  1765. r_SnowEnable "1" // Snow Enable
  1766. r_SnowEndAlpha "255" // Snow.
  1767. r_SnowEndSize "0" // Snow.
  1768. r_SnowFallSpeed "1" // Snow fall speed scale.
  1769. r_SnowInsideRadius "256" // Snow.
  1770. r_SnowOutsideRadius "1024" // Snow.
  1771. r_SnowParticles "500" // Snow.
  1772. r_SnowPosScale "1" // Snow.
  1773. r_SnowRayEnable "1" // Snow.
  1774. r_SnowRayLength "8192" // Snow.
  1775. r_SnowRayRadius "256" // Snow.
  1776. r_SnowSpeedScale "1" // Snow.
  1777. r_SnowStartAlpha "25" // Snow.
  1778. r_SnowStartSize "1" // Snow.
  1779. r_SnowWindScale "0" // Snow.
  1780. r_SnowZoomOffset "384" // Snow.
  1781. r_SnowZoomRadius "512" // Snow.
  1782. r_swingflashlight "1"
  1783. r_updaterefracttexture "1"
  1784. r_vehicleBrakeRate "1"
  1785. r_VehicleViewClamp "1"
  1786. r_VehicleViewDampen "1"
  1787. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1788. r_visualizelighttraces "0"
  1789. r_visualizelighttracesshowfulltrace "0"
  1790. r_visualizetraces "0"
  1791. save // Saves current game.
  1792. save_finish_async
  1793. say // Display player message
  1794. say_team // Display player message to team
  1795. sb_add // Add a Survivor Bot.
  1796. sb_allow_shoot_through_survivors "1" // Allow survivorbots to shoot through fellow survivors
  1797. sb_all_bot_game "0" // Allow a server of nothing but bots
  1798. sb_battlestation_give_up_range_from_human "1500"
  1799. sb_battlestation_human_hold_time "4" // How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations
  1800. sb_close_checkpoint_door_interval "2"
  1801. sb_close_threat_range "200"
  1802. sb_combat_saccade_speed "1000"
  1803. sb_crouch "0" // Forces survivor bots to crouch
  1804. sb_debug_apoproach_wait_time "5" // How long a SurvivorBot waits once it reaches its debug move-to spot
  1805. sb_debug_buddy "0"
  1806. sb_debug_locomotion "0"
  1807. sb_debug_retreat "0"
  1808. sb_debug_team_avoidance "0"
  1809. sb_dont_bash "0" // Force SurvivorBots to not bash
  1810. sb_dont_shoot "0" // Force SurvivorBots to not fire their weapons
  1811. sb_enforce_proximity_lookat_timeout "10"
  1812. sb_enforce_proximity_range "1500"
  1813. sb_escort "0"
  1814. sb_far_hearing_range "1500"
  1815. sb_flashlight "0" // Forces survivor bots to use flashlights (-1 to force off)
  1816. sb_follow_stress_factor "0"
  1817. sb_force_max_intensity // Force intensity of selected SurvivorBot to maximum level.
  1818. sb_friendlyfire "0"
  1819. sb_friend_immobilized_reaction_time_expert "0" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1820. sb_friend_immobilized_reaction_time_hard "1" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1821. sb_friend_immobilized_reaction_time_normal "2" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1822. sb_friend_immobilized_reaction_time_vs "0" // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1823. sb_give // Give an item to each Survivor bot
  1824. sb_give_random_weapon // Give a random weapon to each Survivor bot
  1825. sb_hindrance_range "150"
  1826. sb_hold_position "0" // Force SurvivorBots to stand still
  1827. sb_l4d1_survivor_behavior "1"
  1828. sb_locomotion_wait_threshold "10"
  1829. sb_max_battlestation_range_from_human "750"
  1830. sb_max_scavenge_separation "750" // SurvivorBots wont scavenge items farther away from the group than this
  1831. sb_max_team_melee_weapons "0" // The total number of melee weapons allowed on the team. 0 = bots never use melee
  1832. sb_minigun_distance "30"
  1833. sb_min_attention_notice_time "0" // Ill notice
  1834. sb_min_orphan_time_to_cover "1"
  1835. sb_move "1" // Stop all SurvivorBots from moving
  1836. sb_move_to_cursor // Sends survivor bots to cursor target
  1837. sb_narrow_corridor_width "100"
  1838. sb_near_hearing_range "500"
  1839. sb_neighbor_range "300" // How close a friend needs to be to feel safe
  1840. sb_normal_saccade_speed "350"
  1841. sb_open_fire "0" // Forces survivor bots to fire continuously
  1842. sb_path_lookahead_range "200"
  1843. sb_perf_crawl "0" // survivor bot will be doing a perf-crawl walk through the map
  1844. sb_perf_crawl_ang "5" // Rotation angles at perf-crawl snapshots in the map
  1845. sb_perf_crawl_dist "128" // Distance between perf-crawl snapshots in the map
  1846. sb_perf_crawl_time "1" // How much time is spent at each perf-crawl spot/ang in the map
  1847. sb_perf_dump "0" // low perf places will be dumped
  1848. sb_perf_dump_bots "0" // manager
  1849. sb_pushscale "1"
  1850. sb_reachability_cache_lifetime "3"
  1851. sb_replacement_interval "0" // Force SurvivorBots to be replaced after this many seconds for stress testing
  1852. sb_rescue_vehicle_loading_range "300" // How close to the arrival point of the rescue vehicle SurvivorBots try to get
  1853. sb_revive_friend_distance "125"
  1854. sb_separation_danger_max_range "600" // A Survivor teammate this far away needs to be gathered back into the group
  1855. sb_separation_danger_min_range "200" // A Survivor teammate this far away is straying from the group
  1856. sb_separation_range "200" // Desired distance between Survivors
  1857. sb_show_threat_areas "0"
  1858. sb_sidestep_for_horde "0" // Allow sidestepping left/right to acquire common infected targets
  1859. sb_stop "0" // Forces survivor bots to stand still
  1860. sb_takecontrol // Take control of a bot.
  1861. sb_threat_close_range "150" // Very close range for threats
  1862. sb_threat_exposure_stop "200000"
  1863. sb_threat_exposure_walk "50000"
  1864. sb_threat_far_range "600" // Close enough to be a threat if near several other threats
  1865. sb_threat_medium_range "300" // even when neutral
  1866. sb_threat_very_close_range "150"
  1867. sb_threat_very_far_range "1500" // even for boss infected
  1868. sb_unstick "1"
  1869. sb_use_button_range "1000"
  1870. sb_use_upgrades "1"
  1871. sb_vomit_blind_time "5" // How long Boomer vomit/explosion gore blinds us
  1872. scavenge_item_respawn_delay "20" // time until a scavenge item will respawn
  1873. scavenge_wanderer_respawn_chance "3" // Percent chance that a new wanderer will spawn in a cleared nav area.
  1874. scene_flush // Flush all .vcds from the cache and reload from disk.
  1875. scene_showlook "0" // show the directions of look events.
  1876. scene_showmoveto "0" // show the end location.
  1877. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  1878. screenshot // Take a screenshot.
  1879. script // Run the text as a script
  1880. script_debug // Connect the vscript VM to the script debugger
  1881. script_dump_all // Dump the state of the VM to the console
  1882. script_execute // Run a vscript file
  1883. script_help // optionally with a search string
  1884. script_reload_code // replacing existing functions with the functions in the run script
  1885. script_reload_enity_code // replacing existing functions with the functions in the run scripts
  1886. script_reload_think // replacing existing functions with the functions in the run script
  1887. select_cliff // Selects all NAV_MESH_CLIFF areas.
  1888. select_invalid_finale_nospawn // Selects all FINALE_NOSPAWN areas that arent also FINALE.
  1889. select_with_attribute // Selects areas with the given attribute.
  1890. sensitivity "2" // Mouse sensitivity.
  1891. server_game_time // Gives the game time in seconds (servers curtime)
  1892. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  1893. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  1894. setinfo // Adds a new user info value
  1895. setmaster // add/remove/enable/disable master servers
  1896. setmodel // Changess players model
  1897. setpause // Set the pause state of the server.
  1898. setpos // Move player to specified origin (must have sv_cheats).
  1899. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  1900. setpos_player // Move specified player to specified origin (must have sv_cheats).
  1901. shake // Shake the screen.
  1902. shake_stop // Stops all active screen shakes.
  1903. shout_going_to_die_interval "20"
  1904. shout_make_way_interval "2"
  1905. shout_max_warn_range "2000"
  1906. shout_min_special_warn_interval "5"
  1907. shout_min_use_range "200"
  1908. shout_min_warn_interval "10"
  1909. shout_threat_range "500"
  1910. shout_view_motion_threshold "0"
  1911. shout_view_target_threahold "0"
  1912. showbudget_texture "0" // Enable the texture budget panel.
  1913. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  1914. showconsole // Show the console.
  1915. showGameSettings
  1916. showinfo // Shows a info panel: <type> <title> <message> [<command>]
  1917. showpanel // Shows a viewport panel <name>
  1918. showtriggers "0" // Shows trigger brushes
  1919. showtriggers_toggle // Toggle show triggers
  1920. show_addon_load_order // Displays the load order for custom addon files.
  1921. show_menu // Opens a menu
  1922. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  1923. skill "1" // Game skill level (1-3).
  1924. sk_autoaim_mode "1"
  1925. slot0
  1926. slot1
  1927. slot10
  1928. slot2
  1929. slot3
  1930. slot4
  1931. slot5
  1932. slot6
  1933. slot7
  1934. slot8
  1935. slot9
  1936. Smoker_escape_range "750"
  1937. smoker_pz_claw_dmg "4" // Amount of damage done by a PZ smokers regular melee attack
  1938. smoker_tongue_delay "1"
  1939. snapto
  1940. sndplaydelay
  1941. snd_async_flush // Flush all unlocked async audio data
  1942. snd_async_showmem // Show async memory stats
  1943. snd_async_showmem_music // Show async memory stats for just non-streamed music
  1944. snd_async_showmem_summary // Show brief async memory stats
  1945. snd_buildsoundcachefordirectory // rebuild sound.cache for full path to directory ending with a sound/ folder
  1946. snd_duckerattacktime "0"
  1947. snd_duckerreleasetime "2"
  1948. snd_duckerthreshold "0"
  1949. snd_ducktovolume "0"
  1950. snd_dumpclientsounds // Dump sounds to console
  1951. snd_dump_filepaths
  1952. snd_filter "0"
  1953. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
  1954. snd_gain "1"
  1955. snd_gain_max "1"
  1956. snd_gain_min "0"
  1957. snd_getmixer // Get data related to mix group matching string
  1958. snd_legacy_surround "0"
  1959. snd_list_mixers // List all mixers to dev console.
  1960. snd_list_mix_groups // List all mix groups to dev console.
  1961. snd_mixahead "0"
  1962. snd_musicvolume "0" // Music volume
  1963. snd_obscured_gain_dB "-2"
  1964. snd_pitchquality "1"
  1965. snd_playsounds // Play sounds from the game sounds txt file at a given location
  1966. snd_play_in_out // Plays one of two sounds from entity depending on players in/out location
  1967. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  1968. snd_pre_gain_dist_falloff "1"
  1969. snd_rebuildaudiocache // rebuild audio cache
  1970. snd_rebuildlocalizedaudiocache // rebuild audio cache for all localization
  1971. snd_refdb "60" // Reference dB at snd_refdist
  1972. snd_refdist "36" // Reference distance for snd_refdb
  1973. snd_restart // Restart sound system.
  1974. snd_setmixer // solo.
  1975. snd_setmixlayer // solo.
  1976. snd_setmixlayer_amount // Set named mix layer mix amount.
  1977. snd_setsoundparam // Set a sound paramater
  1978. snd_set_custom_zombat_suffix // Overrides the per campaign zombat music suffix
  1979. snd_showstart "0"
  1980. snd_soundmixer_flush // Reload soundmixers.txt file.
  1981. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  1982. snd_visualize "0" // Show sounds location in world
  1983. snd_writemanifest // outputs the precache manifest for the current level
  1984. soundfade // Fade client volume.
  1985. soundinfo // Describe the current sound device.
  1986. soundlist // List all known sounds.
  1987. soundscape_debug "0" // red lines show soundscapes that ar
  1988. soundscape_dumpclient // Dumps the clients soundscape data.
  1989. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  1990. soundscape_flush // Flushes the server & client side soundscapes
  1991. soundscape_radius_debug "0" // Prints current volume of radius sounds
  1992. spawnboomermenu // Show the Spawn Mode menu for boomers
  1993. spawnchargermenu // Show the Spawn Mode menu for chargers
  1994. spawnhuntermenu // Show the Spawn Mode menu for hunters
  1995. spawnjockeymenu // Show the Spawn Mode menu for jockeys
  1996. spawnmodemenu // Show the Spawn Mode menu
  1997. spawnsmokermenu // Show the Spawn Mode menu for smokers
  1998. spawnspittermenu // Show the Spawn Mode menu for spitters
  1999. spawn_behind_survivors_distance "0"
  2000. speak // Play a constructed sentence.
  2001. spec_allowroaming "0"
  2002. spec_centerchasecam "0" // in chase came mode
  2003. spec_chasedistancestep "10" // Amount to adjust the chase cams distance on a zoom request
  2004. spec_cinematic "0"
  2005. spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  2006. spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  2007. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
  2008. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  2009. spec_help // Show spectator help screen
  2010. spec_keep_team_cc "1" // Use team color correction even when spectating in vs mode
  2011. spec_keep_team_glows "1" // Use team glows even when spectating in vs mode
  2012. spec_menu // Activates spectator menu
  2013. spec_mode // Set spectator mode
  2014. spec_next // Spectate next player
  2015. spec_player // Spectate player by name
  2016. spec_pos // dump position and angles to the console
  2017. spec_prev // Spectate previous player
  2018. spec_scoreboard "0"
  2019. spec_target
  2020. spec_target_clear
  2021. spike // generates a fake spike
  2022. spitter_pz_claw_dmg "4" // Amount of damage done by a PZ spitters regular melee attack
  2023. spit_scaling_min_scale "0" // minimum scale to apply to spit damage when common dps is near max
  2024. ss_map // Start playing on specified map with max allowed splitscreen players.
  2025. ss_splitmode "0" // 2 - vertical (only allowed in widescr
  2026. startdemos // Play demos in demo sequence.
  2027. startmovie // Start recording movie frames.
  2028. startupmenu // and were not in developer
  2029. star_memory // Dump memory stats
  2030. stats // Prints server performance variables
  2031. stats_nexthighlight
  2032. stats_show_empty "0"
  2033. status // Display map and connection status.
  2034. stop // Finish recording demo.
  2035. stopdemo // Stop playing back a demo.
  2036. stopsound
  2037. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  2038. stringtabledictionary // Create dictionary for current strings.
  2039. stuffcmds // Parses and stuffs command line + commands to command buffer.
  2040. suitvolume "0"
  2041. surfaceprop // Reports the surface properties at the cursor
  2042. survivor_accuracy_upgrade_factor "0"
  2043. survivor_autolook_voc_delay "1" // a survivor will say a smartlook concept for it if available.
  2044. survivor_burn_factor_easy "0" // Flame damage multiplier
  2045. survivor_burn_factor_expert "1" // Flame damage multiplier
  2046. survivor_burn_factor_hard "0" // Flame damage multiplier
  2047. survivor_burn_factor_normal "0" // Flame damage multiplier
  2048. survivor_calm_damage_delay "5" // survivors are not calm for this many seconds after taking damage
  2049. survivor_calm_deploy_delay "2" // survivors are not calm for this many seconds after switching weapons
  2050. survivor_calm_intensity "0" // survivors are not calm if their intensity level is above this point
  2051. survivor_calm_no_flashlight "1" // to keep the weapon pointing along the flashlight beam
  2052. survivor_calm_recent_enemy_delay "5" // survivors are not calm for this many seconds after seeing an enemy
  2053. survivor_calm_weapon_delay "5" // survivors are not calm for this many seconds after firing
  2054. survivor_crawl_speed "15"
  2055. survivor_crouch_speed "75"
  2056. survivor_damage_speed_factor "0" // How much a Survivor is slowed when hit by an Infected
  2057. survivor_debug_active_area_set "0"
  2058. survivor_debug_in_combat "0"
  2059. survivor_debug_visibility "0"
  2060. survivor_drag_speed_multiplier "0" // Multiplier to speed when we are dragging somebody.
  2061. survivor_drag_type "0" // 2: continuous drag
  2062. survivor_ff_avoidance "0"
  2063. survivor_ff_avoidance_pitch "20"
  2064. survivor_ff_avoidance_yaw "10"
  2065. survivor_ff_tolerance "26"
  2066. survivor_fog_vocalize_percent "0" // The percent of the fog end distance that stops vocalizations.
  2067. survivor_friendly_fire_factor_easy "0"
  2068. survivor_friendly_fire_factor_expert "0"
  2069. survivor_friendly_fire_factor_hard "0"
  2070. survivor_friendly_fire_factor_normal "0"
  2071. survivor_fumes_walk_speed "85"
  2072. survivor_give_attract_timeout "12" // How long to try and attract a recipient for an item give before giving up
  2073. survivor_hanging_eye_height "85"
  2074. survivor_hanging_from_tongue_eye_height "40"
  2075. survivor_helping_hand_inhibit_duration "1"
  2076. survivor_hitsound_interval_timer "0"
  2077. survivor_incapacitated_accuracy_penalty "0" // Penalty given for shooting while incapacitated.
  2078. survivor_incapacitated_cycle_time "0" // overriding weapon.
  2079. survivor_incapacitated_dizzy_severity "2" // how much bump we add to a incapd players mouse.
  2080. survivor_incapacitated_dizzy_timer "2" // How often our incapd dizzy-drift changes directions.
  2081. survivor_incapacitated_eye_height "24"
  2082. survivor_incapacitated_reload_multiplier "1" // Multiplier to reload time when incapacitated.
  2083. survivor_incapacitated_roll "20"
  2084. survivor_intensity_decay_threat_range "750"
  2085. survivor_intensity_recent_enemy_duration "5"
  2086. survivor_it_duration "20"
  2087. survivor_knockdown_roll "-20"
  2088. survivor_lazy_active_set "1"
  2089. survivor_ledge_grab_ground_check_time "3"
  2090. survivor_ledge_scales_health "1"
  2091. survivor_limp_health "40"
  2092. survivor_limp_walk_speed "85"
  2093. survivor_max_incapacitated_count "2" // How many times you can be incapacitated instead of killed between health kits.
  2094. survivor_max_lunge_stagger_distance "30" // crouched survivor can stagger after being lunged.
  2095. survivor_max_lunge_stagger_speed "220" // Hunters lunging this fast stagger survivors with full power.
  2096. survivor_max_tongue_stagger_distance "200"
  2097. survivor_max_tongue_stagger_duration "1"
  2098. survivor_max_tug_distance "300"
  2099. survivor_max_tug_duration "1"
  2100. survivor_min_lunge_stagger_speed "50" // Hunters must be lunging this fast to stagger a survivor.
  2101. survivor_no_pounce_or_hang "0"
  2102. survivor_pounce_victim_eye_height "12"
  2103. survivor_push "0"
  2104. survivor_revive_duration "5"
  2105. survivor_revive_health "30" // How much temp health you get revived with.
  2106. survivor_shove_teammates "0"
  2107. survivor_speed "210"
  2108. survivor_speed_boost_factor "1" // Speed boost from upgrade
  2109. survivor_sprint_multiplier "1"
  2110. survivor_stun_immunity_duration "0"
  2111. survivor_team_hit_pitch_max "10"
  2112. survivor_team_hit_pitch_min "-10"
  2113. survivor_team_hit_yaw_max "10"
  2114. survivor_team_hit_yaw_min "-10"
  2115. survivor_unstoppable_speed "150"
  2116. survivor_vision_range "1500"
  2117. survivor_vision_range_obscured "750"
  2118. sv_allow_lobby_connect_only "1" // may not connect directly.
  2119. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  2120. sv_alltalk "0" // no team restrictions
  2121. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  2122. sv_always_full_flush "0"
  2123. sv_banid_enabled "1" // Whether server supports banid command
  2124. 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.
  2125. sv_cheats "0" // Allow cheats on server
  2126. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2127. sv_consistency "1" // Whether the server enforces file consistency for critical files
  2128. sv_contact "0" // Contact email for server sysop
  2129. sv_crash // Causes a server crash for testing
  2130. sv_cycle_latch_timer "0" // How often to transmit our cycle to the client for corrections.
  2131. sv_demo_entity_record_rate "30" // Set the server demo record rate for entities.
  2132. sv_doors_push_players "0" // a door will push players out of the way as it opens and closes.
  2133. sv_downloadurl "0" // Location from which clients can download missing files
  2134. sv_dumpstringtables "0"
  2135. sv_fallen_survivor_health_multiplier "20"
  2136. sv_footstepinterval "0"
  2137. sv_forcepreload "0" // Force server side preloading.
  2138. sv_force_time_of_day "-1" // 3 - afternoon
  2139. sv_gametypes "0" // usually set on server launch command line.
  2140. sv_healing_gnome_replenish_rate "1"
  2141. sv_infected_ceda_vomitjar_probability "0"
  2142. sv_infected_riot_control_tonfa_probability "0"
  2143. sv_infinite_ammo "0" // Players active weapon will never run out of ammo
  2144. sv_infinite_primary_ammo "0" // Players primary weapon will never run out of ammo
  2145. sv_lagcompensationforcerestore "1" // just do it.
  2146. sv_lan "0" // no non-class C addresses )
  2147. sv_logbans "0" // Log server bans in the server logs.
  2148. sv_logecho "1" // Echo log information to the console.
  2149. sv_logfile "1" // Log server information in the log file.
  2150. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2151. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2152. sv_log_onefile "0" // Log server information to only one file.
  2153. sv_maxcmdrate "40" // this sets the maximum value for cl_cmdrate.
  2154. sv_maxrate "0" // 0 == unlimited
  2155. sv_memlimit "0" // the server will exit.
  2156. sv_mincmdrate "0" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2157. sv_minrate "5000" // 0 == unlimited
  2158. sv_noclipaccelerate "5"
  2159. sv_noclipduringpause "0" // etc.).
  2160. sv_noclipspeed "5"
  2161. sv_password "0" // Server password for entry into multiplayer games
  2162. sv_pausable "0" // Is the server pausable.
  2163. sv_permawipe "0" // the campaign will restart fully if the Survivors die.
  2164. sv_phys2_stats // Dumps server physics stats
  2165. sv_player_stuck_tolerance "10"
  2166. sv_play_music // Play some music through the music engine
  2167. sv_precacheinfo // Show precache info.
  2168. sv_prop_door_max_close_attempts "8" // Number of times blocked doors will try to close before becoming non-solid and forcing a close.
  2169. sv_pure // Show user data.
  2170. sv_pure_kick_clients "1" // it will issue a warning to the client.
  2171. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  2172. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  2173. sv_querycache_stats // Display status of the query cache (client only)
  2174. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
  2175. sv_rcon_log "1" // Enable/disable rcon logging.
  2176. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
  2177. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  2178. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
  2179. sv_regeneration_force_on "0" // Cheat to test regenerative health systems
  2180. sv_region "-1" // The region of the world to report this server in.
  2181. sv_reservation_timeout "120" // Time in seconds before lobby reservation expires.
  2182. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
  2183. sv_search_team_key "0" // set this key to match with known opponents team
  2184. sv_showfootsteps "0" // 3=both)
  2185. sv_showhitboxes "-1" // use on listen server only).
  2186. sv_showhitboxes_cursor // Show the hitboxes of the pointed-at entity
  2187. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2188. sv_showonlyhitbox "-1"
  2189. sv_showtags // Describe current gametags.
  2190. sv_shutdown // Sets the server to shutdown when all games have completed
  2191. sv_skyname "0" // Current name of the skybox texture
  2192. sv_soundemitter_reload // Flushes the sounds.txt system
  2193. sv_soundscape_printdebuginfo // print soundscapes
  2194. sv_specaccelerate "5"
  2195. sv_specnoclip "1"
  2196. sv_specspeed "3"
  2197. sv_spectatoridletime "3"
  2198. 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
  2199. sv_steamgroup_exclusive "0" // public people will be able to join the ser
  2200. sv_stop_music // Stop some music through the music engine
  2201. sv_sync_anims_spawn "0"
  2202. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2203. sv_tankpropfade "1"
  2204. sv_turbophysics_shadow "0" // players have physics shadows even when sv_turbophysics is 1
  2205. sv_unlockedchapters "1" // Highest unlocked game chapter.
  2206. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2207. sv_voiceenable "1"
  2208. sv_vote_creation_timer "180" // How often someone can individually call a vote.
  2209. sv_vote_plr_map_limit "3" // Number of failed votes a user can call per map
  2210. sv_vote_show_caller "1" // 0: No)
  2211. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2212. tank_attack_range "50" // Distance from Survivor that tank triggers own swing.
  2213. tank_auto_swing "0"
  2214. tank_burn_duration "75" // versus and survival
  2215. tank_burn_duration_expert "85" // Number of seconds a burning Tank takes to die in expert
  2216. tank_burn_duration_hard "80" // Number of seconds a burning Tank takes to die in hard
  2217. tank_fist_radius "15"
  2218. tank_ground_pound_duration "1"
  2219. tank_ground_pound_reveal_distance "500"
  2220. tank_raffle_debug "0" // Fill the tank raffle with dummy values for debugging
  2221. tank_run_spawn_delay "15"
  2222. tank_stasis_time_suicide "30"
  2223. tank_stuck_failsafe "1"
  2224. tank_stuck_time_choose_new_target "2"
  2225. tank_stuck_time_suicide "10"
  2226. tank_stuck_visibility_tolerance_choose_new_target "5"
  2227. tank_stuck_visibility_tolerance_suicide "15"
  2228. tank_swing_arc "180"
  2229. tank_swing_duration "0" // Duration of the actual swing
  2230. tank_swing_fast_interval "0" // Interval between tank swings when he is clearing zombies out of his path
  2231. tank_swing_interval "1" // Interval between tank swings
  2232. tank_swing_miss_interval "1" // Interval between tank swings after a miss
  2233. tank_swing_physics_prop_force "4" // Multiplier for tank hitting a phys prop.
  2234. tank_swing_range "56" // Range of the actual swing
  2235. tank_swing_yaw "80"
  2236. tank_throw_aim_error "100" // Margin of error for Easy mode Tank rock throws
  2237. tank_throw_allow_range "250" // How far away our victim must be before well try to throw debris at them
  2238. tank_throw_lead_time_factor "0" // How much to lead a moving target
  2239. tank_throw_loft_rate "0" // Tank adds this angle/distance when throwing
  2240. tank_throw_max_loft_angle "30" // Maximum loft angle for Tank throw angle adjustment
  2241. tank_throw_min_interval "8" // Minimum interval between Tank rock throws
  2242. tank_visibility_tolerance_suicide "60"
  2243. tank_windup_time "0" // Time from intent to swing that swing actually happens.
  2244. terror_ammo_multiplier "2"
  2245. testhudanim // Test a hud element animation. Arguments: <anim name>
  2246. Test_CreateEntity
  2247. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2248. Test_EHandle
  2249. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2250. test_freezeframe // Test the freeze frame code.
  2251. Test_InitRandomEntitySpawner
  2252. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  2253. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  2254. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  2255. test_outtro_pzendgame
  2256. test_outtro_stats
  2257. test_point
  2258. Test_ProxyToggle_EnableProxy
  2259. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2260. Test_ProxyToggle_SetValue
  2261. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  2262. Test_RandomizeInPVS
  2263. Test_RandomPlayerPosition
  2264. Test_RemoveAllRandomEntities
  2265. Test_RunFrame
  2266. Test_SendKey
  2267. Test_SpawnRandomEntities
  2268. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  2269. Test_StartScript // Start a test script running..
  2270. Test_Wait
  2271. Test_WaitForCheckPoint
  2272. texture_budget_background_alpha "128" // how translucent the budget panel is
  2273. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2274. texture_budget_panel_height "284" // height in pixels of the budget panel
  2275. texture_budget_panel_width "512" // width in pixels of the budget panel
  2276. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2277. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2278. tf_escort_score_rate "1" // in points per second
  2279. think_limit "10" // warning is printed if this is exceeded.
  2280. thirdperson // Switch to thirdperson camera.
  2281. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
  2282. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2283. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  2284. threadpool_run_tests
  2285. thread_test_tslist
  2286. thread_test_tsqueue
  2287. timedemo // Play a demo and report performance info.
  2288. timedemoquit // and then exit
  2289. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  2290. timerefresh // Profile the renderer.
  2291. tir_maxpitch "15" // TrackIR Max Pitch
  2292. tir_maxroll "90" // TrackIR Max Roll
  2293. tir_maxx "4" // TrackIR Max X
  2294. tir_maxy "6" // TrackIR Max Y
  2295. tir_maxyaw "90" // TrackIR Max Yaw
  2296. tir_maxz "1" // TrackIR Max Z
  2297. toggle // or cycles through a set of values.
  2298. toggleconsole // Show/hide the console.
  2299. togglescores // Toggles score panel
  2300. toggle_duck
  2301. tongue_allow_voluntary_release "0" // Can a Smoker let go with his tongue by clicking or turning away?
  2302. tongue_bend_point_deflection "5" // How far off the first obstacle the tongue bends.
  2303. tongue_bend_point_needs_LOS "0" // Does a bent tongue still need LOS from the bend point?
  2304. tongue_break_from_damage_amount "50" // How much damage to the smoker makes him let go of his victim.
  2305. tongue_choke_damage_amount "10" // How much damage the choke does.
  2306. tongue_choke_damage_interval "1" // How often the choke does damage.
  2307. tongue_cone_start_tolerance "0" // How wide the cone is for a tongue hit.
  2308. tongue_debug "0" // Print debug info for tongue
  2309. tongue_drag_damage_amount "3" // How much damage the tongue drag does.
  2310. tongue_dropping_to_ground_time "2" // A miss or a wall hit will wait this long before pulling back.
  2311. tongue_fly_speed "1000" // How fast a tongue flies through the air.
  2312. tongue_force_break "0" // for debugging
  2313. tongue_gravity_force "4000" // The speed that gravity tries to pull us downwards while being tongued.
  2314. tongue_health "100" // Tongue health
  2315. tongue_hit_delay "20" // from the time he lets go.
  2316. tongue_los_forgiveness_time "1" // A traveling tongue can lose LOS for this amount of time and still hit.
  2317. tongue_miss_delay "15" // How long a smoker must wait to shoot his tongue after a miss.
  2318. tongue_no_progress_break_interval "10" // How long of the victim making no progress until we break the tongue.
  2319. 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
  2320. 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
  2321. tongue_no_progress_choke_time "0" // start to hurt him.
  2322. tongue_no_progress_damage_interval "0" // How long of the victim making no progress until we start choking him.
  2323. tongue_no_progress_tolerance "25" // start to hurt him.
  2324. tongue_player_dropping_to_ground_time "1" // How long after the tongue disconnects will a player need to wait.
  2325. tongue_range "750" // How far a smoker can shoot his tongue.
  2326. tongue_release_fatigue_penalty "2500" // to slow him down.
  2327. tongue_start_pull_delay "0" // How long from tongue contact to tongue pulling.
  2328. tongue_unbend "1" // Can the smoker tongue unbend?
  2329. tongue_vertical_choke_dot "0" // DotProduct between tongue and vertical required to start choking.
  2330. tongue_vertical_choke_height "40" // Need to have victim this high off ground to choke him.
  2331. tongue_vertical_choke_time_off_ground "0" // Need to have victim off ground for this long to choke him.
  2332. tongue_victim_acceleration "30" // Acceleration while tongued.
  2333. tongue_victim_accuracy_penalty "0" // How much someones accuracy suffers while being dragged by a tongue.
  2334. tongue_victim_max_speed "175" // The fastest the tongue can get you going.
  2335. tongue_vs_cone_start_tolerance "0" // How wide the cone is for a tongue hit in versus.
  2336. toolload // Load a tool.
  2337. tp_schedule_post_think "1" // Schedule post-think operations to run at 10hz
  2338. travel_distance // Build the shortest path from the previously marked area to the currently selected one and print the length of that path.
  2339. tv_clients // Shows list of connected SourceTV clients.
  2340. tv_msg // Send a screen message to all clients.
  2341. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  2342. tv_port "27020" // Host SourceTV port
  2343. tv_record // Starts SourceTV demo recording.
  2344. tv_relay // Connect to SourceTV server and relay broadcast.
  2345. tv_retry // Reconnects the SourceTV relay proxy.
  2346. tv_status // Show SourceTV server status.
  2347. tv_stop // Stops the SourceTV broadcast.
  2348. tv_stoprecord // Stops SourceTV demo recording.
  2349. ui_l4d_debug "0"
  2350. ui_play_online_browser "1" // Whether play online displays a browser or plain search dialog.
  2351. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2352. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2353. ui_public_lobby_filter_campaign "0" // Filter type for campaigns on the public lobby display
  2354. ui_public_lobby_filter_difficulty2 "0" // Filter type for difficulty on the public lobby display
  2355. ui_public_lobby_filter_status "0" // Filter type for game status on the public lobby display
  2356. ui_reloadscheme // Reloads the resource files for the active UI window
  2357. unbind // Unbind a key.
  2358. unbindall // Unbind all keys.
  2359. unload_all_addons // Reloads the search paths for game addons.
  2360. unpause // Unpause the game.
  2361. update_addon_paths // Reloads the search paths for game addons.
  2362. upgradepack_forward_dist "30"
  2363. upgradepack_max_drop_dist "30"
  2364. upgrade_add // Adds an upgrade to the survivor
  2365. upgrade_explosive_bullet_force "2"
  2366. upgrade_explosive_slug_force "4"
  2367. upgrade_laser_sight_spread_factor "0"
  2368. upgrade_pack_use_duration "1"
  2369. upgrade_remove // Removes an upgrade from the survivor
  2370. upgrade_show_explosive_ammo_radius "0"
  2371. use // Use a particular weapon Arguments: <weapon_name>
  2372. user // Show user data.
  2373. users // Show user info for players on server.
  2374. vcollide_wireframe "0" // Render physics collision models in wireframe
  2375. vehicle_flushscript // Flush and reload all vehicle scripts
  2376. version // Print version info string.
  2377. versus_boss_buffer "2200"
  2378. versus_boss_debug "0" // Enable debug output for versus tank/witch spawning logic
  2379. versus_boss_flow_max "0" // Max fraction of map flow for tank/witch spawn location
  2380. versus_boss_flow_max_finale "0" // Max fraction of map flow for tank/witch spawn location within the finale map of a campaign
  2381. versus_boss_flow_max_intro "0" // Max fraction of map flow for tank/witch spawn location within the first map of a campaign
  2382. versus_boss_flow_min "0" // Min fraction of map flow for tank/witch spawn location
  2383. versus_boss_flow_min_finale "0" // Min fraction of map flow for tank/witch spawn location within the finale map of a campaign
  2384. versus_boss_flow_min_intro "0" // Min fraction of map flow for tank/witch spawn location within the first map of a campaign
  2385. versus_boss_flow_test // so PZs can spawn even if survivors are still in the safe room
  2386. versus_boss_padding_max "0" // How far apart the tank/witch have to be along the flow
  2387. versus_boss_padding_min "0" // How far apart the tank/witch have to be along the flow
  2388. versus_level_restart_delay "4" // restart the map after this many seconds.
  2389. versus_shove_hunter_fov "90" // Angle that survivor shove will hit hunters
  2390. versus_shove_hunter_fov_pouncing "45" // Angle that survivor shove will hit hunters while pouncing
  2391. versus_shove_jockey_fov_leaping "45" // Angle that survivor shove will hit jockeys while leaping
  2392. versus_special_respawn_interval "20"
  2393. versus_tank_chance "0" // Chance of a tank spawning within a regular versus map
  2394. versus_tank_chance_finale "0" // Chance of a tank spawning within the finale map of a campaign
  2395. versus_tank_chance_intro "0" // Chance of a tank spawning within the first map of a campaign
  2396. versus_tank_flow_team_variation "0" // Window of flow distance that the tank can spawn in for the second team in versus
  2397. versus_winning_team_goes_last "1" // the team that is losing plays as survivors first
  2398. versus_witch_chance "0" // Chance of a witch spawning within a regular versus map
  2399. versus_witch_chance_finale "0" // Chance of a witch spawning within the finale map of a campaign
  2400. versus_witch_chance_intro "0" // Chance of a witch spawning within the first map of a campaign
  2401. versus_witch_flow_team_variation "0" // Window of flow distance that the witch can spawn in for the second team in versus
  2402. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2403. vgui_drawtree_clear
  2404. vgui_dump_panels // vgui_dump_panels [visible]
  2405. vgui_spew_fonts
  2406. vgui_togglepanel // show/hide vgui panel by name.
  2407. viewanim_addkeyframe
  2408. viewanim_create // viewanim_create
  2409. viewanim_load // load animation from file
  2410. viewanim_reset // reset view angles!
  2411. viewanim_save // Save current animation to file
  2412. viewanim_test // test view animation
  2413. viewmodel_fov "50"
  2414. viewmodel_offset_x "0"
  2415. viewmodel_offset_y "0"
  2416. viewmodel_offset_z "0"
  2417. view_offset_down "16"
  2418. view_offset_forward "8"
  2419. view_offset_up "-16"
  2420. vismon_poll_frequency "0"
  2421. vismon_trace_limit "12"
  2422. vis_debug "0"
  2423. vis_force "0"
  2424. vm_debug "0"
  2425. voicerecord_toggle
  2426. voice_enable "1"
  2427. voice_forcemicrecord "1"
  2428. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  2429. voice_loopback "0"
  2430. voice_modenable "1" // Enable/disable voice in this mod.
  2431. voice_mute // Mute a specific Steam user
  2432. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2433. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  2434. voice_scale "0"
  2435. voice_show_mute // Show whether current players are muted.
  2436. voice_spatialize "0" // Spatializes voice chat
  2437. voice_threshold "576"
  2438. voice_unmute // or `all` to unmute all connected players.
  2439. voice_vox "0" // Voice chat uses a vox-style always on
  2440. volume "0" // Sound volume
  2441. vomitjar_duration_infected_bot "20"
  2442. vomitjar_duration_infected_pz "20"
  2443. vomitjar_duration_survivor "5"
  2444. vomitjar_radius "110"
  2445. vomitjar_radius_survivors "0"
  2446. voxeltree_box // Vector(max)>.
  2447. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2448. voxeltree_sphere // float(radius)>.
  2449. voxeltree_view // View entities in the voxel-tree.
  2450. vox_reload // Reload sentences.txt file
  2451. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  2452. vprof // Toggle VProf profiler
  2453. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2454. vprof_cachemiss // Toggle VProf cache miss checking
  2455. vprof_cachemiss_off // Turn off VProf cache miss checking
  2456. vprof_cachemiss_on // Turn on VProf cache miss checking
  2457. vprof_child
  2458. vprof_collapse_all // Collapse the whole vprof tree
  2459. vprof_dump_counters // Dump vprof counters to the console
  2460. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2461. vprof_expand_all // Expand the whole vprof tree
  2462. vprof_expand_group // Expand a budget group in the vprof tree by name
  2463. vprof_generate_report // Generate a report to the console.
  2464. vprof_generate_report_AI // Generate a report to the console.
  2465. vprof_generate_report_AI_only // Generate a report to the console.
  2466. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2467. vprof_generate_report_hierarchy // Generate a report to the console.
  2468. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  2469. vprof_generate_report_map_load // Generate a report to the console.
  2470. vprof_graphheight "256"
  2471. vprof_graphwidth "512"
  2472. vprof_nextsibling
  2473. vprof_off // Turn off VProf profiler
  2474. vprof_on // Turn on VProf profiler
  2475. vprof_parent
  2476. vprof_playback_average // Average the next N frames.
  2477. vprof_playback_start // Start playing back a recorded .vprof file.
  2478. vprof_playback_step // step to the next tick.
  2479. vprof_playback_stepback // step to the previous tick.
  2480. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2481. vprof_prevsibling
  2482. vprof_record_start // Start recording vprof data for playback later.
  2483. vprof_record_stop // Stop recording vprof data
  2484. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2485. vprof_remote_stop // Stop an existing remote VProf data request
  2486. vprof_reset // Reset the stats in VProf profiler
  2487. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2488. vprof_to_csv // Convert a recorded .vprof file to .csv.
  2489. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  2490. vprof_verbose "1" // Set to one to show average and peak times
  2491. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2492. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  2493. vs_defib_penalty "25" // Score penalty for each time a defibrillator is used
  2494. vs_incap_bonus "10" // per incap in a chapter
  2495. vs_max_team_switches "1"
  2496. vs_survival_bonus "25" // Bonus score per survivor for completing a chapter
  2497. vs_survivor_damage_reduction "0"
  2498. vs_tank_damage "24" // Amount of damage done by a vs tanks melee attack
  2499. vs_threat_initial_distance_first_map_max "12000" // Max distance of starting threat area in vs mode on the first map
  2500. vs_threat_initial_distance_first_map_min "8000" // Min distance of starting threat area in vs mode on the first map
  2501. vs_threat_initial_distance_max "8000" // Max distance of starting threat area in vs mode
  2502. vs_threat_initial_distance_min "3000" // Min distance of starting threat area in vs mode
  2503. vs_threat_radius "200" // Distance from the escape route for placing threats
  2504. vs_tiebreak_bonus "25" // Score awarded for winning a versus tiebreaker
  2505. vtune // Controls VTunes sampling.
  2506. warp_all_survivors_here // Warp all survivors to the players cursor
  2507. warp_all_survivors_to_battlefield // Warp all Survivors to the battlefield
  2508. warp_all_survivors_to_checkpoint // Warp all Survivors to the exit checkpoint
  2509. warp_all_survivors_to_finale // Warp all Survivors to the finale radio
  2510. warp_far_survivor_here // Teleport the farthest away Survivor to your cursor position
  2511. warp_to_start_area // Warp yourself to a survivor spawn area
  2512. weapon_reparse_client // Reloads the weapon script files
  2513. weapon_reparse_server // Reloads the weapon script files
  2514. windows_speaker_config "1"
  2515. wipe_attributes // Clear all attributes of selected area.
  2516. wipe_nav_attributes // Clear all nav attributes of selected area.
  2517. witch_force_wander "0"
  2518. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2519. writeip // Save the ban list to banned_ip.cfg.
  2520. xbox_autothrottle "1"
  2521. xbox_throttlebias "100"
  2522. xbox_throttlespoof "200"
  2523. xload // Load a saved game from a 360 storage device.
  2524. xlook
  2525. xmove
  2526. xsave // Saves current game to a 360 storage device.
  2527. z_acquire_far_range "2500"
  2528. z_acquire_far_time "5"
  2529. z_acquire_near_range "200"
  2530. z_acquire_near_time "0"
  2531. z_acquire_time_variance_factor "0"
  2532. z_add // Add an Infected - optional x y z arguments for world position to add them
  2533. z_added_light_debug "0"
  2534. z_alert_dot "0"
  2535. z_alert_range "1000"
  2536. z_allow_ai_to_use_abilities "1" // etc
  2537. z_attack_flow_range "1500"
  2538. z_attack_incapacitated_damage "10"
  2539. z_attack_infected_it_damage "10" // Damage done per claw hit by infected on other infected who are IT
  2540. z_attack_pz_it_damage "20" // Damage done by infected on IT PZs
  2541. z_attention_range_lying_modifier "0"
  2542. z_attention_range_sitting_modifier "0"
  2543. z_avoidforce "2500"
  2544. z_avoidteammates "1"
  2545. z_avoid_max_range "100"
  2546. z_avoid_min_range "30"
  2547. z_avoid_power "10"
  2548. 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)
  2549. z_background_limit "20" // How many common infected are on the background map at once.
  2550. z_backspeed "450"
  2551. z_boomer_gibs "0"
  2552. z_boomer_limit "1"
  2553. z_boomer_near_dist "180"
  2554. z_boss_crouch "0" // Forces boss zombie bots to crouch
  2555. z_boundary_clear_type "1" // 1 = new creep
  2556. z_boundary_max_range "5000"
  2557. z_boundary_spread_speed "200"
  2558. z_brawl_chance "2"
  2559. z_breakable_damage "4"
  2560. z_burning_lifetime "30" // Number of seconds a burning zombie takes to crisp
  2561. z_burn_effect_duration "10"
  2562. z_burn_effect_strength "0"
  2563. z_camo_decay_rate "0" // How fast the camouflage effect dies on ragdolls
  2564. z_carry_max_mass "250"
  2565. z_chance "60"
  2566. z_charger_allow_shove "0" // 1 = Can be shoved
  2567. z_charger_health "600" // Charger max health
  2568. z_charger_impact_epsilon "8"
  2569. z_charger_limit "1"
  2570. z_charger_max_prop_force "3000"
  2571. z_charger_pound_dmg "15"
  2572. z_charger_probe_alone "6"
  2573. z_charger_probe_attack "24"
  2574. z_charge_duration "2"
  2575. z_charge_impact_angle "0"
  2576. z_charge_impact_radius "120"
  2577. z_charge_interval "12"
  2578. z_charge_max_damage "10"
  2579. z_charge_max_force "800"
  2580. z_charge_max_speed "500"
  2581. z_charge_min_force "550"
  2582. z_charge_prop_damage "20"
  2583. z_charge_start_speed "250"
  2584. z_charge_tooshort "0"
  2585. z_charge_warmup "0"
  2586. z_claw_hit_pitch_max "20"
  2587. z_claw_hit_pitch_min "-20"
  2588. z_claw_hit_yaw_max "20"
  2589. z_claw_hit_yaw_min "-20"
  2590. z_clear_area_range "300"
  2591. z_clear_max_time "5"
  2592. z_clear_min_time "0"
  2593. z_clear_min_time_range "300"
  2594. z_clear_range "750"
  2595. z_close_target_notice_distance "60" // How far an attacking zombie will look for a nearby target on their way to their chosen victim.
  2596. z_common_limit "30" // How many common infecteds we can have at once.
  2597. z_cooldown_spawn_safety_range "1000"
  2598. z_cough_cloud_expire "14" // You dont cough after a smoke cloud has existed this long.
  2599. z_cough_cloud_initial_cough_delay "0" // You dont cough until smoke cloud exists for this long.
  2600. z_cough_cloud_radius "175" // How far from center of smoke cloud makes you cough.
  2601. z_credits_interval "0"
  2602. z_crouch_speed "75"
  2603. z_cull_timeout "5" // Grace period before player zombie is culled for being too far away
  2604. z_deafen_radius_one "100"
  2605. z_deafen_radius_three "200"
  2606. z_deafen_radius_two "150"
  2607. z_debug "0"
  2608. z_debug_avoid "0"
  2609. z_debug_breakables "0"
  2610. z_debug_climb "0"
  2611. z_debug_cull "0"
  2612. z_debug_escape_route "0" // display information when escape route fails
  2613. z_debug_escape_scan "0"
  2614. z_debug_falling_damage "0"
  2615. z_debug_fog "0"
  2616. z_debug_infected_anim_report // Prints the servers layer info for the specified infected
  2617. z_debug_ledges "0"
  2618. z_debug_mob_spawn "0"
  2619. z_debug_neighbors "0"
  2620. z_debug_path_stress_test // Stress-tests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()
  2621. z_debug_population "0"
  2622. z_debug_spawnable_areas "0" // Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)
  2623. z_debug_spawn_ahead "0"
  2624. z_debug_spawn_set "-1" // 6=Above
  2625. z_debug_tank_spawn "1" // When console spawning a tank automatically give it to a player.
  2626. z_decals // Splat decals on all infected
  2627. z_density_region_length "1500"
  2628. z_destroy_on_attack "0" // destroy it. Useful for demos.
  2629. z_difficulty "0" // Impossible)
  2630. z_director_special_spawn_delay "10"
  2631. z_discard_min_range "1000" // Dont relocate PZs closer than this regardless of flow distance
  2632. z_discard_range "2500" // Discard Zombies farther away than this
  2633. z_dont_clear "0"
  2634. z_door_reopen_interval "0" // Closed doors can be re-opened after this amount of time
  2635. z_door_retry_interval "1" // Interval at which blocked doors will try to reopen
  2636. z_do_tracers "1" // Do we want tracers at all?
  2637. z_escape_route_alpha "25"
  2638. z_escape_route_force_visible "0"
  2639. z_experimental_blast_damage_probability "100" // %
  2640. z_exploding_health "50" // Exploding Zombie max health
  2641. z_exploding_shove_interval "10"
  2642. z_exploding_shove_max "5"
  2643. z_exploding_shove_min "4"
  2644. z_exploding_speed "175"
  2645. z_exploding_splat "50" // Boomers splat instead of making a thud when taking this much falling damage
  2646. z_exploding_splat_radius "200" // Boomers splattering on the ground make survivors inside this radius it
  2647. z_expressions "1"
  2648. z_fallen_kill_suppress_time "300"
  2649. z_fallen_max_count "1"
  2650. z_falling_land_forward_speed "200" // Minimum falling speed to cause a stumbling forward landing animation to occur
  2651. z_falling_land_hard_speed "200" // Minimum falling speed to cause a hard landing animation to occur
  2652. z_falling_land_speed "200" // Minimum falling speed to cause a landing animation to occur
  2653. z_female_boomer_spawn_chance "25"
  2654. z_finale_chance "100"
  2655. 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.
  2656. z_finale_spawn_safety_range "300"
  2657. z_finale_spawn_tank_safety_range "600"
  2658. z_fog_spawn "0" // Set to 1 to use fogged areas as valid spawn areas
  2659. z_forcezombiemodel "0" // remove variability in infected models and instead use the specified model from z_zombieforcemodelname
  2660. z_forcezombiemodelname "0" // base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.
  2661. z_force_attack_from_sound_range "750"
  2662. z_forwardspeed "450"
  2663. z_friendly_fire_forgiveness "1" // Ignore friendly fire that appears to be unintentional.
  2664. z_frustration "1"
  2665. z_frustration_blink_percent "0"
  2666. z_frustration_blink_rate "10"
  2667. z_frustration_lifetime "20" // Frustration will accumulate for this many seconds before forcing an AI tank takeover
  2668. z_frustration_los_delay "2"
  2669. z_frustration_spawn_delay "10"
  2670. z_gas_health "250" // Gas Zombie max health
  2671. z_gas_speed "210"
  2672. z_ghost_checkpoint_spawn_interval "30" // Interval for spawning special zombies while survivors are in the checkpoint
  2673. z_ghost_delay_max "30"
  2674. z_ghost_delay_min "20"
  2675. z_ghost_finale_spawn_interval "20" // Interval for spawning special zombies during the finale
  2676. z_ghost_spawn_interval "60" // Interval for spawning special zombies
  2677. z_ghost_spawn_in_start "0" // Allow ghosts to materialize while players are in the start area
  2678. z_ghost_speed "450"
  2679. z_ghost_travel_distance "1000" // Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors
  2680. z_gibs_per_frame "2"
  2681. z_gib_despawn_time "10"
  2682. z_gib_explosion_force_factor "0"
  2683. z_gib_force_factor "10"
  2684. z_gib_limb_distance "400" // Rifles and sniper rifles can dismember at this range
  2685. z_gib_limb_distance_zoomed "800" // Sniper rifles can dismember at this range when zoomed
  2686. z_grab_force "0" // For testing - always grab ledges regardless of estimated falling damage
  2687. z_grab_ledges_solo "0" // For testing - grab ledges even if youre the last survivor
  2688. z_gun_damage "10"
  2689. z_gun_debug_player_index "0"
  2690. z_gun_debug_spread "0"
  2691. z_gun_force "300"
  2692. z_gun_horiz_punch "0" // Toggles horizontal punchangles for guns
  2693. z_gun_kick "0" // Firing a gun can knock the players view this amount of the current spread
  2694. z_gun_physics_force "25" // How hard we push things that arent players or doors.
  2695. z_gun_range "75"
  2696. z_gun_stun_duration "1"
  2697. z_gun_survivor_force "200"
  2698. z_gun_survivor_friend_push "1" // Allow survivors to push survivors with a right click.
  2699. z_gun_survivor_shove_dot "0" // Max dot of a shove swing that can push a fellow survivor
  2700. z_gun_swing_duration "0"
  2701. z_gun_swing_interval "0"
  2702. z_gun_vertical_punch "1" // Toggles vertical punchangles for guns
  2703. z_health "50" // Zombie max health
  2704. z_hear_gunfire_range "200"
  2705. z_hear_runner_far_range "750"
  2706. z_hear_runner_near_range "500"
  2707. z_hit_chainsawer_factor "0" // Damage multiplier if zombie hits someone using a chainsaw
  2708. z_hit_from_behind_cosine "0"
  2709. z_hit_from_behind_factor "0" // Damage multiplier if zombie hits Survivor from behind
  2710. z_hit_incap_factor_easy "0" // Damage multiplier if zombie hits incapacitated Survivor
  2711. z_hit_incap_factor_expert "1" // Damage multiplier if zombie hits incapacitated Survivor
  2712. z_hit_incap_factor_hard "1" // Damage multiplier if zombie hits incapacitated Survivor
  2713. z_hit_incap_factor_normal "1" // Damage multiplier if zombie hits incapacitated Survivor
  2714. z_holiday_gift_drop_chance "0"
  2715. z_hunter_ground_normal "0"
  2716. z_hunter_health "250" // Zombie max health
  2717. z_hunter_limit "1"
  2718. z_hunter_lunge_stagger_time "1"
  2719. z_hunter_speed "300"
  2720. z_increment_head // Switch to next head bodygroup
  2721. z_increment_lower // Switch to next lower body bodygroup
  2722. z_increment_skin // Switch to next skin
  2723. z_increment_upper // Switch to next upper body bodygroup
  2724. z_infected_burn_strength "0"
  2725. z_Infected_debug "0"
  2726. z_infected_flashlight "1"
  2727. z_infected_invuln "0"
  2728. z_infected_move "1"
  2729. z_jockey_area_current_factor "1"
  2730. z_jockey_area_hazard_bonus "3000"
  2731. z_jockey_area_range_factor "2"
  2732. z_jockey_area_visibility_factor "500"
  2733. z_jockey_attach_delay "0" // Time between hitting a player and visually attaching
  2734. z_jockey_blend_rate "1"
  2735. z_jockey_control_max "0"
  2736. z_jockey_control_min "0"
  2737. z_jockey_control_variance "0"
  2738. z_jockey_debug "0"
  2739. z_jockey_health "325" // Zombie max health
  2740. z_jockey_leap_again_timer "5" // How long after a dismount before the jockey can leap again.
  2741. z_jockey_leap_range "200" // leap at them
  2742. z_jockey_leap_time "1" // Time allowed between jockey bot leaps.
  2743. z_jockey_limit "1"
  2744. z_jockey_lookahead "400"
  2745. z_jockey_min_ledge_distance "200" // z-delta required for the jockey to try to run you off a ledge
  2746. z_jockey_min_mounted_speed "0"
  2747. 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
  2748. z_jockey_ride_damage "4"
  2749. z_jockey_ride_damage_delay "1"
  2750. z_jockey_ride_damage_interval "1"
  2751. z_jockey_ride_hazard_scan_distance "500"
  2752. z_jockey_ride_scan_distance "800"
  2753. z_jockey_ride_scan_interval "3"
  2754. z_jockey_speed "250"
  2755. z_jockey_speed_blend "2"
  2756. z_jockey_stagger_amount "0"
  2757. z_jockey_stagger_speed "2"
  2758. z_kill // Kill the pointed-at common infected
  2759. z_large_volume_mob_too_far_xy "1600"
  2760. z_large_volume_mob_too_far_z "128"
  2761. z_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
  2762. z_last_man_run_interval "3"
  2763. z_lean_wall_align_speed "300"
  2764. z_leap_attach_distance "60"
  2765. z_leap_far_attach_delay "0"
  2766. z_leap_force_attach_distance "40"
  2767. z_leap_interval "0"
  2768. z_leap_interval_post_incap "30"
  2769. z_leap_interval_post_ride "6"
  2770. z_leap_max_distance "200"
  2771. z_leap_power "400"
  2772. z_look_at_local_player "0" // For demo purposes
  2773. z_lunge_interval "0"
  2774. z_lunge_power "600"
  2775. z_lunge_up "200"
  2776. z_max_blood_scale "3" // The biggest starting scale a blood puff can be.
  2777. z_max_hunter_pounce_stagger_duration "0" // Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.
  2778. z_max_neighbor_range "200" // Max range for neighbor collection for avoidance
  2779. z_max_path_length "5000"
  2780. z_max_stagger_duration "6" // Max time a PZ staggers when bashed by a survivor.
  2781. z_mega_mob_size "50"
  2782. z_mega_mob_spawn_max_interval "900"
  2783. z_mega_mob_spawn_min_interval "420"
  2784. z_minigun_cooldown_time "3" // Minigun cooldown time
  2785. z_minigun_damage_rate "48000" // in health/minute
  2786. z_minigun_fire_think_interval "0"
  2787. z_minigun_overheat_time "20" // Minigun overheat time
  2788. z_minigun_rate_of_fire "1500" // in bullets/minute
  2789. z_minion_aim_tolerance "0"
  2790. z_minion_limit "3"
  2791. z_min_ladder_mount_dot "0" // Minimum 2D dot product from players view to a ladder to be able to grab it
  2792. z_mob_min_notify_count "10" // Mobs at least this large trigger mob events
  2793. z_mob_music_size "2" // Spotting a mob this large plays music
  2794. z_mob_population_density "0" // per square inch (0.0064 = 4 per 1x1 nav area)
  2795. z_mob_recharge_rate "0"
  2796. z_mob_sacrifice_timeout "5"
  2797. z_mob_spawn_finale_size "20"
  2798. z_mob_spawn_max_interval_easy "240"
  2799. z_mob_spawn_max_interval_expert "180"
  2800. z_mob_spawn_max_interval_hard "180"
  2801. z_mob_spawn_max_interval_normal "180"
  2802. z_mob_spawn_max_size "30"
  2803. z_mob_spawn_min_interval_easy "120"
  2804. z_mob_spawn_min_interval_expert "90"
  2805. z_mob_spawn_min_interval_hard "90"
  2806. z_mob_spawn_min_interval_normal "90"
  2807. z_mob_spawn_min_size "10"
  2808. z_mounted_gun_fire_think_interval "0"
  2809. z_must_wander "0" // For testing. 0: default. 1: wandering zombies dont sit/lie down. -1: wandering zombies always sit/lie down.
  2810. z_mute_infected "0" // etc
  2811. z_nav_debug "0"
  2812. z_nightvision_b "128"
  2813. z_nightvision_g "192"
  2814. z_nightvision_r "255"
  2815. z_noise_level_display "0" // Show noise levels on players?
  2816. z_noise_level_fade_rate "40" // after hold_time expires.
  2817. z_noise_level_footstep "135" // How much noise we make with a footstep.
  2818. z_noise_level_hold_time "0" // How long we hold a given noise level before it starts to fade.
  2819. z_noise_level_max "135" // The highest the noise level can go.
  2820. z_noise_level_vocalize "135" // How much noise we make when we say things.
  2821. z_non_head_damage_factor_easy "2" // Damage to zombie from non-headshots is multiplied by this factor
  2822. z_non_head_damage_factor_expert "0" // Damage to zombie from non-headshots is multiplied by this factor
  2823. z_non_head_damage_factor_hard "0" // Damage to zombie from non-headshots is multiplied by this factor
  2824. z_non_head_damage_factor_normal "1" // Damage to zombie from non-headshots is multiplied by this factor
  2825. z_notice_it_range "1500"
  2826. z_notice_near_range "100"
  2827. z_no_cull "0" // the Director will not cull common infected
  2828. z_player_lunge_up "150"
  2829. z_player_zombie_debug "0"
  2830. z_player_zombie_land_delay "0"
  2831. z_player_zombie_min_dead_time "2" // The minimum time a PC zombie must be dead before being eligible to respawn
  2832. z_play_activity // Play a specific activity on the pointed-at common infected
  2833. z_pounce_allow_partial_hidden "1"
  2834. z_pounce_crouch_delay "1"
  2835. z_pounce_damage "5"
  2836. z_pounce_damage_delay "1"
  2837. z_pounce_damage_interrupt "50" // Taking this much damage interrupts a pounce attempt
  2838. z_pounce_damage_interval "0"
  2839. z_pounce_delay "0"
  2840. z_pounce_door_damage "500"
  2841. z_pounce_silence_range "500"
  2842. z_pounce_stumble_force "5" // Force of the stumble effect when a hunter pounces on someone
  2843. z_prevent_burrowing "1" // Use extra tracelines to prevent burrowing zombies
  2844. z_puking_eye_height "44"
  2845. z_pushaway_force "100" // How hard the infected shove non-IT Survivors out of their way to reach the IT victim
  2846. z_push_force "2000"
  2847. z_push_mass_max "200"
  2848. z_randombodygroups "1" // Set to zero to disable random body groups on infected
  2849. z_randomskins "1" // Set to zero to disable random skins on infected
  2850. z_reload_chatter_debug "0" // Should we give devtext explanations of why we didnt say Reloading?
  2851. z_reload_chatter_intensity "0" // Intensity level at which players start saying Reloading
  2852. z_reload_chatter_nearby_friend_range "600" // A friend needs to be this close to sayReloading
  2853. z_reload_chatter_recent_enemy "1" // An enemy needs to have been seen this recently to say Reloading
  2854. z_reload_chatter_shotgun_ammo_threshold "6" // Players dont say Reloading when reloading a shotgun that has this many shells already
  2855. z_reload_chatter_shotgun_interval "10"
  2856. z_removeitems // Removes all items from survivors
  2857. z_reserved_wanderers "0"
  2858. z_reset_population_counter // For debugging
  2859. z_respawn_distance "100" // Infected can try a respawn within this far of their original spawn
  2860. z_respawn_interval "10" // Infected can try a respawn within this many seconds of spawning
  2861. z_restrict_team_change "0"
  2862. z_round_start_replacement_time "30"
  2863. z_run_exertion_interval "1"
  2864. z_safe_spawn_range "250" // Minimum range for spawning special zombies
  2865. z_scout_mob_spawn_range "3000"
  2866. z_shotgun_bonus_damage_multiplier "5" // The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
  2867. 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.
  2868. z_shove_friend_speed "130"
  2869. z_show_bottlenecks "0"
  2870. z_show_clear "0"
  2871. z_show_completely_visible_to_survivor_team "0"
  2872. z_show_damaging "0"
  2873. z_show_escape_route "0"
  2874. z_show_flow_delta "0"
  2875. z_show_flow_distance "0"
  2876. z_show_infected "0"
  2877. z_show_last_area "0" // Draws a line from each player to the center of their last known nav area
  2878. z_show_mutually_visible_set "0"
  2879. z_show_population_density "0"
  2880. z_show_potentially_visible "0"
  2881. z_show_potentially_visible_to_survivor_team "0"
  2882. z_show_swings "0"
  2883. z_show_traffic "0"
  2884. z_sidespeed "450"
  2885. z_skip_wounds "0"
  2886. z_skirmish_spawn_max_interval "90"
  2887. z_skirmish_spawn_max_size "4"
  2888. z_skirmish_spawn_min_interval "45"
  2889. z_skirmish_spawn_min_size "1"
  2890. z_smoker_limit "1"
  2891. z_spawn // <tank|boomer|smoker|witch|hunter|spitter|jockey|charger|mob|common> <auto> <ragdoll> <area>. Spawns the specified zombie(s) un
  2892. z_spawn_const_ang // z_spawn will spawn new zombies at the yaw angle specified. Pass no arguments to disable.
  2893. 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
  2894. z_spawn_const_pos // z_spawn will spawn new zombies at the x y z coordinates specified. Pass no arguments to disable.
  2895. z_spawn_flow_limit "1500"
  2896. z_spawn_health "0" // health given to a zombie spawned with z_spawn
  2897. z_spawn_height "12" // Height above ground z_spawn places new infected
  2898. z_spawn_mobs_behind_chance "75" // Percentage chance that a mob will spawn behind the Survivor team
  2899. z_spawn_mobs_from_selected_set "0" // Spawn subsequent mobs from the currently selected set via the nav mesh editor
  2900. z_spawn_range "1500"
  2901. z_spawn_safety_range "550"
  2902. z_spawn_speed "450"
  2903. z_special_burn_dmg_scale "3"
  2904. z_special_spawn_interval "45" // Interval for spawning special zombies
  2905. z_speed "250"
  2906. z_spew_areas "0"
  2907. z_spitter_health "100" // Spitter zombie max health
  2908. z_spitter_high_chance "10"
  2909. z_spitter_limit "1"
  2910. z_spitter_max_wait_time "30"
  2911. z_spitter_range "850"
  2912. z_spitter_speed "210"
  2913. z_spit_detonate_delay "0"
  2914. z_spit_interval "20"
  2915. z_spit_latency "0"
  2916. z_spit_range "900"
  2917. z_spit_spread_delay "0"
  2918. z_spit_velocity "900"
  2919. z_splat_survivor_pitch_max "25"
  2920. z_splat_survivor_pitch_min "15"
  2921. z_splat_survivor_shake_amplitude "50"
  2922. z_splat_survivor_shake_duration "1"
  2923. z_splat_survivor_shake_frequency "150"
  2924. z_splat_survivor_shake_radius "10"
  2925. z_splat_survivor_yaw_max "10"
  2926. z_splat_survivor_yaw_min "-10"
  2927. z_stand_still "0" // etc.
  2928. z_state_debug "0" // Gives feedback on current zombie state.
  2929. z_stomp_always "0" // Force melee attacks on single infected to always be stomps.
  2930. z_stumble_max_curve_accel "5" // Rate of turn increase per second
  2931. z_stumble_max_curve_rate "10" // Maximum degrees/sec turning while stumbling forward
  2932. z_tanks_block_molotovs "1"
  2933. z_tank_attack_interval "1"
  2934. z_tank_autoshotgun_dmg_scale "0" // percent damage taken by the tank from the autoshotgun
  2935. z_tank_damage_slow_max_range "400" // Range at which Tank is slowed by gunfire
  2936. z_tank_damage_slow_min_range "200" // Range at which Tank is slowed by gunfire
  2937. z_tank_grenade_damage "750" // How much damage a Tank takes from a grenade.
  2938. z_tank_grenade_launcher_dmg_scale "3" // percent increase in damage done to the tank by grenade launcher
  2939. z_tank_grenade_roll "-10"
  2940. z_tank_grenade_slowdown "0" // The speed setting put on a Tank when hit by a grenade.
  2941. z_tank_has_special_blood "0" // Does the Tank get his own blood effect instead of the normal infected one?
  2942. z_tank_health "4000" // Tank Zombie max health
  2943. z_tank_incapacitated_decay_rate "1" // How much health a dying Tank loses each update.
  2944. z_tank_incapacitated_health "5000" // Health Tank starts with in death throes.
  2945. z_tank_max_stagger_distance "400" // Max distance a Tank staggers when hurt by a grenade.
  2946. z_tank_max_stagger_duration "6" // Max time a Tank staggers when hit by a grenade.
  2947. z_tank_max_stagger_fade_duration "6" // Fade in time when a Tank is staggered by a grenade.
  2948. z_tank_rock_debug "0" // Show debug for the rock thinking about detonating on people.
  2949. z_tank_rock_radius "100"
  2950. z_tank_speed "210"
  2951. z_tank_speed_vs "210"
  2952. z_tank_stagger_fade_alpha "192" // How opaque the screen fade is when a Tank is hit by a grenade.
  2953. z_tank_stagger_fade_duration "3" // How long the screen fade lasts when a Tank is hit by a grenade.
  2954. z_tank_throw_fail_interval "0" // How soon a tank can try again after failing to throw.
  2955. z_tank_throw_force "800"
  2956. z_tank_throw_health "50" // Health of the tank projectile (0 disables)
  2957. z_tank_throw_interval "5" // How often a tank can throw.
  2958. z_tank_walk_speed "100"
  2959. z_throttle_hit_interval_easy "0" // Minimum time between damaging a Survivor from a mob
  2960. z_throttle_hit_interval_expert "1" // Minimum time between damaging a Survivor from a mob
  2961. z_throttle_hit_interval_hard "0" // Minimum time between damaging a Survivor from a mob
  2962. z_throttle_hit_interval_normal "0" // Minimum time between damaging a Survivor from a mob
  2963. z_tracer_spacing "1" // One in how many bullets is a tracer in automatic weapons.
  2964. z_transitioning_players_remove "1"
  2965. z_unwound_all // Clears all wounds from all infected
  2966. z_use_tolerance "0"
  2967. z_view_distance "0" // etc)
  2968. z_vision_range "500" // How far a Zombie can see.
  2969. z_vision_range_alert "1500" // How far a Zombie can see when alert.
  2970. z_vision_range_daylight "2400" // How far a Zombie can see in daylight
  2971. z_vision_range_obscured "500" // How far a Zombie can see in OBSCURED areas.
  2972. z_vision_range_obscured_alert "750" // How far a Zombie can see in OBSCURED areas when alert.
  2973. z_vocalize_burn_max_interval "3" // The maximum time between vocalizing being burned
  2974. z_vocalize_burn_min_interval "2" // The minimum time between vocalizing being burned
  2975. z_vocalize_shot_interval "0" // The minimum time between vocalizing being shot
  2976. z_vomit "1"
  2977. z_vomit_boxsize "1" // Size of vomit damage entities.
  2978. z_vomit_debug "0" // Visualize the vomit damage.
  2979. z_vomit_drag "0" // Air drag of vomit damage entities.
  2980. z_vomit_duration "1" // How long a puker continuously pukes for.
  2981. z_vomit_fade_duration "5" // How long the fade takes
  2982. z_vomit_fade_start "5" // When the vomit starts to fade away
  2983. z_vomit_fatigue "3000" // lower will just slow.
  2984. z_vomit_float "-130" // Upward float velocity of vomit damage entities.
  2985. z_vomit_hit_pitch_max "15"
  2986. z_vomit_hit_pitch_min "-15"
  2987. z_vomit_hit_yaw_max "10"
  2988. z_vomit_hit_yaw_min "-10"
  2989. z_vomit_interval "30" // How often a puker can puke.
  2990. z_vomit_lifetime "0" // Time to live of vomit damage entities.
  2991. z_vomit_maxdamagedist "350" // Maximum damage distance for vomit.
  2992. z_vomit_range "300"
  2993. z_vomit_slide_mult "0" // Multiplier for second texture slide rate
  2994. z_vomit_slide_rate "0" // Percentage of screen height per second
  2995. z_vomit_target_dot "0"
  2996. z_vomit_target_range "280"
  2997. z_vomit_vecrand "0" // Random vector added to initial velocity of vomit damage entities.
  2998. z_vomit_velocity "1700" // Initial velocity of vomit damage entities.
  2999. z_vomit_velocityfadeend "0" // Time at which attackers velocity contribution finishes fading.
  3000. z_vomit_velocityfadestart "0" // Time at which attackers velocity contribution starts to fade.
  3001. z_walk_speed "85"
  3002. z_wandering_density "0"
  3003. z_wind_dir // sets wind direction and strength
  3004. z_witch_allow_change_victim "1"
  3005. z_witch_anger_rate "0"
  3006. z_witch_attack_range "60"
  3007. z_witch_berserk_range "200"
  3008. z_witch_burn_time "15"
  3009. z_witch_damage "100"
  3010. z_witch_damage_per_kill_hit "30"
  3011. z_witch_discard_range "2000"
  3012. z_witch_flashlight_range "400"
  3013. z_witch_health "1000" // Witch max health
  3014. z_witch_hostile_at_me_anger "2"
  3015. z_witch_max_retreat_range "2000"
  3016. z_witch_max_threat_time "7"
  3017. z_witch_min_retreat_range "750"
  3018. z_witch_min_threat_time "5"
  3019. z_witch_personal_space "100"
  3020. z_witch_relax_rate "0"
  3021. z_witch_retreat_exit_hidden_duration "10"
  3022. z_witch_retreat_exit_range "1000"
  3023. z_witch_retreat_min_duration "10"
  3024. z_witch_speed "300"
  3025. z_witch_speed_inured "200"
  3026. z_witch_threat_hostile_range "600"
  3027. z_witch_threat_normal_range "300"
  3028. z_witch_wander_hear_radius "72"
  3029. z_witch_wander_music_max_dist "2000000"
  3030. z_witch_wander_music_max_interval "20"
  3031. z_witch_wander_music_min_dist "90000"
  3032. z_witch_wander_music_min_interval "3"
  3033. z_witch_wander_personal_space "240"
  3034. z_witch_wander_personal_time "10"
  3035. z_wound // Cause a specified wound on the pointed-at common infected
  3036. z_wound_all // Cause a random wound on every common infected
  3037. z_wound_client_disabled "0"
  3038. z_wound_offset_enabled "0"
  3039. z_wound_particles "1"
  3040. z_zombie_knockoff_death "0" // Knocking off a pouncing zombie instantly kills them.
  3041. z_zombie_lunge_push "0" // Does the zombie lunge push players?
  3042. _autosave // Autosave
  3043. _autosavedangerous // AutoSaveDangerous
  3044. _bugreporter_restart // Restarts bug reporter .dll
  3045. _record // Record a demo incrementally.
  3046. _resetgamestats // Erases current game stats and writes out a blank stats file
  3047. _restart // Shutdown and restart the engine.