3461 console commands for Portal 2 - GAMERCONFIG
Sign in with Google Y U No Signup?! Sign in with Facebook Hide

3461 console commands for Portal 2

Last uploaded configs:
Top configs:
  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. +coop_ping
  17. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  18. +duck
  19. +forward
  20. +graph
  21. +grenade1
  22. +grenade2
  23. +jlook
  24. +jump
  25. +klook
  26. +leaderboard // Display in game leaderboard
  27. +left
  28. +lookdown
  29. +lookspin
  30. +lookup
  31. +mat_texture_list
  32. +mouse_menu // Opens a menu while held
  33. +mouse_menu_playtest // Opens a menu while held
  34. +mouse_menu_taunt // 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. +quick_ping // Ping the center option from the ping menu.


  1. +reload
  2. +remote_view
  3. +right
  4. +score
  5. +showbudget
  6. +showbudget_texture
  7. +showbudget_texture_global
  8. +showportals
  9. +showscores
  10. +showvprof
  11. +speed
  12. +strafe
  13. +use
  14. +vgui_drawtree
  15. +voicerecord
  16. +walk
  17. +zoom
  18. +zoom_in
  19. +zoom_out
  20. -alt1
  21. -alt2
  22. -attack
  23. -attack2
  24. -back
  25. -break
  26. -camdistance
  27. -camin
  28. -cammousemove
  29. -camout
  30. -campitchdown
  31. -campitchup
  32. -camyawleft
  33. -camyawright
  34. -commandermousemove
  35. -coop_ping
  36. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  37. -duck
  38. -forward
  39. -graph
  40. -grenade1
  41. -grenade2
  42. -jlook
  43. -jump
  44. -klook
  45. -leaderboard // Hide in game leaderboard
  46. -left
  47. -lookdown
  48. -lookspin
  49. -lookup
  50. -mat_texture_list
  51. -mouse_menu // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
  52. -mouse_menu_playtest // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
  53. -mouse_menu_taunt // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
  54. -movedown
  55. -moveleft
  56. -moveright
  57. -moveup
  58. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  59. -quick_ping // Quick ping is unpressed... nothing to do here.
  60. -reload
  61. -remote_view
  62. -right
  63. -score
  64. -showbudget
  65. -showbudget_texture
  66. -showbudget_texture_global
  67. -showportals
  68. -showscores
  69. -showvprof
  70. -speed
  71. -strafe
  72. -use
  73. -vgui_drawtree
  74. -voicerecord
  75. -walk
  76. -zoom
  77. -zoom_in
  78. -zoom_out
  79. addip // Add an IP address to the ban list.
  80. adsp_alley_min "122"
  81. adsp_courtyard_min "126"
  82. adsp_debug "0"
  83. adsp_door_height "112"
  84. adsp_duct_min "106"
  85. adsp_hall_min "110"
  86. adsp_low_ceiling "108"
  87. adsp_opencourtyard_min "126"
  88. adsp_openspace_min "130"
  89. adsp_openstreet_min "118"
  90. adsp_openwall_min "130"
  91. adsp_reset_nodes
  92. adsp_room_min "102"
  93. adsp_street_min "118"
  94. adsp_tunnel_min "114"
  95. adsp_wall_height "128"
  96. ainet_generate_report // Generate a report to the console.
  97. ainet_generate_report_only // Generate a report to the console.
  98. air_density // Changes the density of air for drag computations.
  99. ai_actbusy_search_time "10"
  100. ai_auto_contact_solver "1"
  101. ai_block_damage "0"
  102. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
  103. ai_debugscriptconditions "0"
  104. ai_debug_actbusy "0" // Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes theyve chosen to actbusy at. 2:
  105. ai_debug_assault "0"
  106. ai_debug_avoidancebounds "0"
  107. ai_debug_directnavprobe "0"
  108. ai_debug_doors "0"
  109. ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
  110. ai_debug_efficiency "0"
  111. ai_debug_enemies "0"
  112. ai_debug_enemyfinders "0"
  113. ai_debug_eventresponses "0" // and which NPCs choose to respond to them.
  114. ai_debug_expressions "0" // Show random expression decisions for NPCs.
  115. ai_debug_follow "0"
  116. ai_debug_loners "0"
  117. ai_debug_looktargets "0"
  118. ai_debug_los "0" // itl
  119. ai_debug_nav "0"
  120. ai_debug_node_connect // Debug the attempted connection between two nodes
  121. ai_debug_ragdoll_magnets "0"
  122. ai_debug_shoot_positions "0"
  123. ai_debug_speech "0"
  124. ai_debug_squads "0"
  125. ai_debug_think_ticks "0"
  126. ai_default_efficient "0"
  127. ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
  128. ai_drawbattlelines "0"
  129. ai_drop_hint // Drop an ai_hint at the players current eye position.
  130. ai_dump_hints
  131. ai_efficiency_override "0"
  132. ai_ef_hate_npc_duration "1"
  133. ai_ef_hate_npc_frequency "5"
  134. ai_enable_fear_behavior "1"
  135. ai_expression_frametime "0" // Maximum frametime to still play background expressions.
  136. ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
  137. ai_fear_player_dist "720"
  138. ai_find_lateral_cover "1"
  139. ai_find_lateral_los "1"
  140. ai_follow_use_points "1"
  141. ai_follow_use_points_when_moving "1"
  142. ai_force_serverside_ragdoll "0"
  143. ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
  144. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
  145. ai_inhibit_spawners "0"
  146. ai_lead_time "0"
  147. ai_LOS_mode "0"
  148. ai_moveprobe_debug "0"
  149. ai_moveprobe_jump_debug "0"
  150. ai_moveprobe_usetracelist "0"
  151. ai_navigator_generate_spikes "0"
  152. ai_navigator_generate_spikes_strength "8"
  153. ai_nav_debug_experimental_pathing "0" // Draw paths tried during search for bodysnatcher pathing
  154. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
  155. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
  156. ai_norebuildgraph "0"
  157. ai_no_local_paths "0"
  158. ai_no_node_cache "0"
  159. ai_no_select_box "0"
  160. ai_no_steer "0"
  161. ai_no_talk_delay "0"
  162. ai_path_adjust_speed_on_immediate_turns "1"
  163. ai_path_insert_pause_at_est_end "1"
  164. ai_path_insert_pause_at_obstruction "1"
  165. ai_post_frame_navigation "0"
  166. ai_radial_max_link_dist "512"
  167. ai_reaction_delay_alert "0"
  168. ai_reaction_delay_idle "0"
  169. ai_rebalance_thinks "1"
  170. ai_report_task_timings_on_limit "0"
  171. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
  172. ai_sequence_debug "0"
  173. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
  174. ai_setupbones_debug "0" // Shows that bones that are setup every think
  175. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  176. ai_shot_bias "1"
  177. ai_shot_bias_max "1"
  178. ai_shot_bias_min "-1"
  179. ai_shot_stats "0"
  180. ai_shot_stats_term "1000"
  181. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  182. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  183. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  184. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
  185. ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
  186. ai_show_grid // Draw a grid on the floor where looking.
  187. ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
  188. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
  189. ai_show_hull_attacks "0"
  190. ai_show_node // Highlight the specified node
  191. ai_show_think_tolerance "0"
  192. ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
  193. ai_simulate_task_overtime "0"
  194. ai_spread_cone_focus_time "0"
  195. ai_spread_defocused_cone_multiplier "3"
  196. ai_spread_pattern_focus_time "0"
  197. ai_step // use ai_step again. To resume processing no
  198. ai_strong_optimizations "0"
  199. ai_strong_optimizations_no_checkstand "0"
  200. ai_task_pre_script "0"
  201. ai_test_los // Test AI LOS from the players POV
  202. ai_test_moveprobe_ignoresmall "0"
  203. ai_think_limit_label "0"
  204. ai_use_clipped_paths "1"
  205. ai_use_efficiency "1"
  206. ai_use_frame_think_limits "1"
  207. ai_use_think_optimizations "1"
  208. ai_use_visibility_cache "1"
  209. ai_vehicle_avoidance "1"
  210. alias // Alias a command.
  211. anim_3wayblend "1" // Toggle the 3-way animation blending code.
  212. anim_showmainactivity "0" // and/or sprint activities.
  213. askconnect_accept // Accept a redirect request by the server.
  214. asw_engine_finished_building_map // Notify engine that weve finished building a map
  215. async_allow_held_files "1" // Allow AsyncBegin/EndRead()
  216. async_mode "0" // 1 = synchronous)
  217. async_resume
  218. async_serialize "0" // Force async reads to serialize for profiling
  219. async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
  220. async_suspend
  221. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  222. autoaim_max_deflect "0"
  223. autoaim_max_dist "2160"
  224. autosave // Autosave
  225. autosavedangerous // AutoSaveDangerous
  226. autosavedangerousissafe
  227. banid // Add a user ID to the ban list.
  228. banip // Add an IP address to the ban list.
  229. benchframe // Takes a snapshot of a particular frame in a time demo.
  230. bench_end // Ends gathering of info.
  231. bench_start // Starts gathering of info. Arguments: filename to write results into
  232. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  233. bind // Bind a key.
  234. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  235. bind_osx // Bind a key for OSX only.
  236. bink_dump_precached_movies // Dumps information about all precached Bink movies
  237. bink_mat_queue_mode "1" // always update bink on main thread; may cause stalls!)
  238. bink_preload_videopanel_movies "1" // Preload Bink movies used by VideoPanel.
  239. bink_try_load_vmt "0" // Try and load a VMT with the same name as the BIK file to override settings
  240. bink_use_preallocated_scratch_texture "1" // Use a pre-allocated VTF instead of creating a new one and deleting it for every texture update. Gameconsole only.
  241. blackbox "1"
  242. blackbox_dump // Dump the contents of the blackbox
  243. blackbox_record // Record an entry into the blackbox
  244. BlendBonesMode "2"
  245. blink_duration "0" // How many seconds an eye blink will last.
  246. blobs_paused "0"
  247. bot // Add a bot.
  248. bot_command // <bot name> <command string...>. Sends specified command on behalf of specified bot
  249. bot_defend "0" // and that team will all keep their combat shields raised.
  250. bot_dontmove "0"
  251. bot_equip // Generate an item and have the bot equip it. Format: bot_equip <bot name> <item name>
  252. bot_flipout "0" // all bots fire their guns.
  253. bot_follow "0" // bot will follow the player.
  254. bot_following_distance "200" // distance that bot will follow the player.
  255. bot_forceattack2 "0" // use attack2.
  256. bot_forceattackon "0" // hold it down.
  257. bot_forcefireweapon "0" // Force bots with the specified weapon to fire.
  258. bot_jump "0" // Force all bots to repeatedly jump.
  259. bot_kill // <bot id>. Kills bot.
  260. bot_look "0" // bot will look at what the player is looking.
  261. bot_mimic "0" // Bot uses usercmd of player by index.
  262. bot_mimic_yaw_offset "180" // Offsets the bot yaw.
  263. bot_randomnames "0"
  264. bot_refill // Refill all bot ammo counts
  265. bot_requestswap "0" // Force bot to request swap weapon from player.
  266. bot_selectweapon
  267. bot_selectweaponslot "-1" // set to weapon slot that bot should switch to.
  268. bot_selectweaponsubtype "-1" // set to weapon subtype that bot should switch to.
  269. bot_taunt "0" // Force all bots to repeatedly taunt.
  270. bot_teleport // Teleport the specified bot to the specified position & angles. Format: bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll
  271. bot_throw "0" // bot will throw current weapon.
  272. bounce_paint_color "-23296" // Color for bounce paint
  273. bounce_paint_min_speed "500" // For tweaking how high bounce paint launches the player.
  274. bounce_paint_wall_jump_upward_speed "275" // The upward velocity added when bouncing off a wall
  275. box // Draw a debug box.
  276. breakable_disable_gib_limit "0"
  277. breakable_multiplayer "1"
  278. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  279. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  280. budget_background_alpha "128" // how translucent the budget panel is
  281. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  282. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  283. 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
  284. budget_history_range_ms "66" // budget history range in milliseconds
  285. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  286. budget_panel_height "384" // height in pixels of the budget panel
  287. budget_panel_width "512" // width in pixels of the budget panel
  288. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  289. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  290. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  291. budget_show_averages "0" // enable/disable averages in the budget panel
  292. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  293. budget_show_peaks "1" // enable/disable peaks in the budget panel
  294. budget_toggle_group // Turn a budget group on/off
  295. bug // Show the bug reporting UI.
  296. bugreporter_console_bytes "15000" // Max # of console bytes to put into bug report body (full text still attached).
  297. bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
  298. bugreporter_snapshot_delay "15" // Frames to delay before taking snapshot
  299. bugreporter_uploadasync "0" // Upload attachments asynchronously
  300. bugreporter_username "0" // Username to use for bugreporter
  301. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  302. buildcubemaps // Rebuild cubemaps.
  303. building_cubemaps "0" // Indicates were building cubemaps
  304. buildmodelforworld // buildmodelforworld
  305. cache_print // cache_print [section] Print out contents of cache memory.
  306. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  307. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  308. camortho // Switch to orthographic camera.
  309. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  310. cam_command // Tells camera to change modes
  311. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  312. cam_idealdist "150"
  313. cam_idealdistright "0"
  314. cam_idealdistup "0"
  315. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  316. cam_idealpitch "0"
  317. cam_idealyaw "0"
  318. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  319. cam_snapto "0"
  320. cancelselect
  321. cast_hull // Tests hull collision detection
  322. cast_ray // Tests collision detection
  323. cast_ray_paint // Test paint
  324. catapult_physics_drag_boost "2"
  325. cc_captiontrace "1" // 2 = show in hud)
  326. cc_emit // Emits a closed caption
  327. cc_findsound // Searches for soundname which emits specified text.
  328. cc_flush // Flushes asyncd captions.
  329. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  330. cc_linger_time "1" // Close caption linger time.
  331. cc_minvisibleitems "1" // Minimum number of caption items to show.
  332. cc_norepeat "5" // dont repeat captions more often than this many seconds.
  333. cc_predisplay_time "0" // Close caption delay before showing caption.
  334. cc_random // Emits a random caption
  335. cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
  336. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  337. cc_showmissing "0" // Show missing closecaption entries.
  338. cc_subtitles "0" // wont help hearing impaired players).
  339. centerview
  340. changelevel // Change server to the specified map
  341. changelevel2 // Transition to the specified map in single player
  342. change_portalgun_linkage_id // Changes the portal linkage ID for the portal gun held by the commanding player. Give it three numbers to cycle through a range
  343. cheap_captions_fadetime "0"
  344. cheap_captions_test "0"
  345. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  346. choreo_spew_filter "0" // Spew choreo. Use a sub-string or * to display all events.
  347. ch_createairboat // Spawn airboat in front of the player.
  348. ch_createjeep // Spawn jeep in front of the player.
  349. clear // Clear all console output.
  350. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
  351. clear_debug_overlays // clears debug overlays
  352. clientport "27005" // Host game client port
  353. closecaption "0" // Enable close captioning.
  354. cl_aggregate_particles "1"
  355. cl_allowdownload "1" // Client downloads customization files
  356. cl_allowupload "1" // Client uploads customization files
  357. cl_ambient_light_disableentities "0" // Disable map ambient light entities.
  358. cl_anglespeedkey "0"
  359. cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
  360. cl_auto_taunt_pip "1"
  361. cl_backspeed "175"
  362. cl_blobulator_freezing_max_metaball_radius "12" // Setting this can create more complex surfaces on large hitboxes at the cost of performance.
  363. cl_blurClearAlpha "0" // but 0 has errors at the moment
  364. cl_blurDebug "0"
  365. cl_blurPasses "1"
  366. cl_blurTapSize "0"
  367. cl_blur_test "0" // Blurs entities that have had their photo taken
  368. cl_bob "0"
  369. cl_bobcycle "0"
  370. cl_bobup "0"
  371. cl_brushfastpath "1"
  372. cl_burninggibs "0" // A burning player that gibs has burning gibs.
  373. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  374. cl_camera_minimal_photos "1" // Draw just the targetted entity when taking a camera photo
  375. cl_chatfilters "31" // Stores the chat filter settings
  376. cl_chat_active "0"
  377. cl_class "0" // Default class when joining a game
  378. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  379. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  380. 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.
  381. cl_clock_correction "1" // Enable/disable clock correction on the client.
  382. 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
  383. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  384. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  385. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  386. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  387. cl_cmdrate "30" // Max number of command packets sent to server per second
  388. cl_colorfastpath "0"
  389. cl_coop_ping_indicator_scale "64"
  390. cl_customsounds "0" // Enable customized player sound playback
  391. cl_debugoverlaysthroughportals "0"
  392. cl_debugrumble "0" // Turn on rumble debugging spew
  393. cl_debug_paint_ammo_bar "0"
  394. cl_demoviewoverride "0" // Override view during demo playback
  395. cl_detaildist "1024" // Distance at which detail props are no longer visible
  396. cl_detailfade "400" // Distance across which detail props fade in
  397. cl_detail_multiplier "1" // extra details to create
  398. cl_disable_ragdolls "0"
  399. cl_disable_splitscreen_cpu_level_cfgs_in_pip "1"
  400. cl_disable_survey_panel "0"
  401. cl_disable_water_render_targets "0"
  402. cl_downloadfilter "0" // nosounds)
  403. cl_drawhud "1" // Enable the rendering of the hud
  404. cl_drawleaf "-1"
  405. cl_drawmaterial "0" // Draw a particular material over the frame
  406. cl_drawmonitors "1"
  407. cl_drawshadowtexture "0"
  408. cl_draw_paint_bomb_with_blobs "1"
  409. cl_draw_projected_wall_with_paint "1"
  410. cl_dumpplayer // Dumps info about a player
  411. cl_dumpsplithacks // Dump split screen workarounds.
  412. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  413. cl_ejectbrass "1"
  414. cl_enable_remote_splitscreen "0" // Allows viewing of nonlocal players in a split screen fashion
  415. cl_energy_ball_start_fade_time "8"
  416. cl_entityreport "0" // draw entity states to console
  417. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  418. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  419. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  420. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  421. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  422. cl_fastdetailsprites "1" // whether to use new detail sprite system
  423. cl_fasttempentcollision "5"
  424. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  425. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  426. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  427. cl_footer_no_auto_shrink "0" // Prevents shrinking the font when it would wrap.
  428. cl_footer_no_auto_wrap "0" // Prevents shrinking the font when it would wrap.
  429. cl_forcepreload "0" // Whether we should force preloading.
  430. cl_forwardspeed "175"
  431. cl_foundry_ShowEntityHighlights "1"
  432. cl_fov "90" // Client-side fov control that is global for all splitscreen players on this machine. This gets overriden via splitscreen_config
  433. cl_fullupdate // Forces the server to send a full update packet
  434. cl_group_paint_impact_effects "1"
  435. cl_idealpitchscale "0"
  436. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  437. cl_ignore_vpk_assocation "0" // Do not ask to set vpk assocation
  438. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  439. cl_interp_all "0" // Disable interpolation list optimizations.
  440. cl_interp_npcs "0" // if greater)
  441. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  442. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  443. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  444. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  445. cl_jiggle_bone_invert "0"
  446. cl_jiggle_bone_sanity "1" // Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
  447. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  448. cl_lagcomp_errorcheck "0" // Player index of other player to check for position errors.
  449. cl_language "0" // Language (from Steam API)
  450. cl_leafsystemvis "0"
  451. cl_leveloverview "0"
  452. cl_leveloverviewmarker "0"
  453. cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
  454. cl_logofile "0" // Spraypoint logo decal.
  455. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  456. cl_minimal_rtt_shadows "1"
  457. cl_modelfastpath "1"
  458. cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
  459. cl_mouseenable "1"
  460. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  461. cl_mouselook2 "1" // 0 for keyboard look. Cannot be set while connected to a server.
  462. cl_mouselook_roll_compensation "1" // compensate for that. So mouse movements are always relative to the screen.
  463. cl_npc_speedmod_intime "0"
  464. cl_npc_speedmod_outtime "1"
  465. cl_observercrosshair "1"
  466. cl_overdraw_test "0"
  467. cl_paintable_projected_wall_texture_wrap_rate "64"
  468. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  469. cl_particles_dumplist // optional name substring.
  470. cl_particles_dump_effects
  471. cl_particles_show_bbox "0"
  472. cl_particles_show_controlpoints "0"
  473. cl_particle_batch_mode "1"
  474. cl_particle_fallback_base "0" // Base for falling back to cheaper effects under load.
  475. cl_particle_fallback_multiplier "1" // Multiplier for falling back to cheaper effects under load.
  476. cl_particle_max_count "0"
  477. cl_particle_retire_cost "0"
  478. cl_particle_sim_fallback_base_multiplier "5" // How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
  479. cl_particle_sim_fallback_threshold_ms "6" // Amount of simulation time that can elapse before new systems start falling back to cheaper versions
  480. cl_pclass "0" // Dump entity by prediction classname.
  481. cl_pdump "-1" // Dump info about this entity to screen.
  482. cl_photo_disable_model_alpha_writes "1" // Disallows the target entity in photos from writing to the photos alpha channel
  483. cl_physicsshadowupdate_render "0"
  484. cl_phys_block_dist "1"
  485. cl_phys_block_fraction "0"
  486. cl_phys_maxticks "2" // Sets the max number of physics ticks allowed for client-side physics (ragdolls)
  487. cl_phys_show_active "0"
  488. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  489. cl_pitchdown "89"
  490. cl_pitchspeed "225"
  491. cl_pitchup "89"
  492. cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
  493. cl_playermodel "0" // Default Player Model
  494. cl_playerspraydisable "0" // Disable player sprays.
  495. cl_player_fullupdate_predicted_origin_fix "1"
  496. cl_portalgun_beam_size "0"
  497. cl_portalgun_effects_max_alpha "32"
  498. cl_portalgun_effects_min_alpha "16"
  499. cl_portalgun_effects_min_size "2"
  500. cl_portal_camera_orientation_acceleration_rate "1000"
  501. cl_portal_camera_orientation_max_speed "375"
  502. cl_portal_camera_orientation_rate "480"
  503. cl_portal_camera_orientation_rate_base "45"
  504. cl_portal_ghost_use_render_bound "1"
  505. cl_portal_projectile_delay_mp "0"
  506. cl_portal_projectile_delay_sp "0"
  507. cl_portal_teleportation_interpolation_fixup_method "1" // 1 = insert discontinuity transform
  508. cl_portal_use_new_dissolve "1" // Use new dissolve effect
  509. cl_precacheinfo // Show precache info (client).
  510. cl_predict "1" // Perform client side prediction.
  511. cl_predicted_movement_uses_uninterpolated_physics "1"
  512. cl_predictioncopy_describe // Describe datamap_t for entindex
  513. cl_predictionlist "0" // Show which entities are predicting
  514. cl_prediction_error_timestamps "0"
  515. cl_predictphysics "0" // Use a prediction-friendly physics interface on the client
  516. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  517. cl_predict_basetoggles "1"
  518. cl_predict_catapults "1"
  519. cl_predict_motioncontrol "0"
  520. cl_predict_portal_placement "1" // Controls whether we attempt to compensate for lag by predicting portal placement on the client when playing multiplayer.
  521. cl_predict_projected_entities "1"
  522. cl_pred_doresetlatch "1"
  523. cl_pred_error_verbose "0" // Show more field info when spewing prediction errors.
  524. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
  525. cl_pred_track // for field fieldname.
  526. cl_projectedbridge_aabbhack "0" // the spatial partition AABB encompasses all AABBs for outstanding collideables
  527. cl_projected_wall_projection_speed "150"
  528. cl_quick_join_panel_accel "0" // Acceleration for the y position of the panel when items are added or removed.
  529. cl_quick_join_panel_fakecount "-1"
  530. cl_quick_join_panel_tall "18" // The spacing between panels.
  531. cl_quick_join_scroll_max "4" // Max players shown in the friend scrolling ticker.
  532. cl_quick_join_scroll_offset "16" // Offset of the friend scrolling ticker from the title.
  533. cl_quick_join_scroll_rate "90" // Rate of the friend scrolling ticker.
  534. cl_quick_join_scroll_start "1" // Number of players available to start friend scrolling ticker.
  535. cl_race_checkpoint_active_color "-13198377"
  536. cl_race_checkpoint_inactive_color "-931301"
  537. cl_ragdoll_collide "0"
  538. cl_ragdoll_gravity "386" // Sets the gravity client-side ragdolls
  539. cl_removedecals // Remove the decals from the entity under the crosshair.
  540. cl_report_soundpatch // reports client-side sound patch count
  541. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  542. cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
  543. cl_resetportalledplayerinterp "0"
  544. cl_retire_low_priority_lights "0" // Low priority dlights are replaced by high priority ones
  545. cl_rosette_debug "0"
  546. cl_rosette_gamepad_expand_time "0"
  547. cl_rosette_gamepad_lockin_time "0"
  548. cl_rosette_line_inner_radius "25"
  549. cl_rosette_line_outer_radius "45"
  550. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
  551. cl_rumblescale2 "1" // Scale sensitivity of rumble effects (0 to 1.0)
  552. cl_screenshotname "0" // Custom Screenshot name
  553. cl_SetupAllBones "0"
  554. cl_shadowtextureoverlaysize "256"
  555. cl_shadowupdatespacing "10"
  556. cl_showanimstate_activities "1" // Show activities in the (client) animation state display.
  557. cl_showbackpackrarities "0" // Show item rarities within the backpack.
  558. cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
  559. cl_showcomplexfrustum "0"
  560. cl_showdemooverlay "0" // -1 - show always)
  561. cl_showents // Dump entity list to console.
  562. cl_showerror "0" // 2 for above plus detailed field deltas.
  563. cl_showevents "0" // Print event firing info in the console
  564. cl_showfps "1" // +10 = detailed )
  565. cl_showhelp "1" // Set to 0 to not show on-screen help
  566. cl_showpausedimage "1" // Show the Paused image when game is paused.
  567. cl_showpluginmessages "1" // Allow plugins to display messages to you
  568. cl_showpos "0" // Draw current position at top of screen
  569. cl_ShowSunVectors "0"
  570. cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
  571. cl_show_bounds_errors "0"
  572. cl_show_splashes "1"
  573. cl_sidespeed "175"
  574. cl_simdbones "0" // Use SIMD bone setup.
  575. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
  576. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
  577. cl_skip_player_render_in_main_view "1"
  578. cl_smooth "1" // Smooth view/eye origin after prediction errors
  579. cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
  580. cl_sos_test_get_opvar
  581. cl_sos_test_set_opvar
  582. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
  583. cl_soundemitter_reload // Flushes the sounds.txt system
  584. cl_soundfile "0" // Jingle sound file.
  585. cl_soundscape_flush // Flushes the client side soundscapes
  586. cl_soundscape_printdebuginfo // print soundscapes
  587. cl_spec_mode "1" // spectator mode
  588. cl_spewscriptintro "0"
  589. cl_sporeclipdistance "512"
  590. cl_ss_origin // print origin in script format
  591. cl_sunlight_depthbias "0"
  592. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
  593. cl_sun_decay_rate "0"
  594. cl_support_vpk_assocation "0" // Whether vpk associations are enabled for this mod
  595. cl_survey_panel_dont_submit_answers "0"
  596. cl_taunt_finish_rotate_cam "1"
  597. cl_taunt_finish_speed "0"
  598. cl_team "0" // Default team when joining a game
  599. cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
  600. cl_threaded_init "0"
  601. cl_timeout "30" // the client will disconnect itself
  602. cl_tlucfastpath "1"
  603. cl_tracer_whiz_distance "72"
  604. cl_tree_sway_dir // sets tree sway wind direction and strength
  605. cl_updaterate "20" // Number of packets per second of updates you are requesting from the server
  606. cl_updatevisibility // Updates visibility bits.
  607. cl_upspeed "320"
  608. cl_useoldswapportalvisibilitycode "0"
  609. cl_use_simd_bones "1" // 1 use SIMD bones 0 use scalar bones.
  610. cl_vertical_elevator_fix "1"
  611. cl_view // Set the view entity index.
  612. cl_viewmodelsclonedasworld "1"
  613. cl_voice_filter "0" // Filter voice by name substring
  614. cl_winddir "0" // Weather effects wind direction angle
  615. cl_windspeed "0" // Weather effects wind speed scalar
  616. cl_wpn_sway_interp "0"
  617. cl_wpn_sway_scale "1"
  618. cl_yawspeed "210"
  619. cmd // Forward command to server.
  620. cmd1 // sets userinfo string for split screen player in slot 1
  621. cmd2 // sets userinfo string for split screen player in slot 2
  622. cmd3 // sets userinfo string for split screen player in slot 3
  623. cmd4 // sets userinfo string for split screen player in slot 4
  624. cm_community_debug_spew "0"
  625. cm_filter_quickplay_with_history "1" // Tells the client if it should filter maps in QuickPlay mode with history queue.
  626. cm_fix_orphaned_files "0"
  627. cm_open_vote_dialog // Opens the map voting dialog for testing purposes
  628. cm_play_intro_video "1"
  629. cm_reset_vo_progress // Reset the progress of the PeTI storyline.
  630. collision_shake_amp "0"
  631. collision_shake_freq "0"
  632. collision_shake_time "0"
  633. collision_test // Tests collision system
  634. colorcorrectionui // Show/hide the color correction tools UI.
  635. commentary "0" // Desired commentary mode state.
  636. commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
  637. commentary_cvarsnotchanging
  638. commentary_finishnode
  639. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  640. condump // dump the text currently in the console to condumpXX.log
  641. connect // Connect to specified server.
  642. contimes "8" // Number of console lines to overlay for debugging.
  643. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
  644. con_enable "1" // Allows the console to be activated.
  645. con_filter_enable "0" // 2 displays filtered text brighter than ot
  646. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  647. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  648. con_logfile "0" // Console output gets written to this file
  649. con_notifytime "8" // How long to display recent console text to the upper part of the game window
  650. con_nprint_bgalpha "50" // Con_NPrint background alpha.
  651. con_nprint_bgborder "5" // Con_NPrint border size.
  652. con_timestamp "0" // Prefix console.log entries with timestamps
  653. con_trace "0" // Print console text to low level printout.
  654. coop "0" // Cooperative play.
  655. coop_impact_velocity_threshold "250"
  656. cpu_level "2" // CPU Level - Default: High
  657. crash // Cause the engine to crash (Debug!!)
  658. create_flashlight
  659. creditsdone
  660. crosshair "1"
  661. curve_bias "0"
  662. cvarlist // Show the list of convars/concommands.
  663. c_maxdistance "200"
  664. c_maxpitch "90"
  665. c_maxyaw "135"
  666. c_mindistance "30"
  667. c_minpitch "0"
  668. c_minyaw "-135"
  669. c_orthoheight "100"
  670. c_orthowidth "100"
  671. c_thirdpersonshoulder "0"
  672. c_thirdpersonshoulderaimdist "120"
  673. c_thirdpersonshoulderdist "40"
  674. c_thirdpersonshoulderheight "5"
  675. c_thirdpersonshoulderoffset "20"
  676. das_max_z_trace_length "100000" // Maximum height of player and still test for adsp
  677. das_process_overhang_spaces "1"
  678. datacachesize "32" // Size in MB.
  679. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  680. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  681. dbg_demofile "0"
  682. deathmatch "0" // Running a deathmatch server.
  683. debugportalcollideables // Dump all CPhysCollides for all portals to the debug overlay
  684. debugsystemui // Show/hide the debug system UI.
  685. debug_fixmyposition // Runs FindsClosestPassableSpace() on player.
  686. debug_materialmodifycontrol "0"
  687. debug_materialmodifycontrol_client "0"
  688. debug_mouse "20"
  689. debug_overlay_fullposition "0"
  690. debug_paintable_projected_wall "0"
  691. debug_paintbomb_explosion "0"
  692. debug_paint_client_blobs "0"
  693. debug_paint_impact_effects "0"
  694. debug_paint_sprayer_cone "0"
  695. debug_physimpact "0"
  696. debug_pitch_limit "0"
  697. debug_player_paint_shoot_pos "0"
  698. debug_projected_wall_drawing "0"
  699. debug_touchlinks "0" // Spew touch link activity
  700. debug_viewmodel_grabcontroller "0"
  701. debug_visibility_monitor "0"
  702. decalfrequency "10"
  703. default_fov "75"
  704. demolist // Print demo sequence list.
  705. demos // Demo demo file sequence.
  706. demoui // Show/hide the demo player UI.
  707. demoui2 // Show/hide the advanced demo player UI (demoui2).
  708. demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
  709. demo_debug "0" // Demo debug info.
  710. demo_enabledemos "1" // Enable recording demos (must be set true before loading a map)
  711. demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
  712. demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
  713. demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
  714. demo_gototick // Skips to a tick in demo.
  715. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
  716. demo_interpolateview "1" // Do view interpolation during dem playback.
  717. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
  718. demo_pause // Pauses demo playback.
  719. demo_pauseatservertick "0" // Pauses demo playback at server tick
  720. demo_quitafterplayback "0" // Quits game after demo playback.
  721. demo_recordcommands "1" // Record commands typed at console into .dem files.
  722. demo_resume // Resumes demo playback.
  723. demo_timescale // Sets demo replay speed.
  724. demo_togglepause // Toggles demo playback.
  725. developer "0" // Set developer message level
  726. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  727. devshots_screenshot // use the screenshot command instead.
  728. differences // Show all convars which are not at their default values.
  729. disable_static_prop_loading "0" // static props wont be loaded
  730. disconnect // Disconnect game from server.
  731. dispcoll_drawplane "0"
  732. displayportalplayerstats // and seconds taken.
  733. displaysoundlist "0"
  734. display_elapsedtime // Displays how much time has elapsed since the game started
  735. display_game_events "0"
  736. disp_dynamic "0"
  737. disp_list_all_collideable // List all collideable displacements
  738. dlight_debug // Creates a dlight in front of the player
  739. drawcross // Draws a cross at the given location Arguments: x y z
  740. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  741. draw_paint_client_blobs "0"
  742. draw_paint_isosurface "1"
  743. draw_paint_splat_particles "1"
  744. dropprimary // dropprimary: Drops the primary weapon of the player.
  745. dsp_automatic "0"
  746. dsp_db_min "80"
  747. dsp_db_mixdrop "0"
  748. dsp_dist_max "1440"
  749. dsp_dist_min "0"
  750. dsp_enhance_stereo "1"
  751. dsp_facingaway "0"
  752. dsp_mix_max "0"
  753. dsp_mix_min "0"
  754. dsp_off "0"
  755. dsp_player "0"
  756. dsp_reload
  757. dsp_room "1"
  758. dsp_slow_cpu "0"
  759. dsp_spatial "40"
  760. dsp_speaker "50"
  761. dsp_volume "0"
  762. dsp_vol_2ch "1"
  763. dsp_vol_4ch "0"
  764. dsp_vol_5ch "0"
  765. dsp_water "14"
  766. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  767. dtwarning "0" // Print data table warnings?
  768. dtwatchclass "0" // Watch all fields encoded with this table.
  769. dtwatchdecode "1" // When watching show decode.
  770. dtwatchencode "1" // When watching show encode.
  771. dtwatchent "-1" // Watch this entities data table encoding.
  772. dtwatchvar "0" // Watch the named variable.
  773. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
  774. dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
  775. dumpentityfactories // Lists all entity factory names.
  776. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  777. dumpgamestringtable // Dump the contents of the game string table to the console.
  778. dumpstringtables // Print string tables to console.
  779. dump_entity_sizes // Print sizeof(entclass)
  780. dump_globals // Dump all global entities/states
  781. dump_particlemanifest // Dump the list of particles loaded.
  782. echo // Echo text to console.
  783. editdemo // Edit a recorded demo file (.dem ).
  784. editor_toggle // Disables the simulation and returns focus to the editor
  785. enable_debug_overlays "1" // Enable rendering of debug overlays
  786. enable_skeleton_draw "0" // Render skeletons in wireframe
  787. endmovie // Stop recording movie frames.
  788. english "0" // running the english language set of assets.
  789. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  790. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  791. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  792. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  793. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  794. ent_create // Creates an entity of the given type where the player is looking.
  795. ent_create_paint_bomb_erase // Creates a paint bomb with the erase paint paint power
  796. ent_create_paint_bomb_jump // Creates a paint bomb with the jump paint paint power
  797. ent_create_paint_bomb_portal // Creates a paint bomb with the portal paint paint power
  798. ent_create_paint_bomb_speed // Creates a paint bomb with the speed paint paint power
  799. ent_create_portal_companion_cube // Creates a companion cube where the player is looking.
  800. ent_create_portal_reflector_cube // Creates a laser reflector cube cube where the player is looking.
  801. ent_create_portal_weighted_antique // Creates an antique cube where the player is looking.
  802. ent_create_portal_weighted_cube // Creates a standard cube where the player is looking.
  803. ent_create_portal_weighted_sphere // Creates a weighted sphere where the player is looking.
  804. ent_debugkeys "0"
  805. ent_dump // Usage: ent_dump <entity name>
  806. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  807. ent_info // Usage: ent_info <class name>
  808. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  809. 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
  810. ent_messages_draw "0" // Visualizes all entity input/output activity.
  811. ent_name
  812. ent_orient // only orients target entitys YAW. Use the allangles opt
  813. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  814. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  815. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  816. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  817. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  818. ent_rotate // Rotates an entity by a specified # of degrees
  819. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
  820. ent_setang // Set entity angles
  821. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  822. ent_setpos // Move entity to position
  823. ent_show_contexts "0" // Show entity contexts in ent_text display
  824. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  825. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  826. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  827. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  828. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  829. envmap
  830. erase_color "0" // Color for erase
  831. erase_visual_color "-1" // Color for erase that is rendered
  832. er_colwidth "100"
  833. er_graphwidthfrac "0"
  834. er_maxname "14"
  835. escape // Escape key pressed.
  836. exec // Execute script file.
  837. execifexists // Execute script file if file exists.
  838. exit // Exit the engine.
  839. explode // Kills the player with explosive damage
  840. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  841. exploding_futbol_end_color "-16749825" // before it starts the final explode sequence.
  842. exploding_futbol_explode_on_fizzle "0" // If the exploding futbol should explode when it fizzles.
  843. exploding_futbol_explosion_damage "25" // The damage of the explosion for the exploding futbol.
  844. exploding_futbol_explosion_damage_falloff "0" // The percentage of damage taken at the edge of the explosion.
  845. exploding_futbol_explosion_debug "0" // Debug the explosion of the exploding futbol.
  846. exploding_futbol_explosion_magnitude "0" // The magnitude of the explosion for the exploding futbol.
  847. exploding_futbol_explosion_radius "200" // The radius of the explosion for the exploding futbol.
  848. exploding_futbol_flash_duration "1" // right before it explodes.
  849. exploding_futbol_flash_end_color "-16776961" // right before it explodes.
  850. exploding_futbol_flash_start_color "-16711681" // The start color for the futbol flashing before it explodes.
  851. exploding_futbol_flash_start_time "3" // The time before the futbol explodes when it start to flash.
  852. exploding_futbol_hit_breakables "1" // If the exploding futbol should hit breakable entities.
  853. exploding_futbol_physics_punt_player "1" // Physically perturb the player when the explosion hits them
  854. exploding_futbol_phys_mag "100" // Magnitude of physics force for an exploding futbol
  855. exploding_futbol_phys_rad "45" // Magnitude of physics force for an exploding futbol
  856. exploding_futbol_start_color "-1" // The starting color of the exploding futbol.
  857. exploding_futbol_use_cooldown_time "0" // The cooldown time for the use key after the player picks up the futbol.
  858. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  859. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  860. fast_fogvolume "0"
  861. fast_poly_convert "1"
  862. fast_teleport_enable "1"
  863. filesystem_buffer_size "0" // Size of per file buffers. 0 for none
  864. filesystem_max_stdio_read "16"
  865. filesystem_native "1" // Use native FS or STDIO
  866. filesystem_report_buffered_io "0"
  867. filesystem_unbuffered_io "1"
  868. filesystem_use_overlapped_io "1"
  869. find // Find concommands with the specified string in their name/help text.
  870. findflags // Find concommands by flags.
  871. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  872. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  873. firetarget
  874. fire_absorbrate "3"
  875. fire_dmgbase "1"
  876. fire_dmginterval "1"
  877. fire_dmgscale "0"
  878. fire_energy_ball // Fires a test energy ball out of your face
  879. fire_extabsorb "5"
  880. fire_extscale "12"
  881. fire_growthrate "1"
  882. fire_heatscale "1"
  883. fire_incomingheatscale "0"
  884. fire_maxabsorb "50"
  885. fire_rocket_projectile // Fires a rocket turret projectile from the players eyes for testing.
  886. firstperson // Switch to firstperson camera.
  887. fish_debug "0" // Show debug info for fish
  888. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  889. flex_expression "0"
  890. flex_looktime "5"
  891. flex_maxawaytime "1"
  892. flex_maxplayertime "7"
  893. flex_minawaytime "0"
  894. flex_minplayertime "5"
  895. flex_rules "1" // Allow flex animation rules to run.
  896. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  897. flex_talk "0"
  898. flush // Flush unlocked cache memory.
  899. flush_locked // Flush unlocked and locked cache memory.
  900. fogui // Show/hide fog control UI.
  901. fog_color "-1"
  902. fog_colorskybox "-1"
  903. fog_enable "1"
  904. fog_enableskybox "1"
  905. fog_enable_water_fog "1"
  906. fog_end "-1"
  907. fog_endskybox "-1"
  908. fog_hdrcolorscale "-1"
  909. fog_hdrcolorscaleskybox "-1"
  910. fog_maxdensity "-1"
  911. fog_maxdensityskybox "-1"
  912. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  913. fog_start "-1"
  914. fog_startskybox "-1"
  915. fog_volume_debug "0" // prints diagnostic information about the current fog volume
  916. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  917. force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  918. force_centerview
  919. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  920. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  921. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  922. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  923. foundry_update_entity // Updates the entitys position/angles when in edit mode
  924. fov_desired "90" // Sets the base field-of-view.
  925. fps_max "0" // Frame rate limiter
  926. fps_max_splitscreen "300" // splitscreen
  927. free_pass_peek_debug "0"
  928. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
  929. fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
  930. fs_enable_stats "0"
  931. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
  932. fs_fios_flush_cache // Flushes the FIOS HDD cache.
  933. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
  934. fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
  935. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
  936. fs_monitor_read_from_pack "0" // 2:Sync only
  937. fs_printopenfiles // Show all files currently opened by the engine.
  938. fs_report_long_reads "0" // >1:Microsecond threshold
  939. fs_report_sync_opens "0" // 2:Not during map load
  940. fs_report_sync_opens_callstack "0" // 0 to not display the call-stack when we hit a fs_report_sync_opens warning. Set to 1 to display the call-stack.
  941. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
  942. fs_warning_level // Set the filesystem warning level.
  943. fs_warning_mode "0" // 2:Warn other threads
  944. func_breakdmg_bullet "0"
  945. func_breakdmg_club "1"
  946. func_breakdmg_explosive "1"
  947. func_break_max_pieces "15"
  948. func_break_reduction_factor "0"
  949. futbol_shooter_distance_from_target "64"
  950. futbol_shooter_target_height_offset "0"
  951. futbol_shooter_target_reticule_enabled "0"
  952. fx_glass_velocity_cap "0" // Maximum downwards speed of shattered glass particles
  953. fx_new_sparks "1" // Use new style sparks.
  954. g15_dumpplayer // Spew player data.
  955. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  956. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  957. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  958. gameinstructor_enable "1" // Display in game lessons that teach new players.
  959. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  960. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  961. gameinstructor_reset_counts // Resets all display and success counts to zero.
  962. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
  963. gameinstructor_start_sound_cooldown "4" // Number of seconds forced between similar lesson start sounds.
  964. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  965. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
  966. gamestats_file_output_directory "0" // file will be emitted here instead of to modpath
  967. gameui_activate // Shows the game UI
  968. gameui_allowescape // Escape key allowed to hide game UI
  969. gameui_allowescapetoshow // Escape key allowed to show game UI
  970. gameui_hide // Hides the game UI
  971. gameui_preventescape // Escape key doesnt hide game UI
  972. gameui_preventescapetoshow // Escape key doesnt show game UI
  973. gameui_xbox "0"
  974. getpos // dump position and angles to the console
  975. getpos_exact // dump origin and angles to the console
  976. give // Give item to player. Arguments: <item_name>
  977. givecurrentammo // Give a supply of ammo for current weapon..
  978. give_me_a_point // Give yourself a point
  979. give_portalgun // Equips the player with a single portal portalgun. Arguments: none
  980. global_event_log_enabled "0" // Enables the global event log system
  981. global_set // 2 = DEAD).
  982. glow_outline_effect_enable "1" // Enable entity outline glow effects.
  983. glow_outline_width "6" // Width of glow outline effect in screen space.
  984. gl_clear "0"
  985. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  986. god // Toggle. Player becomes invulnerable.
  987. gpu_level "2" // GPU Level - Default: High
  988. gpu_mem_level "2" // Memory Level - Default: High
  989. groundlist // Display ground entity list <index>
  990. g_ai_threadedgraphbuild "0" // use experimental threaded node graph building.
  991. g_debug_angularsensor "0"
  992. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  993. g_debug_doors "0"
  994. g_debug_npc_vehicle_roles "0"
  995. g_debug_physcannon "0"
  996. g_debug_ragdoll_removal "0"
  997. g_debug_ragdoll_visualize "0"
  998. g_debug_trackpather "0"
  999. g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
  1000. g_debug_turret "0"
  1001. g_debug_vehiclebase "0"
  1002. g_debug_vehicledriver "0"
  1003. g_debug_vehicleexit "0"
  1004. g_debug_vehiclesound "0"
  1005. g_Language "0"
  1006. g_ragdoll_fadespeed "600"
  1007. g_ragdoll_important_maxcount "2"
  1008. g_ragdoll_lvfadespeed "100"
  1009. g_ragdoll_maxcount "8"
  1010. hammer_update_entity // Updates the entitys position/angles when in edit mode
  1011. 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
  1012. heartbeat // Force heartbeat of master servers
  1013. help // Find help about a convar/concommand.
  1014. hideconsole // Hide the console.
  1015. hidehud "0"
  1016. hidepanel // Hides a viewport panel <name>
  1017. hl2_episodic "0"
  1018. hostfile "0" // The HOST file to load.
  1019. hostip "-1062686208.000" // Host game server ip
  1020. hostname "0" // Hostname for server.
  1021. hostport "27015" // Host game server port
  1022. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
  1023. host_framerate "0" // Set to lock per-frame time elapse.
  1024. host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
  1025. host_map "0" // Current map name.
  1026. host_print_frame_times "0"
  1027. host_profile "0"
  1028. host_runframe_input_parcelremainder "1"
  1029. host_runofftime // Run off some time without rendering/updating sounds
  1030. host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
  1031. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
  1032. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  1033. host_speeds "0" // Show general system running times.
  1034. host_threaded_sound "0" // Run the sound on a thread (independent of mix)
  1035. host_timescale "1" // Prescale the clock by this amount.
  1036. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  1037. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  1038. hot_potato_end_color "-16749825" // before it starts the final explode sequence.
  1039. hot_potato_explode_on_fizzle "0" // If the hot potato should explode when it fizzles.
  1040. hot_potato_explosion_damage "25" // The damage of the explosion for the hot potato.
  1041. hot_potato_explosion_damage_falloff "0" // The percentage of damage taken at the edge of the explosion.
  1042. hot_potato_explosion_debug "0" // Debug the explosion of the hot potato.
  1043. hot_potato_explosion_magnitude "0" // The magnitude of the explosion for the hot potato.
  1044. hot_potato_explosion_radius "200" // The radius of the explosion for the hot potato.
  1045. hot_potato_flash_duration "1" // right before it explodes.
  1046. hot_potato_flash_end_color "-16776961" // right before it explodes.
  1047. hot_potato_flash_start_color "-16711681" // The start color for the hot potato flashing before it explodes.
  1048. hot_potato_flash_start_time "3" // The time before the hot potato explodes when it start to flash.
  1049. hot_potato_hit_breakables "1" // If the hot potato should hit breakable entities.
  1050. hot_potato_physics_punt_player "1" // Physically perturb the player when the explosion hits them
  1051. hot_potato_phys_mag "100" // Magnitude of physics force for an hot potato
  1052. hot_potato_phys_rad "45" // Magnitude of physics force for an hot potato
  1053. hot_potato_start_color "-1" // The starting color of the hot potato.
  1054. hot_potato_use_cooldown_time "0" // The cooldown time for the use key after the player picks up the hot potato.
  1055. hover_turret_break_dist "10"
  1056. hud_autoaim_method "1"
  1057. hud_autoaim_scale_icon "0"
  1058. hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
  1059. hud_drawhistory_time "5"
  1060. hud_draw_active_reticle "0"
  1061. hud_draw_fixed_reticle "1"
  1062. hud_fastswitch "0"
  1063. hud_magnetism "0"
  1064. hud_quickinfo "1"
  1065. hud_quickinfo_swap "0"
  1066. hud_reloadscheme // Reloads hud layout and animation scripts.
  1067. hud_reticle_alpha_speed "700"
  1068. hud_reticle_maxalpha "255"
  1069. hud_reticle_minalpha "125"
  1070. hud_reticle_scale "1"
  1071. hud_saytext_time "12"
  1072. hud_set_challenge_font_color // Set a new font color for challenge stats.
  1073. hud_show_control_helper "0"
  1074. hud_subtitles // Plays the Subtitles: <filename>
  1075. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  1076. hunk_print_allocations
  1077. hunk_track_allocation_types "1"
  1078. hurtme // Hurts the player. Arguments: <health to lose>
  1079. ice_falling_damage_scale "0"
  1080. impulse
  1081. incrementvar // Increment specified convar value.
  1082. invnext
  1083. invprev
  1084. in_forceuser "0" // Force user input to this split screen player.
  1085. in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
  1086. ip "0" // Overrides IP for multihomed hosts
  1087. item_enable_dynamic_loading "1" // Enable/disable dynamic streaming of econ content.
  1088. item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
  1089. joyadvancedupdate
  1090. joystick "1" // false otherwise.
  1091. joy_accelmax "1"
  1092. joy_accelscale "2"
  1093. joy_accel_filter "0"
  1094. joy_advanced "1"
  1095. joy_advaxisr "2"
  1096. joy_advaxisu "4"
  1097. joy_advaxisv "0"
  1098. joy_advaxisx "3"
  1099. joy_advaxisy "1"
  1100. joy_advaxisz "0"
  1101. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  1102. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  1103. joy_autosprint "0" // Automatically sprint when moving with an analog joystick
  1104. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  1105. joy_cfg_custom
  1106. joy_cfg_custom_bindingsA "0"
  1107. joy_cfg_custom_bindingsA2 "0"
  1108. joy_cfg_custom_bindingsB "0"
  1109. joy_cfg_custom_bindingsB2 "0"
  1110. joy_cfg_preset "1"
  1111. joy_cfg_preset2 "1"
  1112. joy_circle_correct "1"
  1113. joy_deadzone_mode "0" // 1 => Square deadzone.
  1114. joy_diagonalpov "0" // too.
  1115. joy_display_input "0"
  1116. joy_forwardsensitivity "-1"
  1117. joy_forwardthreshold "0"
  1118. joy_invertx "0" // Whether to invert the X axis of the joystick for looking.
  1119. joy_invertx2 "0" // Whether to invert the X axis of the joystick for looking.
  1120. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  1121. joy_inverty2 "0" // Whether to invert the Y axis of the joystick for looking.
  1122. joy_legacy "0" // Turn on/off Legacy mapping for control sticks.
  1123. joy_legacy2 "0" // Turn on/off Legacy mapping for control sticks.
  1124. joy_lookspin_default "0"
  1125. joy_lowend "0"
  1126. joy_lowmap "0"
  1127. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
  1128. joy_movement_stick2 "0" // Which stick controls movement (0 is left stick)
  1129. joy_name "0"
  1130. joy_no_accel_jump "0"
  1131. joy_pegged "0"
  1132. joy_pitchsensitivity "0"
  1133. joy_pitchsensitivity2 "1"
  1134. joy_pitchsensitivity_default "0"
  1135. joy_pitchthreshold "0"
  1136. joy_response_look "1" // 1=Acceleration Promotion
  1137. joy_response_move "5" // 1/sensitivity
  1138. joy_response_move_vehicle "6"
  1139. joy_sensitive_step0 "0"
  1140. joy_sensitive_step1 "0"
  1141. joy_sensitive_step2 "0"
  1142. joy_sidesensitivity "1"
  1143. joy_sidethreshold "0"
  1144. joy_variable_frametime "1"
  1145. joy_vehicle_turn_lowend "0"
  1146. joy_vehicle_turn_lowmap "0"
  1147. joy_vibration "1" // Controller vibration.
  1148. joy_vibration2 "1" // Controller vibration.
  1149. joy_virtual_peg "0"
  1150. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  1151. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  1152. joy_xcontroller_cfg_loaded "1" // the 360controller.cfg file will be executed on startup & option changes.
  1153. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
  1154. joy_yawsensitivity "-1"
  1155. joy_yawsensitivity2 "-1"
  1156. joy_yawsensitivity_default "-1"
  1157. joy_yawthreshold "0"
  1158. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  1159. jpeg_quality "90" // jpeg screenshot quality.
  1160. kdtree_test // Tests spatial partition for entities queries.
  1161. key_findbinding // Find key bound to specified command string.
  1162. key_listboundkeys // List bound keys with bindings.
  1163. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  1164. kick // Kick a player by name.
  1165. kickid // with a message.
  1166. kill // Kills the player with generic damage
  1167. killserver // Shutdown the server.
  1168. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  1169. lastinv
  1170. leaderboard_duplicate_entries "1"
  1171. leaderboard_force_rank_show_interval "10"
  1172. leaderboard_open // Activate main leaderboard
  1173. lightcache_maxmiss "2"
  1174. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  1175. light_crosshair // Show texture color at crosshair
  1176. linefile // Parses map leak data from .lin file
  1177. listdemo // List demo file contents.
  1178. listid // Lists banned users.
  1179. listip // List IP addresses on the ban list.
  1180. listmodels // List loaded models.
  1181. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  1182. load // Load a saved game.
  1183. loader_defer_non_critical_jobs "0"
  1184. loader_dump_table
  1185. loader_spew_info "0" // -1:All
  1186. loader_throttle_io "1"
  1187. locator_background_border_color "268435456.000" // The default color for the border.
  1188. locator_background_border_thickness "3" // How many pixels the background borders the left and right.
  1189. locator_background_color "100663296.000" // The default color for the background.
  1190. locator_background_shift_x "3" // How many pixels the background is shifted right.
  1191. locator_background_shift_y "1" // How many pixels the background is shifted down.
  1192. locator_background_style "0" // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
  1193. locator_background_thickness_x "8" // How many pixels the background borders the left and right.
  1194. locator_background_thickness_y "0" // How many pixels the background borders the top and bottom.
  1195. locator_fade_time "0" // Number of seconds it takes for a lesson to fully fade in/out.
  1196. locator_icon_max_size_non_ss "2" // Minimum scale of the icon on the screen
  1197. locator_icon_min_size_non_ss "1" // Minimum scale of the icon on the screen
  1198. locator_lerp_rest "2" // Number of seconds before moving from the center.
  1199. locator_lerp_speed "5" // Speed that static lessons move along the Y axis.
  1200. locator_lerp_time "1" // Number of seconds to lerp before reaching final destination
  1201. locator_pulse_time "1" // Number of seconds to pulse after changing icon or position
  1202. locator_split_len "0"
  1203. locator_split_maxwide_percent "0"
  1204. locator_start_at_crosshair "0" // Start position at the crosshair instead of the top middle of the screen.
  1205. locator_target_offset_x "0" // How many pixels to offset the locator from the target position.
  1206. locator_target_offset_y "0" // How many pixels to offset the locator from the target position.
  1207. locator_topdown_style "0" // Topdown games set this to handle distance and offscreen location differently.
  1208. log // and udp < on | off >.
  1209. logaddress_add // Set address and port for remote host <ip:port>.
  1210. logaddress_del // Remove address and port for remote host <ip:port>.
  1211. logaddress_delall // Remove all udp addresses being logged to
  1212. logaddress_list // List all addresses currently being used by logaddress.
  1213. log_color // Set the color of a logging channel.
  1214. log_dumpchannels // Dumps information about all logging channels.
  1215. log_flags // Set the flags on a logging channel.
  1216. log_level // Set the spew level of a logging channel.
  1217. lookspring "0"
  1218. lookstrafe "0"
  1219. loopsingleplayermaps "0"
  1220. lservercfgfile "0"
  1221. map // Start playing on specified map.
  1222. mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
  1223. maps // Displays list of maps.
  1224. map_background // Runs a map as the background to the main menu.
  1225. map_commentary // on a specified map.
  1226. map_edit
  1227. map_noareas "0" // Disable area to area connection testing.
  1228. map_wants_save_disable "0"
  1229. mat_aaquality "0"
  1230. mat_accelerate_adjust_exposure_down "3"
  1231. mat_alternatefastclipalgorithm "1"
  1232. mat_ambient_light_b "0"
  1233. mat_ambient_light_g "0"
  1234. mat_ambient_light_r "0"
  1235. mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
  1236. mat_antialias "1"
  1237. mat_autoexposure_max "2"
  1238. mat_autoexposure_max_multiplier "1"
  1239. mat_autoexposure_min "0"
  1240. mat_bloomamount_rate "0"
  1241. mat_bloomscale "1"
  1242. mat_bloom_scalefactor_scalar "0"
  1243. mat_blur_b "0"
  1244. mat_blur_g "0"
  1245. mat_blur_r "0"
  1246. mat_bufferprimitives "1"
  1247. mat_bumpbasis "0"
  1248. mat_bumpmap "1"
  1249. mat_camerarendertargetoverlaysize "128"
  1250. mat_clipz "1"
  1251. mat_colcorrection_disableentities "0" // Disable map color-correction entities
  1252. mat_colcorrection_editor "0"
  1253. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
  1254. mat_compressedtextures "1"
  1255. mat_configcurrent // show the current video control panel config for the material system
  1256. mat_crosshair // Display the name of the material under the crosshair
  1257. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  1258. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  1259. mat_crosshair_printmaterial // print the material under the crosshair
  1260. mat_crosshair_reloadmaterial // reload the material under the crosshair
  1261. mat_debug // Activates debugging spew for a specific material.
  1262. mat_debugalttab "0"
  1263. mat_debugdepth "0"
  1264. mat_debugdepthmode "0"
  1265. mat_debugdepthval "128"
  1266. mat_debugdepthvalmax "256"
  1267. mat_debug_bloom "0"
  1268. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  1269. mat_defaultlightmap "1" // Default brightness for lightmaps where none have been created in the level.
  1270. mat_depthbias_shadowmap "0"
  1271. mat_depth_blur_focal_distance_override "-1"
  1272. mat_depth_blur_strength_override "-1"
  1273. mat_detail_tex "1"
  1274. mat_diffuse "1"
  1275. mat_disable_bloom "0"
  1276. mat_disable_fancy_blending "0"
  1277. mat_displacementmap "1"
  1278. mat_dof_enabled "1"
  1279. mat_dof_far_blur_depth "1000"
  1280. mat_dof_far_blur_radius "5"
  1281. mat_dof_far_focus_depth "250"
  1282. mat_dof_max_blur_radius "10"
  1283. mat_dof_near_blur_depth "20"
  1284. mat_dof_near_blur_radius "10"
  1285. mat_dof_near_focus_depth "100"
  1286. mat_dof_override "0"
  1287. mat_dof_quality "0"
  1288. mat_do_not_shrink_dynamic_vb "0" // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
  1289. mat_drawflat "0"
  1290. mat_drawTexture "0" // Enable debug view texture
  1291. mat_drawTextureScale "1" // Debug view texture scale
  1292. mat_drawTitleSafe "0" // Enable title safe overlay
  1293. mat_drawwater "1"
  1294. mat_dynamiclightmaps "0"
  1295. mat_dynamicPaintmaps "0"
  1296. mat_dynamic_tonemapping "1"
  1297. mat_edit // Bring up the material under the crosshair in the editor
  1298. mat_envmapsize "128"
  1299. mat_envmaptgasize "32"
  1300. mat_excludetextures "0"
  1301. mat_exposure_center_region_x "0"
  1302. mat_exposure_center_region_y "0"
  1303. mat_fastclip "0"
  1304. mat_fastnobump "0"
  1305. mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
  1306. mat_fillrate "0"
  1307. mat_filterlightmaps "1"
  1308. mat_filtertextures "1"
  1309. mat_forceaniso "4"
  1310. mat_forcedynamic "0"
  1311. mat_forcehardwaresync "1"
  1312. mat_force_bloom "0"
  1313. mat_force_tonemap_scale "0"
  1314. mat_framebuffercopyoverlaysize "128"
  1315. mat_frame_sync_enable "1"
  1316. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  1317. mat_fullbright "0"
  1318. mat_glidnarb "0"
  1319. mat_grain_enable "1"
  1320. mat_hdr_enabled // Report if HDR is enabled for debugging
  1321. mat_hdr_level "2" // and 2 for full HDR on HDR maps.
  1322. mat_hdr_manual_tonemap_rate "1"
  1323. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
  1324. mat_hdr_uncapexposure "0"
  1325. mat_hsv "0"
  1326. mat_info // Shows material system info
  1327. mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
  1328. mat_leafvis_draw_mask "3" // bit 1: render PVS- an
  1329. mat_leafvis_freeze "0" // updates based on camera movement.
  1330. mat_leafvis_update_every_frame "0" // Updates leafvis debug render every frame (expensive)
  1331. mat_levelflush "1"
  1332. mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
  1333. mat_loadtextures "1"
  1334. mat_local_contrast_edge_scale_override "-1000"
  1335. mat_local_contrast_enable "1"
  1336. mat_local_contrast_midtone_mask_override "-1"
  1337. mat_local_contrast_scale_override "0"
  1338. mat_local_contrast_vignette_end_override "-1"
  1339. mat_local_contrast_vignette_start_override "-1"
  1340. mat_lpreview_mode "-1"
  1341. mat_luxels "0"
  1342. mat_maxframelatency "1"
  1343. mat_max_worldmesh_vertices "65536"
  1344. mat_measurefillrate "0"
  1345. mat_mipmaptextures "1"
  1346. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  1347. mat_monitorgamma_force_480_full_tv_range "1"
  1348. mat_monitorgamma_pwl2srgb "1"
  1349. mat_monitorgamma_tv_enabled "0"
  1350. mat_monitorgamma_tv_exp "2"
  1351. mat_monitorgamma_tv_range_max "235"
  1352. mat_monitorgamma_tv_range_min "16"
  1353. mat_monitorgamma_vganonpwlgamma "2"
  1354. mat_morphstats "0"
  1355. mat_motion_blur_enabled "1"
  1356. mat_motion_blur_falling_intensity "1"
  1357. mat_motion_blur_falling_max "20"
  1358. mat_motion_blur_falling_min "8"
  1359. mat_motion_blur_forward_enabled "1"
  1360. mat_motion_blur_percent_of_screen_max "4"
  1361. mat_motion_blur_rotation_intensity "1"
  1362. mat_motion_blur_strength "1"
  1363. mat_noise_enable "0"
  1364. mat_non_hdr_bloom_scalefactor "0"
  1365. mat_norendering "0"
  1366. mat_normalmaps "0"
  1367. mat_normals "0"
  1368. mat_object_motion_blur_enable "0"
  1369. mat_object_motion_blur_model_scale "1"
  1370. mat_paint_enabled "1"
  1371. mat_parallaxmap "1"
  1372. mat_parallaxmapsamplesmax "50"
  1373. mat_parallaxmapsamplesmin "12"
  1374. mat_phong "1"
  1375. mat_picmip "-1"
  1376. mat_postprocess_enable "1"
  1377. mat_postprocess_x "4"
  1378. mat_postprocess_y "1"
  1379. mat_powersavingsmode "0" // Power Savings Mode
  1380. mat_print_top_model_vert_counts "0" // Constantly print to screen the top N models as measured by total faces rendered this frame
  1381. mat_processtoolvars "0"
  1382. mat_proxy "0"
  1383. mat_queue_mode "-1" // 2=queued
  1384. mat_queue_priority "1"
  1385. mat_reducefillrate "0"
  1386. mat_reduceparticles "0"
  1387. mat_reloadallmaterials // Reloads all materials
  1388. mat_reloadmaterial // Reloads a single material
  1389. mat_reloadtextures // Reloads all textures
  1390. mat_remoteshadercompile "0"
  1391. mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
  1392. mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
  1393. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1394. mat_report_queue_status "0"
  1395. mat_reversedepth "0"
  1396. mat_savechanges // saves current video configuration to the registry
  1397. mat_screen_blur_override "-1"
  1398. mat_setvideomode // windowed state of the material system
  1399. mat_shadercount // display count of all shaders and reset that count
  1400. mat_shadowstate "1"
  1401. mat_showcamerarendertarget "0"
  1402. mat_showenvmapmask "0"
  1403. mat_showframebuffertexture "0"
  1404. mat_showlightmappage "-1"
  1405. mat_showlowresimage "0"
  1406. mat_showmaterials // Show materials.
  1407. mat_showmaterialsverbose // Show materials (verbose version).
  1408. mat_showmiplevels "0" // 1: everything else
  1409. mat_showtextures // Show used textures.
  1410. mat_showwatertextures "0"
  1411. mat_show_histogram "0"
  1412. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  1413. mat_slopescaledepthbias_shadowmap "3"
  1414. mat_softwarelighting "0"
  1415. mat_softwareskin "0"
  1416. mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
  1417. mat_software_aa_debug "0" // (2 - show anti-a
  1418. mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
  1419. mat_software_aa_quality "0" // (1 - 9-tap filter)
  1420. mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
  1421. mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
  1422. mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
  1423. mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
  1424. mat_spewalloc "0"
  1425. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1426. mat_spew_long_frames "0" // warn about frames that go over 66ms for CERT purposes.
  1427. mat_stub "0"
  1428. mat_suppress // Supress a material from drawing
  1429. mat_surfaceid "0"
  1430. mat_surfacemat "0"
  1431. mat_tessellationlevel "6"
  1432. mat_tessellation_accgeometrytangents "0"
  1433. mat_tessellation_cornertangents "1"
  1434. mat_tessellation_update_buffers "1"
  1435. mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
  1436. mat_texture_list "0" // show a list of used textures per frame
  1437. mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
  1438. mat_texture_list_all_frames "2" // How many frames to sample texture memory for all textures.
  1439. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  1440. mat_texture_list_exclude // save - saves exclude list file
  1441. mat_texture_list_exclude_editing "0"
  1442. mat_texture_list_txlod // -1 to dec resolution
  1443. mat_texture_list_txlod_sync // save - saves all changes to material content files
  1444. mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
  1445. mat_tonemapping_occlusion_use_stencil "0"
  1446. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  1447. mat_tonemap_min_avglum "3"
  1448. mat_tonemap_percent_bright_pixels "2"
  1449. mat_tonemap_percent_target "60"
  1450. mat_triplebuffered "0" // This means we want triple buffering if we are fullscreen and vsyncd
  1451. mat_use_compressed_hdr_textures "1"
  1452. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1453. mat_vignette_enable "0"
  1454. mat_vsync "0" // Force sync to vertical retrace
  1455. mat_wateroverlaysize "128"
  1456. mat_wireframe "0"
  1457. mat_yuv "0"
  1458. maxplayers // Change the maximum number of players allowed on this server.
  1459. max_noisy_blobs_per_second "5"
  1460. max_sound_channels_per_paint_stream "7"
  1461. memory // Print memory stats.
  1462. mem_compact
  1463. mem_dump // Dump memory stats to text file.
  1464. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
  1465. mem_dumpvballocs // Dump VB memory allocation stats.
  1466. mem_eat
  1467. mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
  1468. mem_force_flush_section "0" // Cache section to restrict mem_force_flush
  1469. mem_incremental_compact
  1470. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
  1471. mem_level "2" // Memory Level - Default: High
  1472. mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
  1473. mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
  1474. mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
  1475. mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
  1476. mem_test
  1477. mem_test_each_frame "0" // Run heap check at end of every frame
  1478. mem_test_every_n_seconds "0" // Run heap check at a specified interval
  1479. mem_test_quiet "0" // Dont print stats when memtesting
  1480. mem_vcollide // Dumps the memory used by vcollides
  1481. mem_verify // Verify the validity of the heap
  1482. miniprofiler_dump "0"
  1483. minisave // Saves game (for current level only!)
  1484. min_adjusted_pitch_percentage "0"
  1485. mm_datacenter_debugprint // Shows information retrieved from data center
  1486. mm_debugprint // Show debug information about current matchmaking session
  1487. 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
  1488. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
  1489. mm_dlc_debugprint // Shows information about dlc
  1490. mm_heartbeat_seconds "300"
  1491. mm_heartbeat_seconds_xlsp "60"
  1492. mm_heartbeat_timeout "10"
  1493. mm_heartbeat_timeout_legacy "15"
  1494. mm_matchmaking_dlcsquery "2"
  1495. mm_matchmaking_version "9"
  1496. 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.
  1497. mm_tu_string "20110804"
  1498. mod_check_vcollide "0" // Check all vcollides on load
  1499. mod_dont_load_vertices "0" // supress loading model vertex data
  1500. mod_forcedata "1" // Forces all model file data into cache on model load.
  1501. mod_forcetouchdata "1" // Forces all model file data into cache on model load.
  1502. mod_load_anims_async "0"
  1503. mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
  1504. mod_load_mesh_async "0"
  1505. mod_load_preload "1" // Indicates how far ahead in seconds to preload animations.
  1506. mod_load_showstall "0" // 2 - show stalls
  1507. mod_load_vcollide_async "0"
  1508. mod_lock_mdls_on_load "1"
  1509. mod_lock_meshes_on_load "1"
  1510. mod_test_mesh_not_available "0"
  1511. mod_test_not_available "0"
  1512. mod_test_verts_not_available "0"
  1513. mod_touchalldata "1" // Touch model data during level startup
  1514. mod_trace_load "0"
  1515. morph_debug "0"
  1516. morph_path "7"
  1517. mortar_visualize "0"
  1518. motdfile "0" // The MOTD file to load.
  1519. movement_anim_playback_minrate "0"
  1520. move_during_ui "0" // Allows player movement while UI is visible.
  1521. movie_fixwave // etc.
  1522. movie_volume_scale "1"
  1523. mp_allowNPCs "1"
  1524. mp_allowspectators "1" // toggles whether the server allows spectator mode or not
  1525. mp_autocrosshair "1"
  1526. mp_auto_accept_team_taunt "1"
  1527. mp_bonusroundtime "15" // Time after round win until round restarts
  1528. mp_bot_fling_trail "0" // 2 = fun)
  1529. mp_bot_fling_trail_kill_scaler "0" // The scaler that determines how close to a portal a player has to be (when flinging towards it) before the trail turns off
  1530. mp_chattime "10" // amount of time players can chat after the game is over
  1531. mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
  1532. mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
  1533. mp_defaultteam "0"
  1534. mp_disable_autokick // Prevents a userid from being auto-kicked
  1535. mp_disable_respawn_times "0"
  1536. mp_dump_client_completion_data // Prints player completion data for all maps.
  1537. mp_dump_server_completion_data // Prints player completion data for all maps.
  1538. mp_earn_taunt // and puts a taunt in the gesture wheel.
  1539. mp_fadetoblack "0" // fade a players screen to black when he dies
  1540. mp_falldamage "0"
  1541. mp_flashlight "0"
  1542. mp_footsteps "1"
  1543. mp_forcecamera "1" // Restricts spectator modes for dead players
  1544. mp_forcerespawn "1"
  1545. mp_fraglimit "0"
  1546. mp_friendlyfire "0" // Allows team members to injure other members of their team
  1547. mp_lock_all_taunts // Locks all available taunts and removes them from the gesture wheel.
  1548. mp_lock_taunt // Locks a taunt and removes it from the gesture wheel.
  1549. mp_mark_all_maps_complete // Marks all levels as complete in the save file.
  1550. mp_mark_all_maps_incomplete // Marks all levels as incomplete in the save file.
  1551. mp_mark_course_complete // Marks all levels in a branch as complete in the save file.
  1552. mp_maxrounds "0" // max number of rounds to play before server changes maps
  1553. mp_respawnwavetime "10" // Time between respawn waves.
  1554. mp_restartgame "0" // game will restart in the specified number of seconds
  1555. mp_should_gib_bots "1"
  1556. mp_taunt_position_blend_rate "4"
  1557. mp_teamlist "0"
  1558. mp_teamoverride "1"
  1559. mp_teamplay "0"
  1560. mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
  1561. mp_timelimit "0" // game time per map in minutes
  1562. mp_tournament "0"
  1563. mp_usehwmmodels "-1" // 0 = based upon GPU)
  1564. mp_usehwmvcds "-1" // 0 = based upon GPU)
  1565. mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
  1566. mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
  1567. mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds
  1568. mp_wait_for_other_player_notconnecting_timeout "10" // Maximum time that we wait in the transition loading screen after we fully loaded for partner to start loading.
  1569. mp_wait_for_other_player_timeout "100" // Maximum time that we wait in the transition loading screen for the other player.
  1570. mp_weaponstay "0"
  1571. mp_winlimit "0" // Max score one team can reach before server changes maps
  1572. ms_player_dump_properties // Prints a dump the current players property data
  1573. multvar // Multiply specified convar value.
  1574. muzzleflash_light "1"
  1575. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1576. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1577. m_customaccel_max "0" // 0 for no limit
  1578. m_customaccel_scale "0" // Custom mouse acceleration value.
  1579. m_forward "1" // Mouse forward factor.
  1580. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1581. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1582. m_mousespeed "1" // 2 to enable secondary threshold
  1583. m_pitch "0" // Mouse pitch factor.
  1584. m_pitch2 "0" // Mouse pitch factor.
  1585. m_rawinput "1" // Use Raw Input for mouse input.
  1586. m_side "0" // Mouse side factor.
  1587. m_yaw "0" // Mouse yaw factor.
  1588. name "0" // Current user name
  1589. name2 "0" // Current user name
  1590. nav_add_to_selected_set // Add current area to the selected set.
  1591. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1592. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1593. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
  1594. nav_area_max_size "50" // Max area size created in nav generation
  1595. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1596. nav_begin_area // drag the opposite corner to the desired location and
  1597. nav_begin_deselecting // Start continuously removing from the selected set.
  1598. nav_begin_drag_deselecting // Start dragging a selection area.
  1599. nav_begin_drag_selecting // Start dragging a selection area.
  1600. nav_begin_selecting // Start continuously adding to the selected set.
  1601. nav_begin_shift_xy // Begin shifting the Selected Set.
  1602. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1603. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1604. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1605. nav_check_stairs // Update the nav mesh STAIRS attribute
  1606. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1607. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1608. nav_clear_selected_set // Clear the selected set.
  1609. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1610. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1611. nav_connect // then invoke the connect command. Note that this creates a
  1612. nav_coplanar_slope_limit "0"
  1613. nav_coplanar_slope_limit_displacement "0"
  1614. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1615. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1616. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1617. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1618. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1619. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1620. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1621. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1622. nav_debug_blocked "0"
  1623. nav_delete // Deletes the currently highlighted Area.
  1624. nav_delete_marked // Deletes the currently marked Area (if any).
  1625. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1626. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1627. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1628. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
  1629. nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
  1630. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1631. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1632. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1633. nav_end_deselecting // Stop continuously removing from the selected set.
  1634. nav_end_drag_deselecting // Stop dragging a selection area.
  1635. nav_end_drag_selecting // Stop dragging a selection area.
  1636. nav_end_selecting // Stop continuously adding to the selected set.
  1637. nav_end_shift_xy // Finish shifting the Selected Set.
  1638. nav_flood_select // use this command again.
  1639. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1640. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1641. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1642. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1643. nav_generate_incremental_range "2000"
  1644. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1645. nav_gen_cliffs_approx // post-processing approximation
  1646. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1647. nav_ladder_flip // Flips the selected ladders direction.
  1648. nav_load // Loads the Navigation Mesh for the current map.
  1649. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1650. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1651. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1652. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1653. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1654. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1655. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1656. nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1657. nav_max_vis_delta_list_length "64"
  1658. nav_merge // and invoke the merge comm
  1659. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1660. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1661. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1662. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1663. nav_place_list // Lists all place names used in the map.
  1664. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1665. nav_place_replace // Replaces all instances of the first place with the second place.
  1666. nav_place_set // Sets the Place of all selected areas to the current Place.
  1667. nav_potentially_visible_dot_tolerance "0"
  1668. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1669. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1670. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1671. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1672. nav_recall_selected_set // Re-selects the stored selected set.
  1673. nav_remove_from_selected_set // Remove current area from the selected set.
  1674. nav_remove_jump_areas // replacing them with connections.
  1675. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1676. nav_save // Saves the current Navigation Mesh to disk.
  1677. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1678. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
  1679. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
  1680. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1681. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1682. nav_select_half_space // Selects any areas that intersect the given half-space.
  1683. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1684. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1685. nav_select_overlapping // Selects nav areas that are overlapping others.
  1686. nav_select_radius // Adds all areas in a radius to the selection set
  1687. nav_select_stairs // Adds all stairway areas to the selected set
  1688. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1689. nav_shift // Shifts the selected areas by the specified amount
  1690. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1691. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1692. nav_show_compass "0"
  1693. nav_show_continguous "0" // Highlight non-contiguous connections
  1694. nav_show_danger "0" // Show current danger levels.
  1695. nav_show_light_intensity "0"
  1696. nav_show_nodes "0"
  1697. nav_show_node_grid "0"
  1698. nav_show_node_id "0"
  1699. nav_show_player_counts "0" // Show current player counts in each area.
  1700. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  1701. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1702. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1703. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1704. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1705. nav_solid_props "0" // Make props solid to nav generation/editing
  1706. nav_splice // connected area between them.
  1707. nav_split // align the split line using your cursor and invoke the split command.
  1708. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1709. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1710. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1711. nav_store_selected_set // Stores the current selected set for later retrieval.
  1712. nav_strip // and Encounter Spots from the current Area.
  1713. nav_subdivide // Subdivides all selected areas.
  1714. nav_test_node "0"
  1715. nav_test_node_crouch "0"
  1716. nav_test_node_crouch_dir "4"
  1717. nav_test_stairs // Test the selected set for being on stairs
  1718. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1719. nav_toggle_in_selected_set // Remove current area from the selected set.
  1720. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1721. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1722. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1723. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1724. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1725. nav_unmark // Clears the marked Area or Ladder.
  1726. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1727. nav_update_lighting // Recomputes lighting values
  1728. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1729. nav_use_place // the current Place is set.
  1730. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1731. nav_warp_to_mark // Warps the player to the marked area.
  1732. nav_world_center // Centers the nav mesh in the world
  1733. nb_shadow_dist "400"
  1734. net_allow_multicast "1"
  1735. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1736. net_channels // Shows net channel info
  1737. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
  1738. net_drawslider "0" // Draw completion slider during signon
  1739. net_droppackets "0" // Drops next n packets on client
  1740. net_dumpeventstats // Dumps out a report of game event network usage
  1741. net_dumptest "0"
  1742. net_earliertempents "1"
  1743. net_fakejitter "0" // Jitter fakelag packet time
  1744. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1745. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1746. net_graph "0" // = 3 draws payload legend.
  1747. net_graphheight "64" // Height of netgraph panel
  1748. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1749. net_graphpos "1"
  1750. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1751. net_graphshowinterp "1" // Draw the interpolation graph.
  1752. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1753. net_graphsolid "1"
  1754. net_graphtext "1" // Draw text fields
  1755. net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
  1756. net_maxfilesize "16" // Maximum allowed file size for uploading in MB
  1757. net_maxfragments "1200" // Max fragment bytes per packet
  1758. net_maxroutable "1200" // Requested max packet size before packets are split.
  1759. net_megasnapshot "1"
  1760. net_paranoid "1"
  1761. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
  1762. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
  1763. net_queue_trace "0"
  1764. net_scale "5"
  1765. net_showeventlisteners "0" // Show listening addition/removals
  1766. net_showevents "0" // 2=all).
  1767. net_showfragments "0" // Show netchannel fragments
  1768. net_showpeaks "0" // Show messages for large packets only: <size>
  1769. net_showreliablesounds "0"
  1770. net_showsplits "0" // Show info about packet splits
  1771. net_showtcp "0" // Dump TCP stream summary to console
  1772. net_showudp "0" // Dump UDP packets summary to console
  1773. net_showudp_oob "0" // Dump OOB UDP packets summary to console
  1774. net_showudp_remoteonly "0" // Dump non-loopback udp only
  1775. net_showusercmd "0" // Show user command encoding
  1776. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1777. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1778. net_start // Inits multiplayer network sockets
  1779. net_status // Shows current network status
  1780. net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1781. net_steamcnx_debug "1" // 2 shows all network traffic for steam sockets.
  1782. net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
  1783. net_steamcnx_status // Print status of steam connection sockets.
  1784. net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
  1785. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1786. nextdemo // Play next demo in sequence.
  1787. nextlevel "0" // will change to this map during the next changelevel
  1788. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1789. noclip_fixup "1"
  1790. notarget // Toggle. Player becomes hidden to NPCs.
  1791. npc_ally_deathmessage "1"
  1792. npc_ammo_deplete // Subtracts half of the targets ammo
  1793. npc_bipass // s
  1794. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
  1795. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
  1796. npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
  1797. npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
  1798. npc_create_equipment "0"
  1799. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
  1800. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
  1801. npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
  1802. npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
  1803. npc_freeze // uses the NPC under the crosshair. Arguments
  1804. npc_freeze_unselected // Freeze all NPCs not selected
  1805. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
  1806. npc_go_do_run "1" // Set whether should run on NPC go
  1807. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
  1808. npc_heal // Heals the target back to full health
  1809. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1810. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
  1811. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
  1812. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
  1813. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
  1814. npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
  1815. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
  1816. npc_sentences "0"
  1817. npc_set_freeze // uses the NPC under the crosshair. Arguments
  1818. npc_set_freeze_unselected // Freeze all NPCs not selected
  1819. npc_speakall // Force the npc to try and speak all their responses
  1820. npc_squads // Obsolete. Replaced by npc_combat
  1821. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
  1822. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
  1823. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
  1824. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
  1825. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
  1826. npc_thinknow // Trigger NPC to think
  1827. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
  1828. npc_vphysics "0"
  1829. old_radiusdamage "0"
  1830. openserverbrowser // Opens server browser
  1831. open_econui
  1832. open_econui_backpack // Open the backpack.
  1833. open_econui_crafting // Open the crafting screen.
  1834. open_store // Open the in-game store
  1835. overview_alpha "1" // Overview map translucency.
  1836. overview_health "1" // Show players health in map overview.
  1837. overview_locked "1" // doesnt follow view angle.
  1838. overview_mode // large: <0|1|2>
  1839. overview_names "1" // Show players names in map overview.
  1840. overview_tracks "1" // Show players tracks in map overview.
  1841. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1842. paintblob_air_drag "0" // The air drag applied to the paint blobs.
  1843. paintblob_draw_distance_from_eye "18"
  1844. paintblob_gravity_scale "1" // The gravity scale of the paint blobs.
  1845. paintblob_isosurface_box_width "8"
  1846. paintblob_lifetime "1" // The lifetime of the paintblobs if they have a limited range.
  1847. paintblob_limited_range "0" // If the paintblobs have a limited range.
  1848. paintblob_max_radius_scale "1"
  1849. paintblob_minimum_portal_exit_velocity "225" // The minimum velocity of the paint blobs on exiting portals.
  1850. paintblob_min_radius_scale "0"
  1851. paintblob_radius_while_streaking "0"
  1852. paintblob_streak_angle_threshold "45" // The angle of impact below which the paint blobs will streak paint.
  1853. paintblob_streak_trace_range "20" // The range of the trace for the paint blobs while streaking.
  1854. paintblob_tbeam_accel "200" // The acceleration of the paint blobs while in a tractor beam to get up to tractor beam speed
  1855. paintblob_tbeam_portal_vortex_circulation "60000"
  1856. paintblob_tbeam_vortex_accel "300"
  1857. paintblob_tbeam_vortex_circulation "30000"
  1858. paintblob_tbeam_vortex_distance "50" // Blob will do vortex if blobs distance from start or end point of the beam is within this distance
  1859. paintblob_tbeam_vortex_radius_rate "100"
  1860. paintblob_update_per_second "60" // The number of times the blobs movement code is run per second.
  1861. paintbomb_blobs_max_streak_speed_dampen "800"
  1862. paintbomb_blobs_max_streak_time "0"
  1863. paintbomb_blobs_min_streak_speed_dampen "500"
  1864. paintbomb_blobs_min_streak_time "0"
  1865. paintbomb_draw_blob_speed_max "80"
  1866. paintbomb_draw_blob_speed_min "50"
  1867. paintbomb_draw_max_blob_radius "0"
  1868. paintbomb_draw_min_blob_radius "0"
  1869. paintbomb_draw_num_paint_blobs "20"
  1870. paintbomb_draw_sphere_radius "25"
  1871. paintbomb_explosion_radius "100" // Radius of the trace from the center of the explosion
  1872. paintbomb_horizontal_angle_split "8"
  1873. paintbomb_streak_speed_max "250"
  1874. paintbomb_streak_speed_min "150"
  1875. paintbomb_vertical_angle_split "8"
  1876. paintsplat_bias "0" // Change bias value for computing circle buffer
  1877. paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
  1878. paintsplat_noise_enabled "1"
  1879. paint_cleanser_visibility_look_angle "60"
  1880. paint_cleanser_visibility_poll_rate "0"
  1881. paint_cleanser_visibility_range "1000"
  1882. paint_color_max_diff "32" // The maximum difference between two colors for matching.
  1883. paint_impact_accumulate_sound_distance_threshold "128"
  1884. paint_impact_count_to_max_adjusted_volume "5"
  1885. paint_impact_count_to_min_adjusted_pitch_after_full_volume "5"
  1886. paint_impact_particles_distance_threshold "20"
  1887. paint_impact_particles_duration "0"
  1888. paint_location_distance_threshold_square "25"
  1889. paint_max_impact_particles "50"
  1890. paint_min_impact_particles "20"
  1891. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1892. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1893. particle_sim_alt_cores "2"
  1894. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1895. particle_test_attach_mode "0" // follow_origin
  1896. particle_test_file "0" // Name of the particle system to dynamically spawn
  1897. particle_test_start // particle_test_attach_mode and particl
  1898. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1899. password "0" // Current server access password
  1900. path // Show the engine filesystem path.
  1901. pause // Toggle the server pause state.
  1902. perfui // Show/hide the level performance tools UI.
  1903. perfvisualbenchmark
  1904. perfvisualbenchmark_abort
  1905. phonemedelay "0" // Phoneme delay to account for sound system latency.
  1906. phonemefilter "0" // Time duration of box filter to pass over phonemes.
  1907. phonemesnap "2" // regardless of duration.
  1908. physcannon_maxforce "1500"
  1909. physcannon_maxmass "250"
  1910. physcannon_mega_enabled "0"
  1911. physcannon_minforce "700"
  1912. physcannon_tracelength "250"
  1913. physicsshadowupdate_render "0"
  1914. physics_budget // Times the cost of each active object
  1915. physics_constraints // Highlights constraint system graph for an entity
  1916. physics_debug_entity // Dumps debug info for an entity
  1917. physics_highlight_active // Turns on the absbox for all active physics objects
  1918. physics_report_active // Lists all active physics objects
  1919. physics_select // Dumps debug info for an entity
  1920. PhysPMC "0"
  1921. phys_debug_check_contacts "0"
  1922. phys_enable_query_cache "1"
  1923. phys_impactforcescale "1"
  1924. phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
  1925. phys_pushscale "1"
  1926. phys_show_active "0"
  1927. phys_speeds "0"
  1928. phys_stressbodyweights "5"
  1929. phys_timescale "1" // Scale time for physics
  1930. phys_upimpactforcescale "0"
  1931. picker // pivot and debugging text is displayed for whatever entity the play
  1932. ping // Display ping to server.
  1933. pingserver // Ping a server for info
  1934. ping_max_green "70"
  1935. ping_max_red "250"
  1936. ping_max_yellow "140"
  1937. pipeline_static_props "1"
  1938. pixelvis_debug // Dump debug info
  1939. play // Play a sound.
  1940. playdemo // Play a recorded demo file (.dem ).
  1941. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1942. player_held_object_collide_with_player "0" // Should held objects collide with players
  1943. player_held_object_debug_error "0" // Spew information on dropping objects due to error
  1944. player_held_object_keep_out_of_camera "1"
  1945. player_held_object_max_knock_magnitude "30" // max velocity magnitude squared to apply to knocked objects.
  1946. player_held_object_max_throw_magnitude "60" // max velocity magnitude squared to apply to knocked objects.
  1947. player_held_object_transform_bump_ray "0"
  1948. player_held_object_use_view_model "-1" // Use clone models in the view model instead of physics simulated grab controller.
  1949. player_old_armor "0"
  1950. player_paint_shoot_pos_forward_scale "55"
  1951. player_paint_shoot_pos_right_scale "12"
  1952. player_paint_shoot_pos_up_scale "25"
  1953. player_throwforce "1000"
  1954. playflush // reloading from disk in case of changes.
  1955. playgamesound // Play a sound from the game sounds txt file
  1956. playsoundscape // Forces a soundscape to play
  1957. playtest_random_death "0"
  1958. playvideo // Plays a video: <filename> [width height]
  1959. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
  1960. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1961. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1962. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
  1963. playvol // Play a sound at a specified volume.
  1964. plugin_load // plugin_load <filename> : loads a plugin
  1965. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1966. plugin_pause_all // pauses all loaded plugins
  1967. plugin_print // Prints details about loaded plugins
  1968. plugin_unload // plugin_unload <index> : unloads a plugin
  1969. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1970. plugin_unpause_all // unpauses all disabled plugins
  1971. portal2_portal_width "72"
  1972. portal2_square_portals "0"
  1973. portalgun_fire_delay "0"
  1974. portalgun_held_button_fire_fire_delay "0"
  1975. Portals_ResizeAll // Portals_ResizeAll [half width] [half height]
  1976. portal_beamtrace_optimization "1"
  1977. portal_carve_vphysics_clips "1"
  1978. portal_clone_displacements "0"
  1979. portal_demohack "0" // Do the demo_legacy_rollback setting to help during demo playback of going through portals.
  1980. portal_draw_ghosting "1"
  1981. portal_environment_radius "75"
  1982. portal_funnel_debug "0"
  1983. portal_ghosts_disable "0" // Disables rendering of ghosted objects in portal environments
  1984. portal_ghost_show_bbox "0" // Render AABBs around the bounding box used for ghost renderable bounds checking (either hitbox or collision AABB)
  1985. portal_ghost_use_network_origin "0" // rather than the abs origin.
  1986. portal_paint_color "-8355712" // Color for portal paint
  1987. portal_place // then pos + angle
  1988. portal_player_interaction_quadtest_epsilon "0"
  1989. portal_pointpush_debug "0" // Debug the portal_pointpush.
  1990. portal_pointpush_think_rate "0" // The amount of time between thinks for the portal_pointpush.
  1991. portal_report // Reports the location of all portals
  1992. portal_test_resting_surface_for_paint "0" // Test if a portal is on a white painted surface and fizzle if it goes away. Test it EVERY FRAME.
  1993. portal_trace_shrink_ray_each_query "0"
  1994. portal_transmit_light "0"
  1995. portal_use_player_avoidance "0"
  1996. portal_viewmodel_offset "-12"
  1997. portal_viewmodel_radius "24"
  1998. portal_viewmodel_use_dlight "0"
  1999. prevent_crouch_jump "1" // Enable/Disable crouch jump prevention.
  2000. print_colorcorrection // Display the color correction layer information.
  2001. procedural_generator_debug "0"
  2002. procedural_generator_laser_catcher_at_different_height "0"
  2003. procedural_generator_laser_catcher_at_same_height "1"
  2004. procedural_generator_solve_it // Solve the procedural puzzle generator.
  2005. procedural_generator_test // Test the procedural puzzle generator.
  2006. procedural_surface_map
  2007. progress_enable
  2008. props_break_max_pieces "50" // Maximum prop breakable piece count (-1 = model default)
  2009. props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
  2010. prop_active_gib_limit "64"
  2011. prop_active_gib_max_fade_time "12"
  2012. prop_break_disable_float "1"
  2013. prop_crosshair // Shows name for prop looking at
  2014. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  2015. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  2016. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  2017. puzzlemaker_autosave_dev // puzzlemaker_autosave_dev - autosaves the current puzzle as autosave.p2c
  2018. puzzlemaker_compile_and_preview
  2019. puzzlemaker_compile_and_publish
  2020. puzzlemaker_current_hint "0"
  2021. puzzlemaker_drawselectionmeshes "0" // draw wireframe item selection meshes in red
  2022. puzzlemaker_enable_budget_bar "0" // Shows/Hides the budget bar
  2023. puzzlemaker_export // puzzlemaker_export <name> - export the current puzzle as name.vmf
  2024. puzzlemaker_load_dev // puzzlemaker_load_dev <name> - load the puzzle called name.p2c
  2025. puzzlemaker_new_chamber
  2026. puzzlemaker_open_chamber
  2027. puzzlemaker_play_sounds "1" // sets if the puzzlemaker can play sounds or not
  2028. puzzlemaker_publish_dev // puzzlemaker_publish_dev - compile the current puzzle and publish it to the Steam Workshop (via the standlone publishing tool)
  2029. puzzlemaker_quit
  2030. puzzlemaker_request_publish
  2031. puzzlemaker_save_chamber
  2032. puzzlemaker_save_dev // puzzlemaker_save_dev <name> - save the current puzzle as name.p2c
  2033. puzzlemaker_shadows "0" // Enable shadows in the Portal 2 Puzzle Maker
  2034. puzzlemaker_show "0" // 0 hides it
  2035. puzzlemaker_show_budget_numbers "0" // Shows the current values for all the different map limits.
  2036. puzzlemaker_show_overlay_web_page
  2037. puzzlemaker_switch_session
  2038. puzzlemaker_zoom_to_mouse "1" // 2-zoom to mouse cursor (simple)
  2039. pwatchent "-1" // Entity to watch for prediction system changes.
  2040. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  2041. quit // Exit the engine.
  2042. ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
  2043. rate "30000" // Max bytes/sec the host can receive data
  2044. rcon // Issue an rcon command.
  2045. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  2046. rcon_password "0" // remote console password.
  2047. recompute_speed // Recomputes clock speed (for debugging purposes).
  2048. record // Record a demo.
  2049. record_research_data "0" // output research data to portal2_research_data.csv if enabled
  2050. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  2051. reload_materials "0"
  2052. reload_vjobs // reload vjobs module
  2053. remote_bug // Starts a bug report with data from the currently connected rcon machine
  2054. removeallpaint
  2055. removeid // Remove a user ID from the ban list.
  2056. removeip // Remove an IP address from the ban list.
  2057. render_blanks // render N blank frames
  2058. report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
  2059. report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
  2060. report_entities // Lists all entities
  2061. report_simthinklist // Lists all simulating/thinking entities
  2062. report_soundpatch // reports sound patch count
  2063. report_touchlinks // Lists all touchlinks
  2064. reset_gameconvars // Reset a bunch of game convars to default values
  2065. respawn_entities // Respawn all the entities in the map.
  2066. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  2067. res_restrict_access "0"
  2068. room_type "0"
  2069. rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
  2070. rope_collide "1" // Collide rope with the world
  2071. rope_min_pixel_diameter "2"
  2072. rope_rendersolid "1"
  2073. rope_shake "0"
  2074. rope_smooth "1" // Do an antialiasing effect on ropes
  2075. rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
  2076. rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
  2077. rope_smooth_maxalphawidth "1"
  2078. rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
  2079. rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
  2080. rope_solid_maxalpha "1"
  2081. rope_solid_maxwidth "1"
  2082. rope_solid_minalpha "0"
  2083. rope_solid_minwidth "0"
  2084. rope_subdiv "2" // Rope subdivision amount
  2085. rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
  2086. rr_debugresponseconcept "0" // rr_debugresponses will print only responses testing for the specified concept
  2087. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
  2088. rr_debugresponses "0" // it will only show response success/f
  2089. rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
  2090. rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
  2091. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
  2092. rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  2093. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
  2094. rr_reloadresponsesystems // Reload all response system scripts.
  2095. rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
  2096. rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
  2097. rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  2098. rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
  2099. r_3dsky "1" // Enable the rendering of 3d sky boxes
  2100. r_AirboatViewDampenDamp "1"
  2101. r_AirboatViewDampenFreq "7"
  2102. r_AirboatViewZHeight "0"
  2103. r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
  2104. r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
  2105. r_ambientfactor "5" // Boost ambient cube by no more than this factor
  2106. r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
  2107. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  2108. r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
  2109. r_aspectratio "0"
  2110. r_avglight "1"
  2111. r_avglightmap "0"
  2112. r_bloomtintb "0"
  2113. r_bloomtintexponent "2"
  2114. r_bloomtintg "0"
  2115. r_bloomtintr "0"
  2116. r_brush_queue_mode "0"
  2117. r_buildingmapforworld "0"
  2118. r_cheapwaterend
  2119. r_cheapwaterstart
  2120. r_cleardecals // Usage r_cleardecals <permanent>.
  2121. r_ClipAreaFrustums "1"
  2122. r_ClipAreaPortals "1"
  2123. r_colorstaticprops "0"
  2124. r_debugcheapwater "0"
  2125. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  2126. r_debug_sequencesets "-2"
  2127. r_decals "1024"
  2128. r_decalstaticprops "1" // Decal static props test
  2129. r_decal_cover_count "4"
  2130. r_decal_overlap_area "0"
  2131. r_decal_overlap_count "3"
  2132. r_deferopaquefastclipped "1"
  2133. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  2134. r_DispBuildable "0"
  2135. r_DispWalkable "0"
  2136. r_dlightsenable "1"
  2137. r_dopixelvisibility "1"
  2138. r_drawallrenderables "0" // even ones inside solid leaves.
  2139. r_drawbatchdecals "1" // Render decals batched.
  2140. r_DrawBeams "1" // 2=Wireframe
  2141. r_drawbrushmodels "1" // 2=Wireframe
  2142. r_drawclipbrushes "0" // purple=NPC)
  2143. r_drawdecals "1" // Render decals.
  2144. r_DrawDetailProps "1" // 2=Wireframe
  2145. r_DrawDisp "1" // Toggles rendering of displacment maps
  2146. r_drawentities "1"
  2147. r_drawflecks "1"
  2148. r_drawfuncdetail "1" // Render func_detail
  2149. r_drawleaf "-1" // Draw the specified leaf.
  2150. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  2151. r_drawlightinfo "0"
  2152. r_drawlights "0"
  2153. r_drawmodeldecals "1"
  2154. r_DrawModelLightOrigin "0"
  2155. r_drawmodelstatsoverlay "0"
  2156. r_drawmodelstatsoverlaydistance "500"
  2157. r_drawmodelstatsoverlayfilter "-1"
  2158. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  2159. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  2160. r_drawopaquerenderables "1"
  2161. r_drawopaqueworld "1"
  2162. r_drawothermodels "1" // 2=Wireframe
  2163. r_drawparticles "1" // Enable/disable particle rendering
  2164. r_drawpixelvisibility "0" // Show the occlusion proxies
  2165. r_drawportalfrustum "0"
  2166. r_DrawPortals "0"
  2167. r_DrawRain "1" // Enable/disable rain rendering.
  2168. r_drawrenderboxes "0"
  2169. r_drawropes "1"
  2170. r_drawscreenoverlay "0"
  2171. r_drawskybox "1"
  2172. r_DrawSpecificStaticProp "-1"
  2173. r_drawsprites "1"
  2174. r_drawstaticprops "1" // 2=Wireframe
  2175. r_drawtracers "1"
  2176. r_drawtracers_firstperson "1"
  2177. r_drawtranslucentrenderables "1"
  2178. r_drawtranslucentworld "1"
  2179. r_drawunderwateroverlay "0"
  2180. r_drawvgui "1" // Enable the rendering of vgui panels
  2181. r_drawviewmodel "1"
  2182. r_drawworld "1" // Render the world.
  2183. r_dscale_basefov "90"
  2184. r_dscale_fardist "2000"
  2185. r_dscale_farscale "4"
  2186. r_dscale_neardist "100"
  2187. r_dscale_nearscale "1"
  2188. r_dynamic "1"
  2189. r_dynamiclighting "1"
  2190. r_emulategl "0"
  2191. r_entityclips "1"
  2192. r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
  2193. r_eyegloss "1"
  2194. r_eyemove "1"
  2195. r_eyes "1"
  2196. r_eyeshift_x "0"
  2197. r_eyeshift_y "0"
  2198. r_eyeshift_z "0"
  2199. r_eyesize "0"
  2200. r_eyewaterepsilon "7"
  2201. r_fade360style "1"
  2202. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  2203. r_fastreflectionfastpath "1"
  2204. r_fastzreject "0" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
  2205. r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
  2206. r_flashlightambient "0"
  2207. r_flashlightbacktraceoffset "0"
  2208. r_flashlightbrightness "0"
  2209. r_flashlightclip "0"
  2210. r_flashlightconstant "0"
  2211. r_flashlightculldepth "1"
  2212. r_flashlightdepthres "1024"
  2213. r_flashlightdepthreshigh "1024"
  2214. r_flashlightdepthtexture "1"
  2215. r_flashlightdepth_drawtranslucents "0"
  2216. r_FlashlightDetailProps "1" // 2 = multipass (multipass is PC ONLY)
  2217. r_flashlightdrawclip "0"
  2218. r_flashlightdrawdepth "0"
  2219. r_flashlightdrawdepthres "256"
  2220. r_flashlightdrawfrustum "0"
  2221. r_flashlightdrawfrustumbbox "0"
  2222. r_flashlightdrawsweptbbox "0"
  2223. r_flashlightenableculling "0" // Enable frustum culling of flashlights
  2224. r_flashlightfar "750"
  2225. r_flashlightfov "53"
  2226. r_flashlightladderdist "40"
  2227. r_flashlightlinear "100"
  2228. r_flashlightlockposition "0"
  2229. r_flashlightmodels "1"
  2230. r_flashlightmuzzleflashfov "120"
  2231. r_flashlightnear "4"
  2232. r_flashlightnearoffsetscale "1"
  2233. r_flashlightnodraw "0"
  2234. r_flashlightoffsetforward "0"
  2235. r_flashlightoffsetright "5"
  2236. r_flashlightoffsetup "-5"
  2237. r_flashlightquadratic "0"
  2238. r_flashlightrender "1"
  2239. r_flashlightrendermodels "1"
  2240. r_flashlightrenderworld "1"
  2241. r_flashlightscissor "0"
  2242. r_flashlightshadowatten "0"
  2243. r_flashlighttracedistcutoff "128"
  2244. r_flashlightupdatedepth "1"
  2245. r_flashlightvisualizetrace "0"
  2246. r_flashlightvolumetrics "1"
  2247. r_flashlight_always_cull_for_single_pass "0"
  2248. r_flashlight_info "0" // Information about currently enabled flashlights
  2249. r_flashlight_topdown "0"
  2250. r_flex "1"
  2251. r_flushlod // Flush and reload LODs.
  2252. r_forcecheapwater "0" // will show old renders if enabled after water has been seen
  2253. r_ForceRestore "0"
  2254. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  2255. r_frustumcullworld "1"
  2256. r_glint_alwaysdraw "0"
  2257. r_glint_procedural "0"
  2258. r_hidepaintedsurfaces "0" // hides all surfaces which have been painted.
  2259. r_highlight_translucent_renderables "0"
  2260. r_hunkalloclightmaps "1"
  2261. r_hwmorph "0"
  2262. r_impacts_alt_orientation "1"
  2263. r_itemblinkmax "0"
  2264. r_itemblinkrate "4"
  2265. r_JeepFOV "90"
  2266. r_JeepViewBlendTo "1"
  2267. r_JeepViewBlendToScale "0"
  2268. r_JeepViewBlendToTime "1"
  2269. r_JeepViewDampenDamp "1"
  2270. r_JeepViewDampenFreq "7"
  2271. r_JeepViewZHeight "10"
  2272. r_jiggle_bones "1"
  2273. r_keepstyledlightmapsonly "0"
  2274. r_lightaverage "1" // Activates/deactivate light averaging
  2275. r_lightcachecenter "1"
  2276. r_lightcachemodel "-1"
  2277. r_lightcache_invalidate
  2278. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  2279. r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
  2280. r_lightcache_zbuffercache "0"
  2281. r_lightinterp "5" // 0 turns off interpolation
  2282. r_lightmap "-1"
  2283. r_lightstyle "-1"
  2284. r_lightwarpidentity "0"
  2285. r_lockportalfrustum "0"
  2286. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  2287. r_lod "-1"
  2288. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  2289. r_maxdlights "32"
  2290. r_maxmodeldecal "50"
  2291. r_maxnewsamples "6"
  2292. r_maxsampledist "128"
  2293. r_minnewsamples "3"
  2294. r_modelwireframedecal "0"
  2295. r_nohw "0"
  2296. r_norefresh "0"
  2297. r_nosw "0"
  2298. r_novis "0" // Turn off the PVS.
  2299. r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
  2300. r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
  2301. r_occludermincount "0" // no matter how big they are.
  2302. r_occlusion "1" // Activate/deactivate the occlusion system.
  2303. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  2304. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  2305. r_overlayfadeenable "0"
  2306. r_overlayfademax "2000"
  2307. r_overlayfademin "1750"
  2308. r_overlaywireframe "0"
  2309. r_paintblob_blr_cutoff_radius "5" // Set cutoff radius (how far field extends from each particle)
  2310. r_paintblob_blr_render_radius "1" // Set render radius (how far from particle center surface will be)
  2311. r_paintblob_blr_scale "1" // Scale all surface rendering parameters.
  2312. r_paintblob_calc_color "0" // Just interpolate colors
  2313. r_paintblob_calc_hifreq_color "0" // Experimental hi-freq colors
  2314. r_paintblob_calc_tan_only "0" // Calculate Only Tangents
  2315. r_paintblob_calc_tile_color "0" // Shows color of the tile
  2316. r_paintblob_calc_uv_and_tan "1" // Calculate UVs and Tangents
  2317. r_paintblob_debug_draw_margin "0" // whether to draw the margin.
  2318. r_paintblob_debug_draw_tile_boundaries "0" // Whether to draw outlines of all tiles.
  2319. r_paintblob_debug_spu "0" // Set this to 1 to break in the SPU code for the blob. Otherwise use 0.
  2320. r_paintblob_display_clip_box "0"
  2321. r_paintblob_draw_isosurface "1" // Draws the surface as an isosurface
  2322. r_paintblob_force_single_pass "0" // render the blob in two passes. Set to 1 to force rendering of the blob in a single pass.
  2323. r_paintblob_highres_cube "1" // Set cubewidth (coarseness of the mesh)
  2324. r_paintblob_mainview_highres "1" // make the main view high resolution. Set to 0 to make the main view low resolution.
  2325. r_paintblob_material "-1" // Choose a material from 0 to N
  2326. r_paintblob_max_number_of_indices_displayed "1000000" // Indicates the maximum number of indices to display per tile. The index size will be the limiting factor though (regardless of t
  2327. r_paintblob_max_number_of_threads "4" // Indicates the maximum number of threads that will be spawn for the blob.
  2328. r_paintblob_max_number_of_vertices_displayed "1000000" // Indicates the maximum number of vertices to display per tile. The VB size will be the limiting factor though (regardless of thi
  2329. r_paintblob_only_mainview_displayed "0" // ...). Note that shadows are disabled on game consoles. Set to 1 to
  2330. r_paintblob_otherviews_highres "0" // all other views are low resolution. Set to 1 to make other views high resolution.
  2331. r_paintblob_rotate "0" // Whether to rotate for transparency
  2332. r_paintblob_seeding_with_simd "0" // Set this to 1 to run the seeding in SIMD. Otherwise use 0.
  2333. r_paintblob_shader "0" // Choose a shader
  2334. r_paintblob_tile_index_to_draw "-1" // -1 to display all tiles. Otherwise the index of the tile to draw.
  2335. r_paintblob_timeout_for_recycling_fragments "100" // 1000 in debug.
  2336. r_paintblob_use_optimized_fragment_copy "1" // Indicates if optimized VB/IB copy is enabled (Write-combine memory optimization).
  2337. r_paintblob_wireframe "0" // Draw wireframe
  2338. r_particle_demo "0"
  2339. r_particle_sim_spike_threshold_ms "0"
  2340. r_particle_timescale "1"
  2341. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  2342. r_PhysPropStaticLighting "1"
  2343. r_pixelfog "1"
  2344. r_pixelvisibility_partial "1"
  2345. r_pixelvisibility_spew "0"
  2346. r_pix_recordframes "0"
  2347. r_pix_start "0"
  2348. r_portalscissor "0"
  2349. r_portalscloseall "0"
  2350. r_portalsopenall "0" // Open all portals
  2351. r_portalstencildisable "0"
  2352. r_PortalTestEnts "1" // Clip entities against portal frustums.
  2353. r_portal_earlyz "1"
  2354. r_portal_fastpath "1"
  2355. r_portal_fastpath_max_ghost_recursion "2"
  2356. r_portal_stencil_depth "2" // this changes how many views within views we see
  2357. r_portal_use_complex_frustums "1" // turn this off if you get odd visual bugs.
  2358. r_portal_use_dlights "0"
  2359. r_portal_use_pvs_optimization "1" // Enables an optimization that allows portals to be culled when outside of the PVS.
  2360. r_printdecalinfo
  2361. r_proplightingfromdisk "1" // 2=Show Errors
  2362. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  2363. r_propsmaxdist "1200" // Maximum visible distance
  2364. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  2365. r_queued_post_processing "0"
  2366. r_queued_ropes "1"
  2367. 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
  2368. r_RainAllowInSplitScreen "0" // Allows rain in splitscreen
  2369. r_rainalpha "0"
  2370. r_rainalphapow "0"
  2371. r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
  2372. r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
  2373. r_raindensity "0"
  2374. r_RainHack "0"
  2375. r_rainlength "0"
  2376. r_RainParticleDensity "0" // Density of Particle Rain 0-1
  2377. r_RainProfile "0" // Enable/disable rain profiling.
  2378. r_RainRadius "1500"
  2379. r_RainSideVel "130" // How much sideways velocity rain gets.
  2380. r_RainSimulate "1" // Enable/disable rain simulation.
  2381. r_rainspeed "600"
  2382. r_RainSplashPercentage "20"
  2383. r_rainwidth "0"
  2384. r_randomflex "0"
  2385. r_renderoverlayfragment "1"
  2386. r_rimlight "1"
  2387. r_rootlod "0" // Root LOD
  2388. r_ropetranslucent "1"
  2389. r_screenoverlay // Draw specified material as an overlay
  2390. r_sequence_debug "0"
  2391. r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
  2392. r_shadowangles // Set shadow angles
  2393. r_shadowblobbycutoff // some shadow stuff
  2394. r_shadowcolor // Set shadow color
  2395. r_shadowdir // Set shadow direction
  2396. r_shadowdist // Set shadow distance
  2397. r_shadowfromanyworldlight "0"
  2398. r_shadowfromworldlights "1" // Enable shadowing from world lights
  2399. r_shadowfromworldlights_debug "0"
  2400. r_shadowids "0"
  2401. r_shadowlod "-1"
  2402. r_shadowmaxrendered "32"
  2403. r_shadowrendertotexture "1"
  2404. r_shadows "1"
  2405. r_shadows_gamecontrol "-1"
  2406. r_shadows_on_renderables_enable "0" // Support casting RTT shadows onto other renderables
  2407. r_shadowwireframe "0"
  2408. r_shadow_debug_spew "0"
  2409. r_shadow_deferred "0" // Toggle deferred shadow rendering
  2410. r_shadow_deferred_downsample "0" // Toggle low-res deferred shadow rendering
  2411. r_shadow_deferred_simd "0"
  2412. r_shadow_half_update_rate "0" // Updates shadows at half the framerate
  2413. r_shadow_lightpos_lerptime "0"
  2414. r_shadow_shortenfactor "2" // Makes shadows cast from local lights shorter
  2415. r_showenvcubemap "0"
  2416. r_ShowViewerArea "0"
  2417. r_showz_power "1"
  2418. r_simpleworldmodel_drawbeyonddistance_fullscreen "-1"
  2419. r_simpleworldmodel_drawbeyonddistance_pip "-1"
  2420. r_simpleworldmodel_drawbeyonddistance_splitscreen "-1"
  2421. r_simpleworldmodel_drawforrecursionlevel_fullscreen "-1"
  2422. r_simpleworldmodel_drawforrecursionlevel_pip "-1"
  2423. r_simpleworldmodel_drawforrecursionlevel_splitscreen "-1"
  2424. r_simpleworldmodel_waterreflections_fullscreen "0"
  2425. r_simpleworldmodel_waterreflections_pip "0"
  2426. r_simpleworldmodel_waterreflections_splitscreen "0"
  2427. r_skin "0"
  2428. r_skybox "1" // Enable the rendering of sky boxes
  2429. r_skybox_draw_last "1" // rather than before.
  2430. r_slowpathwireframe "0"
  2431. r_snapportal "-1"
  2432. r_SnowColorBlue "200" // Snow.
  2433. r_SnowColorGreen "175" // Snow.
  2434. r_SnowColorRed "150" // Snow.
  2435. r_SnowDebugBox "0" // Snow Debug Boxes.
  2436. r_SnowEnable "1" // Snow Enable
  2437. r_SnowEndAlpha "255" // Snow.
  2438. r_SnowEndSize "0" // Snow.
  2439. r_SnowFallSpeed "1" // Snow fall speed scale.
  2440. r_SnowInsideRadius "256" // Snow.
  2441. r_SnowOutsideRadius "1024" // Snow.
  2442. r_SnowParticles "500" // Snow.
  2443. r_SnowPosScale "1" // Snow.
  2444. r_SnowRayEnable "1" // Snow.
  2445. r_SnowRayLength "8192" // Snow.
  2446. r_SnowRayRadius "256" // Snow.
  2447. r_SnowSpeedScale "1" // Snow.
  2448. r_SnowStartAlpha "25" // Snow.
  2449. r_SnowStartSize "1" // Snow.
  2450. r_SnowWindScale "0" // Snow.
  2451. r_SnowZoomOffset "384" // Snow.
  2452. r_SnowZoomRadius "512" // Snow.
  2453. r_spray_lifetime "10" // Number of rounds player sprays are visible
  2454. r_sse_s "1" // sse ins for particle sphere create
  2455. r_staticlight_streams "1"
  2456. r_staticpropinfo "0"
  2457. r_staticprop_lod "-1"
  2458. r_swingflashlight "1"
  2459. r_teeth "1"
  2460. r_threadeddetailprops "1" // enable threading of detail prop drawing
  2461. r_threaded_blobulator "1" // blobulator will use material thread.
  2462. r_threaded_particles "1"
  2463. r_threaded_shadow_clip "0"
  2464. r_unlimitedrefract "0"
  2465. r_unloadlightmaps "0"
  2466. r_updaterefracttexture "1"
  2467. r_vehicleBrakeRate "1"
  2468. r_VehicleViewClamp "1"
  2469. r_VehicleViewDampen "1"
  2470. r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
  2471. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  2472. r_visualizelighttraces "0"
  2473. r_visualizelighttracesshowfulltrace "0"
  2474. r_visualizeproplightcaching "0"
  2475. r_visualizetraces "0"
  2476. r_WaterDrawReflection "1" // Enable water reflection
  2477. r_WaterDrawRefraction "1" // Enable water refraction
  2478. r_waterforceexpensive "0"
  2479. r_waterforcereflectentities "0"
  2480. r_worldlightmin "0"
  2481. r_worldlights "3" // number of world lights to use per vertex
  2482. r_worldlistcache "1"
  2483. save // Saves current game.
  2484. save_async "1"
  2485. save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
  2486. save_console "0" // Autosave on the PC behaves like it does on the consoles.
  2487. save_disable "0"
  2488. save_finish_async
  2489. save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
  2490. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
  2491. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
  2492. save_noxsave "0"
  2493. save_screenshot "1" // 2 = always
  2494. save_spew "0"
  2495. say // Display player message
  2496. say_team // Display player message to team
  2497. scene_async_prefetch_spew "0" // Display async .ani file loading info.
  2498. scene_clamplookat "1" // Clamp head turns to a MAX of 20 degrees per think.
  2499. scene_clientflex "1" // Do client side flex animation.
  2500. scene_clientplayback "1" // Play all vcds on the clients.
  2501. scene_flatturn "1"
  2502. scene_flush // Flush all .vcds from the cache and reload from disk.
  2503. scene_forcecombined "0" // force use of combined .wav files even in english.
  2504. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
  2505. scene_playvcd // Play the given VCD as an instanced scripted scene.
  2506. scene_print "0" // print timing and event info to console.
  2507. scene_showfaceto "0" // show the directions of faceto events.
  2508. scene_showlook "0" // show the directions of look events.
  2509. scene_showmoveto "0" // show the end location.
  2510. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  2511. scene_vcdautosave "0" // Create a savegame before VCD playback
  2512. screenshot // Take a screenshot.
  2513. script // Run the text as a script
  2514. script_client // Run the text as a script
  2515. script_connect_debugger_on_mapspawn "0"
  2516. script_debug // Connect the vscript VM to the script debugger
  2517. script_debug_client // Connect the vscript VM to the script debugger
  2518. script_dump_all // Dump the state of the VM to the console
  2519. script_dump_all_client // Dump the state of the VM to the console
  2520. script_execute // Run a vscript file
  2521. script_execute_client // Run a vscript file
  2522. script_help // optionally with a search string
  2523. script_help_client // optionally with a search string
  2524. script_reload_code // replacing existing functions with the functions in the run script
  2525. script_reload_entity_code // replacing existing functions with the functions in the run scripts
  2526. script_reload_think // replacing existing functions with the functions in the run script
  2527. scr_centertime "2"
  2528. sensitivity "3" // Mouse sensitivity.
  2529. servercfgfile "0"
  2530. server_game_time // Gives the game time in seconds (servers curtime)
  2531. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  2532. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  2533. setinfo // Adds a new user info value
  2534. setmodel // Changess players model
  2535. setpause // Set the pause state of the server.
  2536. setpos // Move player to specified origin (must have sv_cheats).
  2537. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  2538. setpos_player // Move specified player to specified origin (must have sv_cheats).
  2539. sfm_record_hz "30"
  2540. shake // Shake the screen.
  2541. shake_show "0" // Displays a list of the active screen shakes.
  2542. shake_stop // Stops all active screen shakes.
  2543. shake_testpunch // Test a punch-style screen shake.
  2544. showbudget_texture "0" // Enable the texture budget panel.
  2545. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  2546. showbudget_texture_global_sum "0"
  2547. showconsole // Show the console.
  2548. showGameSettings
  2549. showhitlocation "0"
  2550. showinfo // Shows a info panel: <type> <title> <message> [<command>]
  2551. showpanel // Shows a viewport panel <name>
  2552. showparticlecounts "0" // Display number of particles drawn per frame
  2553. showtriggers "0" // Shows trigger brushes
  2554. showtriggers_toggle // Toggle show triggers
  2555. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  2556. skill "1" // Game skill level (1-3).
  2557. skybox_swap // Swap through the skyboxes in our queue
  2558. sk_allow_autoaim "1"
  2559. sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
  2560. sk_ammo_qty_scale1 "1"
  2561. sk_ammo_qty_scale2 "1"
  2562. sk_ammo_qty_scale3 "0"
  2563. sk_autoaim_mode "2"
  2564. sk_autoaim_scale1 "1"
  2565. sk_autoaim_scale2 "1"
  2566. sk_auto_reload_time "3"
  2567. sk_bullseye_health "0"
  2568. sk_combineball_guidefactor "0"
  2569. sk_combineball_seek_angle "15"
  2570. sk_combineball_seek_kill "0"
  2571. sk_combine_ball_search_radius "512"
  2572. sk_dmg_inflict_scale1 "1"
  2573. sk_dmg_inflict_scale2 "1"
  2574. sk_dmg_inflict_scale3 "0"
  2575. sk_dmg_sniper_penetrate_npc "0"
  2576. sk_dmg_sniper_penetrate_plr "0"
  2577. sk_dmg_take_scale1 "0"
  2578. sk_dmg_take_scale2 "1"
  2579. sk_dmg_take_scale3 "1"
  2580. sk_fraggrenade_radius "0"
  2581. sk_hover_turret_health "150"
  2582. sk_max_357 "0"
  2583. sk_max_alyxgun "0"
  2584. sk_max_ar2 "0"
  2585. sk_max_ar2_altfire "0"
  2586. sk_max_buckshot "0"
  2587. sk_max_crossbow "0"
  2588. sk_max_gauss_round "0"
  2589. sk_max_grenade "0"
  2590. sk_max_pistol "0"
  2591. sk_max_rpg_round "0"
  2592. sk_max_smg1 "0"
  2593. sk_max_smg1_grenade "0"
  2594. sk_max_sniper_round "0"
  2595. sk_npc_arm "1"
  2596. sk_npc_chest "1"
  2597. sk_npc_dmg_357 "0"
  2598. sk_npc_dmg_airboat "0"
  2599. sk_npc_dmg_alyxgun "0"
  2600. sk_npc_dmg_ar2 "0"
  2601. sk_npc_dmg_buckshot "0"
  2602. sk_npc_dmg_combineball "15"
  2603. sk_npc_dmg_crossbow "0"
  2604. sk_npc_dmg_fraggrenade "0"
  2605. sk_npc_dmg_grenade "0"
  2606. sk_npc_dmg_gunship "0"
  2607. sk_npc_dmg_gunship_to_plr "0"
  2608. sk_npc_dmg_pistol "0"
  2609. sk_npc_dmg_rpg_round "0"
  2610. sk_npc_dmg_smg1 "0"
  2611. sk_npc_dmg_smg1_grenade "0"
  2612. sk_npc_dmg_sniper_round "0"
  2613. sk_npc_head "2"
  2614. sk_npc_leg "1"
  2615. sk_npc_stomach "1"
  2616. sk_player_arm "1"
  2617. sk_player_chest "1"
  2618. sk_player_head "2"
  2619. sk_player_leg "1"
  2620. sk_player_stomach "1"
  2621. sk_plr_dmg_357 "0"
  2622. sk_plr_dmg_airboat "0"
  2623. sk_plr_dmg_alyxgun "0"
  2624. sk_plr_dmg_ar2 "0"
  2625. sk_plr_dmg_buckshot "0"
  2626. sk_plr_dmg_crossbow "0"
  2627. sk_plr_dmg_fraggrenade "0"
  2628. sk_plr_dmg_grenade "0"
  2629. sk_plr_dmg_pistol "0"
  2630. sk_plr_dmg_rpg_round "0"
  2631. sk_plr_dmg_smg1 "0"
  2632. sk_plr_dmg_smg1_grenade "0"
  2633. sk_plr_dmg_sniper_round "0"
  2634. sk_plr_grenade_drop_time "30"
  2635. sk_plr_health_drop_time "30"
  2636. sk_plr_num_shotgun_pellets "7"
  2637. sk_suitcharger "0"
  2638. sk_suitcharger_citadel "0"
  2639. sk_suitcharger_citadel_maxarmor "0"
  2640. sleep_when_meeting_framerate "1" // Sleep instead of spinning if were meeting the desired framerate.
  2641. sleep_when_meeting_framerate_headroom_ms "2" // otherwise spin.
  2642. slot0
  2643. slot1
  2644. slot10
  2645. slot2
  2646. slot3
  2647. slot4
  2648. slot5
  2649. slot6
  2650. slot7
  2651. slot8
  2652. slot9
  2653. smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
  2654. snapto
  2655. sndplaydelay
  2656. snd_async_flush // Flush all unlocked async audio data
  2657. snd_async_fullyasync "1" // All playback is fully async (sound doesnt play until data arrives).
  2658. snd_async_minsize "262144"
  2659. snd_async_showmem // Show async memory stats
  2660. snd_async_showmem_music // Show async memory stats for just non-streamed music
  2661. snd_async_showmem_summary // Show brief async memory stats
  2662. snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
  2663. snd_async_stream_fail "0" // Spew stream pool failures.
  2664. snd_async_stream_purges "0" // Spew stream pool purges.
  2665. snd_async_stream_recover_from_exhausted_stream "1" // recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many soun
  2666. snd_async_stream_spew "0" // 2=buffers
  2667. snd_async_stream_spew_delayed_start_filter "0" // Filter used to spew sounds that starts late. Use an empty string to display all sounds. By default only the VO are displayed
  2668. snd_async_stream_spew_delayed_start_time "500" // Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms del
  2669. snd_async_stream_spew_exhausted_buffer "1" // spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
  2670. snd_async_stream_spew_exhausted_buffer_time "1000" // Number of milliseconds between each exhausted buffer spew.
  2671. snd_async_stream_static_alloc "0" // spews allocations on the static alloc pool. Set to 0 for no spew.
  2672. snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
  2673. snd_debug_gaincurve "0" // Visualize sound gain fall off
  2674. snd_debug_gaincurvevol "1" // Visualize sound gain fall off
  2675. snd_defer_trace "1"
  2676. snd_delay_for_choreo_enabled "1" // Enables update of delay for choreo to compensate for IO latency.
  2677. snd_delay_for_choreo_reset_after_N_milliseconds "500" // Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
  2678. snd_delay_sound_shift "0"
  2679. snd_disable_mixer_duck "0"
  2680. snd_disable_mixer_solo "0"
  2681. snd_dsp_cancel_old_preset_after_N_milliseconds "1000" // Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
  2682. snd_dsp_optimization "1" // Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
  2683. snd_dsp_spew_changes "0" // Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
  2684. snd_duckerattacktime "0"
  2685. snd_duckerreleasetime "2"
  2686. snd_duckerthreshold "0"
  2687. snd_ducking_off "1"
  2688. snd_ducktovolume "0"
  2689. snd_dumpclientsounds // Dump sounds to console
  2690. snd_dump_filepaths
  2691. snd_dvar_dist_max "1320" // Play full far sound at this distance
  2692. snd_dvar_dist_min "240" // Play full near sound at this distance
  2693. snd_filter "0"
  2694. snd_find_channel "0" // Scan every channel to find the corresponding sound.
  2695. snd_foliage_db_loss "4" // foliage dB loss per 1200 units
  2696. snd_gain "1"
  2697. snd_gain_max "1"
  2698. snd_gain_min "0"
  2699. snd_getmixer // Get data related to mix group matching string
  2700. snd_legacy_surround "0"
  2701. snd_list "0"
  2702. snd_lockpartial "1"
  2703. snd_max_same_sounds "4"
  2704. snd_max_same_weapon_sounds "3"
  2705. snd_mergemethod "1" // 2 == avg).
  2706. snd_mixahead "0"
  2707. snd_mixer_master_dsp "1"
  2708. snd_mixer_master_level "1"
  2709. snd_mix_async "0"
  2710. snd_mix_optimization "1" // Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
  2711. snd_mix_soundchar_enabled "1" // Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of
  2712. snd_moviefix "1" // Defer sound recording until next tick when laying off movies.
  2713. snd_musicvolume "1" // Music volume
  2714. snd_mute_losefocus "1"
  2715. snd_noextraupdate "0"
  2716. snd_obscured_gain_dB "-2"
  2717. snd_op_test_convar "1"
  2718. snd_pause_all "1" // Specifies to pause all sounds and not just voice
  2719. snd_pitchquality "1"
  2720. snd_playsounds // Play sounds from the game sounds txt file at a given location
  2721. snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  2722. snd_pre_gain_dist_falloff "1"
  2723. snd_print_channels // Prints all the active channel.
  2724. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
  2725. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
  2726. snd_print_dsp_effect // Prints the content of a dsp effect.
  2727. snd_profile "0"
  2728. snd_rebuildaudiocache // rebuild audio cache for current language
  2729. snd_refdb "60" // Reference dB at snd_refdist
  2730. snd_refdist "36" // Reference distance for snd_refdb
  2731. snd_report_format_sound "0" // report all sound formats.
  2732. snd_report_loop_sound "0" // report all sounds that just looped.
  2733. snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
  2734. snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
  2735. snd_report_verbose_error "0" // report more error found when playing sounds.
  2736. snd_restart // Restart sound system.
  2737. snd_setmixer // solo.
  2738. snd_setmixlayer // solo.
  2739. snd_setmixlayer_amount // Set named mix layer mix amount.
  2740. snd_setsoundparam // Set a sound paramater
  2741. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
  2742. snd_show "0" // Show sounds info
  2743. snd_showclassname "0"
  2744. snd_showmixer "0"
  2745. snd_showstart "0"
  2746. snd_ShowThreadFrameTime "0"
  2747. snd_show_channel_count "0" // Show the current count of channel types.
  2748. snd_sos_allow_dynamic_chantype "1"
  2749. snd_sos_exec_when_paused "1"
  2750. snd_sos_flush_operators // Flush and re-parse the sound operator system
  2751. snd_sos_get_opvar
  2752. snd_sos_list_operator_updates "0"
  2753. snd_sos_print_operators // Prints a list of currently available operators
  2754. snd_sos_set_opvar
  2755. snd_sos_show_block_debug "0" // Spew data about the list of block entries.
  2756. snd_sos_show_client_rcv "0"
  2757. snd_sos_show_client_xmit "0"
  2758. snd_sos_show_entry_match_free "0"
  2759. snd_sos_show_operator_entry_filter "0"
  2760. snd_sos_show_operator_init "0"
  2761. snd_sos_show_operator_prestart "0"
  2762. snd_sos_show_operator_shutdown "0"
  2763. snd_sos_show_operator_start "0"
  2764. snd_sos_show_operator_stop_entry "0"
  2765. snd_sos_show_operator_updates "0"
  2766. snd_sos_show_opvar_list "0"
  2767. snd_sos_show_queuetotrack "0"
  2768. snd_sos_show_server_xmit "0"
  2769. snd_sos_show_source_info "0"
  2770. snd_sos_show_startqueue "0"
  2771. snd_sos_show_track_list "0"
  2772. snd_soundmixer "0"
  2773. snd_soundmixer_flush // Reload soundmixers.txt file.
  2774. snd_soundmixer_list_mixers // List all mixers to dev console.
  2775. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
  2776. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
  2777. snd_soundmixer_parse_debug "0"
  2778. snd_soundmixer_set_trigger_factor // trigger amount.
  2779. snd_soundmixer_version "2"
  2780. snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
  2781. snd_spew_dsp_process "0" // Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
  2782. snd_store_filepaths "0"
  2783. snd_surround_speakers "0"
  2784. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  2785. snd_visualize "0" // Show sounds location in world
  2786. snd_vol_no_xfade "5" // dont cross-fade.
  2787. snd_vol_xfade_incr_max "20" // Never change volume by more than +/-N units per frame during cross-fade.
  2788. snd_vol_xfade_speed_multiplier_for_doppler "0" // the cross-fade has to be very slow.
  2789. snd_vol_xfade_time "0" // Channel volume cross-fade time in seconds.
  2790. snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
  2791. snd_vox_globaltimeout "300"
  2792. snd_vox_sectimetout "300"
  2793. snd_vox_seqtimetout "300"
  2794. snd_writemanifest // outputs the precache manifest for the current level
  2795. soundfade // Fade client volume.
  2796. soundinfo // Describe the current sound device.
  2797. soundlist // List all known sounds.
  2798. soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
  2799. soundscape_debug "0" // red lines show soundscapes that ar
  2800. soundscape_dumpclient // Dumps the clients soundscape data.
  2801. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  2802. soundscape_flush // Flushes the server & client side soundscapes
  2803. soundscape_message "0"
  2804. soundscape_radius_debug "0" // Prints current volume of radius sounds
  2805. speak // Play a constructed sentence.
  2806. spec_autodirector "1" // Auto-director chooses best view modes while spectating
  2807. spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  2808. spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  2809. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
  2810. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  2811. spec_mode // Set spectator mode
  2812. spec_next // Spectate next player
  2813. spec_player // Spectate player by name
  2814. spec_pos // dump position and angles to the console
  2815. spec_prev // Spectate previous player
  2816. spec_scoreboard "0"
  2817. spec_track "0" // Tracks an entity in spec mode
  2818. speed_funnelling_enabled "1" // Toggle whether the player is funneled into portals while running on speed paint.
  2819. speed_paint_color "-16749825" // Color for speed paint
  2820. spike // generates a fake spike
  2821. sp_fade_and_force_respawn "1"
  2822. ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
  2823. ss_force_primary_fullscreen "0" // all splitscreen users will only see the first users screen full screen
  2824. ss_map // Start playing on specified map with max allowed splitscreen players.
  2825. ss_pipscale "0" // Scale of the PIP aspect ratio to our resolution.
  2826. ss_pipsplit "1" // use PIP instead of splitscreen. (Only works for 2 players)
  2827. ss_pip_bottom_offset "25" // PIP offset vector from the bottom of the screen
  2828. ss_pip_right_offset "25" // PIP offset vector from the right of the screen
  2829. ss_reloadletterbox // ss_reloadletterbox
  2830. ss_splitmode "0" // 2 - vertical (only allowed in widescr
  2831. ss_verticalsplit "1" // use ss_splitmode instead).
  2832. ss_voice_hearpartner "0" // Route voice between splitscreen players on same system.
  2833. startdemos // Play demos in demo sequence.
  2834. startmovie // Start recording movie frames.
  2835. startneurotoxins // Starts the nerve gas timer.
  2836. startupmenu // and were not in developer
  2837. star_memory // Dump memory stats
  2838. stats // Prints server performance variables
  2839. status // Display map and connection status.
  2840. step_spline "0"
  2841. stop // Finish recording demo.
  2842. stopdemo // Stop playing back a demo.
  2843. stopsound
  2844. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  2845. stopvideos // Stops all videos playing to the screen
  2846. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
  2847. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
  2848. stringtabledictionary // Create dictionary for current strings.
  2849. stringtable_alwaysrebuilddictionaries "0" // Rebuild dictionary file on every level load
  2850. stringtable_compress "1" // Compress string table for networking
  2851. stringtable_showsizes "0" // Show sizes of string tables when building for signon
  2852. stringtable_usedictionaries "0" // Use dictionaries for string table networking
  2853. studio_queue_mode "1"
  2854. stuffcmds // Parses and stuffs command line + commands to command buffer.
  2855. suitvolume "0"
  2856. surfaceprop // Reports the surface properties at the cursor
  2857. sv_allchat "1" // no death restrictions
  2858. sv_allowdownload "1" // Allow clients to download files
  2859. sv_allowupload "1" // Allow clients to upload customizations files
  2860. sv_allow_lobby_connect_only "0" // may not connect directly.
  2861. sv_allow_mobile_portals "0"
  2862. sv_allow_mobile_portal_teleportation "1"
  2863. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  2864. sv_alltalk "0" // no team restrictions
  2865. sv_alternateticks "1" // server only simulates entities on even numbered ticks.
  2866. sv_autoladderdismount "1" // Automatically dismount from ladders when you reach the end (dont have to +USE).
  2867. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
  2868. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
  2869. 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.
  2870. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
  2871. sv_bounce_anim_time_continue "0"
  2872. sv_bounce_anim_time_predict "0"
  2873. sv_bounce_reflect_enabled "0" // Enable/Disable reflection on bounce.
  2874. sv_bowie_maneuver_threshold "375"
  2875. sv_box_physgundrop_angle_threshold "70"
  2876. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
  2877. sv_cheats "0" // Allow cheats on server
  2878. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2879. sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
  2880. sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
  2881. sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
  2882. sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
  2883. sv_clip_contacts_to_portals "0" // Enable/Disable clipping contact regions to portal planes.
  2884. sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  2885. sv_consistency "0" // Whether the server enforces file consistency for critical files
  2886. sv_contact "0" // Contact email for server sysop
  2887. sv_contact_region_thickness "0" // The thickness of a contact region (how much the box expands).
  2888. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
  2889. sv_debugtempentities "0" // Show temp entity bandwidth usage.
  2890. sv_debug_draw_contacts "0" // 0: Dont draw anything. 1: Draw contacts. 2: Draw colored contacts
  2891. sv_debug_dumpportalhole_nextcheck "0"
  2892. sv_debug_physicsshadowclones "0"
  2893. sv_debug_player_use "0" // Green box=radius success
  2894. sv_debug_portal_race_checkpoint "0"
  2895. sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
  2896. sv_deltatime "0" // Enable profiling of CalcDelta calls
  2897. sv_downloadurl "0" // Location from which clients can download missing files
  2898. sv_dumpstringtables "0"
  2899. sv_dump_portalsimulator_collision "0"
  2900. sv_dump_portalsimulator_holeshapes "0"
  2901. sv_edgefriction "2"
  2902. sv_enableholdrotation "0" // hold attack2 to rotate held objects
  2903. sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
  2904. sv_enable_paint_power_user_debug "0" // Enable debug spew for paint power users.
  2905. sv_extra_client_connect_time "15" // Seconds after client connect during which extra frames are buffered to prevent non-deltad update
  2906. sv_filterban "1" // Set packet filtering by IP mode
  2907. sv_forcepreload "0" // Force server side preloading.
  2908. sv_fullsyncclones "1"
  2909. sv_futbol_fake_force "500"
  2910. sv_futbol_floor_exit_angle "85"
  2911. sv_futbol_force_players_to_catch "1"
  2912. sv_futbol_use_cooldown_time "0"
  2913. sv_futbol_use_steals_from_holding_player "1"
  2914. sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
  2915. sv_gravity "600" // World gravity.
  2916. sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
  2917. sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
  2918. sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
  2919. sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
  2920. sv_hl2mp_item_respawn_time "30"
  2921. sv_hl2mp_weapon_respawn_time "20"
  2922. sv_holdrotationsensitivity "0"
  2923. sv_infinite_ammo "0" // Players active weapon will never run out of ammo
  2924. sv_ladderautomountdot "0" // this is the tolerance for looking now directly along the ladder axis.
  2925. sv_ladder_useonly "0" // ladders can only be mounted by pressing +USE
  2926. sv_lagcompensationforcerestore "1" // just do it.
  2927. sv_lan "0" // no non-class C addresses )
  2928. sv_logbans "0" // Log server bans in the server logs.
  2929. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
  2930. sv_logdownloadlist "0"
  2931. sv_logecho "1" // Echo log information to the console.
  2932. sv_logfile "1" // Log server information in the log file.
  2933. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2934. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2935. sv_log_onefile "0" // Log server information to only one file.
  2936. sv_massreport "0"
  2937. sv_master_legacy_mode "1" // Use (outside-of-Steam) code to communicate with master servers.
  2938. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
  2939. sv_maxclientframes "128"
  2940. sv_maxcmdrate "40" // this sets the maximum value for cl_cmdrate.
  2941. sv_maxrate "0" // 0 == unlimited
  2942. sv_maxreplay "0" // Maximum replay time in seconds
  2943. sv_maxroutable "1200" // Server upper bound on net_maxroutable that a client can use.
  2944. sv_maxupdaterate "60" // Maximum updates per second that the server will allow
  2945. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
  2946. sv_max_queries_sec_global "60" // Maximum queries per second to respond to from anywhere.
  2947. sv_max_queries_window "30" // Window over which to average queries per second averages.
  2948. sv_memlimit "0" // the server will exit.
  2949. sv_mincmdrate "0" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2950. sv_minrate "5000" // 0 == unlimited
  2951. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  2952. sv_monster_turret_velocity "100" // The amount of velocity the monster turret tries to move with.
  2953. sv_multiplayer_maxtempentities "32"
  2954. sv_multiplayer_sounds "20"
  2955. sv_new_delta_bits "1"
  2956. sv_noclipaccelerate "5"
  2957. sv_noclipduringpause "0" // etc.).
  2958. sv_noclipspeed "5"
  2959. sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
  2960. sv_paintairacceleration "5" // Air acceleration in Paint
  2961. sv_paintblob_damage "0"
  2962. sv_paint_detection_sphere_radius "16" // The radius of the query sphere used to find the color of a light map at a contact point in world space.
  2963. sv_paint_trigger_sound_delay "0"
  2964. sv_parallel_packentities "1"
  2965. sv_parallel_sendsnapshot "1"
  2966. sv_password "0" // Server password for entry into multiplayer games
  2967. sv_pausable "0" // Is the server pausable.
  2968. sv_personality_core_pca_pitch "180" // Pitch value for personality core perferred carry angles.
  2969. sv_personality_core_pca_roll "195" // Roll value for personality core perferred carry angles.
  2970. sv_personality_core_pca_yaw "-90" // Yaw value for personality core perferred carry angles.
  2971. sv_playerperfhistorycount "20" // Number of samples to maintain in player perf history
  2972. sv_player_collide_with_laser "1"
  2973. sv_player_funnel_gimme_dot "0"
  2974. sv_player_funnel_height_adjust "128"
  2975. sv_player_funnel_into_portals "1" // Causes the player to auto correct toward the center of floor portals.
  2976. sv_player_funnel_snap_threshold "10"
  2977. sv_player_funnel_speed_bonus "2"
  2978. sv_player_funnel_well_above "256"
  2979. sv_player_trace_through_portals "1" // Causes player movement traces to trace through portals.
  2980. sv_player_use_cone_size "0"
  2981. sv_portal2_button_hint_range "350"
  2982. sv_portal2_pickup_hint_range "350"
  2983. sv_portal_coop_ping_cooldown_time "0" // Time (in seconds) between coop pings
  2984. sv_portal_coop_ping_hud_indicitator_duration "5"
  2985. sv_portal_coop_ping_indicator_show_to_all_players "0"
  2986. sv_portal_debug_touch "0"
  2987. sv_portal_high_speed_physics_early_untouch "1"
  2988. sv_portal_microphone_max_range "256"
  2989. sv_portal_microphone_sensitivity "1"
  2990. sv_portal_new_player_trace "1"
  2991. sv_portal_new_player_trace_vs_remote_ents "0"
  2992. sv_portal_new_trace_debugboxes "0"
  2993. sv_portal_new_velocity_check "1"
  2994. sv_portal_pathtrack_track_width_on "4"
  2995. sv_portal_placement_debug "0"
  2996. sv_portal_placement_never_bump "0"
  2997. sv_portal_placement_never_fail "0"
  2998. sv_portal_placement_on_paint "1" // Enable/Disable placing portal on painted surfaces
  2999. sv_portal_race_checkpoint_model_scale "2"
  3000. sv_portal_shot_fizzles_enemy_portals "0" // [PORTALMP] Your portal shots will fizzle any enemy player portals that they hit
  3001. sv_portal_shot_push "-1" // [PORTALMP] Amount of force to apply to a player if your shot hits them. <= 0 passes through the player
  3002. sv_portal_staticcollisioncache_cachebrushes "1" // Cache all solid brushes as polyhedrons on level load
  3003. sv_portal_staticcollisioncache_cachestaticprops "1" // Cache all solid static props vcollides as polyhedrons on level load
  3004. sv_portal_teleportation_resets_collision_events "1"
  3005. sv_portal_trace_vs_displacements "1" // Use traces against portal environment displacement geometry
  3006. sv_portal_trace_vs_holywall "1" // Use traces against portal environment carved wall
  3007. sv_portal_trace_vs_staticprops "1" // Use traces against portal environment static prop geometry
  3008. sv_portal_trace_vs_world "1" // Use traces against portal environment world geometry
  3009. sv_portal_turret_fire_cone_z_tolerance "45" // The max height of the turrets firing view cone (in degrees)
  3010. sv_portal_turret_max_burn_time "1" // The max time that the turret will burn for.
  3011. sv_portal_turret_min_burn_time "1" // The min time that the turret will burn for.
  3012. sv_portal_turret_shoot_at_death "1" // If the turrets should shoot after they die.
  3013. sv_portal_turret_shoot_through_portals_proximity "36864" // Only allow turrets to shoot through portals at players this close to portals (in square units)
  3014. sv_portal_unified_velocity "1" // moving to a unified approach.
  3015. sv_post_teleportation_box_time "0" // Time to use a slightly expanded box for contacts right after teleportation.
  3016. sv_precacheinfo // Show precache info.
  3017. sv_press_jump_to_bounce "3" // 2: Bounce on hold
  3018. sv_projected_entities_use_placement_helper "1"
  3019. sv_props_funnel_into_portals "1"
  3020. sv_props_funnel_into_portals_deceleration "2" // decelerate any velocity that is in opposition to funneling by this amount per second
  3021. sv_pure // Show user data.
  3022. sv_pure_kick_clients "1" // it will issue a warning to the client.
  3023. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  3024. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  3025. sv_querycache_stats // Display status of the query cache (client only)
  3026. sv_randomize_nugget_availability "0" // [PORTALMP] Randomize which nuggets are available on map start
  3027. sv_randomize_nugget_availability_groupavailability "0" // [PORTALMP] 0.0 to 1.0 chances that a group of nuggets exists after randomization
  3028. sv_randomize_nugget_availability_ungroupedavailability "0" // [PORTALMP] 0.0 to 1.0 chances that an individual ungrouped nugget exists after randomization
  3029. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
  3030. sv_rcon_log "1" // Enable/disable rcon logging.
  3031. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
  3032. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  3033. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
  3034. sv_regeneration_force_on "0" // Cheat to test regenerative health systems
  3035. sv_regeneration_wait_time "1"
  3036. sv_region "-1" // The region of the world to report this server in.
  3037. sv_reload_node_position_keys // Reloads node positions for challenge mode finish lines.
  3038. sv_report_client_settings "0"
  3039. sv_reservation_grace "5" // Time in seconds given for a lobby reservation.
  3040. sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
  3041. sv_robust_explosions "1"
  3042. sv_script_think_interval "0"
  3043. sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
  3044. sv_search_team_key "0" // set this key to match with known opponents team
  3045. sv_showhitboxes "-1" // use on listen server only).
  3046. sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
  3047. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  3048. sv_showtags // Describe current gametags.
  3049. sv_show_placement_help_in_preview "0" // Forces the placement preview to show any help in placement given from info_placement_helper entities.
  3050. sv_shutdown // Sets the server to shutdown when all games have completed
  3051. sv_skyname "0" // Current name of the skybox texture
  3052. sv_slippery_cube_button "1"
  3053. sv_soundemitter_filecheck // Report missing wave files for sounds and game_sounds files.
  3054. sv_soundemitter_flush // Flushes the sounds.txt system (server only)
  3055. sv_soundemitter_reload // Flushes the sounds.txt system
  3056. sv_soundemitter_trace "-1" // 0 = for eve
  3057. sv_soundscape_printdebuginfo // print soundscapes
  3058. sv_sound_discardextraunreliable "1"
  3059. sv_specaccelerate "5"
  3060. sv_specnoclip "1"
  3061. sv_specspeed "3"
  3062. sv_speed_normal "175" // For tweaking the normal speed when off speed paint.
  3063. sv_speed_paint_acceleration "500" // How fast the player accelerates on speed paint.
  3064. sv_speed_paint_max "800" // For tweaking the max speed for speed paint.
  3065. sv_speed_paint_on_bounce_deceleration_delay "0" // How long before starting to decelerate if going from speed to bounce.
  3066. sv_speed_paint_ramp_acceleration "1000" // How fast the player accelerates on speed paint when on a ramp.
  3067. sv_speed_paint_side_move_factor "0"
  3068. sv_stats "1" // Collect CPU usage stats
  3069. 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
  3070. sv_steamgroup_exclusive "0" // public people will be able to join the ser
  3071. sv_stickysprint_default "0"
  3072. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
  3073. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  3074. sv_teststepsimulation "1"
  3075. sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu
  3076. sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
  3077. sv_thinnerprojectedwalls "0"
  3078. sv_threaded_init "0"
  3079. sv_timeout "65" // the client is dropped
  3080. sv_turbophysics "0" // Turns on turbo physics
  3081. sv_unlockedchapters "15" // Highest unlocked game chapter.
  3082. sv_use_bendy_model "1" // Use the bendy stick-man as the player model
  3083. sv_use_edgefriction "1"
  3084. sv_use_find_closest_passable_space "1" // Enables heavy-handed player teleporting stuck fix code.
  3085. sv_use_shadow_clones "1"
  3086. sv_use_trace_duration "0"
  3087. sv_use_transformed_collideables "1" // Disables traces against remote portal moving entities using transforms to bring them into local space.
  3088. sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
  3089. sv_vehicle_autoaim_scale "8"
  3090. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  3091. sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
  3092. sv_voiceenable "1"
  3093. sv_wall_bounce_trade "0" // How much outward velocity is traded for upward velocity on wall bounces
  3094. sv_wall_jump_help "1" // Enable the wall jump helper to help keep players bouncing between two opposing walls
  3095. sv_wall_jump_help_amount "5" // Maximum correction amount per wall bounce
  3096. sv_wall_jump_help_debug "0"
  3097. sv_wall_jump_help_threshold "9" // Threshold at which the wall jump helper will bring the players velocity in line with the surface normal
  3098. sv_weapon_pickup_time_delay "0"
  3099. sv_zoom_stop_movement_threashold "4" // Move command amount before breaking player out of toggle zoom.
  3100. sv_zoom_stop_time_threashold "5" // Time amount before breaking player out of toggle zoom.
  3101. swap_ss_input
  3102. sys_minidumpexpandedspew "1"
  3103. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  3104. tbeam_air_ctrl_threshold "20"
  3105. tbeam_allow_player_struggle "0"
  3106. tbeam_prevent_players_from_colliding "1"
  3107. template_debug "0"
  3108. testhudanim // Test a hud element animation. Arguments: <anim name>
  3109. testscript_debug "0" // Debug test scripts.
  3110. Test_CreateEntity
  3111. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  3112. Test_EHandle
  3113. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  3114. test_for_vphysics_clips_when_dropping "1"
  3115. test_freezeframe // Test the freeze frame code.
  3116. Test_InitRandomEntitySpawner
  3117. Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
  3118. Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
  3119. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
  3120. test_outtro_stats
  3121. Test_ProxyToggle_EnableProxy
  3122. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  3123. Test_ProxyToggle_SetValue
  3124. Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
  3125. Test_RandomizeInPVS
  3126. Test_RandomPlayerPosition
  3127. Test_RemoveAllRandomEntities
  3128. Test_RunFrame
  3129. Test_SendKey
  3130. Test_SpawnRandomEntities
  3131. Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
  3132. Test_StartScript // Start a test script running..
  3133. Test_Wait
  3134. Test_WaitForCheckPoint
  3135. texture_budget_background_alpha "128" // how translucent the budget panel is
  3136. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  3137. texture_budget_panel_global "0" // Show global times in the texture budget panel.
  3138. texture_budget_panel_height "284" // height in pixels of the budget panel
  3139. texture_budget_panel_width "512" // width in pixels of the budget panel
  3140. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  3141. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  3142. tf_arena_max_streak "5" // Teams will be scrambled if one team reaches this streak
  3143. tf_arena_preround_time "10" // Length of the Pre-Round time
  3144. tf_escort_score_rate "1" // in points per second
  3145. tf_explanations_backpackpanel "1" // Whether the user has seen explanations for this panel.
  3146. think_limit "10" // warning is printed if this is exceeded.
  3147. thirdperson // Switch to thirdperson camera.
  3148. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
  3149. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  3150. thirdperson_platformer "0" // Player will aim in the direction they are moving.
  3151. thirdperson_screenspace "0" // eg: left means screen-left
  3152. threadpool_affinity "1" // Enable setting affinity
  3153. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  3154. threadpool_reserve "0" // Consume the specified number of threads in the thread pool
  3155. threadpool_run_tests
  3156. thread_test_tslist
  3157. thread_test_tsqueue
  3158. timedemo // Play a demo and report performance info.
  3159. timedemoquit // and then exit
  3160. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  3161. timerefresh // Profile the renderer.
  3162. tir_maxpitch "15" // TrackIR Max Pitch
  3163. tir_maxroll "90" // TrackIR Max Roll
  3164. tir_maxx "4" // TrackIR Max X
  3165. tir_maxy "6" // TrackIR Max Y
  3166. tir_maxyaw "90" // TrackIR Max Yaw
  3167. tir_maxz "1" // TrackIR Max Z
  3168. tir_start "0" // TrackIR Start
  3169. tir_stop "0" // TrackIR Stop
  3170. toggle // or cycles through a set of values.
  3171. toggleconsole // Show/hide the console.
  3172. toolload // Load a tool.
  3173. toolunload // Unload a tool.
  3174. tracer_extra "1"
  3175. trace_report "0"
  3176. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  3177. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  3178. tv_autorecord "0" // Automatically records all games as SourceTV demos.
  3179. tv_autoretry "1" // Relay proxies retry connection after network timeout
  3180. tv_chatgroupsize "0" // Set the default chat group size
  3181. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  3182. tv_clients // Shows list of connected SourceTV clients.
  3183. tv_debug "0" // SourceTV debug info.
  3184. tv_delay "30" // SourceTV broadcast delay in seconds
  3185. tv_delaymapchange "0" // Delays map change until broadcast is complete
  3186. tv_deltacache "2" // Enable delta entity bit stream cache
  3187. tv_dispatchmode "1" // 2=always
  3188. tv_enable "0" // Activates SourceTV on server.
  3189. tv_maxclients "128" // Maximum client number on SourceTV server.
  3190. tv_maxrate "8000" // 0 == unlimited
  3191. tv_msg // Send a screen message to all clients.
  3192. tv_name "0" // SourceTV host name
  3193. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  3194. tv_overridemaster "0" // Overrides the SourceTV master root address.
  3195. tv_password "0" // SourceTV password for all clients
  3196. tv_port "27020" // Host SourceTV port
  3197. tv_record // Starts SourceTV demo recording.
  3198. tv_relay // Connect to SourceTV server and relay broadcast.
  3199. tv_relaypassword "0" // SourceTV password for relay proxies
  3200. tv_relayvoice "1" // 1=on
  3201. tv_retry // Reconnects the SourceTV relay proxy.
  3202. tv_snapshotrate "16" // Snapshots broadcasted per second
  3203. tv_status // Show SourceTV server status.
  3204. tv_stop // Stops the SourceTV broadcast.
  3205. tv_stoprecord // Stops SourceTV demo recording.
  3206. tv_timeout "30" // SourceTV connection timeout in seconds.
  3207. tv_title "0" // Set title for SourceTV spectator UI
  3208. tv_transmitall "0" // Transmit all entities (not only director view)
  3209. ui_gameui_debug "0"
  3210. ui_play_online_browser "1" // Whether play online displays a browser or plain search dialog.
  3211. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  3212. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  3213. ui_public_lobby_filter_campaign "0" // Filter type for campaigns on the public lobby display
  3214. ui_public_lobby_filter_difficulty2 "0" // Filter type for difficulty on the public lobby display
  3215. ui_public_lobby_filter_status "0" // Filter type for game status on the public lobby display
  3216. ui_reloadscheme // Reloads the resource files for the active UI window
  3217. ui_show_community_map_names "0"
  3218. ui_signin_dialog_autoclose "60"
  3219. ui_start_dlc_time_corrupt "300"
  3220. ui_start_dlc_time_loaded "150"
  3221. ui_start_dlc_time_pump "30"
  3222. ui_volume_scale "1"
  3223. unbind // Unbind a key.
  3224. unbindall // Unbind all keys.
  3225. unload_all_addons // Reloads the search paths for game addons.
  3226. unpause // Unpause the game.
  3227. update_addon_paths // Reloads the search paths for game addons.
  3228. upgrade_portalgun // Upgrades the portalgun to a dual portalgun. Arguments: none
  3229. upgrade_potatogun // Upgrades to the portalgun to the dual portalgun with potatos attached
  3230. use // Use a particular weapon Arguments: <weapon_name>
  3231. user // Show user data.
  3232. users // Show user info for players on server.
  3233. use_server_portal_particles "0"
  3234. vcollide_wireframe "0" // Render physics collision models in wireframe
  3235. vehicle_flushscript // Flush and reload all vehicle scripts
  3236. version // Print version info string.
  3237. vgui_drawfocus "0" // Report which panel is under the mouse.
  3238. vgui_drawkeyfocus "0" // Report which panel has keyboard focus.
  3239. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  3240. vgui_drawtree_bounds "0" // Show panel bounds.
  3241. vgui_drawtree_clear
  3242. vgui_drawtree_draw_selected "0" // Highlight the selected panel
  3243. vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
  3244. vgui_drawtree_hidden "0" // Draw the hidden panels.
  3245. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
  3246. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
  3247. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
  3248. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
  3249. vgui_drawtree_scheme "0" // Show scheme file for each panel
  3250. vgui_drawtree_visible "1" // Draw the visible panels.
  3251. vgui_dump_panels // vgui_dump_panels [visible]
  3252. vgui_spew_fonts
  3253. vgui_togglepanel // show/hide vgui panel by name.
  3254. viewanim_addkeyframe
  3255. viewanim_create // viewanim_create
  3256. viewanim_load // load animation from file
  3257. viewanim_reset // reset view angles!
  3258. viewanim_save // Save current animation to file
  3259. viewanim_test // test view animation
  3260. viewmodel_fov "54"
  3261. viewmodel_offset_x "0"
  3262. viewmodel_offset_y "0"
  3263. viewmodel_offset_z "0"
  3264. violence_ablood "1" // Draw alien blood
  3265. violence_agibs "1" // Show alien gib entities
  3266. violence_hblood "1" // Draw human blood
  3267. violence_hgibs "1" // Show human gib entities
  3268. viper_bug // Starts a remote bug on machine aliased <name>. See scripts/remotebugids.txt for alias list.
  3269. vismon_poll_frequency "0"
  3270. vismon_trace_limit "12"
  3271. vis_force "0"
  3272. vm_debug "0"
  3273. vm_draw_always "0"
  3274. voicerecord_toggle
  3275. voice_all_icons "0" // Draw all players voice icons
  3276. voice_avggain "0"
  3277. voice_clientdebug "0"
  3278. voice_debugfeedback "0"
  3279. voice_debugfeedbackfrom "0"
  3280. voice_enable "1" // Toggle voice transmit and receive.
  3281. voice_fadeouttime "0"
  3282. voice_forcemicrecord "1"
  3283. voice_head_icon_height "20" // Voice icons are this many inches over player eye positions
  3284. voice_head_icon_size "6" // Size of voice icon over player heads in inches
  3285. voice_icons_use_particles "0" // Draw voice icons using particles
  3286. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  3287. voice_local_icon "0" // Draw local players voice icon
  3288. voice_loopback "0"
  3289. voice_maxgain "10"
  3290. voice_minimum_gain "0"
  3291. voice_mixer_boost "0"
  3292. voice_mixer_mute "0"
  3293. voice_mixer_volume "1"
  3294. voice_modenable "1" // Enable/disable voice in this mod.
  3295. voice_mute // Mute a specific Steam user
  3296. voice_overdrive "2"
  3297. voice_overdrivefadetime "0"
  3298. voice_player_speaking_delay_threshold "0"
  3299. voice_profile "0"
  3300. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  3301. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  3302. voice_scale "1"
  3303. voice_serverdebug "0"
  3304. voice_showchannels "0"
  3305. voice_showincoming "0"
  3306. voice_show_mute // Show whether current players are muted.
  3307. voice_steal "2"
  3308. voice_threshold "2000"
  3309. voice_thresold_delay "0"
  3310. voice_unmute // or `all` to unmute all connected players.
  3311. voice_vox "1" // Voice chat uses a vox-style always on
  3312. voice_writevoices "0" // Saves each speakers voice data into separate .wav files
  3313. voice_xsend_debug "0"
  3314. volume "1" // Sound volume
  3315. voxeltree_box // Vector(max)>.
  3316. voxeltree_playerview // View entities in the voxel-tree at the player position.
  3317. voxeltree_sphere // float(radius)>.
  3318. voxeltree_view // View entities in the voxel-tree.
  3319. vox_reload // Reload sentences.txt file
  3320. vphysics_threadmode "1"
  3321. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  3322. vprof // Toggle VProf profiler
  3323. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  3324. vprof_cachemiss // Toggle VProf cache miss checking
  3325. vprof_cachemiss_off // Turn off VProf cache miss checking
  3326. vprof_cachemiss_on // Turn on VProf cache miss checking
  3327. vprof_child
  3328. vprof_collapse_all // Collapse the whole vprof tree
  3329. vprof_counters "0"
  3330. vprof_counters_show_minmax "0"
  3331. vprof_dump_counters // Dump vprof counters to the console
  3332. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  3333. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
  3334. vprof_dump_spikes "0" // negative to reset after dump
  3335. vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
  3336. vprof_dump_spikes_hiearchy "0" // Set to 1 to get a hierarchy report whith vprof_dump_spikes
  3337. vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
  3338. vprof_dump_spikes_terse "0" // Whether to use most terse output
  3339. vprof_expand_all // Expand the whole vprof tree
  3340. vprof_expand_group // Expand a budget group in the vprof tree by name
  3341. vprof_generate_report // Generate a report to the console.
  3342. vprof_generate_report_AI // Generate a report to the console.
  3343. vprof_generate_report_AI_only // Generate a report to the console.
  3344. vprof_generate_report_budget // Generate a report to the console based on budget group.
  3345. vprof_generate_report_hierarchy // Generate a report to the console.
  3346. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  3347. vprof_generate_report_map_load // Generate a report to the console.
  3348. vprof_graph "0" // Draw the vprof graph.
  3349. vprof_graphheight "256"
  3350. vprof_graphwidth "512"
  3351. vprof_nextsibling
  3352. vprof_off // Turn off VProf profiler
  3353. vprof_on // Turn on VProf profiler
  3354. vprof_parent
  3355. vprof_playback_average // Average the next N frames.
  3356. vprof_playback_start // Start playing back a recorded .vprof file.
  3357. vprof_playback_step // step to the next tick.
  3358. vprof_playback_stepback // step to the previous tick.
  3359. vprof_playback_stop // Stop playing back a recorded .vprof file.
  3360. vprof_prevsibling
  3361. vprof_record_start // Start recording vprof data for playback later.
  3362. vprof_record_stop // Stop recording vprof data
  3363. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  3364. vprof_remote_stop // Stop an existing remote VProf data request
  3365. vprof_reset // Reset the stats in VProf profiler
  3366. vprof_reset_peaks // Reset just the peak time in VProf profiler
  3367. vprof_scope "0" // Set a specific scope to start showing vprof tree
  3368. vprof_scope_entity_gamephys "0"
  3369. vprof_scope_entity_thinks "0"
  3370. vprof_server_spike_threshold "999"
  3371. vprof_server_thread "0"
  3372. vprof_think_limit "0"
  3373. vprof_to_csv // Convert a recorded .vprof file to .csv.
  3374. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  3375. vprof_verbose "1" // Set to one to show average and peak times
  3376. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  3377. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  3378. vtune // Controls VTunes sampling.
  3379. vx_do_not_throttle_events "0" // Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
  3380. vx_model_list // Dump models to VXConsole
  3381. v_centermove "0"
  3382. v_centerspeed "500"
  3383. v_ipitch_cycle "1"
  3384. v_ipitch_level "0"
  3385. v_iroll_cycle "0"
  3386. v_iroll_level "0"
  3387. v_iyaw_cycle "2"
  3388. v_iyaw_level "0"
  3389. wall_debug "0"
  3390. wall_debug_time "5"
  3391. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
  3392. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
  3393. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
  3394. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
  3395. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  3396. wc_destroy_undo // When in WC edit mode restores the last deleted node
  3397. wc_link_edit
  3398. weapon_showproficiency "0"
  3399. windows_speaker_config "1"
  3400. wipe_nav_attributes // Clear all nav attributes of selected area.
  3401. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  3402. writeip // Save the ban list to banned_ip.cfg.
  3403. xbox_autothrottle "1"
  3404. xbox_steering_deadzone "0"
  3405. xbox_throttlebias "100"
  3406. xbox_throttlespoof "200"
  3407. xc_crouch_debounce "0"
  3408. xload // Load a saved game from a console storage device.
  3409. xlook
  3410. xlsp_force_dc_name "0" // Restrict to xlsp datacenter by name.
  3411. xmove
  3412. xsave // Saves current game to a console storage device.
  3413. zoom_sensitivity_ratio "0" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  3414. z_ragdoll_impact_strength "500"
  3415. _autosave // Autosave
  3416. _autosavedangerous // AutoSaveDangerous
  3417. _bugreporter_restart // Restarts bug reporter .dll
  3418. _fov "0" // Automates fov command to server.
  3419. _record // Record a demo incrementally.
  3420. _resetgamestats // Erases current game stats and writes out a blank stats file
  3421. _restart // Shutdown and restart the engine.