3131 console commands for Team Fortress 2 - GAMERCONFIG

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3131 console commands for Team Fortress 2

  1. +alt1
  2. +alt2
  3. +attack
  4. +attack2
  5. +attack3
  6. +back
  7. +break
  8. +camdistance
  9. +camin
  10. +cammousemove
  11. +camout
  12. +campitchdown
  13. +campitchup
  14. +camyawleft
  15. +camyawright
  16. +commandermousemove
  17. +context_action // Use the item in the action slot.
  18. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  19. +duck
  20. +forward
  21. +graph
  22. +grenade1
  23. +grenade2
  24. +jlook
  25. +jump
  26. +klook
  27. +left
  28. +lookdown
  29. +lookup
  30. +mat_texture_list
  31. +movedown
  32. +moveleft
  33. +moveright
  34. +moveup
  35. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  36. +quickswitch
  37. +reload
  38. +right
  39. +score
  40. +showbudget


  1. +showbudget_texture
  2. +showbudget_texture_global
  3. +showscores
  4. +showvprof
  5. +sixense_left_point_gesture
  6. +sixense_ratchet
  7. +sixense_right_point_gesture
  8. +speed
  9. +strafe
  10. +use
  11. +use_action_slot_item // Use the item in the action slot.
  12. +vgui_drawtree
  13. +voicerecord
  14. +walk
  15. +zoom
  16. -alt1
  17. -alt2
  18. -attack
  19. -attack2
  20. -attack3
  21. -back
  22. -break
  23. -camdistance
  24. -camin
  25. -cammousemove
  26. -camout
  27. -campitchdown
  28. -campitchup
  29. -camyawleft
  30. -camyawright
  31. -commandermousemove
  32. -context_action
  33. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  34. -duck
  35. -forward
  36. -graph
  37. -grenade1
  38. -grenade2
  39. -jlook
  40. -jump
  41. -klook
  42. -left
  43. -lookdown
  44. -lookup
  45. -mat_texture_list
  46. -movedown
  47. -moveleft
  48. -moveright
  49. -moveup
  50. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  51. -quickswitch
  52. -reload
  53. -right
  54. -score
  55. -showbudget
  56. -showbudget_texture
  57. -showbudget_texture_global
  58. -showscores
  59. -showvprof
  60. -sixense_left_point_gesture
  61. -sixense_ratchet
  62. -sixense_right_point_gesture
  63. -speed
  64. -strafe
  65. -use
  66. -use_action_slot_item
  67. -vgui_drawtree
  68. -voicerecord
  69. -walk
  70. -zoom
  71. abuse_report_queue // Capture data for abuse report and queue for submission. Use abose_report_submit to activate UI to submit the report
  72. abuse_report_submit // Activate UI to submit queued report. Use abuse_report_queue to capture data for the report the report
  73. achievement_debug "0" // Turn on achievement debug msgs.
  74. addip // Add an IP address to the ban list.
  75. adsp_alley_min "122"
  76. adsp_courtyard_min "126"
  77. adsp_debug "0"
  78. adsp_door_height "112"
  79. adsp_duct_min "106"
  80. adsp_hall_min "110"
  81. adsp_low_ceiling "108"
  82. adsp_opencourtyard_min "126"
  83. adsp_openspace_min "130"
  84. adsp_openstreet_min "118"
  85. adsp_openwall_min "130"
  86. adsp_room_min "102"
  87. adsp_street_min "118"
  88. adsp_tunnel_min "114"
  89. adsp_wall_height "128"
  90. air_density // Changes the density of air for drag computations.
  91. ai_auto_contact_solver "1"
  92. ai_block_damage "0"
  93. ai_debugscriptconditions "0"
  94. ai_debug_assault "0"
  95. ai_debug_avoidancebounds "0"
  96. ai_debug_directnavprobe "0"
  97. ai_debug_doors "0"
  98. ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
  99. ai_debug_efficiency "0"
  100. ai_debug_enemies "0"
  101. ai_debug_expressions "0" // Show random expression decisions for NPCs.
  102. ai_debug_follow "0"
  103. ai_debug_loners "0"
  104. ai_debug_looktargets "0"
  105. ai_debug_los "0" // itl
  106. ai_debug_nav "0"
  107. ai_debug_node_connect // Debug the attempted connection between two nodes
  108. ai_debug_ragdoll_magnets "0"
  109. ai_debug_shoot_positions "0"
  110. ai_debug_speech "0"
  111. ai_debug_squads "0"
  112. ai_debug_think_ticks "0"
  113. ai_default_efficient "0"
  114. ai_drawbattlelines "0"
  115. ai_drop_hint // Drop an ai_hint at the players current eye position.
  116. ai_dump_hints
  117. ai_efficiency_override "0"
  118. ai_enable_fear_behavior "1"
  119. ai_expression_frametime "0" // Maximum frametime to still play background expressions.
  120. ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
  121. ai_fear_player_dist "720"
  122. ai_find_lateral_cover "1"
  123. ai_find_lateral_los "1"
  124. ai_follow_use_points "1"
  125. ai_follow_use_points_when_moving "1"
  126. ai_force_serverside_ragdoll "0"
  127. ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
  128. ai_inhibit_spawners "0"
  129. ai_lead_time "0"
  130. ai_LOS_mode "0"
  131. ai_moveprobe_debug "0"
  132. ai_moveprobe_jump_debug "0"
  133. ai_moveprobe_usetracelist "0"
  134. ai_navigator_generate_spikes "0"
  135. ai_navigator_generate_spikes_strength "8"
  136. ai_norebuildgraph "0"
  137. ai_no_local_paths "0"
  138. ai_no_node_cache "0"
  139. ai_no_select_box "0"
  140. ai_no_steer "0"
  141. ai_no_talk_delay "0"
  142. ai_path_adjust_speed_on_immediate_turns "1"
  143. ai_path_insert_pause_at_est_end "1"
  144. ai_path_insert_pause_at_obstruction "1"
  145. ai_post_frame_navigation "0"
  146. ai_radial_max_link_dist "512"
  147. ai_reaction_delay_alert "0"
  148. ai_reaction_delay_idle "0"
  149. ai_rebalance_thinks "1"
  150. ai_report_task_timings_on_limit "0"
  151. ai_sequence_debug "0"
  152. ai_setupbones_debug "0" // Shows that bones that are setup every think
  153. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
  154. ai_shot_bias "1"
  155. ai_shot_bias_max "1"
  156. ai_shot_bias_min "-1"
  157. ai_shot_stats "0"
  158. ai_shot_stats_term "1000"
  159. ai_show_hull_attacks "0"
  160. ai_show_think_tolerance "0"
  161. ai_simulate_task_overtime "0"
  162. ai_spread_cone_focus_time "0"
  163. ai_spread_defocused_cone_multiplier "3"
  164. ai_spread_pattern_focus_time "0"
  165. ai_strong_optimizations "0"
  166. ai_strong_optimizations_no_checkstand "0"
  167. ai_task_pre_script "0"
  168. ai_test_moveprobe_ignoresmall "0"
  169. ai_think_limit_label "0"
  170. ai_use_clipped_paths "1"
  171. ai_use_efficiency "1"
  172. ai_use_frame_think_limits "1"
  173. ai_use_think_optimizations "1"
  174. ai_use_visibility_cache "1"
  175. ai_vehicle_avoidance "1"
  176. alias // Alias a command.
  177. ammo_max "5000"
  178. anim_3wayblend "1" // Toggle the 3-way animation blending code.
  179. anim_showmainactivity "0" // and/or sprint activities.
  180. askconnect_accept // Accept a redirect request by the server.
  181. async_allow_held_files "1" // Allow AsyncBegin/EndRead()
  182. async_mode "0" // 1 = synchronous)
  183. async_resume
  184. async_serialize "0" // Force async reads to serialize for profiling
  185. async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
  186. async_suspend
  187. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  188. autoaim_max_deflect "0"
  189. autoaim_max_dist "2160"
  190. autosave // Autosave
  191. autosavedangerous // AutoSaveDangerous
  192. autosavedangerousissafe
  193. banid // Add a user ID to the ban list.
  194. banip // Add an IP address to the ban list.
  195. benchframe // Takes a snapshot of a particular frame in a time demo.
  196. bench_end // Ends gathering of info.
  197. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
  198. bench_start // Starts gathering of info. Arguments: filename to write results into
  199. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  200. bind // Bind a key.
  201. binds_per_command "1"
  202. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  203. bind_mac // not win32
  204. blink_duration "0" // How many seconds an eye blink will last.
  205. bloodspray // blood
  206. bot // Add a bot.
  207. bot_changeclass "0" // Force all bots to change to the specified class.
  208. bot_changeteams // Make all bots change teams
  209. bot_command // <bot id> <command string...>. Sends specified command on behalf of specified bot
  210. bot_com_meleerange "80" // Distance to a target that a melee bot wants to be within to attack.
  211. bot_com_viewrange "2000" // Distance within which bots looking for any enemies will find them.
  212. bot_com_wpnrange "400" // Distance to a target that a ranged bot wants to be within to attack.
  213. bot_crouch "0" // Force all bots to crouch.
  214. bot_debug "0" // Bot debugging.
  215. bot_dontmove "0"
  216. bot_drop // Force the specified bot to drop his active weapon. Usage: bot_drop <bot name>
  217. bot_forceattack "0" // all bots fire their guns.
  218. bot_forceattack2 "0" // use attack2.
  219. bot_forceattack_down "1" // hold it down.
  220. bot_forcefireweapon "0" // Force bots with the specified weapon to fire.
  221. bot_hurt // or all bots (all).
  222. bot_jump "0" // Force all bots to repeatedly jump.
  223. bot_kick // or all bots (all).
  224. bot_kill // Kills a bot. Usage: bot_kill <bot name>
  225. bot_mimic "0" // Bot uses usercmd of player by index.
  226. bot_mimic_inverse "0" // Bot uses usercmd of player by index.
  227. bot_mimic_yaw_offset "180" // Offsets the bot yaw.
  228. bot_moveto // Force the specified bot to move to the point under your crosshair. Usage: bot_moveto <bot name>
  229. bot_nav_offsetpathinset "20" // Distance into an area that waypoints should be generated when pathfinding through portals.
  230. bot_nav_recomputetime "0" // Delay before bots recompute their path to targets that have moved when moving to them.
  231. bot_nav_simplifypaths "1" // bots will skip waypoints if they already see the waypoint post.
  232. bot_nav_turnspeed "5" // Rate at which bots turn to face their targets.
  233. bot_nav_usefeelers "1" // bots will extend feelers to their sides to find & avoid upcoming collisions.
  234. bot_nav_useoffsetpaths "1" // bots will generate waypoints on both sides of portals between waypoints when building paths.
  235. bot_nav_wpdeceldistance "128" // Distance to a waypoint to which a bot starts to decelerate to reach it.
  236. bot_nav_wpdistance "16" // Distance to a waypoint within which a bot considers as having reached it.
  237. bot_randomnames "0"
  238. bot_refill // Refill all bot ammo counts
  239. bot_saveme "0"
  240. bot_selectweaponslot "-1" // set to weapon slot that bot should switch to.
  241. bot_teleport // Teleport the specified bot to the specified position & angles. Format: bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll
  242. bot_whack // Deliver lethal damage from player to specified bot. Usage: bot_whack <bot name>
  243. box // Draw a debug box.
  244. breakable_disable_gib_limit "0"
  245. breakable_multiplayer "1"
  246. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
  247. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
  248. budget_background_alpha "128" // how translucent the budget panel is
  249. budget_bargraph_background_alpha "128" // how translucent the budget panel is
  250. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
  251. 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
  252. budget_history_range_ms "66" // budget history range in milliseconds
  253. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  254. budget_panel_height "384" // height in pixels of the budget panel
  255. budget_panel_width "512" // width in pixels of the budget panel
  256. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  257. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
  258. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
  259. budget_show_averages "0" // enable/disable averages in the budget panel
  260. budget_show_history "1" // turn history graph off and on. . good to turn off on low end
  261. budget_show_peaks "1" // enable/disable peaks in the budget panel
  262. budget_toggle_group // Turn a budget group on/off
  263. bug // Show/hide the bug reporting UI.
  264. bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
  265. bugreporter_uploadasync "0" // Upload attachments asynchronously
  266. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  267. buildcubemaps // Rebuild cubemaps.
  268. building_cubemaps "0"
  269. cache_print // cache_print [section] Print out contents of cache memory.
  270. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  271. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  272. callvote // Start a vote on an issue.
  273. camortho // Switch to orthographic camera.
  274. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
  275. cam_command "0"
  276. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
  277. cam_idealdist "150"
  278. cam_idealdistright "0"
  279. cam_idealdistup "0"
  280. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
  281. cam_idealpitch "0"
  282. cam_idealyaw "0"
  283. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
  284. cam_snapto "0"
  285. cancelselect
  286. cast_hull // Tests hull collision detection
  287. cast_ray // Tests collision detection
  288. ccs_create_convars_from_hwconfig // useful for diffing purposes
  289. cc_bot_selectweapon // Force a bot to select a weapon in a slot. Usage: bot_selectweapon <bot name> <weapon slot>
  290. cc_captiontrace "1" // 2 = show in hud)
  291. cc_emit // Emits a closed caption
  292. cc_findsound // Searches for soundname which emits specified text.
  293. cc_flush // Flushes asyncd captions.
  294. cc_lang "0" // Current close caption language (emtpy = use game UI language)
  295. cc_linger_time "1" // Close caption linger time.
  296. cc_minvisibleitems "1" // Minimum number of caption items to show.
  297. cc_predisplay_time "0" // Close caption delay before showing caption.
  298. cc_random // Emits a random caption
  299. cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
  300. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  301. cc_smallfontlength "300" // force usage of small font size.
  302. cc_spawn_merasmus_at_level // Force Merasmus to spawn at a specific difficulty level
  303. cc_subtitles "0" // wont help hearing impaired players).
  304. centerview
  305. changeclass // Choose a new class
  306. changelevel // Change server to the specified map
  307. changelevel2 // Transition to the specified map in single player
  308. changelevel_next // Immediately changes to the next map in the map rotation for the server.
  309. changeteam // Choose a new team
  310. ch_createairboat // Spawn airboat in front of the player.
  311. ch_createjeep // Spawn jeep in front of the player.
  312. clear // Clear all console output.
  313. clear_debug_overlays // clears debug overlays
  314. clientport "27005" // Host game client port
  315. closecaption "0" // Enable close captioning.
  316. cl_allowdownload "1" // Client downloads customization files
  317. cl_allowupload "1" // Client uploads customization files
  318. cl_anglespeedkey "0"
  319. cl_animationinfo // Hud element to examine.
  320. cl_ask_bigpicture_controller_opt_out "0" // Whether the user has opted out of being prompted for controller support in Big Picture.
  321. cl_ask_blacklist_for_any_server "0" // auto-ask for local/LAN servers (for debugging)
  322. cl_ask_blacklist_max_session_duration "60" // If player stays on a server for less than this time (in seconds) prompt to add server to blacklist
  323. cl_ask_blacklist_opt_out "0" // dont auto-ask to blacklist servers
  324. cl_ask_favorite_for_any_server "0" // auto-ask for local/LAN servers (for debugging)
  325. cl_ask_favorite_min_session_duration "600" // If player stays on a server for longer than this time (in seconds) prompt to add server to favorites
  326. cl_ask_favorite_opt_out "0" // dont auto-ask to favorite servers
  327. cl_autoreload "1" // clip-using weapons will automatically be reloaded whenever theyre not being fired.
  328. cl_autorezoom "1" // sniper rifle will re-zoom after firing a zoomed shot.
  329. cl_backspeed "450"
  330. cl_blobbyshadows "0"
  331. cl_bobcycle "0"
  332. cl_bobup "0"
  333. cl_burninggibs "0" // A burning player that gibs has burning gibs.
  334. cl_chatfilters "63" // Stores the chat filter settings
  335. cl_class "0" // Default class when joining a game
  336. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  337. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  338. 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.
  339. cl_clock_correction "1" // Enable/disable clock correction on the client.
  340. 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
  341. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
  342. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
  343. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
  344. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
  345. cl_cmdrate "100" // Max number of command packets sent to server per second
  346. cl_coach_find_coach // Request a coach for the current game
  347. cl_coach_toggle // Toggle coach status
  348. cl_crosshairalpha "200"
  349. cl_crosshaircolor "0"
  350. cl_crosshair_blue "0"
  351. cl_crosshair_file "0"
  352. cl_crosshair_green "0"
  353. cl_crosshair_red "255"
  354. cl_crosshair_scale "48"
  355. cl_customsounds "0" // Enable customized player sound playback
  356. cl_debugrumble "0" // Turn on rumble debugging spew
  357. cl_debug_player_perf "0"
  358. cl_decline_first_notification // Tries to decline/remove the first notification
  359. cl_demoviewoverride "0" // Override view during demo playback
  360. cl_detaildist "1200" // Distance at which detail props are no longer visible
  361. cl_detailfade "400" // Distance across which detail props fade in
  362. cl_detail_multiplier "1" // extra details to create
  363. cl_disablehtmlmotd "0" // Disable HTML motds.
  364. cl_disconnect_prompt // Prompt about disconnect
  365. cl_downloadfilter "0" // nosounds)
  366. cl_drawhud "1" // Enable the rendering of the hud
  367. cl_drawleaf "-1"
  368. cl_drawmaterial "0" // Draw a particular material over the frame
  369. cl_drawmonitors "1"
  370. cl_drawshadowtexture "0"
  371. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  372. cl_dynamiccrosshair "1"
  373. cl_ejectbrass "1"
  374. cl_entityreport "0" // draw entity states to console
  375. cl_entityreport_sorted "0" // 3 = peak
  376. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  377. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  378. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  379. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
  380. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
  381. cl_fastdetailsprites "1" // whether to use new detail sprite system
  382. cl_fasttempentcollision "5"
  383. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  384. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  385. cl_flag_return_height "82"
  386. cl_flag_return_size "20"
  387. cl_flipviewmodels "0" // Flip view models.
  388. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
  389. cl_forcepreload "0" // Whether we should force preloading.
  390. cl_forwardspeed "450"
  391. cl_fullupdate // Forces the server to send a full update packet
  392. cl_gameserver_create_identity // Creates a new game server account associated with the currently logged in steam account
  393. cl_gameserver_list // List all the game server accounts owned by the currently logged in steam account
  394. cl_gameserver_reset_identity // Resets the identity token for a given game server
  395. cl_hudhint_sound "1" // Disable hudhint sounds.
  396. cl_hud_minmode "0" // Set to 1 to turn on the advanced minimalist HUD mode.
  397. cl_idealpitchscale "0"
  398. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
  399. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  400. cl_interp_all "0" // Disable interpolation list optimizations.
  401. cl_interp_npcs "0" // if greater)
  402. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  403. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
  404. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
  405. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
  406. cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
  407. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  408. cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
  409. cl_leveloverview "0"
  410. cl_leveloverviewmarker "0"
  411. cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
  412. cl_logofile "0" // Spraypoint logo decal.
  413. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
  414. cl_mouseenable "1"
  415. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
  416. cl_muzzleflash_dlight_1st "1"
  417. cl_new_impact_effects "0"
  418. cl_notifications_max_num_visible "3" // How many notifications are visible in-game.
  419. cl_notifications_move_time "0" // How long it takes for a notification to move.
  420. cl_notifications_show_ingame "1" // Whether notifications should show up in-game.
  421. cl_obj_fake_alert "0"
  422. cl_obj_test_building_damage "-1" // debug building damage
  423. cl_observercrosshair "1"
  424. cl_overdraw_test "0"
  425. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  426. cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
  427. cl_particle_batch_mode "1"
  428. cl_particle_retire_cost "0"
  429. cl_particle_scale_lower "20000"
  430. cl_particle_scale_upper "40000"
  431. cl_particle_show_bbox "0"
  432. cl_particle_show_bbox_cost "0" // Show # of particles: green->blue->red. Use a negative number to show ALL particles even cheap ones
  433. cl_particle_stats_start // Start or restart particle stats - also dumps to particle_stats.csv
  434. cl_particle_stats_stop // or snapshot this frame - also dumps to particle_stats.csv
  435. cl_particle_stats_trigger_count "0" // Dump stats if the particle count exceeds this number.
  436. cl_pclass "0" // Dump entity by prediction classname.
  437. cl_pdump "-1" // Dump info about this entity to screen.
  438. cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
  439. cl_phys_props_max "300" // Maximum clientside physic props
  440. cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
  441. cl_phys_props_respawnrate "60" // between clientside prop respawns.
  442. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
  443. cl_pitchdown "89"
  444. cl_pitchspeed "225" // Client pitch speed.
  445. cl_pitchup "89"
  446. cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
  447. cl_playerspraydisable "0" // Disable player sprays.
  448. cl_precacheinfo // Show precache info (client).
  449. cl_predict "1" // Perform client side prediction.
  450. cl_predictionlist "0" // Show which entities are predicting
  451. cl_predictweapons "1" // Perform client side prediction of weapon effects.
  452. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
  453. cl_pred_track // for field fieldname.
  454. cl_ragdoll_collide "0"
  455. cl_ragdoll_fade_time "15"
  456. cl_ragdoll_forcefade "0"
  457. cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
  458. cl_ragdoll_pronecheck_distance "64"
  459. cl_removedecals // Remove the decals from the entity under the crosshair.
  460. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
  461. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
  462. cl_scalecrosshair "1"
  463. cl_screenshotname "0" // Custom Screenshot name
  464. cl_SetupAllBones "0"
  465. cl_shadowtextureoverlaysize "256"
  466. cl_showbackpackrarities "1" // 0 = Show no backpack icon border colors. 1 = Show item rarities within the backpack. 2 = Show item rarities only for Market-lis
  467. cl_showbattery "0" // Draw current battery level at top of screen when on battery power
  468. cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
  469. cl_showdemooverlay "0" // -1 - show always)
  470. cl_showents // Dump entity list to console.
  471. cl_showerror "0" // 2 for above plus detailed field deltas.
  472. cl_showevents "0" // Print event firing info in the console
  473. cl_showfps "0" // 2 = smooth fps)
  474. cl_showhelp "1" // Set to 0 to not show on-screen help
  475. cl_showpausedimage "1" // Show the Paused image when game is paused.
  476. cl_showpluginmessages "1" // Allow plugins to display messages to you
  477. cl_showpos "0" // Draw current position at top of screen
  478. cl_ShowSunVectors "0"
  479. cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
  480. cl_show_market_data_on_items "1" // 0 = Never. 1 = Only when showing borders for Market-listable items. 2 = Always.
  481. cl_show_num_particle_systems "0" // Display the number of active particle systems.
  482. cl_show_splashes "1"
  483. cl_sidespeed "450"
  484. cl_smooth "1" // Smooth view/eye origin after prediction errors
  485. cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
  486. cl_software_cursor "0" // Switches the game to use a larger software cursor instead of the normal OS cursor
  487. cl_soundemitter_flush // Flushes the sounds.txt system (client only)
  488. cl_soundfile "0" // Jingle sound file.
  489. cl_soundscape_flush // Flushes the client side soundscapes
  490. cl_soundscape_printdebuginfo // print soundscapes
  491. cl_spec_carrieditems "1" // Show non-standard items being carried by player youre spectating.
  492. cl_spec_mode "6" // spectator mode
  493. cl_sporeclipdistance "512"
  494. cl_steamscreenshots "1" // Enable/disable saving screenshots to Steam
  495. cl_sun_decay_rate "0"
  496. cl_team "0" // Default team when joining a game
  497. cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
  498. cl_threaded_client_leaf_system "0"
  499. cl_timeout "30" // the client will disconnect itself
  500. cl_trade // Trade with a person by player name
  501. cl_trade_steamid // Trade with a person by steam id
  502. cl_trading_show_requests_from "3" // View trade requests from a certain group only.
  503. cl_training_class_unlock_all // Unlock all training
  504. cl_training_completed_with_classes "0" // Bitfield representing what classes have been used to complete training.
  505. cl_trigger_first_notification // Tries to accept/trigger the first notification
  506. cl_updaterate "100" // Number of packets per second of updates you are requesting from the server
  507. cl_upspeed "320"
  508. cl_use_tournament_specgui "0" // use the advanced tournament spectator UI.
  509. cl_view // Set the view entity index.
  510. cl_voice_filter "0" // Filter voice by name substring
  511. cl_vote_ui_active_after_voting "0"
  512. cl_vote_ui_show_notification "0"
  513. cl_winddir "0" // Weather effects wind direction angle
  514. cl_windspeed "0" // Weather effects wind speed scalar
  515. cl_yawspeed "210" // Client yaw speed.
  516. cmd // Forward command to server.
  517. collision_shake_amp "0"
  518. collision_shake_freq "0"
  519. collision_shake_time "0"
  520. collision_test // Tests collision system
  521. colorcorrectionui // Show/hide the color correction tools UI.
  522. commentary "0" // Desired commentary mode state.
  523. commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
  524. commentary_cvarsnotchanging
  525. commentary_finishnode
  526. commentary_firstrun "0"
  527. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  528. commentary_testfirstrun
  529. condump // dump the text currently in the console to condumpXX.log
  530. connect // Connect to specified server.
  531. connect_lobby // connecting to specified Steam lobby and joining the corresponding search party
  532. contimes "8" // Number of console lines to overlay for debugging.
  533. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
  534. con_enable "1" // Allows the console to be activated.
  535. con_filter_enable "0" // 2 displays filtered text brighter than ot
  536. con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
  537. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  538. con_logfile "0" // Console output gets written to this file
  539. con_notifytime "8" // How long to display recent console text to the upper part of the game window
  540. con_nprint_bgalpha "50" // Con_NPrint background alpha.
  541. con_nprint_bgborder "5" // Con_NPrint border size.
  542. con_timestamp "0" // Prefix console.log entries with timestamps
  543. con_trace "0" // Print console text to low level printout.
  544. coop "0" // Cooperative play.
  545. CreateHairball
  546. create_flashlight
  547. creditsdone
  548. crosshair "1"
  549. currency_give // Have some in-game money.
  550. cvarlist // Show the list of convars/concommands.
  551. c_maxdistance "200"
  552. c_maxpitch "90"
  553. c_maxyaw "135"
  554. c_mindistance "30"
  555. c_minpitch "0"
  556. c_minyaw "-135"
  557. c_orthoheight "100"
  558. c_orthowidth "100"
  559. datacachesize "256" // Size in MB.
  560. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  561. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  562. dbg_spew_connected_players_level "0" // server will spew connected player GC updates
  563. deathmatch "1" // Running a deathmatch server.
  564. debugsystemui // Show/hide the debug system UI.
  565. debug_materialmodifycontrol "0"
  566. debug_materialmodifycontrol_client "0"
  567. debug_physimpact "0"
  568. debug_touchlinks "0" // Spew touch link activity
  569. decalfrequency "10"
  570. default_fov "75"
  571. demolist // Print demo sequence list.
  572. demos // Demo demo file sequence.
  573. demoui // Show/hide the demo player UI.
  574. demoui2 // Show/hide the advanced demo player UI (demoui2).
  575. demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
  576. demo_debug "0" // Demo debug info.
  577. demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
  578. demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
  579. demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
  580. demo_fov_override "0" // this value will be used to override FOV during demo playback.
  581. demo_gototick // Skips to a tick in demo.
  582. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
  583. demo_interpolateview "1" // Do view interpolation during dem playback.
  584. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
  585. demo_pause // Pauses demo playback.
  586. demo_pauseatservertick "0" // Pauses demo playback at server tick
  587. demo_quitafterplayback "0" // Quits game after demo playback.
  588. demo_recordcommands "1" // Record commands typed at console into .dem files.
  589. demo_resume // Resumes demo playback.
  590. demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
  591. demo_timescale // Sets demo replay speed.
  592. demo_togglepause // Toggles demo playback.
  593. developer "0" // Set developer message level
  594. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  595. devshots_screenshot // use the screenshot command instead.
  596. differences // Show all convars which are not at their default values.
  597. disconnect // Disconnect game from server.
  598. disguise // Disguises the spy.
  599. dispcoll_drawplane "0"
  600. displaysoundlist "0"
  601. disp_dynamic "0"
  602. dlight_debug // Creates a dlight in front of the player
  603. download_debug "0"
  604. drawcross // Draws a cross at the given location Arguments: x y z
  605. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  606. dropitem // Drop the flag.
  607. dsp_automatic "0"
  608. dsp_db_min "80"
  609. dsp_db_mixdrop "0"
  610. dsp_dist_max "1440"
  611. dsp_dist_min "0"
  612. dsp_enhance_stereo "1"
  613. dsp_facingaway "0"
  614. dsp_mix_max "0"
  615. dsp_mix_min "0"
  616. dsp_off "0"
  617. dsp_player "0"
  618. dsp_reload
  619. dsp_room "0"
  620. dsp_slow_cpu "0"
  621. dsp_spatial "40"
  622. dsp_speaker "50"
  623. dsp_volume "1"
  624. dsp_vol_2ch "1"
  625. dsp_vol_4ch "0"
  626. dsp_vol_5ch "0"
  627. dsp_water "14"
  628. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  629. dtwarning "0" // Print data table warnings?
  630. dtwatchclass "0" // Watch all fields encoded with this table.
  631. dtwatchent "-1" // Watch this entities data table encoding.
  632. dtwatchvar "0" // Watch the named variable.
  633. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
  634. dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
  635. dumpentityfactories // Lists all entity factory names.
  636. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  637. dumpgamestringtable // Dump the contents of the game string table to the console.
  638. dumplongticks // Enables generating minidumps on long ticks.
  639. dumpsavedir // List the contents of the save directory in memory
  640. dumpstringtables // Print string tables to console.
  641. dump_entity_sizes // Print sizeof(entclass)
  642. dump_globals // Dump all global entities/states
  643. dump_panels // Dump Panel Tree
  644. dump_particlemanifest // Dump the list of particles loaded.
  645. dump_x360_cfg // Dump X360 config files to disk
  646. dump_x360_saves // Dump X360 save games to disk
  647. echo // Echo text to console.
  648. econ_show_items_with_tag // Lists the item definitions that have a specified tag.
  649. editdemo // Edit a recorded demo file (.dem ).
  650. editor_toggle // Disables the simulation and returns focus to the editor
  651. enable_debug_overlays "1" // Enable rendering of debug overlays
  652. endmovie // Stop recording movie frames.
  653. engine_no_focus_sleep "50"
  654. english "0" // running the english language set of assets.
  655. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  656. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  657. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  658. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  659. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  660. ent_create // Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat
  661. ent_debugkeys "0"
  662. ent_dump // Usage: ent_dump <entity name>
  663. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  664. ent_info // Usage: ent_info <class name>
  665. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <v
  666. 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
  667. ent_messages_draw "0" // Visualizes all entity input/output activity.
  668. ent_name
  669. ent_orient // only orients target entitys YAW. Use the allangles opt
  670. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  671. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  672. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  673. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  674. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  675. ent_rotate // Rotates an entity by a specified # of degrees
  676. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  677. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  678. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  679. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  680. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  681. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  682. envmap
  683. escape // Escape key pressed.
  684. exec // Execute script file.
  685. exit // Exit the engine.
  686. explode // Kills the player with explosive damage
  687. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  688. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  689. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  690. fast_fogvolume "0"
  691. filesystem_buffer_size "0" // Size of per file buffers. 0 for none
  692. find // Find concommands with the specified string in their name/help text.
  693. findflags // Find concommands by flags.
  694. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  695. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  696. firetarget
  697. fire_absorbrate "3"
  698. fire_dmgbase "1"
  699. fire_dmginterval "1"
  700. fire_dmgscale "0"
  701. fire_extabsorb "5"
  702. fire_extscale "12"
  703. fire_growthrate "1"
  704. fire_heatscale "1"
  705. fire_incomingheatscale "0"
  706. fire_maxabsorb "50"
  707. firstperson // Switch to firstperson camera.
  708. fish_debug "0" // Show debug info for fish
  709. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  710. flex_expression "0"
  711. flex_looktime "5"
  712. flex_maxawaytime "1"
  713. flex_maxplayertime "7"
  714. flex_minawaytime "0"
  715. flex_minplayertime "5"
  716. flex_rules "1" // Allow flex animation rules to run.
  717. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  718. flex_talk "0"
  719. flush // Flush unlocked cache memory.
  720. flush_locked // Flush unlocked and locked cache memory.
  721. fogui // Show/hide fog control UI.
  722. fog_color "-1"
  723. fog_colorskybox "-1"
  724. fog_enable "1"
  725. fog_enableskybox "1"
  726. fog_enable_water_fog "1"
  727. fog_end "-1"
  728. fog_endskybox "-1"
  729. fog_maxdensity "-1"
  730. fog_maxdensityskybox "-1"
  731. fog_override "0"
  732. fog_start "-1"
  733. fog_startskybox "-1"
  734. force_centerview
  735. fov // Change players FOV
  736. fov_desired "90" // Sets the base field-of-view.
  737. fps_max "300" // cannot be set while connected to a server.
  738. free_pass_peek_debug "0"
  739. fs_monitor_read_from_pack "0" // 2:Sync only
  740. fs_printopenfiles // Show all files currently opened by the engine.
  741. fs_report_sync_opens "0" // 2:Not during load
  742. fs_warning_level // Set the filesystem warning level.
  743. fs_warning_mode "0" // 2:Warn other threads
  744. func_breakdmg_bullet "0"
  745. func_breakdmg_club "1"
  746. func_breakdmg_explosive "1"
  747. func_break_max_pieces "15"
  748. func_break_reduction_factor "0"
  749. g15_dumpplayer // Spew player data.
  750. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  751. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
  752. gamemenucommand // Issue game menu command.
  753. gameui_activate // Shows the game UI
  754. gameui_allowescape // Escape key allowed to hide game UI
  755. gameui_allowescapetoshow // Escape key allowed to show game UI
  756. gameui_hide // Hides the game UI
  757. gameui_hide_dialog // asdf
  758. gameui_preventescape // Escape key doesnt hide game UI
  759. gameui_preventescapetoshow // Escape key doesnt show game UI
  760. gameui_show_dialog // Show an arbitrary Dialog.
  761. gameui_xbox "0"
  762. getpos // dump position and angles to the console
  763. ghost_spawn // Spawns a Ghost where the player is looking.
  764. give // Give item to player. Arguments: <item_name>
  765. givecurrentammo // Give a supply of ammo for current weapon..
  766. global_set // 2 = DEAD).
  767. glow_outline_effect_enable "1" // Enable entity outline glow effects.
  768. glow_outline_width "10" // Width of glow outline effect in screen space.
  769. gl_amd_occlusion_workaround "1"
  770. gl_clear "0"
  771. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  772. god // Toggle. Player becomes invulnerable.
  773. groundlist // Display ground entity list <index>
  774. g_debug_angularsensor "0"
  775. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
  776. g_debug_doors "0"
  777. g_debug_npc_vehicle_roles "0"
  778. g_debug_ragdoll_removal "0"
  779. g_debug_ragdoll_visualize "0"
  780. g_debug_trackpather "0"
  781. 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
  782. g_debug_vehiclebase "0"
  783. g_debug_vehicledriver "0"
  784. g_debug_vehicleexit "0"
  785. g_debug_vehiclesound "0"
  786. g_Language "0"
  787. g_ragdoll_fadespeed "600"
  788. g_ragdoll_important_maxcount "2"
  789. g_ragdoll_lvfadespeed "100"
  790. g_ragdoll_maxcount "8"
  791. hammer_update_entity // Updates the entitys position/angles when in edit mode
  792. 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
  793. hap_damagescale_game "0"
  794. hap_HasDevice "0" // falcon is connected
  795. hap_melee_scale "0"
  796. hap_noclip_avatar_scale "0"
  797. hap_ui_vehicles "0"
  798. heartbeat // Force heartbeat of master servers
  799. help // Find help about a convar/concommand.
  800. hideconsole // Hide the console.
  801. hidehud "0"
  802. hidepanel // Hides a viewport panel <name>
  803. hide_server "0" // Whether the server should be hidden from the master server
  804. hl2_episodic "0"
  805. hostip "0" // Host game server ip
  806. hostname "0" // Hostname for server.
  807. hostport "27015" // Host game server port
  808. host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
  809. host_framerate "0" // Set to lock per-frame time elapse.
  810. host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
  811. host_map "0" // Current map name.
  812. host_profile "0"
  813. host_runofftime // Run off some time without rendering/updating sounds
  814. host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
  815. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
  816. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
  817. host_speeds "0" // Show general system running times.
  818. host_thread_mode "0" // 2 == force)
  819. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
  820. host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only)
  821. host_timescale "1" // Prescale the clock by this amount.
  822. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  823. hud_achievement_count "8" // Max number of achievements that can be shown on the HUD
  824. hud_achievement_count_engineer "3" // Max number of achievements that can be shown on the HUD when youre an engineer
  825. hud_achievement_description "1" // Show full descriptions of achievements on the HUD
  826. hud_achievement_glowtime "2" // Duration of glow effect around incremented achievements
  827. hud_achievement_tracker "1" // Show or hide the achievement tracker
  828. hud_autoaim_method "1"
  829. hud_autoaim_scale_icon "0"
  830. hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
  831. hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
  832. hud_combattext "1"
  833. hud_combattext_batching "0" // numbers that are too close together are merged.
  834. hud_combattext_healing "1" // Shows health restored per-second over heal targets.
  835. hud_deathnotice_time "6"
  836. hud_drawhistory_time "5"
  837. hud_draw_active_reticle "0"
  838. hud_draw_fixed_reticle "0"
  839. hud_escort_interp "0"
  840. hud_escort_test_progress "-1"
  841. hud_escort_test_speed "-1"
  842. hud_fastswitch "1"
  843. hud_freezecamhide "0" // Hide the HUD during freeze-cam
  844. hud_magnetism "0"
  845. hud_medicautocallers "1"
  846. hud_medicautocallersthreshold "46"
  847. hud_medichealtargetmarker "1"
  848. hud_reloadscheme // Reloads hud layout and animation scripts.
  849. hud_reticle_alpha_speed "700"
  850. hud_reticle_maxalpha "255"
  851. hud_reticle_minalpha "125"
  852. hud_reticle_scale "1"
  853. hud_saytext_time "12"
  854. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
  855. hurtme // Hurts the player. Arguments: <health to lose>
  856. ifm_basecamera_camerastate // Set camera state
  857. ifm_steadycam_2ddragconstant "11"
  858. ifm_steadycam_2dspringconstant "33"
  859. ifm_steadycam_armspeed "0"
  860. ifm_steadycam_mousefactor "1"
  861. ifm_steadycam_mousepower "1"
  862. ifm_steadycam_noise "0"
  863. ifm_steadycam_rotatedamp "0"
  864. ifm_steadycam_rotaterate "60"
  865. ifm_steadycam_sensitivity "1"
  866. ifm_steadycam_zoomdamp "0"
  867. ifm_steadycam_zoomspeed "1"
  868. impulse
  869. incrementvar // Increment specified convar value.
  870. inspect
  871. invnext
  872. invprev
  873. in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
  874. ip "0" // Overrides IP for multihomed hosts
  875. itemtest // Open the item testing panel.
  876. itemtest_botcontrols // Open the item testing bot control panel.
  877. item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
  878. join_class // Send a joinclass command
  879. join_class // Send a joinclass command
  880. joyadvancedupdate
  881. joystick "0"
  882. joy_accelmax "1"
  883. joy_accelscale "0"
  884. joy_accel_filter "0"
  885. joy_advanced "0"
  886. joy_advaxisr "0"
  887. joy_advaxisu "0"
  888. joy_advaxisv "0"
  889. joy_advaxisx "0"
  890. joy_advaxisy "0"
  891. joy_advaxisz "0"
  892. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
  893. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
  894. joy_autosprint "0" // Automatically sprint when moving with an analog joystick
  895. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
  896. joy_diagonalpov "0" // too.
  897. joy_display_input "0"
  898. joy_forwardsensitivity "-1"
  899. joy_forwardthreshold "0"
  900. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
  901. joy_inverty_default "0"
  902. joy_lowend "1"
  903. joy_lowmap "1"
  904. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
  905. joy_movement_stick_default "0"
  906. joy_name "0"
  907. joy_pegged "0"
  908. joy_pitchsensitivity "1"
  909. joy_pitchsensitivity_default "-1"
  910. joy_pitchthreshold "0"
  911. joy_response_look "0" // 1=Acceleration Promotion
  912. joy_response_move "1" // 1/sensitivity
  913. joy_response_move_vehicle "6"
  914. joy_sidesensitivity "1"
  915. joy_sidethreshold "0"
  916. joy_vehicle_turn_lowend "0"
  917. joy_vehicle_turn_lowmap "0"
  918. joy_virtual_peg "0"
  919. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
  920. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
  921. joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
  922. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
  923. joy_yawsensitivity "-1"
  924. joy_yawsensitivity_default "-1"
  925. joy_yawthreshold "0"
  926. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  927. jpeg_quality "90" // jpeg screenshot quality.
  928. kdtree_test // Tests spatial partition for entities queries.
  929. key_findbinding // Find key bound to specified command string.
  930. key_listboundkeys // List bound keys with bindings.
  931. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  932. kick // Kick a player by name.
  933. kickall // Kicks everybody connected with a message.
  934. kickid // with a message.
  935. kill // Kills the player with generic damage
  936. killserver // Shutdown the server.
  937. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  938. lastdisguise // Disguises the spy as the last disguise.
  939. lastinv
  940. lightcache_maxmiss "2"
  941. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  942. light_crosshair // Show texture color at crosshair
  943. linefile // Parses map leak data from .lin file
  944. listdemo // List demo file contents.
  945. listid // Lists banned users.
  946. listip // List IP addresses on the ban list.
  947. listissues // List all the issues that can be voted on.
  948. listmodels // List loaded models.
  949. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  950. load // Load a saved game.
  951. loadcommentary
  952. loader_dump_table
  953. loader_spew_info "0" // -1:All
  954. loader_spew_info_ex "0" // (internal)
  955. load_itempreset // Equip all items for a given preset on the player.
  956. lod_TransitionDist "800"
  957. log // and udp < on | off >.
  958. logaddress_add // Set address and port for remote host <ip:port>.
  959. logaddress_del // Remove address and port for remote host <ip:port>.
  960. logaddress_delall // Remove all udp addresses being logged to
  961. logaddress_list // List all addresses currently being used by logaddress.
  962. log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
  963. log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
  964. lookspring "0"
  965. lookstrafe "0"
  966. lservercfgfile "0"
  967. map // Start playing on specified map.
  968. mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
  969. maps // Displays list of maps.
  970. map_background // Runs a map as the background to the main menu.
  971. map_commentary // on a specified map.
  972. map_edit
  973. map_noareas "0" // Disable area to area connection testing.
  974. map_showspawnpoints // draws for 60 seconds
  975. matchmakingport "27025" // Host Matchmaking port
  976. mat_aaquality "0"
  977. mat_accelerate_adjust_exposure_down "3"
  978. mat_alphacoverage "1"
  979. mat_antialias "4"
  980. mat_autoexposure_max "2"
  981. mat_autoexposure_min "0"
  982. mat_bloomamount_rate "0"
  983. mat_bloomscale "1"
  984. mat_bloom_scalefactor_scalar "1"
  985. mat_bufferprimitives "1"
  986. mat_bumpbasis "0"
  987. mat_bumpmap "1"
  988. mat_camerarendertargetoverlaysize "128"
  989. mat_clipz "1"
  990. mat_colcorrection_disableentities "0" // Disable map color-correction entities
  991. mat_colorcorrection "1"
  992. mat_color_projection "0"
  993. mat_compressedtextures "1"
  994. mat_configcurrent // show the current video control panel config for the material system
  995. mat_crosshair // Display the name of the material under the crosshair
  996. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  997. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  998. mat_crosshair_printmaterial // print the material under the crosshair
  999. mat_crosshair_reloadmaterial // reload the material under the crosshair
  1000. mat_debugalttab "0"
  1001. mat_debugdepth "0"
  1002. mat_debugdepthmode "0"
  1003. mat_debugdepthval "128"
  1004. mat_debugdepthvalmax "256"
  1005. mat_debug_autoexposure "0"
  1006. mat_debug_bloom "0"
  1007. mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
  1008. mat_debug_process_halfscreen "0"
  1009. mat_depthbias_decal "-262144"
  1010. mat_depthbias_normal "0"
  1011. mat_depthbias_shadowmap "0"
  1012. mat_diffuse "1"
  1013. mat_disablehwmorph "0" // Disables HW morphing for particular mods
  1014. mat_disable_bloom "0"
  1015. mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)
  1016. mat_disable_fancy_blending "0"
  1017. mat_disable_lightwarp "0"
  1018. mat_disable_ps_patch "0"
  1019. mat_drawflat "0"
  1020. mat_drawTexture "0" // Enable debug view texture
  1021. mat_drawTextureScale "1" // Debug view texture scale
  1022. mat_drawTitleSafe "0" // Enable title safe overlay
  1023. mat_drawwater "1"
  1024. mat_dump_rts "0"
  1025. mat_dxlevel "95"
  1026. mat_dynamic_tonemapping "1"
  1027. mat_edit // Bring up the material under the crosshair in the editor
  1028. mat_envmapsize "128"
  1029. mat_envmaptgasize "32"
  1030. mat_excludetextures "0"
  1031. mat_exposure_center_region_x "0"
  1032. mat_exposure_center_region_x_flashlight "0"
  1033. mat_exposure_center_region_y "0"
  1034. mat_exposure_center_region_y_flashlight "0"
  1035. mat_fastclip "0"
  1036. mat_fastnobump "0"
  1037. mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
  1038. mat_fillrate "0"
  1039. mat_filterlightmaps "1"
  1040. mat_filtertextures "1"
  1041. mat_forceaniso "8"
  1042. mat_forcedynamic "0"
  1043. mat_forcehardwaresync "1"
  1044. mat_forcemanagedtextureintohardware "0"
  1045. mat_force_bloom "0"
  1046. mat_force_ps_patch "0"
  1047. mat_force_tonemap_scale "0"
  1048. mat_framebuffercopyoverlaysize "128"
  1049. mat_frame_sync_enable "1"
  1050. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
  1051. mat_fullbright "0"
  1052. mat_hdr_enabled // Report if HDR is enabled for debugging
  1053. mat_hdr_level "2" // and 2 for full HDR on HDR maps.
  1054. mat_hdr_manual_tonemap_rate "1"
  1055. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
  1056. mat_hdr_uncapexposure "0"
  1057. mat_hsv "0"
  1058. mat_info // Shows material system info
  1059. mat_leafvis "0" // Draw wireframe of current leaf
  1060. mat_levelflush "1"
  1061. mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
  1062. mat_loadtextures "1"
  1063. mat_luxels "0"
  1064. mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory
  1065. mat_maxframelatency "1"
  1066. mat_max_worldmesh_vertices "65536"
  1067. mat_measurefillrate "0"
  1068. mat_mipmaptextures "1"
  1069. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  1070. mat_monitorgamma_tv_enabled "0"
  1071. mat_monitorgamma_tv_exp "2"
  1072. mat_monitorgamma_tv_range_max "255"
  1073. mat_monitorgamma_tv_range_min "16"
  1074. mat_morphstats "0"
  1075. mat_motion_blur_enabled "1"
  1076. mat_motion_blur_falling_intensity "1"
  1077. mat_motion_blur_falling_max "20"
  1078. mat_motion_blur_falling_min "10"
  1079. mat_motion_blur_forward_enabled "0"
  1080. mat_motion_blur_percent_of_screen_max "4"
  1081. mat_motion_blur_rotation_intensity "1"
  1082. mat_motion_blur_strength "1"
  1083. mat_non_hdr_bloom_scalefactor "0"
  1084. mat_norendering "0"
  1085. mat_normalmaps "0"
  1086. mat_normals "0"
  1087. mat_parallaxmap "0"
  1088. mat_picmip "0"
  1089. mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
  1090. mat_postprocess_x "4"
  1091. mat_postprocess_y "1"
  1092. mat_powersavingsmode "0" // Power Savings Mode
  1093. mat_proxy "0"
  1094. mat_queue_mode "-1" // 2=queued multithreaded
  1095. mat_queue_report "0" // Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
  1096. mat_reducefillrate "0"
  1097. mat_reduceparticles "0"
  1098. mat_reloadallmaterials // Reloads all materials
  1099. mat_reloadmaterial // Reloads a single material
  1100. mat_reloadtextures // Reloads all textures
  1101. mat_remoteshadercompile "127"
  1102. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1103. mat_report_queue_status "0"
  1104. mat_reversedepth "0"
  1105. mat_savechanges // saves current video configuration to the registry
  1106. mat_setvideomode // windowed state of the material system
  1107. mat_shadercount // display count of all shaders and reset that count
  1108. mat_shadowstate "1"
  1109. mat_showcamerarendertarget "0"
  1110. mat_showenvmapmask "0"
  1111. mat_showframebuffertexture "0"
  1112. mat_showlightmappage "-1"
  1113. mat_showlowresimage "0"
  1114. mat_showmaterials // Show materials.
  1115. mat_showmaterialsverbose // Show materials (verbose version).
  1116. mat_showmiplevels "0" // 1: everything else
  1117. mat_showtextures // Show used textures.
  1118. mat_showwatertextures "0"
  1119. mat_show_ab_hdr "0"
  1120. mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
  1121. mat_show_histogram "0"
  1122. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
  1123. mat_slopescaledepthbias_decal "0"
  1124. mat_slopescaledepthbias_normal "0"
  1125. mat_slopescaledepthbias_shadowmap "5"
  1126. mat_softwarelighting "0"
  1127. mat_softwareskin "0"
  1128. mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
  1129. mat_software_aa_debug "0" // (2 - show anti-a
  1130. 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
  1131. mat_software_aa_quality "0" // (1 - 9-tap filter)
  1132. mat_software_aa_strength "0" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
  1133. mat_software_aa_strength_vgui "1" // but forced to this value when called by the post vgui AA pass.
  1134. 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
  1135. mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
  1136. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1137. mat_stub "0"
  1138. mat_supportflashlight "0" // 1 - flashlight is supported
  1139. mat_surfaceid "0"
  1140. mat_surfacemat "0"
  1141. mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
  1142. mat_texture_list "0" // show a list of used textures per frame
  1143. mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
  1144. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
  1145. mat_texture_list_txlod // -1 to dec resolution
  1146. mat_texture_list_txlod_sync // save - saves all changes to material content files
  1147. mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
  1148. mat_texture_save_fonts // Save all font textures
  1149. mat_tonemapping_occlusion_use_stencil "0"
  1150. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
  1151. mat_tonemap_min_avglum "3"
  1152. mat_tonemap_percent_bright_pixels "2"
  1153. mat_tonemap_percent_target "60"
  1154. mat_trilinear "1"
  1155. mat_use_compressed_hdr_textures "1"
  1156. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1157. mat_viewportupscale "1" // Scale the viewport back up
  1158. mat_visualize_dof "0"
  1159. mat_vsync "0" // Force sync to vertical retrace
  1160. mat_wateroverlaysize "128"
  1161. mat_wireframe "0"
  1162. mat_yuv "0"
  1163. maxplayers // Change the maximum number of players allowed on this server.
  1164. memory // Print memory stats.
  1165. memory_diff // show memory stats relative to snapshot
  1166. memory_list // dump memory list (linux only)
  1167. memory_mark // snapshot current allocation status
  1168. memory_status // show memory stats (linux only)
  1169. mem_compact
  1170. mem_dump // Dump memory stats to text file.
  1171. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
  1172. mem_dumpvballocs // Dump VB memory allocation stats.
  1173. mem_eat
  1174. mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
  1175. mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
  1176. mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
  1177. mem_min_heapsize "144" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
  1178. mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
  1179. mem_test
  1180. mem_test_each_frame "0" // Run heap check at end of every frame
  1181. mem_test_every_n_seconds "0" // Run heap check at a specified interval
  1182. mem_vcollide // Dumps the memory used by vcollides
  1183. menuselect // menuselect
  1184. minisave // Saves game (for current level only!)
  1185. mission_list // List all available tactical missions
  1186. mission_show // Show the given mission
  1187. mm_add_item // Add a stats item
  1188. mm_add_player // Add a player
  1189. mm_max_spectators "4" // Max players allowed on the spectator team
  1190. mm_message // Send a message to all remote clients
  1191. mm_minplayers "2" // Number of players required to start an unranked game
  1192. mm_select_session // Select a session
  1193. mm_session_info // Dump session information
  1194. mm_stats
  1195. model_list // Dump model list to file
  1196. mod_forcedata "1" // Forces all model file data into cache on model load.
  1197. mod_forcetouchdata "1" // Forces all model file data into cache on model load.
  1198. mod_load_anims_async "0"
  1199. mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
  1200. mod_load_mesh_async "0"
  1201. mod_load_showstall "0" // 2 - show stalls
  1202. mod_load_vcollide_async "0"
  1203. mod_lock_mdls_on_load "0"
  1204. mod_test_mesh_not_available "0"
  1205. mod_test_not_available "0"
  1206. mod_test_verts_not_available "0"
  1207. mod_touchalldata "1" // Touch model data during level startup
  1208. mod_trace_load "0"
  1209. motdfile "0" // The MOTD file to load.
  1210. motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
  1211. movie_fixwave // etc.
  1212. mp_allowNPCs "1"
  1213. mp_allowspectators "1" // toggles whether the server allows spectator mode or not
  1214. mp_autocrosshair "1"
  1215. mp_autoteambalance "1"
  1216. mp_bonusroundtime "15" // Time after round win until round restarts
  1217. mp_chattime "10" // amount of time players can chat after the game is over
  1218. mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
  1219. mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
  1220. mp_decals "50"
  1221. mp_defaultteam "0"
  1222. mp_disable_autokick // Prevents a userid from being auto-kicked
  1223. mp_disable_respawn_times "0"
  1224. mp_enableroundwaittime "1" // Enable timers to wait between rounds.
  1225. mp_fadetoblack "0" // fade a players screen to black when he dies
  1226. mp_falldamage "0"
  1227. mp_flashlight "0"
  1228. mp_footsteps "1"
  1229. mp_forceautoteam "0" // Automatically assign players to teams when joining.
  1230. mp_forcecamera "1" // Restricts spectator modes for dead players
  1231. mp_forcerespawn "1"
  1232. mp_forcerespawnplayers // Force all players to respawn.
  1233. mp_forcewin // Forces team to win
  1234. mp_fraglimit "0" // The number of kills at which the map ends
  1235. mp_friendlyfire "0" // Allows team members to injure other members of their team
  1236. mp_highlander "0" // Allow only 1 of each player class type.
  1237. mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed.
  1238. mp_humans_must_join_team "0" // spectator}
  1239. mp_idledealmethod "1" // 2 = Kicks them out of the ga
  1240. mp_idlemaxtime "3" // Maximum time a player is allowed to be idle (in minutes)
  1241. mp_mapcycle_empty_timeout_seconds "0" // server will cycle to the next map if it has been empty on the current map for N seconds
  1242. mp_match_end_at_timelimit "0" // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
  1243. mp_maxrounds "0" // max number of rounds to play before server changes maps
  1244. mp_respawnwavetime "10" // Time between respawn waves.
  1245. mp_restartgame "0" // game will restart in the specified number of seconds
  1246. mp_restartgame_immediate "0" // game will restart immediately
  1247. mp_restartround "0" // the current round will restart in the specified number of seconds
  1248. mp_scrambleteams // Scramble the teams and restart the game
  1249. mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
  1250. mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble.
  1251. mp_showrespawntimes // Show the min respawn times for the teams
  1252. mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking.
  1253. mp_simulatemultiplecappers "1"
  1254. mp_stalemate_enable "0" // Enable/Disable stalemate mode.
  1255. mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.
  1256. mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round.
  1257. mp_switchteams // Switch teams and restart the game
  1258. mp_teamlist "0"
  1259. mp_teamoverride "1"
  1260. mp_teamplay "0"
  1261. mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
  1262. mp_timelimit "0" // game time per map in minutes
  1263. mp_time_between_capscoring "30" // Delay between scoring of owned capture points.
  1264. mp_tournament "0"
  1265. mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin.
  1266. mp_tournament_restart // Restart Tournament Mode on the current level.
  1267. mp_tournament_stopwatch "1"
  1268. mp_tournament_whitelist "0" // Specifies the item whitelist file to use.
  1269. mp_usehwmmodels "0" // 0 = based upon GPU)
  1270. mp_usehwmvcds "0" // 0 = based upon GPU)
  1271. mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
  1272. mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
  1273. mp_weaponstay "0"
  1274. mp_windifference "0" // Score difference between teams before server changes maps
  1275. mp_windifference_min "0" // Minimum score needed for mp_windifference to be applied
  1276. mp_winlimit "0" // Max score one team can reach before server changes maps
  1277. multvar // Multiply specified convar value.
  1278. muzzleflash_light "1"
  1279. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1280. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
  1281. m_customaccel_max "0" // 0 for no limit
  1282. m_customaccel_scale "0" // Custom mouse acceleration value.
  1283. m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1284. m_forward "1" // Mouse forward factor.
  1285. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  1286. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  1287. m_mousespeed "1" // 2 to enable secondary threshold
  1288. m_pitch "0" // Mouse pitch factor.
  1289. m_rawinput "0" // Use Raw Input for mouse input.
  1290. m_side "0" // Mouse side factor.
  1291. m_yaw "0" // Mouse yaw factor.
  1292. name "0" // Current user name
  1293. nav_add_to_selected_set // Add current area to the selected set.
  1294. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1295. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1296. nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
  1297. nav_area_max_size "50" // Max area size created in nav generation
  1298. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1299. nav_begin_area // drag the opposite corner to the desired location and
  1300. nav_begin_deselecting // Start continuously removing from the selected set.
  1301. nav_begin_drag_deselecting // Start dragging a selection area.
  1302. nav_begin_drag_selecting // Start dragging a selection area.
  1303. nav_begin_selecting // Start continuously adding to the selected set.
  1304. nav_begin_shift_xy // Begin shifting the Selected Set.
  1305. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1306. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1307. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1308. nav_check_stairs // Update the nav mesh STAIRS attribute
  1309. nav_chop_selected // Chops all selected areas into their component 1x1 areas
  1310. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1311. nav_clear_selected_set // Clear the selected set.
  1312. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1313. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1314. nav_connect // then invoke the connect command. Note that this creates a
  1315. nav_coplanar_slope_limit "0"
  1316. nav_coplanar_slope_limit_displacement "0"
  1317. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1318. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1319. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1320. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1321. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1322. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
  1323. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
  1324. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1325. nav_debug_blocked "0"
  1326. nav_delete // Deletes the currently highlighted Area.
  1327. nav_delete_marked // Deletes the currently marked Area (if any).
  1328. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1329. nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
  1330. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
  1331. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1332. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
  1333. nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
  1334. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
  1335. nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
  1336. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1337. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1338. nav_end_deselecting // Stop continuously removing from the selected set.
  1339. nav_end_drag_deselecting // Stop dragging a selection area.
  1340. nav_end_drag_selecting // Stop dragging a selection area.
  1341. nav_end_selecting // Stop continuously adding to the selected set.
  1342. nav_end_shift_xy // Finish shifting the Selected Set.
  1343. nav_flood_select // use this command again.
  1344. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1345. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
  1346. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
  1347. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1348. nav_generate_incremental_range "2000"
  1349. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
  1350. nav_gen_cliffs_approx // post-processing approximation
  1351. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1352. nav_ladder_flip // Flips the selected ladders direction.
  1353. nav_load // Loads the Navigation Mesh for the current map.
  1354. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1355. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1356. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1357. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1358. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1359. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1360. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1361. nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1362. nav_max_vis_delta_list_length "64"
  1363. nav_merge // and invoke the merge comm
  1364. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1365. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1366. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1367. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1368. nav_place_list // Lists all place names used in the map.
  1369. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1370. nav_place_replace // Replaces all instances of the first place with the second place.
  1371. nav_place_set // Sets the Place of all selected areas to the current Place.
  1372. nav_potentially_visible_dot_tolerance "0"
  1373. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1374. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1375. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1376. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1377. nav_recall_selected_set // Re-selects the stored selected set.
  1378. nav_remove_from_selected_set // Remove current area from the selected set.
  1379. nav_remove_jump_areas // replacing them with connections.
  1380. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1381. nav_save // Saves the current Navigation Mesh to disk.
  1382. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1383. nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
  1384. nav_selected_set_color "255" // Color used to draw the selected set background while editing.
  1385. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1386. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1387. nav_select_half_space // Selects any areas that intersect the given half-space.
  1388. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1389. nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
  1390. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1391. nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
  1392. nav_select_overlapping // Selects nav areas that are overlapping others.
  1393. nav_select_radius // Adds all areas in a radius to the selection set
  1394. nav_select_stairs // Adds all stairway areas to the selected set
  1395. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1396. nav_shift // Shifts the selected areas by the specified amount
  1397. nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
  1398. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
  1399. nav_show_compass "0"
  1400. nav_show_continguous "0" // Highlight non-contiguous connections
  1401. nav_show_danger "0" // Show current danger levels.
  1402. nav_show_dumped_positions // z) coordinate positions of the given dump file.
  1403. nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
  1404. nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
  1405. nav_show_light_intensity "0"
  1406. nav_show_nodes "0"
  1407. nav_show_node_grid "0"
  1408. nav_show_node_id "0"
  1409. nav_show_player_counts "0" // Show current player counts in each area.
  1410. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
  1411. nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
  1412. nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1413. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1414. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
  1415. nav_solid_props "0" // Make props solid to nav generation/editing
  1416. nav_splice // connected area between them.
  1417. nav_split // align the split line using your cursor and invoke the split command.
  1418. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
  1419. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1420. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1421. nav_store_selected_set // Stores the current selected set for later retrieval.
  1422. nav_strip // and Encounter Spots from the current Area.
  1423. nav_subdivide // Subdivides all selected areas.
  1424. nav_test_node "0"
  1425. nav_test_node_crouch "0"
  1426. nav_test_node_crouch_dir "4"
  1427. nav_test_stairs // Test the selected set for being on stairs
  1428. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1429. nav_toggle_in_selected_set // Remove current area from the selected set.
  1430. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1431. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1432. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1433. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1434. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1435. nav_unmark // Clears the marked Area or Ladder.
  1436. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1437. nav_update_lighting // Recomputes lighting values
  1438. nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
  1439. nav_use_place // the current Place is set.
  1440. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1441. nav_warp_to_mark // Warps the player to the marked area.
  1442. nav_world_center // Centers the nav mesh in the world
  1443. nb_allow_avoiding "1"
  1444. nb_allow_climbing "1"
  1445. nb_allow_gap_jumping "1"
  1446. nb_blind "0" // Disable vision
  1447. nb_command // Sends a command string to all bots
  1448. nb_debug // ERRORS.
  1449. nb_debug_climbing "0"
  1450. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  1451. nb_debug_history "1" // each bot keeps a history of debug output in memory
  1452. nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
  1453. nb_delete_all // Delete all non-player NextBot entities.
  1454. nb_force_look_at // Force selected bot to look at the local players position
  1455. nb_goal_look_ahead_range "50"
  1456. nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
  1457. nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
  1458. nb_head_aim_settle_duration "0"
  1459. nb_head_aim_steady_max_rate "100"
  1460. nb_ladder_align_range "50"
  1461. nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
  1462. nb_move_to_cursor // Tell all NextBots to move to the cursor position
  1463. nb_path_draw_inc "100"
  1464. nb_path_draw_segment_count "100"
  1465. nb_path_segment_influence_radius "100"
  1466. nb_player_crouch "0" // Force bots to crouch
  1467. nb_player_move "1" // Prevents bots from moving
  1468. nb_player_move_direct "0"
  1469. nb_player_stop "0" // Stop all NextBotPlayers from updating
  1470. nb_player_walk "0" // Force bots to walk
  1471. nb_saccade_speed "1000"
  1472. nb_saccade_time "0"
  1473. nb_select // Select the bot you are aiming at for further debug operations.
  1474. nb_shadow_dist "400"
  1475. nb_speed_look_ahead_range "150"
  1476. nb_stop "0" // Stop all NextBots
  1477. nb_update_debug "0"
  1478. nb_update_framelimit "15"
  1479. nb_update_frequency "0"
  1480. nb_update_maxslide "2"
  1481. nb_warp_selected_here // Teleport the selected bot to your cursor position
  1482. net_blockmsg "0" // Discards incoming message: <0|1|name>
  1483. net_channels // Shows net channel info
  1484. net_chokeloop "0" // Apply bandwidth choke to loopback packets
  1485. net_compresspackets "1" // Use lz compression on game packets.
  1486. net_compresspackets_minsize "128" // Dont bother compressing packets below this size.
  1487. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
  1488. net_drawslider "0" // Draw completion slider during signon
  1489. net_droppackets "0" // Drops next n packets on client
  1490. net_fakejitter "0" // Jitter fakelag packet time
  1491. net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
  1492. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1493. net_graph "1" // = 3 draws payload legend.
  1494. net_graphheight "64" // Height of netgraph panel
  1495. net_graphmsecs "400" // The latency graph represents this many milliseconds.
  1496. net_graphpos "1"
  1497. net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
  1498. net_graphshowinterp "1" // Draw the interpolation graph.
  1499. net_graphshowlatency "1" // Draw the ping/packet loss graph.
  1500. net_graphsolid "1"
  1501. net_graphtext "1" // Draw text fields
  1502. net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
  1503. net_maxfilesize "16" // Maximum allowed file size for uploading in MB
  1504. net_maxfragments "1260" // Max fragment bytes per packet
  1505. net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit)
  1506. net_maxroutable "1260" // Requested max packet size before packets are split.
  1507. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
  1508. net_queue_trace "0"
  1509. net_scale "5"
  1510. net_showdrop "0" // Show dropped packets in console
  1511. net_showevents "0" // 2=all).
  1512. net_showfragments "0" // Show netchannel fragments
  1513. net_showmsg "0" // Show incoming message: <0|1|name>
  1514. net_showpeaks "0" // Show messages for large packets only: <size>
  1515. net_showsplits "0" // Show info about packet splits
  1516. net_showtcp "0" // Dump TCP stream summary to console
  1517. net_showudp "0" // Dump UDP packets summary to console
  1518. net_showudp_wire "0" // Show incoming packet information
  1519. net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
  1520. net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
  1521. net_start // Inits multiplayer network sockets
  1522. net_status // Shows current network status
  1523. net_udp_rcvbuf "131072" // Default UDP receive buffer size
  1524. net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
  1525. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
  1526. nextdemo // Play next demo in sequence.
  1527. nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
  1528. noclip // Toggle. Player becomes non-solid and flies.
  1529. notarget // Toggle. Player becomes hidden to NPCs.
  1530. npc_ally_deathmessage "1"
  1531. npc_height_adjust "1" // Enable test mode for ik height adjustment
  1532. npc_sentences "0"
  1533. npc_speakall // Force the npc to try and speak all their responses
  1534. npc_vphysics "0"
  1535. object_deterioration_time "30" // Time it takes for a fully-healed object to deteriorate.
  1536. obj_capture_damage "0" // Captures all damage taken by objects for dumping later.
  1537. obj_dump_damage
  1538. obj_sapper_amount "25" // Amount of health inflicted by a Sapper object per second
  1539. obj_show_damage "0" // Show all damage taken by objects.
  1540. old_radiusdamage "0"
  1541. OpenMatchmakingLobby // Activates the matchmaking lobby.
  1542. OpenQuickplayDialog // Displays the quickplay dialog.
  1543. OpenSteamWorkshopDialog
  1544. opentf2options // Displays the TF2 Advanced Options dialog.
  1545. open_charinfo // Open the character info panel
  1546. open_charinfo_armory // Open the character info panel directly to armory.
  1547. open_charinfo_backpack // Open the character info panel directly to backpack.
  1548. open_charinfo_crafting // Open the character info panel directly to crafting screen.
  1549. open_charinfo_direct // Open the character info panel directly to the class youre currently playing.
  1550. open_replaybrowser // Open the replay browser.
  1551. open_replayinputpanel // Open replay input panel test
  1552. open_store // Open the in-game store
  1553. option_duck_method "1"
  1554. option_duck_method_default "1"
  1555. opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.
  1556. overview_alpha "1" // Overview map translucency.
  1557. overview_health "1" // Show players health in map overview.
  1558. overview_locked "1" // doesnt follow view angle.
  1559. overview_mode // large: <0|1|2>
  1560. overview_names "1" // Show players names in map overview.
  1561. overview_tracks "1" // Show players tracks in map overview.
  1562. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1563. panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
  1564. particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
  1565. particle_sim_alt_cores "2"
  1566. particle_test_attach_attachment "0" // Attachment index for attachment mode
  1567. particle_test_attach_mode "0" // follow_origin
  1568. particle_test_file "0" // Name of the particle system to dynamically spawn
  1569. particle_test_start // particle_test_attach_mode and particl
  1570. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1571. password "0" // Current server access password
  1572. path // Show the engine filesystem path.
  1573. pause // Toggle the server pause state.
  1574. perfui // Show/hide the level performance tools UI.
  1575. perfvisualbenchmark
  1576. perfvisualbenchmark_abort
  1577. phonemedelay "0" // Phoneme delay to account for sound system latency.
  1578. phonemefilter "0" // Time duration of box filter to pass over phonemes.
  1579. phonemesnap "2" // regardless of duration.
  1580. physicsshadowupdate_render "0"
  1581. physics_budget // Times the cost of each active object
  1582. physics_constraints // Highlights constraint system graph for an entity
  1583. physics_debug_entity // Dumps debug info for an entity
  1584. physics_highlight_active // Turns on the absbox for all active physics objects
  1585. physics_report_active // Lists all active physics objects
  1586. physics_select // Dumps debug info for an entity
  1587. phys_impactforcescale "1"
  1588. phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
  1589. phys_pushscale "1"
  1590. phys_speeds "0"
  1591. phys_stressbodyweights "5"
  1592. phys_timescale "1" // Scale time for physics
  1593. phys_upimpactforcescale "0"
  1594. picker // pivot and debugging text is displayed for whatever entity the play
  1595. ping // Display ping to server.
  1596. pipeline_static_props "1"
  1597. pixelvis_debug // Dump debug info
  1598. play // Play a sound.
  1599. playdemo // Play a recorded demo file (.dem ).
  1600. player_debug_print_damage "0" // print amount and type of all damage received by player to console.
  1601. player_old_armor "0"
  1602. player_ready_toggle // Toggle player ready state
  1603. playflush // reloading from disk in case of changes.
  1604. playgamesound // Play a sound from the game sounds txt file
  1605. playsoundscape // Forces a soundscape to play
  1606. playvideo // Plays a video: <filename> [width height]
  1607. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1608. playvol // Play a sound at a specified volume.
  1609. plugin_load // plugin_load <filename> : loads a plugin
  1610. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1611. plugin_pause_all // pauses all loaded plugins
  1612. plugin_print // Prints details about loaded plugins
  1613. plugin_unload // plugin_unload <index> : unloads a plugin
  1614. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1615. plugin_unpause_all // unpauses all disabled plugins
  1616. print_colorcorrection // Display the color correction layer information.
  1617. progress_enable
  1618. props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
  1619. props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
  1620. prop_active_gib_limit "999999"
  1621. prop_active_gib_max_fade_time "999999"
  1622. prop_crosshair // Shows name for prop looking at
  1623. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1624. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1625. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1626. pwatchent "-1" // Entity to watch for prediction system changes.
  1627. pwatchvar "0" // Entity variable to watch in prediction system for changes.
  1628. pyro_dof "1"
  1629. pyro_max_intensity "0"
  1630. pyro_max_rate "0"
  1631. pyro_max_side_length "0"
  1632. pyro_max_side_width "0"
  1633. pyro_min_intensity "0"
  1634. pyro_min_rate "0"
  1635. pyro_min_side_length "0"
  1636. pyro_min_side_width "0"
  1637. pyro_vignette "2"
  1638. pyro_vignette_distortion "1"
  1639. quit // Exit the engine.
  1640. ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
  1641. randommap // Changelevel to a random map in the mapcycle file
  1642. rate "30000" // Max bytes/sec the host can receive data
  1643. rcon // Issue an rcon command.
  1644. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
  1645. rcon_password "0" // remote console password.
  1646. recompute_speed // Recomputes clock speed (for debugging purposes).
  1647. record // Record a demo.
  1648. RefreshMatchmakingLobby // Refreshes the matchmaking lobby.
  1649. refresh_options_dialog // Refresh the options dialog.
  1650. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1651. reload_materials "0"
  1652. removeid // Remove a user ID from the ban list.
  1653. removeip // Remove an IP address from the ban list.
  1654. replay_add_fake_replays // Adds a set of fake replays
  1655. replay_block_dump_interval "10" // The server will write partial replay files at this interval when recording.
  1656. replay_buffersize "32" // Maximum size for the replay memory buffer.
  1657. replay_cache_client_ragdolls "0" // Record ragdolls on the client during.
  1658. replay_clearqueuedtakes // Clear takes from render queue.
  1659. replay_data_lifespan "1" // The number of days before replay data will be removed from the server. Server operators can expect that any data written more
  1660. replay_deathcammaxverticaloffset "150" // Vertical offset for player death camera
  1661. replay_debug "0" // Show Replay debug info.
  1662. replay_deleteclientreplays // as well as all files associated with each replay.
  1663. replay_docleanup // Deletes stale session data from the fileserver. replay_docleanup force will remove all replay session data.
  1664. replay_dofileserver_cleanup_on_start "1" // Cleanup any stale replay data (both locally and on fileserver) at startup.
  1665. replay_dopublishtest // Do a replay publish test using the current setup.
  1666. replay_editor_camera_length "15" // the more the actual posi
  1667. replay_editor_fov_mousewheel_invert "0" // Invert FOV zoom/unzoom on mousewheel in the replay editor.
  1668. replay_editor_fov_mousewheel_multiplier "5" // The multiplier on mousewheel input for adjusting camera FOV in the replay editor.
  1669. replay_enable "0" // Enable Replay recording on server
  1670. replay_enableeventbasedscreenshots "0"
  1671. replay_enablerenderpreview "0" // Enable preview during replay render.
  1672. replay_fileserver_autocleanup "0" // Automatically do fileserver cleanup in between rounds? This is the same as explicitly calling replay_docleanup.
  1673. replay_fileserver_host "0" // e.g. 1.2.3.4 or www.myserver.com
  1674. replay_fileserver_offload_aborttime "60" // The time after which publishing will be aborted for a session block or session info file.
  1675. replay_fileserver_offload_enable "0" // offload session blocks to a secondary machine using the replay_offload_* convars.
  1676. replay_fileserver_offload_hostname "0" // Hostname for FTP server where session blocks will be offloaded.
  1677. replay_fileserver_offload_login "0" // Login for session block offloading.
  1678. replay_fileserver_offload_maxuploads "1" // The maximum number of concurrent uploads allowed.
  1679. replay_fileserver_offload_password "0" // Login for session block offloading.
  1680. replay_fileserver_offload_port "21" // Port number for FTP server where session blocks will be offloaded.
  1681. replay_fileserver_offload_protocol "0" // Must be ftp
  1682. replay_fileserver_offload_proxy_host "0" // The hostname of the proxy server.
  1683. replay_fileserver_offload_proxy_port "8080" // The port of the proxy server.
  1684. replay_fileserver_offload_remotepath "0" // Remote path where blocks will be stored on the FTP server for session block offloading.
  1685. replay_fileserver_offload_useproxy "0" // a proxy will be used for FTP connections.
  1686. replay_fileserver_path "0" // replay_fileserver_path should be set to /tf/replays
  1687. replay_fileserver_port "80" // if your replays are stored at http://123.123.123.123:4567/tf/replay
  1688. replay_fileserver_protocol "0" // Can be http or https
  1689. replay_flushinterval "15" // Replay system will flush to disk a maximum of every replay_flushinterval seconds.
  1690. replay_forcereconstruct "0" // Force the reconstruction of replays each time.
  1691. replay_hidebrowser // Hides replay browser
  1692. replay_ignorereplayticks "0"
  1693. replay_local_fileserver_path "0" // c:MyWebServerhtdocsreplays or /MyWebServer/htdocs/replays.
  1694. replay_maxconcurrentdownloads "3" // The maximum number of concurrent downloads allowed.
  1695. replay_maxscreenshotsperreplay "8" // The maximum number of screenshots that can be taken for any given replay.
  1696. replay_max_publish_threads "4" // e.g. FTP threads.
  1697. replay_mintimebetweenscreenshots "5" // The minimum time (in seconds) that must pass between screenshots being taken.
  1698. replay_msgduration_connectrecording "8" // Duration for the message that pops up when you connect to a server already recording replays.
  1699. replay_msgduration_error "6" // Duration for replays available message.
  1700. replay_msgduration_misc "5" // Duration for misc replays messages (server errors and such).
  1701. replay_msgduration_replaysavailable "6" // Duration for replays available message.
  1702. replay_msgduration_startrecord "6" // Duration for start record message.
  1703. replay_msgduration_stoprecord "6" // Duration for stop record message.
  1704. replay_name "0" // Replay bot name
  1705. replay_playerdeathscreenshotdelay "2" // Amount of time to wait after player is killed before taking a screenshot
  1706. replay_postdeathrecordtime "5" // The amount of time (seconds) to be recorded after you die for a given replay.
  1707. replay_postwinreminderduration "5" // post-win/lose.
  1708. replay_printclientreplays // Prints out all client replay info
  1709. replay_printqueuedtakes // Print a list of takes queued for rendering.
  1710. replay_printsessioninfo // Print session info
  1711. replay_publish_simulate_delay_ftp "0" // Simulate a delay (in seconds) when publishing replay data via FTP.
  1712. replay_publish_simulate_delay_local_http "0" // Simulate a delay (in seconds) when publishing replay data via local HTTP.
  1713. replay_publish_simulate_rename_fail "0" // which will force a manual copy & delete.
  1714. replay_quitmsg_dontaskagain "0" // unless this cvar is 1.
  1715. replay_ragdoll_dbg "0" // Display replay ragdoll debugging information.
  1716. replay_record // Starts Replay demo recording.
  1717. replay_record_voice "1" // voice data is recorded into the replay files.
  1718. replay_reloadbrowser // Reloads replay data and display replay browser
  1719. replay_removeclientreplay // Remove the replay at the given index.
  1720. replay_renderpause // Pause Replay rendering.
  1721. replay_rendersetting_encodingquality "100" // the larger the resulting movie file size.
  1722. replay_rendersetting_exportraw "0" // instead of encoding a movie file.
  1723. replay_rendersetting_motionblurenabled "1" // Motion blur enabled/disabled.
  1724. replay_rendersetting_motionblurquality "0" // Motion blur quality.
  1725. replay_rendersetting_motionblur_can_toggle "0"
  1726. replay_rendersetting_quitwhendone "0" // Quit after rendering is completed.
  1727. replay_rendersetting_renderglow "1" // Glow effect enabled/disabled.
  1728. replay_renderunpause // Unpause Replay rendering.
  1729. replay_screenshotkilldelay "0" // in seconds.
  1730. replay_screenshotresolution "0" // 1 for hi-res (width=1024)
  1731. replay_screenshotsentrykilldelay "0" // in seconds.
  1732. replay_sentrycammaxverticaloffset "10" // Vertical offset from a sentry on sentry kill
  1733. replay_sentrycamoffset_frontback "-50" // Front/back offset for sentry POV screenshot
  1734. replay_sentrycamoffset_leftright "-25" // Left/right offset for sentry POV screenshot
  1735. replay_sentrycamoffset_updown "22" // Up/down offset for sentry POV screenshot
  1736. replay_sessioninfo_updatefrequency "5" // the replay browser will update the status of a given replay on the server based on this cv
  1737. replay_stoprecord // Stop Replay demo recording.
  1738. replay_test_take_save_dlg // Open replay save take dlg
  1739. replay_voice_during_playback "0" // Play player voice chat during replay playback
  1740. report_entities // Lists all entities
  1741. report_simthinklist // Lists all simulating/thinking entities
  1742. report_soundpatch // reports sound patch count
  1743. report_soundpatch // reports sound patch count
  1744. report_touchlinks // Lists all touchlinks
  1745. resetplayerstats
  1746. respawn_entities // Respawn all the entities in the map.
  1747. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1748. retry // Retry connection to last server.
  1749. room_type "0"
  1750. rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
  1751. rope_collide "1" // Collide rope with the world
  1752. rope_rendersolid "1"
  1753. rope_shake "0"
  1754. rope_smooth "1" // Do an antialiasing effect on ropes
  1755. rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
  1756. rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
  1757. rope_smooth_maxalphawidth "1"
  1758. rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
  1759. rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
  1760. rope_solid_maxalpha "1"
  1761. rope_solid_maxwidth "1"
  1762. rope_solid_minalpha "0"
  1763. rope_solid_minwidth "0"
  1764. rope_subdiv "2" // Rope subdivision amount
  1765. rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
  1766. rr_debugresponses "0" // it will only show response success/failure for np
  1767. rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
  1768. rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
  1769. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
  1770. rr_reloadresponsesystems // Reload all response system scripts.
  1771. r_3dnow // Enable/disable 3DNow code
  1772. r_3dsky "1" // Enable the rendering of 3d sky boxes
  1773. r_AirboatViewDampenDamp "1"
  1774. r_AirboatViewDampenFreq "7"
  1775. r_AirboatViewZHeight "0"
  1776. r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
  1777. r_ambientfactor "5" // Boost ambient cube by no more than this factor
  1778. r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting
  1779. r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1780. r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
  1781. r_aspectratio "0"
  1782. r_avglight "1"
  1783. r_avglightmap "0"
  1784. r_bloomtintb "0"
  1785. r_bloomtintexponent "2"
  1786. r_bloomtintg "0"
  1787. r_bloomtintr "0"
  1788. r_cheapwaterend
  1789. r_cheapwaterstart
  1790. r_cleardecals // Usage r_cleardecals <permanent>.
  1791. r_ClipAreaPortals "1"
  1792. r_colorstaticprops "0"
  1793. r_debugcheapwater "0"
  1794. r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1795. r_decals "2048"
  1796. r_decalstaticprops "1" // Decal static props test
  1797. r_decal_cover_count "4"
  1798. r_decal_cullsize "1"
  1799. r_decal_overlap_area "0"
  1800. r_decal_overlap_count "3"
  1801. r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1802. r_DispBuildable "0"
  1803. r_DispDrawAxes "0"
  1804. r_DispWalkable "0"
  1805. r_dopixelvisibility "1"
  1806. r_drawbatchdecals "1" // Render decals batched.
  1807. r_DrawBeams "1" // 2=Wireframe
  1808. r_drawbrushmodels "1" // 2=Wireframe
  1809. r_drawclipbrushes "0" // purple=NPC)
  1810. r_drawdecals "1" // Render decals.
  1811. r_drawdetailprops "1" // 2=Wireframe
  1812. r_DrawDisp "1" // Toggles rendering of displacment maps
  1813. r_drawentities "1"
  1814. r_drawflecks "1"
  1815. r_drawfuncdetail "1" // Render func_detail
  1816. r_drawleaf "-1" // Draw the specified leaf.
  1817. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
  1818. r_drawlightinfo "0"
  1819. r_drawlights "0"
  1820. r_drawmodeldecals "1"
  1821. r_DrawModelLightOrigin "0"
  1822. r_drawmodelstatsoverlay "0"
  1823. r_drawmodelstatsoverlaydistance "500"
  1824. r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1825. r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1826. r_drawopaquerenderables "1"
  1827. r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs
  1828. r_drawopaqueworld "1"
  1829. r_drawothermodels "1" // 2=Wireframe
  1830. r_drawparticles "1" // Enable/disable particle rendering
  1831. r_drawpixelvisibility "0" // Show the occlusion proxies
  1832. r_DrawPortals "0"
  1833. r_DrawRain "1" // Enable/disable rain rendering.
  1834. r_drawrenderboxes "0"
  1835. r_drawropes "1"
  1836. r_drawskybox "1"
  1837. r_DrawSpecificStaticProp "-1"
  1838. r_drawsprites "1"
  1839. r_drawstaticprops "1" // 2=Wireframe
  1840. r_drawtranslucentrenderables "1"
  1841. r_drawtranslucentworld "1"
  1842. r_drawvgui "1" // Enable the rendering of vgui panels
  1843. r_drawviewmodel "1"
  1844. r_drawworld "1" // Render the world.
  1845. r_dscale_basefov "90"
  1846. r_dscale_fardist "2000"
  1847. r_dscale_farscale "4"
  1848. r_dscale_neardist "100"
  1849. r_dscale_nearscale "1"
  1850. r_dynamic "1"
  1851. r_dynamiclighting "1"
  1852. r_entityclips "1"
  1853. r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
  1854. r_eyegloss "1"
  1855. r_eyemove "1"
  1856. r_eyes "1"
  1857. r_eyeshift_x "0"
  1858. r_eyeshift_y "0"
  1859. r_eyeshift_z "0"
  1860. r_eyesize "0"
  1861. r_eyewaterepsilon "10"
  1862. r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1863. 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
  1864. r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
  1865. r_flashlightambient "0"
  1866. r_flashlightclip "0"
  1867. r_flashlightconstant "0"
  1868. r_flashlightculldepth "1"
  1869. r_flashlightdepthres "1024"
  1870. r_flashlightdepthtexture "1"
  1871. r_flashlightdrawclip "0"
  1872. r_flashlightdrawdepth "0"
  1873. r_flashlightdrawfrustum "0"
  1874. r_flashlightdrawfrustumbbox "0"
  1875. r_flashlightdrawsweptbbox "0"
  1876. r_flashlightfar "750"
  1877. r_flashlightfov "45"
  1878. r_flashlightladderdist "40"
  1879. r_flashlightlinear "100"
  1880. r_flashlightlockposition "0"
  1881. r_flashlightmodels "1"
  1882. r_flashlightnear "4"
  1883. r_flashlightnodraw "0"
  1884. r_flashlightoffsetx "10"
  1885. r_flashlightoffsety "-20"
  1886. r_flashlightoffsetz "24"
  1887. r_flashlightquadratic "0"
  1888. r_flashlightrender "1"
  1889. r_flashlightrendermodels "1"
  1890. r_flashlightrenderworld "1"
  1891. r_flashlightscissor "1"
  1892. r_flashlightshadowatten "0"
  1893. r_flashlightupdatedepth "1"
  1894. r_flashlightvisualizetrace "0"
  1895. r_flex "1"
  1896. r_flushlod // Flush and reload LODs.
  1897. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  1898. r_frustumcullworld "1"
  1899. r_glint_alwaysdraw "0"
  1900. r_glint_procedural "0"
  1901. r_hunkalloclightmaps "1"
  1902. r_hwmorph "1"
  1903. r_itemblinkmax "0"
  1904. r_itemblinkrate "4"
  1905. r_JeepFOV "90"
  1906. r_JeepViewBlendTo "1"
  1907. r_JeepViewBlendToScale "0"
  1908. r_JeepViewBlendToTime "1"
  1909. r_JeepViewDampenDamp "1"
  1910. r_JeepViewDampenFreq "7"
  1911. r_JeepViewZHeight "10"
  1912. r_lightaverage "1" // Activates/deactivate light averaging
  1913. r_lightcachecenter "1"
  1914. r_lightcachemodel "-1"
  1915. r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
  1916. r_lightcache_zbuffercache "0"
  1917. r_lightinterp "5" // 0 turns off interpolation
  1918. r_lightmap "-1"
  1919. r_lightstyle "-1"
  1920. r_lightwarpidentity "0"
  1921. r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
  1922. r_lod "-1"
  1923. r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
  1924. r_maxdlights "32"
  1925. r_maxmodeldecal "50"
  1926. r_maxnewsamples "6"
  1927. r_maxsampledist "128"
  1928. r_minnewsamples "3"
  1929. r_modelwireframedecal "0"
  1930. r_newflashlight "1"
  1931. r_nohw "0"
  1932. r_norefresh "0"
  1933. r_nosw "0"
  1934. r_novis "0" // Turn off the PVS.
  1935. 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.
  1936. 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.
  1937. r_occludermincount "0" // no matter how big they are.
  1938. r_occlusion "1" // Activate/deactivate the occlusion system.
  1939. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
  1940. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
  1941. r_overlayfadeenable "0"
  1942. r_overlayfademax "2000"
  1943. r_overlayfademin "1750"
  1944. r_overlaywireframe "0"
  1945. r_particle_sim_spike_threshold_ms "5"
  1946. r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1947. r_PhysPropStaticLighting "1"
  1948. r_pixelfog "1"
  1949. r_pixelvisibility_partial "1"
  1950. r_pixelvisibility_spew "0"
  1951. r_pix_recordframes "0"
  1952. r_pix_start "0"
  1953. r_portalsopenall "0" // Open all portals
  1954. r_PortalTestEnts "1" // Clip entities against portal frustums.
  1955. r_printdecalinfo
  1956. r_proplightingfromdisk "1" // 2=Show Errors
  1957. r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1958. r_propsmaxdist "1200" // Maximum visible distance
  1959. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  1960. r_queued_post_processing "0"
  1961. r_queued_ropes "1"
  1962. 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
  1963. r_rainalpha "0"
  1964. r_rainalphapow "0"
  1965. r_raindensity "0"
  1966. r_RainHack "0"
  1967. r_rainlength "0"
  1968. r_RainProfile "0" // Enable/disable rain profiling.
  1969. r_RainRadius "1500"
  1970. r_RainSideVel "130" // How much sideways velocity rain gets.
  1971. r_RainSimulate "1" // Enable/disable rain simulation.
  1972. r_rainspeed "600"
  1973. r_RainSplashPercentage "20"
  1974. r_rainwidth "0"
  1975. r_randomflex "0"
  1976. r_renderoverlayfragment "1"
  1977. r_rimlight "1"
  1978. r_rootlod "0" // Root LOD
  1979. r_ropes_holiday_light_color // Set each lights color: [light0-3] [r0-255] [g0-255] [b0-255]
  1980. r_ropetranslucent "1"
  1981. r_screenfademaxsize "0"
  1982. r_screenfademinsize "0"
  1983. r_screenoverlay // Draw specified material as an overlay
  1984. r_sequence_debug "0"
  1985. r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
  1986. r_shadowangles // Set shadow angles
  1987. r_shadowblobbycutoff // some shadow stuff
  1988. r_shadowcolor // Set shadow color
  1989. r_shadowdir // Set shadow direction
  1990. r_shadowdist // Set shadow distance
  1991. r_shadowids "0"
  1992. r_shadowmaxrendered "32"
  1993. r_shadowrendertotexture "1"
  1994. r_shadows "1"
  1995. r_shadows_gamecontrol "-1"
  1996. r_shadowwireframe "0"
  1997. r_showenvcubemap "0"
  1998. r_ShowViewerArea "0"
  1999. r_showz_power "1"
  2000. r_skin "0"
  2001. r_skybox "1" // Enable the rendering of sky boxes
  2002. r_snapportal "-1"
  2003. r_SnowColorBlue "200" // Snow.
  2004. r_SnowColorGreen "175" // Snow.
  2005. r_SnowColorRed "150" // Snow.
  2006. r_SnowDebugBox "0" // Snow Debug Boxes.
  2007. r_SnowEnable "1" // Snow Enable
  2008. r_SnowEndAlpha "255" // Snow.
  2009. r_SnowEndSize "0" // Snow.
  2010. r_SnowFallSpeed "1" // Snow fall speed scale.
  2011. r_SnowInsideRadius "256" // Snow.
  2012. r_SnowOutsideRadius "1024" // Snow.
  2013. r_SnowParticles "500" // Snow.
  2014. r_SnowPosScale "1" // Snow.
  2015. r_SnowRayEnable "1" // Snow.
  2016. r_SnowRayLength "8192" // Snow.
  2017. r_SnowRayRadius "256" // Snow.
  2018. r_SnowSpeedScale "1" // Snow.
  2019. r_SnowStartAlpha "25" // Snow.
  2020. r_SnowStartSize "1" // Snow.
  2021. r_SnowWindScale "0" // Snow.
  2022. r_SnowZoomOffset "384" // Snow.
  2023. r_SnowZoomRadius "512" // Snow.
  2024. r_spray_lifetime "2" // Number of rounds player sprays are visible
  2025. r_sse2 // Enable/disable SSE2 code
  2026. r_sse_s "1" // sse ins for particle sphere create
  2027. r_staticpropinfo "0"
  2028. r_staticprop_lod "-1"
  2029. r_studio_stats "0"
  2030. r_studio_stats_lock "0" // Lock the current studio stats entity selection
  2031. r_studio_stats_mode "0" // Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapon held by player under your cr
  2032. r_swingflashlight "1"
  2033. r_teeth "1"
  2034. r_threaded_client_shadow_manager "0"
  2035. r_threaded_particles "1"
  2036. r_threaded_renderables "0"
  2037. r_unloadlightmaps "0"
  2038. r_updaterefracttexture "1"
  2039. r_vehicleBrakeRate "1"
  2040. r_VehicleViewClamp "1"
  2041. r_VehicleViewDampen "1"
  2042. r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
  2043. r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  2044. r_visualizelighttraces "0"
  2045. r_visualizelighttracesshowfulltrace "0"
  2046. r_visualizeproplightcaching "0"
  2047. r_visualizetraces "0"
  2048. r_WaterDrawReflection "1" // Enable water reflection
  2049. r_WaterDrawRefraction "1" // Enable water refraction
  2050. r_waterforceexpensive "1"
  2051. r_waterforcereflectentities "0"
  2052. r_worldlightmin "0"
  2053. r_worldlights "4" // number of world lights to use per vertex
  2054. r_worldlistcache "1"
  2055. save // Saves current game.
  2056. save_async "1"
  2057. save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
  2058. save_console "0" // Autosave on the PC behaves like it does on the consoles.
  2059. save_disable "0"
  2060. save_finish_async
  2061. save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
  2062. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
  2063. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
  2064. save_noxsave "0"
  2065. save_replay // Save a replay of the current life if possible.
  2066. save_screenshot "1" // 2 = always
  2067. save_spew "0"
  2068. say // Display player message
  2069. say_team // Display player message to team
  2070. sb_close_browser_on_connect "1"
  2071. sb_dontshow_maxplayer_warning "1"
  2072. sb_mod_suggested_maxplayers "24"
  2073. sb_quick_list_bit_field "-1"
  2074. sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
  2075. scene_async_prefetch_spew "0" // Display async .ani file loading info.
  2076. scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think.
  2077. scene_clientflex "1" // Do client side flex animation.
  2078. scene_flatturn "1"
  2079. scene_flush // Flush all .vcds from the cache and reload from disk.
  2080. scene_forcecombined "0" // force use of combined .wav files even in english.
  2081. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
  2082. scene_print "0" // print timing and event info to console.
  2083. scene_showfaceto "0" // show the directions of faceto events.
  2084. scene_showlook "0" // show the directions of look events.
  2085. scene_showmoveto "0" // show the end location.
  2086. scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
  2087. screenshot // Take a screenshot.
  2088. scr_centertime "5"
  2089. sensitivity "1" // Mouse sensitivity.
  2090. servercfgfile "0"
  2091. server_game_time // Gives the game time in seconds (servers curtime)
  2092. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  2093. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  2094. setinfo // Adds a new user info value
  2095. setmodel // Changess players model
  2096. setpause // Set the pause state of the server.
  2097. setpos // Move player to specified origin (must have sv_cheats).
  2098. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  2099. shake // Shake the screen.
  2100. shake_show "0" // Displays a list of the active screen shakes.
  2101. shake_stop // Stops all active screen shakes.
  2102. showbudget_texture "0" // Enable the texture budget panel.
  2103. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  2104. showbudget_texture_global_sum "0"
  2105. showconsole // Show the console.
  2106. showhitlocation "0"
  2107. showinfo // Shows a info panel: <type> <title> <message> [<command number>]
  2108. showmapinfo // Show map info panel
  2109. showpanel // Shows a viewport panel <name>
  2110. showparticlecounts "0" // Display number of particles drawn per frame
  2111. showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res
  2112. showstatsdlg // Shows the player stats dialog
  2113. showtriggers "0" // Shows trigger brushes
  2114. showtriggers_toggle // Toggle show triggers
  2115. simple_bot_add // Add a simple bot.
  2116. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
  2117. sixense_aim_1to1_heading_multiplier "3"
  2118. sixense_aim_1to1_pitch_multiplier "3"
  2119. sixense_aim_1to1_ratchet_vertical "1"
  2120. sixense_aim_freeaim_accel_band_exponent "1"
  2121. sixense_aim_freeaim_accel_band_size "15"
  2122. sixense_aim_freeaim_auto_level_rate "1"
  2123. sixense_aim_freeaim_dead_zone_radius "0"
  2124. sixense_aim_freeaim_heading_multiplier "1"
  2125. sixense_aim_freeaim_max_speed "12"
  2126. sixense_aim_freeaim_pitch_multiplier "1"
  2127. sixense_aim_freeaim_spin_disabled
  2128. sixense_aim_freeaim_switch_blend_time_enter "0"
  2129. sixense_aim_freeaim_switch_blend_time_exit "0"
  2130. sixense_aim_scope_heading_multiplier "0"
  2131. sixense_aim_scope_pitch_multiplier "0"
  2132. sixense_always_draw_crosshair "1"
  2133. sixense_base_offset_x "0"
  2134. sixense_base_offset_y "0"
  2135. sixense_base_offset_z "-20"
  2136. sixense_bind // Bind a concommand to a button.
  2137. sixense_clear_bindings // Clear all sixense bindings.
  2138. sixense_controller_angle_mode "0"
  2139. sixense_create_default_bindings // Erase all current bindings and load the default bindings for this game.
  2140. sixense_crosshair_horiz_multiplier "1"
  2141. sixense_crosshair_vert_multiplier "1"
  2142. sixense_crouch_sensitivity "1"
  2143. sixense_delete_binding // Delete a single binding by index.
  2144. sixense_disable_gestures
  2145. sixense_enabled "0"
  2146. sixense_exit_metroid_blend "0"
  2147. sixense_exit_one_to_one_dot "0"
  2148. sixense_features_enabled "0"
  2149. sixense_feet_angles_offset_stick_spin_exponent "1"
  2150. sixense_feet_angles_offset_stick_spin_horiz_multiplier "7"
  2151. sixense_feet_angles_offset_stick_spin_invert_pitch "1"
  2152. sixense_feet_angles_offset_stick_spin_vert_multiplier "4"
  2153. sixense_filter_level "0"
  2154. sixense_jump_sensitivity "1"
  2155. sixense_left_handed "0"
  2156. sixense_list_bindings // List the sixense bindings.
  2157. sixense_max_charge_spin "3"
  2158. sixense_melee_pitch_blend_val "0"
  2159. sixense_mode "0"
  2160. sixense_mouse_enabled "1"
  2161. sixense_mouse_sensitivity "1"
  2162. sixense_point_gesture_angle_threshold "15"
  2163. sixense_reload_sensitivity "1"
  2164. sixense_roll_correct_blend "0"
  2165. sixense_select_grenade
  2166. sixense_select_machinegun
  2167. sixense_select_melee
  2168. sixense_select_pistol
  2169. sixense_sensitivity_level "2"
  2170. sixense_set_base_offset
  2171. sixense_set_filter_params
  2172. sixense_show_frame // Show/hide Sixense UI.
  2173. sixense_spring_view_enabled "1"
  2174. sixense_spring_view_max_angle "45"
  2175. sixense_spring_view_max_spring "0"
  2176. sixense_spring_view_min_angle "1"
  2177. sixense_spring_view_min_spring "0"
  2178. sixense_teleport_metroid_blend_time "3"
  2179. sixense_teleport_wait_to_blend_time "0"
  2180. sixense_tilt_gesture_angle_threshold "35"
  2181. sixense_trigger_threshold "0"
  2182. sixense_walking_dead_zone_percent "10"
  2183. sixense_walking_exponent "1"
  2184. sixense_weapon_select_sensitivity "1"
  2185. sixense_write_bindings // Save the sixense bindings to a file.
  2186. sixense_zoom_momentary_time "500"
  2187. skill "1" // Game skill level (1-3).
  2188. skip_next_map // Skips the next map in the map rotation for the server.
  2189. sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
  2190. sk_autoaim_mode "1"
  2191. sk_npc_arm "1"
  2192. sk_npc_chest "1"
  2193. sk_npc_head "2"
  2194. sk_npc_leg "1"
  2195. sk_npc_stomach "1"
  2196. sk_player_arm "1"
  2197. sk_player_chest "1"
  2198. sk_player_head "2"
  2199. sk_player_leg "1"
  2200. sk_player_stomach "1"
  2201. sk_plr_dmg_grenade "0"
  2202. slot0
  2203. slot1
  2204. slot10
  2205. slot11
  2206. slot12
  2207. slot2
  2208. slot3
  2209. slot4
  2210. slot5
  2211. slot6
  2212. slot7
  2213. slot8
  2214. slot9
  2215. smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
  2216. snapto
  2217. sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
  2218. snd_async_flush // Flush all unlocked async audio data
  2219. snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives).
  2220. snd_async_minsize "262144"
  2221. snd_async_showmem // Show async memory stats
  2222. snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
  2223. snd_async_stream_spew "0" // 2=buffers
  2224. snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
  2225. snd_defer_trace "1"
  2226. snd_delay_sound_shift "0"
  2227. snd_disable_mixer_duck "0"
  2228. snd_duckerattacktime "0"
  2229. snd_duckerreleasetime "2"
  2230. snd_duckerthreshold "0"
  2231. snd_ducktovolume "0"
  2232. snd_dumpclientsounds // Dump sounds to VXConsole
  2233. snd_foliage_db_loss "4"
  2234. snd_gain "1"
  2235. snd_gain_max "1"
  2236. snd_gain_min "0"
  2237. snd_legacy_surround "0"
  2238. snd_lockpartial "1"
  2239. snd_mixahead "0"
  2240. snd_mix_async "0"
  2241. snd_musicvolume "0" // Music volume
  2242. snd_mute_losefocus "1"
  2243. snd_noextraupdate "0"
  2244. snd_obscured_gain_dB "-2"
  2245. snd_pitchquality "1"
  2246. snd_profile "0"
  2247. snd_rebuildaudiocache // level caches) from reslists
  2248. snd_refdb "60"
  2249. snd_refdist "36"
  2250. snd_restart // Restart sound system.
  2251. snd_show "0" // Show sounds info
  2252. snd_showclassname "0"
  2253. snd_showmixer "0"
  2254. snd_showstart "0"
  2255. snd_ShowThreadFrameTime "0"
  2256. snd_soundmixer "0"
  2257. snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
  2258. snd_surround_speakers "0"
  2259. snd_visualize "0" // Show sounds location in world
  2260. snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
  2261. snd_vox_globaltimeout "300"
  2262. snd_vox_sectimetout "300"
  2263. snd_vox_seqtimetout "300"
  2264. snd_writemanifest // outputs the precache manifest for the current level
  2265. soundfade // Fade client volume.
  2266. soundinfo // Describe the current sound device.
  2267. soundlist // List all known sounds.
  2268. soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
  2269. soundscape_debug "0" // red lines show soundscapes that ar
  2270. soundscape_dumpclient // Dumps the clients soundscape data.
  2271. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
  2272. soundscape_flush // Flushes the server & client side soundscapes
  2273. speak // Play a constructed sentence.
  2274. spec_autodirector "1" // Auto-director chooses best view modes while spectating
  2275. spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
  2276. spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
  2277. spec_freeze_time "4" // Time spend frozen in observer freeze cam.
  2278. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  2279. spec_mode // Set spectator mode
  2280. spec_next // Spectate next player
  2281. spec_player // Spectate player by name
  2282. spec_pos // dump position and angles to the console
  2283. spec_prev // Spectate previous player
  2284. spec_scoreboard "0"
  2285. spec_track "0" // Tracks an entity in spec mode
  2286. spike // generates a fake spike
  2287. startdemos // Play demos in demo sequence.
  2288. startmovie // Start recording movie frames.
  2289. startupmenu // and were not in developer
  2290. star_memory // Dump memory stats
  2291. stats // Prints server performance variables
  2292. status // Display map and connection status.
  2293. step_spline "0"
  2294. stop // Finish recording demo.
  2295. stopdemo // Stop playing back a demo.
  2296. stopsound
  2297. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  2298. studio_queue_mode "1"
  2299. stuffcmds // Parses and stuffs command line + commands to command buffer.
  2300. suitvolume "0"
  2301. surfaceprop // Reports the surface properties at the cursor
  2302. sv_allowdownload "1" // Allow clients to download files
  2303. sv_allowupload "1" // Allow clients to upload customizations files
  2304. sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.
  2305. sv_allow_voice_from_file "1" // Allow or disallow clients from using voice_inputfromfile on this server.
  2306. sv_allow_votes "1" // Allow voting?
  2307. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
  2308. sv_alltalk "0" // no team restrictions
  2309. sv_alternateticks "0" // server only simulates entities on even numbered ticks.
  2310. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
  2311. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
  2312. 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.
  2313. sv_benchmark_freeroam "0" // Allow the local player to move freely in the benchmark. Only used for debugging. Dont use for real benchmarks because it will
  2314. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
  2315. sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
  2316. sv_bonus_map_challenge_update // Updates a bonus map challenge score.
  2317. sv_bonus_map_complete // Completes a bonus map.
  2318. sv_bonus_map_unlock // Locks a bonus map.
  2319. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
  2320. sv_cheats "0" // Allow cheats on server
  2321. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2322. 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
  2323. 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_
  2324. 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
  2325. 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
  2326. sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
  2327. sv_consistency "1" // Whether the server enforces file consistency for critical files
  2328. sv_contact "0" // Contact email for server sysop
  2329. sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
  2330. sv_debugtempentities "0" // Show temp entity bandwidth usage.
  2331. sv_debug_player_use "0" // Green box=radius success
  2332. sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
  2333. sv_deltatime "0" // Enable profiling of CalcDelta calls
  2334. sv_disable_querycache "0" // debug - disable trace query cache
  2335. sv_downloadurl "0" // Location from which clients can download missing files
  2336. sv_dumpstringtables "0"
  2337. sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
  2338. sv_filterban "1" // Set packet filtering by IP mode
  2339. sv_forcepreload "0" // Force server side preloading.
  2340. sv_gravity "800" // World gravity.
  2341. sv_hudhint_sound "1"
  2342. sv_lan "0" // no non-class C addresses )
  2343. sv_logbans "0" // Log server bans in the server logs.
  2344. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
  2345. sv_logdownloadlist "1"
  2346. sv_logecho "1" // Echo log information to the console.
  2347. sv_logfile "1" // Log server information in the log file.
  2348. sv_logflush "0" // Flush the log file to disk on each write (slow).
  2349. sv_logsdir "0" // Folder in the game directory where server logs will be stored.
  2350. sv_logsecret "0" // not usual 0x52)
  2351. sv_log_onefile "0" // Log server information to only one file.
  2352. sv_lowedict_action "0" // 4 - go to the next ma
  2353. sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action.
  2354. sv_massreport "0"
  2355. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
  2356. sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.
  2357. sv_maxrate "0" // 0 == unlimited
  2358. sv_maxreplay "0" // Maximum replay time in seconds
  2359. sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.
  2360. sv_maxupdaterate "66" // Maximum updates per second that the server will allow
  2361. sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address.
  2362. sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere.
  2363. sv_max_connects_window "4" // Window over which to average connections per second averages.
  2364. sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
  2365. sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.
  2366. sv_max_queries_window "30" // Window over which to average queries per second averages.
  2367. sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
  2368. sv_memlimit "0" // the server wi
  2369. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2370. sv_minrate "3500" // 0 == unlimited
  2371. sv_minupdaterate "10" // Minimum updates per second that the server will allow
  2372. sv_mumble_positionalaudio "1" // Allows players using Mumble to have support for positional audio.
  2373. sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change
  2374. sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow
  2375. sv_noclipaccelerate "5"
  2376. sv_noclipduringpause "0" // etc.).
  2377. sv_noclipspeed "5"
  2378. sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
  2379. sv_parallel_packentities "1"
  2380. sv_parallel_sendsnapshot "1"
  2381. sv_password "0" // Server password for entry into multiplayer games
  2382. sv_pausable "0" // Is the server pausable.
  2383. sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history
  2384. sv_precacheinfo // Show precache info.
  2385. sv_pure // Show user data.
  2386. sv_pure_kick_clients "1" // it will issue a warning to the client.
  2387. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
  2388. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
  2389. sv_querycache_stats // Display status of the query cache (client only)
  2390. sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
  2391. sv_rcon_log "1" // Enable/disable rcon logging.
  2392. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
  2393. sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
  2394. sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet
  2395. sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  2396. sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
  2397. sv_region "-1" // The region of the world to report this server in.
  2398. sv_restrict_aspect_ratio_fov "1" // This can be used to limit the effective FOV of users using wide-screen resolutions with aspect ratios wider than 1.85:1 (slight
  2399. sv_runcmds "1"
  2400. sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
  2401. sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
  2402. sv_shutdown // Sets the server to shutdown next time its empty
  2403. sv_shutdown_timeout_minutes "360" // wait at most N minutes for server to drain before forcing shutdown.
  2404. sv_skyname "0" // Current name of the skybox texture
  2405. sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
  2406. sv_specaccelerate "5"
  2407. sv_specnoclip "1"
  2408. sv_specspeed "3"
  2409. sv_stats "1" // Collect CPU usage stats
  2410. sv_steamblockingcheck "0" // 3 >= dr
  2411. 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
  2412. sv_stickysprint_default "0"
  2413. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
  2414. sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2415. sv_teststepsimulation "1"
  2416. 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
  2417. sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
  2418. sv_timeout "65" // the client is dropped
  2419. sv_turbophysics "0" // Turns on turbo physics
  2420. sv_unlockedchapters "99" // Highest unlocked game chapter.
  2421. sv_use_steam_voice "1" // voice_inputfromfile will no longer function).
  2422. sv_vehicle_autoaim_scale "8"
  2423. sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
  2424. sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
  2425. sv_voiceenable "1"
  2426. sv_vote_allow_spectators "0" // Allow spectators to vote?
  2427. sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
  2428. sv_vote_failure_timer_mvm "120" // A vote that fails in MvM cannot be re-submitted for this long
  2429. sv_vote_issue_changelevel_allowed "0" // Can people hold votes to change levels?
  2430. sv_vote_issue_changelevel_allowed_mvm "0" // Can people hold votes to change levels in MvM?
  2431. sv_vote_issue_kick_allowed "0" // Can people hold votes to kick players from the server?
  2432. sv_vote_issue_kick_allowed_mvm "1" // Can people hold votes to kick players from the server in MvM?
  2433. sv_vote_issue_kick_min_connect_time_mvm "0" // How long a player must be connected before they can be kicked (in seconds).
  2434. sv_vote_issue_kick_spectators_mvm "0" // Allow players to kick spectators in MvM.
  2435. sv_vote_issue_mvm_challenge_allowed "1" // Can people hold votes to set the challenge level?
  2436. sv_vote_issue_nextlevel_allowed "1" // Can people hold votes to set the next level?
  2437. sv_vote_issue_nextlevel_allowextend "1" // Allow players to extend the current map?
  2438. sv_vote_issue_nextlevel_choicesmode "0" // Present players with a list of lowest playtime maps to choose from?
  2439. sv_vote_issue_nextlevel_prevent_change "1" // Not allowed to vote for a nextlevel if one has already been set.
  2440. sv_vote_issue_restart_game_allowed "1" // Can people hold votes to restart the game?
  2441. sv_vote_issue_scramble_teams_allowed "1" // Can people hold votes to scramble the teams?
  2442. sv_vote_kick_ban_duration "20" // How long should a kick vote ban someone from the server? (in minutes)
  2443. sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
  2444. systemlinkport "27030" // System Link port
  2445. sys_minidumpexpandedspew "1"
  2446. sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
  2447. telemetry_demoend "0" // stop telemetry on tick #
  2448. telemetry_demostart "0" // start telemetry on tick #
  2449. telemetry_filtervalue "500" // Set Telemetry ZoneFilterVal (MicroSeconds)
  2450. telemetry_framecount "0" // Set Telemetry count of frames to capture
  2451. telemetry_level "0" // Set Telemetry profile level: 0 being off. Hight bit set for mask: 0x8#######
  2452. telemetry_pause "0" // Pause Telemetry
  2453. telemetry_resume "0" // Resume Telemetry
  2454. telemetry_server "0" // Set Telemetry server
  2455. template_debug "0"
  2456. testhudanim // Test a hud element animation. Arguments: <anim name>
  2457. testscript_debug "0" // Debug test scripts.
  2458. Test_CreateEntity
  2459. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2460. Test_EHandle
  2461. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2462. test_freezeframe // Test the freeze frame code.
  2463. test_giveawayitem // Debugging tool to test the item giveaway panel. Usage: test_giveawayitem <weapon name> <weapon id>: 0 = primary, 1 = seconda
  2464. Test_InitRandomEntitySpawner
  2465. Test_ProxyToggle_EnableProxy
  2466. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2467. Test_ProxyToggle_SetValue
  2468. Test_RandomizeInPVS
  2469. Test_RandomPlayerPosition
  2470. Test_RemoveAllRandomEntities
  2471. Test_SpawnRandomEntities
  2472. texture_budget_background_alpha "128" // how translucent the budget panel is
  2473. texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
  2474. texture_budget_panel_global "0" // Show global times in the texture budget panel.
  2475. texture_budget_panel_height "284" // height in pixels of the budget panel
  2476. texture_budget_panel_width "512" // width in pixels of the budget panel
  2477. texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
  2478. texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
  2479. tf_allow_player_use "0" // Allow players to execute +use while playing.
  2480. tf_allow_taunt_switch "0" // 1 - players can switch weapons at the start of a taunt (old bug b
  2481. tf_always_deathanim "0" // Force death anims to always play.
  2482. tf_always_loser "0" // Force loserstate to true.
  2483. tf_archer_proxy_fire_rate "1"
  2484. tf_arena_first_blood "1" // Rewards the first player to get a kill each round.
  2485. tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak
  2486. tf_arena_override_cap_enable_time "-1" // -1 uses the level designer specified time.
  2487. tf_arena_override_team_size "0" // Overrides the maximum team size in arena mode. Set to zero to keep the default behavior of 1/3 maxplayers.
  2488. tf_arena_preround_time "10" // Length of the Pre-Round time
  2489. tf_arena_round_time "0"
  2490. tf_arena_use_queue "1" // Enables the spectator queue system for Arena.
  2491. tf_avoidteammates_pushaway "1" // Whether or not teammates push each other away when occupying the same space
  2492. tf_backstab_detection_method "0" // 1 = new).
  2493. tf_base_boss_max_turn_rate "25"
  2494. tf_base_boss_speed "75"
  2495. tf_birthday "0"
  2496. tf_birthday_ball_chance "100" // Percent chance of a birthday beach ball spawning at each round start
  2497. tf_bot_add // Add a bot.
  2498. tf_bot_always_full_reload "0"
  2499. tf_bot_ammo_search_range "5000" // How far bots will search to find ammo around them
  2500. tf_bot_arrow_elevation_rate "0" // this is the degree/range slope to raise our aim
  2501. tf_bot_auto_vacate "1" // bots will automatically leave to make room for human players.
  2502. tf_bot_ballistic_elevation_rate "0" // this is the degree/range slope to raise our aim
  2503. tf_bot_capture_seek_and_destroy_max_duration "30" // this is the max duration he will hunt for before reconsidering
  2504. tf_bot_capture_seek_and_destroy_min_duration "15" // this is the min duration he will hunt for before reconsidering
  2505. tf_bot_cart_push_radius "60"
  2506. tf_bot_choose_target_interval "0" // a TFBot can reselect his target
  2507. tf_bot_debug_ammo_scavenging "0"
  2508. tf_bot_debug_destroy_enemy_sentry "0"
  2509. tf_bot_debug_payload_guard_vantage_points "0"
  2510. tf_bot_debug_retreat_to_cover "0"
  2511. tf_bot_debug_seek_and_destroy "0"
  2512. tf_bot_debug_sentry_placement "0"
  2513. tf_bot_debug_sniper "0"
  2514. tf_bot_debug_spy "0"
  2515. tf_bot_debug_stuck_log // visually display bot stuck locations.
  2516. tf_bot_debug_stuck_log_clear // Clear currently loaded bot stuck data
  2517. tf_bot_defend_owned_point_percent "0" // Stay on the contested point we own until enemy cap percent falls below this
  2518. tf_bot_defense_debug "0"
  2519. tf_bot_defense_must_defend_time "300" // bots will stay near point and guard
  2520. tf_bot_difficulty "1" // 3=expert.
  2521. tf_bot_engineer_building_health_multiplier "2"
  2522. tf_bot_engineer_exit_near_sentry_range "2500" // Maximum travel distance between a bots Sentry gun and its Teleporter Exit
  2523. tf_bot_engineer_max_sentry_travel_distance_to_point "2500" // Maximum travel distance between a bots Sentry gun and the currently contested point
  2524. tf_bot_engineer_mvm_hint_min_distance_from_bomb "1300"
  2525. tf_bot_engineer_mvm_sentry_hint_bomb_backward_range "3000"
  2526. tf_bot_engineer_mvm_sentry_hint_bomb_forward_range "0"
  2527. tf_bot_engineer_retaliate_range "750" // retreat
  2528. tf_bot_escort_range "300"
  2529. tf_bot_fetch_lost_flag_time "10" // How long busy TFBots will ignore the dropped flag before they give up what they are doing and go after it
  2530. tf_bot_fire_weapon_allowed "1" // TFBots will not pull the trigger of their weapons (but will act like they did)
  2531. tf_bot_fire_weapon_min_time "1"
  2532. tf_bot_flag_escort_give_up_range "1000"
  2533. tf_bot_flag_escort_max_count "4"
  2534. tf_bot_flag_escort_range "500"
  2535. tf_bot_flag_kill_on_touch "0" // any bot that picks up the flag dies. For testing.
  2536. tf_bot_force_class "0" // all TFBots will respawn as that class
  2537. tf_bot_force_jump "0" // Force bots to continuously jump
  2538. tf_bot_formation_debug "0"
  2539. tf_bot_health_critical_ratio "0"
  2540. tf_bot_health_ok_ratio "0"
  2541. tf_bot_health_search_far_range "2000"
  2542. tf_bot_health_search_near_range "1000"
  2543. tf_bot_hitscan_range_limit "1800"
  2544. tf_bot_join_after_player "1" // bots wait until a player joins before entering the game.
  2545. tf_bot_keep_class_after_death "0"
  2546. tf_bot_kick // or all bots (all).
  2547. tf_bot_kill // or all bots (all).
  2548. tf_bot_max_grenade_launch_at_sentry_range "1500"
  2549. tf_bot_max_point_defend_range "1250" // How far (in travel distance) from the point defending bots will take up positions
  2550. tf_bot_max_setup_gate_defend_range "2000" // How far from the setup gate(s) defending bots can take up positions
  2551. tf_bot_max_sticky_launch_at_sentry_range "1500"
  2552. tf_bot_max_teleport_entrance_travel "1500" // Dont plant teleport entrances farther than this travel distance from our spawn room
  2553. tf_bot_max_teleport_exit_travel_to_point "2500" // destroy it
  2554. tf_bot_medic_cover_test_resolution "8"
  2555. tf_bot_medic_debug "0"
  2556. tf_bot_medic_max_call_response_range "1000"
  2557. tf_bot_medic_max_heal_range "600"
  2558. tf_bot_medic_start_follow_range "250"
  2559. tf_bot_medic_stop_follow_range "75"
  2560. tf_bot_melee_attack_abandon_range "500" // bot will switch back to its primary weapon and attack
  2561. tf_bot_melee_only "0" // TFBots will only use melee weapons
  2562. tf_bot_min_setup_gate_defend_range "750" // How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush.
  2563. tf_bot_min_setup_gate_sniper_defend_range "1500" // How far from the setup gate(s) a defending sniper will take up position
  2564. tf_bot_min_teleport_travel "3000" // Minimum travel distance between teleporter entrance and exit before engineer bot will build one
  2565. tf_bot_mvm_show_engineer_hint_region // Show the nav areas MvM engineer bots will consider when selecting sentry and teleporter hints
  2566. tf_bot_near_point_travel_distance "750" // bot is near it
  2567. tf_bot_notice_backstab_chance "25"
  2568. tf_bot_notice_backstab_max_range "750"
  2569. tf_bot_notice_backstab_min_range "100"
  2570. tf_bot_notice_gunfire_range "3000"
  2571. tf_bot_notice_quiet_gunfire_range "500"
  2572. tf_bot_npc_archer_arrow_damage "75"
  2573. tf_bot_npc_archer_health "100"
  2574. tf_bot_npc_archer_shoot_interval "2"
  2575. tf_bot_npc_archer_speed "100"
  2576. tf_bot_offense_must_push_time "120" // bots will push hard to cap
  2577. tf_bot_offline_practice "0" // Tells the server that it is in offline practice mode.
  2578. tf_bot_path_lookahead_range "300"
  2579. tf_bot_payload_guard_range "1000"
  2580. tf_bot_prefix_name_with_difficulty "0" // Append the skill level of the bot to the bots name
  2581. tf_bot_pyro_always_reflect "0" // Pyro bots will always reflect projectiles fired at them. For tesing/debugging purposes.
  2582. tf_bot_pyro_deflect_tolerance "0"
  2583. tf_bot_pyro_shove_away_range "250" // compression blast them away
  2584. tf_bot_quota "0" // Determines the total number of tf bots in the game.
  2585. tf_bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
  2586. tf_bot_retreat_to_cover_range "1000"
  2587. tf_bot_sniper_aim_error "0"
  2588. tf_bot_sniper_aim_steady_rate "10"
  2589. tf_bot_sniper_allow_opportunistic "1" // Snipers will stop on their way to their preferred lurking spot to snipe at opportunistic targets
  2590. tf_bot_sniper_choose_target_interval "3" // a zoomed-in Sniper can reselect his target
  2591. tf_bot_sniper_flee_range "400" // retreat
  2592. tf_bot_sniper_goal_entity_move_tolerance "500"
  2593. tf_bot_sniper_linger_time "5" // How long Sniper will wait around after losing his target before giving up
  2594. tf_bot_sniper_melee_range "200" // attack with melee weapon
  2595. tf_bot_sniper_patience_duration "10" // How long a Sniper bot will wait without seeing an enemy before picking a new spot
  2596. tf_bot_sniper_personal_space_range "1000" // Enemies beyond this range dont worry the Sniper
  2597. tf_bot_sniper_spot_epsilon "100"
  2598. tf_bot_sniper_spot_max_count "10" // Stop searching for sniper spots when each side has found this many
  2599. tf_bot_sniper_spot_min_range "1000"
  2600. tf_bot_sniper_spot_point_tolerance "750"
  2601. tf_bot_sniper_spot_search_count "10" // Search this many times per behavior update frame
  2602. tf_bot_sniper_target_linger_duration "2" // How long a Sniper bot will keep toward at a target it just lost sight of
  2603. tf_bot_spy_change_target_range_threshold "300"
  2604. tf_bot_spy_knife_range "300" // prefer our knife
  2605. tf_bot_squad_escort_range "500"
  2606. tf_bot_stickybomb_density "0" // Number of stickies to place per square inch
  2607. tf_bot_sticky_base_range "800"
  2608. tf_bot_sticky_charge_rate "0" // Seconds of charge per unit range beyond base
  2609. tf_bot_suicide_bomb_range "300"
  2610. tf_bot_taunt_victim_chance "20"
  2611. tf_bot_teleport_build_surface_normal_limit "0" // Engineer bots wont place their entrance teleporter
  2612. tf_bot_wait_in_cover_max_time "2"
  2613. tf_bot_wait_in_cover_min_time "1"
  2614. tf_bot_warp_team_to_me
  2615. tf_build_menu_controller_mode "0" // 0 = OFF.
  2616. tf_chargedfriends "4500155"
  2617. tf_clamp_airducks "1"
  2618. tf_clear_attribute // Remove given attribute from all areas in the selected set.
  2619. tf_clientsideeye_lookats "1" // players will turn their pupils to look at nearby players.
  2620. tf_colorblindassist "0" // Setting this to 1 turns on colorblind mode.
  2621. tf_ctf_bonus_time "10" // Length of team crit time for CTF capture.
  2622. tf_damage_disablespread "0" // Toggles the random damage spread applied to all player damage.
  2623. tf_damage_multiplier_blue "1" // All incoming damage to a blue player is multiplied by this value
  2624. tf_damage_multiplier_red "1" // All incoming damage to a red player is multiplied by this value
  2625. tf_debug_damage "0"
  2626. tf_debug_flamethrower "0" // Visualize the flamethrower damage.
  2627. tf_debug_placement_failure "0"
  2628. tf_decoy_lifetime "5" // in seconds
  2629. tf_dingalingaling "1" // play a sound everytime you injure an enemy. The sound can be customized by replacing the tf/sound/ui/hitsound.wav
  2630. tf_dingalingaling_repeat_delay "0" // Desired repeat delay of the hit sound. Set to 0 to play a sound for every instance of damage dealt.
  2631. tf_dingaling_pitchmaxdmg "100" // Desired pitch of the hit sound when a maximum damage hit (>= 150 health) is done.
  2632. tf_dingaling_pitchmindmg "100" // Desired pitch of the hit sound when a minimal damage hit (<= 10 health) is done.
  2633. tf_dingaling_volume "0" // Desired volume of the hit sound.
  2634. tf_disguise_menu_controller_mode "0" // 0 = OFF.
  2635. tf_escort_recede_time "30"
  2636. tf_escort_recede_time_overtime "5"
  2637. tf_escort_score_rate "1" // in points per second
  2638. tf_explanations_backpackpanel "1" // Whether the user has seen explanations for this panel.
  2639. tf_explanations_charinfopanel "1" // Whether the user has seen explanations for this panel.
  2640. tf_explanations_charinfo_armory_panel "0" // Whether the user has seen explanations for this panel.
  2641. tf_explanations_craftingpanel "1" // Whether the user has seen explanations for this panel.
  2642. tf_explanations_discardpanel "0" // Whether the user has seen explanations for this panel.
  2643. tf_explanations_store "1" // Whether the user has seen explanations for this panel.
  2644. tf_explanations_tradingpanel "1" // Whether the user has seen explanations for this panel.
  2645. tf_eyeball_boss_acceleration "500"
  2646. tf_eyeball_boss_attack_range "750"
  2647. tf_eyeball_boss_debug "0"
  2648. tf_eyeball_boss_debug_orientation "0"
  2649. tf_eyeball_boss_health_at_level_2 "17000"
  2650. tf_eyeball_boss_health_base "8000"
  2651. tf_eyeball_boss_health_per_level "3000"
  2652. tf_eyeball_boss_health_per_player "400"
  2653. tf_eyeball_boss_horiz_damping "2"
  2654. tf_eyeball_boss_hover_height "200"
  2655. tf_eyeball_boss_lifetime "120"
  2656. tf_eyeball_boss_speed "250"
  2657. tf_eyeball_boss_vert_damping "1"
  2658. tf_flag_caps_per_round "3" // Number of flag captures per round on CTF maps. Set to 0 to disable.
  2659. tf_flamethrower_boxsize "12" // Size of flame damage entities.
  2660. tf_forced_holiday "0" // Birthday = 1 Halloween = 2
  2661. tf_halloween_boss_spawn_interval "480" // in seconds
  2662. tf_halloween_boss_spawn_interval_variation "60" // Variation of spawn interval +/-
  2663. tf_halloween_bot_attack_range "200"
  2664. tf_halloween_bot_chase_duration "30"
  2665. tf_halloween_bot_chase_range "1500"
  2666. tf_halloween_bot_health_base "3000"
  2667. tf_halloween_bot_health_per_player "200"
  2668. tf_halloween_bot_min_player_count "10"
  2669. tf_halloween_bot_quit_range "2000"
  2670. tf_halloween_bot_speed "400"
  2671. tf_halloween_bot_speed_recovery_rate "100" // Movement units/second
  2672. tf_halloween_bot_terrify_radius "500"
  2673. tf_halloween_eyeball_boss_spawn_interval "180" // in seconds
  2674. tf_halloween_eyeball_boss_spawn_interval_variation "30" // Variation of spawn interval +/-
  2675. tf_halloween_force_boss_spawn // For testing.
  2676. tf_halloween_zombie_damage "10" // How much damage a zombie melee hit does.
  2677. tf_halloween_zombie_mob_enabled "0" // spawn zombie mobs on non-Halloween Valve maps
  2678. tf_halloween_zombie_mob_spawn_count "20" // How many zombies to spawn
  2679. tf_halloween_zombie_mob_spawn_interval "480" // in seconds
  2680. tf_halloween_zombie_speed "300" // How fast zombies move.
  2681. tf_highfive_debug "0" // Turns on some console spew for debugging high five issues.
  2682. tf_highfive_hintcount "3" // Counts the number of times the high five hint has been displayed
  2683. tf_hud_notification_duration "3" // How long to display hud notification panels before fading them
  2684. tf_hud_no_crosshair_on_scope_zoom "0"
  2685. tf_hud_num_building_alert_beeps "2" // Number of times to play warning sound when a new alert displays on building hud objects
  2686. tf_impactwatertime "1" // Draw impact debris effects.
  2687. tf_impactwatertimeenable "0" // Draw impact debris effects.
  2688. tf_invite_debug // Prints local invite objects
  2689. tf_lobby_debug // Prints local lobby objects
  2690. tf_mark // Set attribute of selected area.
  2691. tf_matchgroups "0" // Bit masks of match groups to search in for matchmaking
  2692. tf_matchmaking_goodenough_count_end "5" // Good enough count at end of search
  2693. tf_matchmaking_goodenough_count_start "20" // Good enough count at start of search
  2694. tf_matchmaking_goodenough_score_end "7" // Good enough score at end of search
  2695. tf_matchmaking_goodenough_score_start "8" // Good enough score at start of search
  2696. tf_matchmaking_join_in_progress "1" // Saved preference for if the player wants to join games in progress.
  2697. tf_matchmaking_max_search_time "45"
  2698. tf_matchmaking_noob_hours_played "8" // Number of hours played to determine noob status for quickplay scoring purposes
  2699. tf_matchmaking_noob_map_score_boost "0" // Boost added for quick-plaay scoring purposes if you are a noob and the map is considered noob-friendly
  2700. tf_matchmaking_numbers_increase_maxplayers_penalty "0" // Max scoring penalty to servers that have increased the max number of players
  2701. tf_matchmaking_numbers_serverfull_headroom "1" // Scoring will consider the server full when this many slots are available
  2702. tf_matchmaking_numbers_valve_bonus_hrs_a "8" // Valve server scoring bonus: hours played A
  2703. tf_matchmaking_numbers_valve_bonus_hrs_b "16" // Valve server scoring bonus: hours played B
  2704. tf_matchmaking_numbers_valve_bonus_pts_a "0" // Valve server scoring bonus: bonus points A
  2705. tf_matchmaking_numbers_valve_bonus_pts_b "0" // Valve server scoring bonus: bonus points B
  2706. tf_matchmaking_ping_a "50" // Quickplay scoring ping time data point A
  2707. tf_matchmaking_ping_a_score "0" // Quickplay scoring ping score data point A
  2708. tf_matchmaking_ping_b "150" // Quickplay scoring ping time data point B
  2709. tf_matchmaking_ping_b_score "0" // Quickplay scoring ping score data point B
  2710. tf_matchmaking_ping_c "300" // Quickplay scoring ping time data point C
  2711. tf_matchmaking_ping_c_score "-1" // Quickplay scoring ping score data point C
  2712. tf_matchmaking_retry_cooldown_seconds "300" // and apply scoring penalty to rejoin the same server
  2713. tf_matchmaking_retry_max_penalty "1" // Max scoring penalty to rejoin a server previously matched. (Decays linearly over the cooldown period)
  2714. tf_matchmaking_spew_level "1" // Set to 1 for basic console spew of quickplay-related decisions. 4 for maximum verbosity.
  2715. tf_medieval "0" // Enable Medieval Mode.
  2716. tf_medieval_autorp "1" // Enable Medieval Mode auto-roleplaying.
  2717. tf_medieval_cam_idealdist "125"
  2718. tf_medieval_cam_idealdistright "25"
  2719. tf_medieval_cam_idealdistup "-10"
  2720. tf_medieval_cam_idealpitch "0"
  2721. tf_medieval_thirdperson "0" // Turns on third-person camera in medieval mode.
  2722. tf_medigun_autoheal "1" // Setting this to 1 will cause the Mediguns primary attack to be a toggle instead of needing to be held down.
  2723. tf_merasmus_attack_range "200"
  2724. tf_merasmus_bomb_head_duration "15"
  2725. tf_merasmus_bomb_head_per_team "1"
  2726. tf_merasmus_chase_duration "7"
  2727. tf_merasmus_chase_range "2000"
  2728. tf_merasmus_disguise_debug "0"
  2729. tf_merasmus_health_base "67500"
  2730. tf_merasmus_health_per_player "5000"
  2731. tf_merasmus_health_regen_rate "0" // Percentage of Max HP per sec that merasmus will regenerate while in disguise
  2732. tf_merasmus_lifetime "120"
  2733. tf_merasmus_min_player_count "10"
  2734. tf_merasmus_min_props_to_reveal "0" // Percentage of total fake props players have to destroy before Merasmus reveal himself
  2735. tf_merasmus_prop_health "150"
  2736. tf_merasmus_should_disguise_threshold "0"
  2737. tf_merasmus_spawn_interval "180" // in seconds
  2738. tf_merasmus_spawn_interval_variation "30" // Variation of spawn interval +/-
  2739. tf_merasmus_speed "600"
  2740. tf_merasmus_speed_recovery_rate "100" // Movement units/second
  2741. tf_merasmus_stun_duration "2"
  2742. tf_mm_player_reservation_timeout_seconds "30" // after notification from the backend that we should expect him.
  2743. tf_mm_servermode "0" // Activates / deactivates Lobby-based hosting mode. 0 = not active 1 = Put in quickplay pool (based on current map) 2 =
  2744. tf_mm_strict "0" // and allow ad-hoc joins 1 = Hide from server browser and only allow joins coordinated through
  2745. tf_mvm_bot_allow_flag_carrier_to_fight "1"
  2746. tf_mvm_bot_flag_carrier_health_regen "45"
  2747. tf_mvm_bot_flag_carrier_interval_to_1st_upgrade "5"
  2748. tf_mvm_bot_flag_carrier_interval_to_2nd_upgrade "15"
  2749. tf_mvm_bot_flag_carrier_interval_to_3rd_upgrade "15"
  2750. tf_mvm_bot_flag_carrier_movement_penalty "0"
  2751. tf_mvm_checkpoint // Save a checkpoint snapshot
  2752. tf_mvm_checkpoint_clear // Clear the saved checkpoint
  2753. tf_mvm_debugstats // Dumpout MvM Data
  2754. tf_mvm_disconnect_on_victory "0" // Enable to Disconnect Players after completing MvM
  2755. tf_mvm_engineer_teleporter_uber_duration "5"
  2756. tf_mvm_force_victory // Force immediate victory.
  2757. tf_mvm_jump_to_wave // Jumps directly to the given Mann Vs Machine wave number
  2758. tf_mvm_miniboss_scale "1" // Full body scale for minibosses.
  2759. tf_mvm_min_players_to_start "3" // Minimum number of players connected to start a countdown timer
  2760. tf_mvm_missioncyclefile "0" // Name of the .res file used to cycle mvm misisons
  2761. tf_mvm_nextmission // Load the next mission
  2762. tf_mvm_popfile // Change to a target popfile for MvM
  2763. tf_mvm_skill "3" // 5 = hardest
  2764. tf_mvm_tabs_discovered "3" // Remember how many times players have clicked tabs.
  2765. tf_mvm_tank_health
  2766. tf_mvm_tank_kill
  2767. tf_mvm_victory_disconnect_time "45" // Seconds to wait after MvM victory before kicking players. (Only used if tf_mvm_disconnect_on_victory is true.)
  2768. tf_mvm_victory_reset_time "30" // Seconds to wait after MvM victory before cycling to the next mission. (Only used if tf_mvm_disconnect_on_victory is false.)
  2769. tf_nav_combat_build_rate "0" // Gunfire/second increase (combat caps at 1.0)
  2770. tf_nav_combat_decay_rate "0" // Decay/second toward zero
  2771. tf_nav_in_combat_duration "30" // How long after gunfire occurs is this area still considered to be in combat
  2772. tf_nav_in_combat_range "1000"
  2773. tf_nav_show_bomb_target_distance "0" // Display travel distances to bomb target (MvM mode)
  2774. tf_nav_show_incursion_distance "0" // 2=blue)
  2775. tf_nav_show_turf_ownership "0" // Color nav area by smallest incursion distance
  2776. tf_overtime_nag "0" // Announcer overtime nag.
  2777. tf_particles_disable_weather "0" // Disable particles related to weather effects.
  2778. tf_party_debug // Prints local party objects
  2779. tf_playergib "1" // 2: always
  2780. tf_populator_active_buffer_range "3000" // and this far behind last raider
  2781. tf_populator_damage_multiplier "1"
  2782. tf_populator_debug "0"
  2783. tf_populator_health_multiplier "1"
  2784. tf_pressandhold_minduration "2" // The minimum amount of time to spend in the press-and-hold taunts pose.
  2785. tf_quickplay_beta_ask_percentage "100" // Percentage of people who will be prompted to participate in beta quickplay.
  2786. tf_quickplay_beta_preference "-1" // 1 = opt in
  2787. tf_quickplay_lastviewedmode "2"
  2788. tf_recent_achievements "2329"
  2789. tf_remember_activeweapon "1" // Setting this to 1 will make the active weapon persist between lives.
  2790. tf_remember_lastswitched "1" // Setting this to 1 will make the last weapon persist between lives.
  2791. tf_replay_pyrovision "0" // replays will be seen with Pyrovision active
  2792. tf_resolve_stuck_players "1"
  2793. tf_respawn_on_loadoutchanges "1" // you will automatically respawn whenever you change loadouts inside a respawn zone.
  2794. tf_select_ambush_areas // Add good ambush spots to the selected set. For debugging.
  2795. tf_select_ambush_areas_close_range "300"
  2796. tf_select_ambush_areas_max_enemy_exposure_area "500000"
  2797. tf_select_ambush_areas_radius "750"
  2798. tf_select_with_attribute // Selects areas with the given attribute.
  2799. tf_server_identity_account_id "0" // used to authenticate with the TF2 Game Coordinator.
  2800. tf_server_identity_disable_quickplay "0" // Disable this server from being chosen by the quickplay matchmaking.
  2801. tf_server_identity_token "0" // used to authenticate with the TF2 Game Coordinator.
  2802. tf_server_lobby_debug // Prints server lobby object
  2803. tf_show_actor_potential_visibility "0"
  2804. tf_show_blocked_areas "0" // Highlight areas that are considered blocked for TF-specific reasons
  2805. tf_show_bomb_drop_areas "0"
  2806. tf_show_control_points "0"
  2807. tf_show_enemy_invasion_areas "0" // Highlight areas where the enemy team enters the visible environment of the local player
  2808. tf_show_gate_defense_areas "0"
  2809. tf_show_incursion_flow "0"
  2810. tf_show_incursion_flow_gradient "0" // 2 = blue
  2811. tf_show_incursion_flow_range "150" // 2 = blue
  2812. tf_show_incursion_range "0" // 2 = blue
  2813. tf_show_incursion_range_max "0" // Highlight areas with incursion distances between min and max cvar values
  2814. tf_show_incursion_range_min "0" // Highlight areas with incursion distances between min and max cvar values
  2815. tf_show_in_combat_areas "0"
  2816. tf_show_mesh_decoration "0" // Highlight special areas
  2817. tf_show_mesh_decoration_manual "0" // Highlight special areas marked by hand
  2818. tf_show_point_defense_areas "0"
  2819. tf_show_sentry_danger "0"
  2820. tf_show_sniper_areas "0"
  2821. tf_show_sniper_areas_safety_range "1000"
  2822. tf_show_train_path "0"
  2823. tf_simple_disguise_menu "1" // Use a more concise disguise selection menu.
  2824. tf_sniper_fullcharge_bell "1"
  2825. tf_spectate_pyrovision "0" // spectator will see the world with Pyrovision active
  2826. tf_spectator_target_location "0" // Determines the location of the spectator targetID panel.
  2827. tf_stats_nogameplaycheck "0" // send stats regardless.
  2828. tf_steam_workshop_import_icon_path "0" // Default location to load backpack icons from
  2829. tf_steam_workshop_import_material_path "0" // Default location to load materials from
  2830. tf_steam_workshop_import_model_path "0" // Default location to load models from
  2831. tf_steam_workshop_query_timeout "10" // Time in seconds to allow communication with the Steam Workshop server.
  2832. tf_teamtalk "0" // Teammates can always chat with each other while alive or dead.
  2833. tf_testitem_recent "0"
  2834. tf_testrr // or tf_testrr <player nam
  2835. tf_testvcd // Run a vcd on the player currently under your crosshair. Optional parameter is the .vcd name (default is scenes/heavy_test.vcd
  2836. tf_test_hat_bodygroup "0" // For testing bodygroups on hats.
  2837. tf_test_teleport_home_fx "0"
  2838. tf_tournament_classlimit_demoman "-1" // Tournament mode per-team class limit for Demomenz.
  2839. tf_tournament_classlimit_engineer "-1" // Tournament mode per-team class limit for Engineers.
  2840. tf_tournament_classlimit_heavy "-1" // Tournament mode per-team class limit for Heavies.
  2841. tf_tournament_classlimit_medic "-1" // Tournament mode per-team class limit for Medics.
  2842. tf_tournament_classlimit_pyro "-1" // Tournament mode per-team class limit for Pyros.
  2843. tf_tournament_classlimit_scout "-1" // Tournament mode per-team class limit for Scouts.
  2844. tf_tournament_classlimit_sniper "-1" // Tournament mode per-team class limit for Snipers.
  2845. tf_tournament_classlimit_soldier "-1" // Tournament mode per-team class limit for Soldiers.
  2846. tf_tournament_classlimit_spy "-1" // Tournament mode per-team class limit for Spies.
  2847. tf_tournament_hide_domination_icons "0" // Tournament mode server convar that forces clients to not display the domination icons above players dominating them.
  2848. tf_training_client_message "0" // A simple way for the training client to communicate with the server.
  2849. tf_training_has_prompted_for_forums "1" // Whether the user has been prompted to view the new user forums.
  2850. tf_training_has_prompted_for_loadout "1" // Whether the user has been prompted to equip something in their loadout.
  2851. tf_training_has_prompted_for_offline_practice "1" // Whether the user has been prompted to try offline practice.
  2852. tf_training_has_prompted_for_options "1" // Whether the user has been prompted to view the TF2 advanced options.
  2853. tf_training_has_prompted_for_training "1" // Whether the user has been prompted for training
  2854. tf_use_fixed_weaponspreads "0" // weapons that fire multiple pellets per shot will use a non-random pellet distribution.
  2855. tf_weapon_criticals "1"
  2856. tf_weapon_select_demo_start_delay "1" // Delay after spawning to start the weapon bucket demo.
  2857. tf_weapon_select_demo_time "0" // Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off.
  2858. tf_wipe_attributes // Clear all TF-specific attributes of selected area.
  2859. think_limit "10" // warning is printed if this is exceeded.
  2860. thirdperson // Switch to thirdperson camera.
  2861. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2862. thirdperson_platformer "0" // Player will aim in the direction they are moving.
  2863. thirdperson_screenspace "0" // eg: left means screen-left
  2864. threadpool_affinity "1" // Enable setting affinity
  2865. timedemo // Play a demo and report performance info.
  2866. timedemoquit // and then exit
  2867. timedemo_runcount "0" // Runs time demo X number of times.
  2868. timerefresh // Profile the renderer.
  2869. toggle // or cycles through a set of values.
  2870. toggleconsole // Show/hide the console.
  2871. togglescores // Toggles score panel
  2872. toggle_duck
  2873. tracer_extra "1"
  2874. trace_report "0"
  2875. TrackerAnim // Test animation of the achievement tracker. Parameter is achievement number on HUD to flash
  2876. training_can_build_dispenser "1" // Player can build dispenser as engineer.
  2877. training_can_build_sentry "1" // Player can build sentry as engineer.
  2878. training_can_build_tele_entrance "1" // Player can build teleporter entrance as engineer.
  2879. training_can_build_tele_exit "1" // Player can build teleporter exit as engineer.
  2880. training_can_destroy_buildings "1" // Player can destroy buildings as engineer.
  2881. training_can_pickup_dispenser "1" // Player can pickup dispenser as engineer.
  2882. training_can_pickup_sentry "1" // Player can pickup sentry gun as engineer.
  2883. training_can_pickup_tele_entrance "1" // Player can pickup teleporter entrance as engineer.
  2884. training_can_pickup_tele_exit "1" // Player can pickup teleporter entrance as engineer.
  2885. training_can_select_weapon_building "1" // In training player select building tool.
  2886. training_can_select_weapon_item1 "1" // In training player select item 1.
  2887. training_can_select_weapon_item2 "1" // In training player select item 2.
  2888. training_can_select_weapon_melee "1" // In training player select melee weapon.
  2889. training_can_select_weapon_pda "1" // In training player select pda.
  2890. training_can_select_weapon_primary "1" // In training player select primary weapon.
  2891. training_can_select_weapon_secondary "1" // In training player select secondary weapon.
  2892. training_class "3" // Class to use in training.
  2893. training_continue // Tells training that it should continue.
  2894. training_map_video "0" // Video to show for training
  2895. training_showdlg // Displays the training dialog.
  2896. tv_allow_camera_man "1" // Auto director allows spectators to become camera man
  2897. tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
  2898. tv_autorecord "0" // Automatically records all games as SourceTV demos.
  2899. tv_autoretry "1" // Relay proxies retry connection after network timeout
  2900. tv_chatgroupsize "0" // Set the default chat group size
  2901. tv_chattimelimit "8" // Limits spectators to chat only every n seconds
  2902. tv_clients // Shows list of connected SourceTV clients.
  2903. tv_debug "0" // SourceTV debug info.
  2904. tv_delay "30" // SourceTV broadcast delay in seconds
  2905. tv_delaymapchange "0" // Delays map change until broadcast is complete
  2906. tv_deltacache "2" // Enable delta entity bit stream cache
  2907. tv_dispatchmode "1" // 2=always
  2908. tv_enable "0" // Activates SourceTV on server.
  2909. tv_maxclients "128" // Maximum client number on SourceTV server.
  2910. tv_maxrate "8000" // 0 == unlimited
  2911. tv_msg // Send a screen message to all clients.
  2912. tv_name "0" // SourceTV host name
  2913. tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
  2914. tv_overridemaster "0" // Overrides the SourceTV master root address.
  2915. tv_password "0" // SourceTV password for all clients
  2916. tv_port "27020" // Host SourceTV port
  2917. tv_record // Starts SourceTV demo recording.
  2918. tv_relay // Connect to SourceTV server and relay broadcast.
  2919. tv_relaypassword "0" // SourceTV password for relay proxies
  2920. tv_relayvoice "1" // 1=on
  2921. tv_retry // Reconnects the SourceTV relay proxy.
  2922. tv_snapshotrate "16" // Snapshots broadcasted per second
  2923. tv_status // Show SourceTV server status.
  2924. tv_stop // Stops the SourceTV broadcast.
  2925. tv_stoprecord // Stops SourceTV demo recording.
  2926. tv_timeout "30" // SourceTV connection timeout in seconds.
  2927. tv_title "0" // Set title for SourceTV spectator UI
  2928. tv_transmitall "0" // Transmit all entities (not only director view)
  2929. ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
  2930. ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2931. unbind // Unbind a key.
  2932. unbindall // Unbind all keys.
  2933. unbind_mac // Unbind a key on the Mac only.
  2934. unpause // Unpause the game.
  2935. use // Use a particular weapon Arguments: <weapon_name>
  2936. user // Show user data.
  2937. users // Show user info for players on server.
  2938. user_context // Set a Rich Presence Context: user_context <context id> <context value>
  2939. user_context // Set a Rich Presence Context: user_context <context id> <context value>
  2940. user_property // Set a Rich Presence Property: user_property <property id>
  2941. user_property // Set a Rich Presence Property: user_property <property id>
  2942. vcollide_wireframe "0" // Render physics collision models in wireframe
  2943. vcr_verbose "0" // Write extra information into .vcr file.
  2944. vehicle_flushscript // Flush and reload all vehicle scripts
  2945. version // Print version info string.
  2946. vgui_drawfocus "0" // Report which panel is under the mouse.
  2947. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
  2948. vgui_drawtree_bounds "0" // Show panel bounds.
  2949. vgui_drawtree_clear
  2950. vgui_drawtree_draw_selected "0" // Highlight the selected panel
  2951. vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
  2952. vgui_drawtree_hidden "0" // Draw the hidden panels.
  2953. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
  2954. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
  2955. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
  2956. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
  2957. vgui_drawtree_visible "1" // Draw the visible panels.
  2958. vgui_message_dialog_modal "1"
  2959. vgui_spew_fonts
  2960. vgui_togglepanel // show/hide vgui panel by name.
  2961. video_quicktime_decode_gamma "0" // QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
  2962. video_quicktime_encode_gamma "3" // QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
  2963. viewanim_addkeyframe
  2964. viewanim_create // viewanim_create
  2965. viewanim_load // load animation from file
  2966. viewanim_reset // reset view angles!
  2967. viewanim_save // Save current animation to file
  2968. viewanim_test // test view animation
  2969. viewmodel_fov "70"
  2970. viewmodel_fov_demo "54"
  2971. violence_ablood "1" // Draw alien blood
  2972. violence_agibs "1" // Show alien gib entities
  2973. violence_hblood "1" // Draw human blood
  2974. violence_hgibs "1" // Show human gib entities
  2975. voice_avggain "0"
  2976. voice_clientdebug "0"
  2977. voice_debugfeedback "0"
  2978. voice_debugfeedbackfrom "0"
  2979. voice_enable "1"
  2980. voice_fadeouttime "0"
  2981. voice_forcemicrecord "1"
  2982. voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
  2983. voice_loopback "0"
  2984. voice_maxgain "10"
  2985. voice_menu_1 // Opens voice menu 1
  2986. voice_menu_2 // Opens voice menu 2
  2987. voice_menu_3 // Opens voice menu 3
  2988. voice_modenable "1" // Enable/disable voice in this mod.
  2989. voice_overdrive "2"
  2990. voice_overdrivefadetime "0"
  2991. voice_printtalkers // voice debug.
  2992. voice_profile "0"
  2993. voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2994. voice_scale "1"
  2995. voice_serverdebug "0"
  2996. voice_showchannels "0"
  2997. voice_showincoming "0"
  2998. voice_steal "2"
  2999. voice_writevoices "0" // Saves each speakers voice data into separate .wav files
  3000. volume "0" // Sound volume
  3001. voxeltree_box // Vector(max)>.
  3002. voxeltree_playerview // View entities in the voxel-tree at the player position.
  3003. voxeltree_sphere // float(radius)>.
  3004. voxeltree_view // View entities in the voxel-tree.
  3005. vox_reload // Reload sentences.txt file
  3006. vprof // Toggle VProf profiler
  3007. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  3008. vprof_cachemiss // Toggle VProf cache miss checking
  3009. vprof_cachemiss_off // Turn off VProf cache miss checking
  3010. vprof_cachemiss_on // Turn on VProf cache miss checking
  3011. vprof_child
  3012. vprof_collapse_all // Collapse the whole vprof tree
  3013. vprof_counters "0"
  3014. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  3015. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
  3016. vprof_dump_spikes "0" // negative to reset after dump
  3017. vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
  3018. vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
  3019. vprof_expand_all // Expand the whole vprof tree
  3020. vprof_expand_group // Expand a budget group in the vprof tree by name
  3021. vprof_generate_report // Generate a report to the console.
  3022. vprof_generate_report_AI // Generate a report to the console.
  3023. vprof_generate_report_AI_only // Generate a report to the console.
  3024. vprof_generate_report_budget // Generate a report to the console based on budget group.
  3025. vprof_generate_report_hierarchy // Generate a report to the console.
  3026. vprof_generate_report_map_load // Generate a report to the console.
  3027. vprof_graph "0" // Draw the vprof graph.
  3028. vprof_graphheight "256"
  3029. vprof_graphwidth "512"
  3030. vprof_nextsibling
  3031. vprof_off // Turn off VProf profiler
  3032. vprof_on // Turn on VProf profiler
  3033. vprof_parent
  3034. vprof_playback_average // Average the next N frames.
  3035. vprof_playback_start // Start playing back a recorded .vprof file.
  3036. vprof_playback_step // step to the next tick.
  3037. vprof_playback_stepback // step to the previous tick.
  3038. vprof_playback_stop // Stop playing back a recorded .vprof file.
  3039. vprof_prevsibling
  3040. vprof_record_start // Start recording vprof data for playback later.
  3041. vprof_record_stop // Stop recording vprof data
  3042. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  3043. vprof_remote_stop // Stop an existing remote VProf data request
  3044. vprof_reset // Reset the stats in VProf profiler
  3045. vprof_reset_peaks // Reset just the peak time in VProf profiler
  3046. vprof_scope "0" // Set a specific scope to start showing vprof tree
  3047. vprof_scope_entity_gamephys "0"
  3048. vprof_scope_entity_thinks "0"
  3049. vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
  3050. vprof_verbose "1" // Set to one to show average and peak times
  3051. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  3052. vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
  3053. vtune // Controls VTunes sampling.
  3054. v_centermove "0"
  3055. v_centerspeed "500"
  3056. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
  3057. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
  3058. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
  3059. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
  3060. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
  3061. wc_destroy_undo // When in WC edit mode restores the last deleted node
  3062. wc_link_edit
  3063. weapon_showproficiency "0"
  3064. windows_speaker_config "1"
  3065. wipe_nav_attributes // Clear all nav attributes of selected area.
  3066. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  3067. writeip // Save the ban list to banned_ip.cfg.
  3068. x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
  3069. x360_resolution_height "480" // This is only used for reference. Changing this value does nothing
  3070. x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing
  3071. x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing
  3072. x360_resolution_width "640" // This is only used for reference. Changing this value does nothing
  3073. xbox_autothrottle "1"
  3074. xbox_steering_deadzone "0"
  3075. xbox_throttlebias "100"
  3076. xbox_throttlespoof "200"
  3077. xc_crouch_debounce "0"
  3078. xload // Load a saved game from a 360 storage device.
  3079. xlook
  3080. xmove
  3081. xsave // Saves current game to a 360 storage device.
  3082. youtube_http_proxy "0" // HTTP proxy. Specify if you have have problems uploading to YouTube.
  3083. youtube_username "0" // Username for YouTube.
  3084. zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
  3085. _autosave // Autosave
  3086. _autosavedangerous // AutoSaveDangerous
  3087. _bugreporter_restart // Restarts bug reporter .dll
  3088. _cl_classmenuopen "0" // internal cvar used to tell server when class menu is open
  3089. _fov "0" // Automates fov command to server.
  3090. _resetgamestats // Erases current game stats and writes out a blank stats file
  3091. _restart // Shutdown and restart the engine.