3131 console commands for Team Fortress 2
Last uploaded configs:
Top configs:
- +alt1
- +alt2
- +attack
- +attack2
- +attack3
- +back
- +break
- +camdistance
- +camin
- +cammousemove
- +camout
- +campitchdown
- +campitchup
- +camyawleft
- +camyawright
- +commandermousemove
- +context_action // Use the item in the action slot.
- +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
- +duck
- +forward
- +graph
- +grenade1
- +grenade2
- +jlook
- +jump
- +klook
- +left
- +lookdown
- +lookup
- +mat_texture_list
- +movedown
- +moveleft
- +moveright
- +moveup
- +posedebug // Turn on pose debugger or add ents to pose debugger UI
- +quickswitch
- +reload
- +right
- +score
- +showbudget
- +showbudget_texture
- +showbudget_texture_global
- +showscores
- +showvprof
- +sixense_left_point_gesture
- +sixense_ratchet
- +sixense_right_point_gesture
- +speed
- +strafe
- +use
- +use_action_slot_item // Use the item in the action slot.
- +vgui_drawtree
- +voicerecord
- +walk
- +zoom
- -alt1
- -alt2
- -attack
- -attack2
- -attack3
- -back
- -break
- -camdistance
- -camin
- -cammousemove
- -camout
- -campitchdown
- -campitchup
- -camyawleft
- -camyawright
- -commandermousemove
- -context_action
- -demoui2 // Send the advanced demo player UI (demoui2) to background.
- -duck
- -forward
- -graph
- -grenade1
- -grenade2
- -jlook
- -jump
- -klook
- -left
- -lookdown
- -lookup
- -mat_texture_list
- -movedown
- -moveleft
- -moveright
- -moveup
- -posedebug // Turn off pose debugger or hide ents from pose debugger UI
- -quickswitch
- -reload
- -right
- -score
- -showbudget
- -showbudget_texture
- -showbudget_texture_global
- -showscores
- -showvprof
- -sixense_left_point_gesture
- -sixense_ratchet
- -sixense_right_point_gesture
- -speed
- -strafe
- -use
- -use_action_slot_item
- -vgui_drawtree
- -voicerecord
- -walk
- -zoom
- abuse_report_queue // Capture data for abuse report and queue for submission. Use abose_report_submit to activate UI to submit the report
- abuse_report_submit // Activate UI to submit queued report. Use abuse_report_queue to capture data for the report the report
- achievement_debug "0" // Turn on achievement debug msgs.
- addip // Add an IP address to the ban list.
- adsp_alley_min "122"
- adsp_courtyard_min "126"
- adsp_debug "0"
- adsp_door_height "112"
- adsp_duct_min "106"
- adsp_hall_min "110"
- adsp_low_ceiling "108"
- adsp_opencourtyard_min "126"
- adsp_openspace_min "130"
- adsp_openstreet_min "118"
- adsp_openwall_min "130"
- adsp_room_min "102"
- adsp_street_min "118"
- adsp_tunnel_min "114"
- adsp_wall_height "128"
- air_density // Changes the density of air for drag computations.
- ai_auto_contact_solver "1"
- ai_block_damage "0"
- ai_debugscriptconditions "0"
- ai_debug_assault "0"
- ai_debug_avoidancebounds "0"
- ai_debug_directnavprobe "0"
- ai_debug_doors "0"
- ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
- ai_debug_efficiency "0"
- ai_debug_enemies "0"
- ai_debug_expressions "0" // Show random expression decisions for NPCs.
- ai_debug_follow "0"
- ai_debug_loners "0"
- ai_debug_looktargets "0"
- ai_debug_los "0" // itl
- ai_debug_nav "0"
- ai_debug_node_connect // Debug the attempted connection between two nodes
- ai_debug_ragdoll_magnets "0"
- ai_debug_shoot_positions "0"
- ai_debug_speech "0"
- ai_debug_squads "0"
- ai_debug_think_ticks "0"
- ai_default_efficient "0"
- ai_drawbattlelines "0"
- ai_drop_hint // Drop an ai_hint at the players current eye position.
- ai_dump_hints
- ai_efficiency_override "0"
- ai_enable_fear_behavior "1"
- ai_expression_frametime "0" // Maximum frametime to still play background expressions.
- ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
- ai_fear_player_dist "720"
- ai_find_lateral_cover "1"
- ai_find_lateral_los "1"
- ai_follow_use_points "1"
- ai_follow_use_points_when_moving "1"
- ai_force_serverside_ragdoll "0"
- ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
- ai_inhibit_spawners "0"
- ai_lead_time "0"
- ai_LOS_mode "0"
- ai_moveprobe_debug "0"
- ai_moveprobe_jump_debug "0"
- ai_moveprobe_usetracelist "0"
- ai_navigator_generate_spikes "0"
- ai_navigator_generate_spikes_strength "8"
- ai_norebuildgraph "0"
- ai_no_local_paths "0"
- ai_no_node_cache "0"
- ai_no_select_box "0"
- ai_no_steer "0"
- ai_no_talk_delay "0"
- ai_path_adjust_speed_on_immediate_turns "1"
- ai_path_insert_pause_at_est_end "1"
- ai_path_insert_pause_at_obstruction "1"
- ai_post_frame_navigation "0"
- ai_radial_max_link_dist "512"
- ai_reaction_delay_alert "0"
- ai_reaction_delay_idle "0"
- ai_rebalance_thinks "1"
- ai_report_task_timings_on_limit "0"
- ai_sequence_debug "0"
- ai_setupbones_debug "0" // Shows that bones that are setup every think
- ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
- ai_shot_bias "1"
- ai_shot_bias_max "1"
- ai_shot_bias_min "-1"
- ai_shot_stats "0"
- ai_shot_stats_term "1000"
- ai_show_hull_attacks "0"
- ai_show_think_tolerance "0"
- ai_simulate_task_overtime "0"
- ai_spread_cone_focus_time "0"
- ai_spread_defocused_cone_multiplier "3"
- ai_spread_pattern_focus_time "0"
- ai_strong_optimizations "0"
- ai_strong_optimizations_no_checkstand "0"
- ai_task_pre_script "0"
- ai_test_moveprobe_ignoresmall "0"
- ai_think_limit_label "0"
- ai_use_clipped_paths "1"
- ai_use_efficiency "1"
- ai_use_frame_think_limits "1"
- ai_use_think_optimizations "1"
- ai_use_visibility_cache "1"
- ai_vehicle_avoidance "1"
- alias // Alias a command.
- ammo_max "5000"
- anim_3wayblend "1" // Toggle the 3-way animation blending code.
- anim_showmainactivity "0" // and/or sprint activities.
- askconnect_accept // Accept a redirect request by the server.
- async_allow_held_files "1" // Allow AsyncBegin/EndRead()
- async_mode "0" // 1 = synchronous)
- async_resume
- async_serialize "0" // Force async reads to serialize for profiling
- async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
- async_suspend
- audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
- autoaim_max_deflect "0"
- autoaim_max_dist "2160"
- autosave // Autosave
- autosavedangerous // AutoSaveDangerous
- autosavedangerousissafe
- banid // Add a user ID to the ban list.
- banip // Add an IP address to the ban list.
- benchframe // Takes a snapshot of a particular frame in a time demo.
- bench_end // Ends gathering of info.
- bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
- bench_start // Starts gathering of info. Arguments: filename to write results into
- bench_upload // Uploads most recent benchmark stats to the Valve servers.
- bind // Bind a key.
- binds_per_command "1"
- BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
- bind_mac // not win32
- blink_duration "0" // How many seconds an eye blink will last.
- bloodspray // blood
- bot // Add a bot.
- bot_changeclass "0" // Force all bots to change to the specified class.
- bot_changeteams // Make all bots change teams
- bot_command // <bot id> <command string...>. Sends specified command on behalf of specified bot
- bot_com_meleerange "80" // Distance to a target that a melee bot wants to be within to attack.
- bot_com_viewrange "2000" // Distance within which bots looking for any enemies will find them.
- bot_com_wpnrange "400" // Distance to a target that a ranged bot wants to be within to attack.
- bot_crouch "0" // Force all bots to crouch.
- bot_debug "0" // Bot debugging.
- bot_dontmove "0"
- bot_drop // Force the specified bot to drop his active weapon. Usage: bot_drop <bot name>
- bot_forceattack "0" // all bots fire their guns.
- bot_forceattack2 "0" // use attack2.
- bot_forceattack_down "1" // hold it down.
- bot_forcefireweapon "0" // Force bots with the specified weapon to fire.
- bot_hurt // or all bots (all).
- bot_jump "0" // Force all bots to repeatedly jump.
- bot_kick // or all bots (all).
- bot_kill // Kills a bot. Usage: bot_kill <bot name>
- bot_mimic "0" // Bot uses usercmd of player by index.
- bot_mimic_inverse "0" // Bot uses usercmd of player by index.
- bot_mimic_yaw_offset "180" // Offsets the bot yaw.
- bot_moveto // Force the specified bot to move to the point under your crosshair. Usage: bot_moveto <bot name>
- bot_nav_offsetpathinset "20" // Distance into an area that waypoints should be generated when pathfinding through portals.
- bot_nav_recomputetime "0" // Delay before bots recompute their path to targets that have moved when moving to them.
- bot_nav_simplifypaths "1" // bots will skip waypoints if they already see the waypoint post.
- bot_nav_turnspeed "5" // Rate at which bots turn to face their targets.
- bot_nav_usefeelers "1" // bots will extend feelers to their sides to find & avoid upcoming collisions.
- bot_nav_useoffsetpaths "1" // bots will generate waypoints on both sides of portals between waypoints when building paths.
- bot_nav_wpdeceldistance "128" // Distance to a waypoint to which a bot starts to decelerate to reach it.
- bot_nav_wpdistance "16" // Distance to a waypoint within which a bot considers as having reached it.
- bot_randomnames "0"
- bot_refill // Refill all bot ammo counts
- bot_saveme "0"
- bot_selectweaponslot "-1" // set to weapon slot that bot should switch to.
- bot_teleport // Teleport the specified bot to the specified position & angles. Format: bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll
- bot_whack // Deliver lethal damage from player to specified bot. Usage: bot_whack <bot name>
- box // Draw a debug box.
- breakable_disable_gib_limit "0"
- breakable_multiplayer "1"
- buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
- budget_averages_window "30" // number of frames to look at when figuring out average frametimes
- budget_background_alpha "128" // how translucent the budget panel is
- budget_bargraph_background_alpha "128" // how translucent the budget panel is
- budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
- budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
- budget_history_range_ms "66" // budget history range in milliseconds
- budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- budget_panel_height "384" // height in pixels of the budget panel
- budget_panel_width "512" // width in pixels of the budget panel
- budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
- budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
- budget_show_averages "0" // enable/disable averages in the budget panel
- budget_show_history "1" // turn history graph off and on. . good to turn off on low end
- budget_show_peaks "1" // enable/disable peaks in the budget panel
- budget_toggle_group // Turn a budget group on/off
- bug // Show/hide the bug reporting UI.
- bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
- bugreporter_uploadasync "0" // Upload attachments asynchronously
- bug_swap // Automatically swaps the current weapon for the bug bait and back again.
- buildcubemaps // Rebuild cubemaps.
- building_cubemaps "0"
- cache_print // cache_print [section] Print out contents of cache memory.
- cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
- cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
- callvote // Start a vote on an issue.
- camortho // Switch to orthographic camera.
- cam_collision "1" // an attempt is made to keep the camera from passing though walls.
- cam_command "0"
- cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
- cam_idealdist "150"
- cam_idealdistright "0"
- cam_idealdistup "0"
- cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
- cam_idealpitch "0"
- cam_idealyaw "0"
- cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
- cam_snapto "0"
- cancelselect
- cast_hull // Tests hull collision detection
- cast_ray // Tests collision detection
- ccs_create_convars_from_hwconfig // useful for diffing purposes
- cc_bot_selectweapon // Force a bot to select a weapon in a slot. Usage: bot_selectweapon <bot name> <weapon slot>
- cc_captiontrace "1" // 2 = show in hud)
- cc_emit // Emits a closed caption
- cc_findsound // Searches for soundname which emits specified text.
- cc_flush // Flushes asyncd captions.
- cc_lang "0" // Current close caption language (emtpy = use game UI language)
- cc_linger_time "1" // Close caption linger time.
- cc_minvisibleitems "1" // Minimum number of caption items to show.
- cc_predisplay_time "0" // Close caption delay before showing caption.
- cc_random // Emits a random caption
- cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
- cc_showblocks // Toggles showing which blocks are pending/loaded async.
- cc_smallfontlength "300" // force usage of small font size.
- cc_spawn_merasmus_at_level // Force Merasmus to spawn at a specific difficulty level
- cc_subtitles "0" // wont help hearing impaired players).
- centerview
- changeclass // Choose a new class
- changelevel // Change server to the specified map
- changelevel2 // Transition to the specified map in single player
- changelevel_next // Immediately changes to the next map in the map rotation for the server.
- changeteam // Choose a new team
- ch_createairboat // Spawn airboat in front of the player.
- ch_createjeep // Spawn jeep in front of the player.
- clear // Clear all console output.
- clear_debug_overlays // clears debug overlays
- clientport "27005" // Host game client port
- closecaption "0" // Enable close captioning.
- cl_allowdownload "1" // Client downloads customization files
- cl_allowupload "1" // Client uploads customization files
- cl_anglespeedkey "0"
- cl_animationinfo // Hud element to examine.
- cl_ask_bigpicture_controller_opt_out "0" // Whether the user has opted out of being prompted for controller support in Big Picture.
- cl_ask_blacklist_for_any_server "0" // auto-ask for local/LAN servers (for debugging)
- 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
- cl_ask_blacklist_opt_out "0" // dont auto-ask to blacklist servers
- cl_ask_favorite_for_any_server "0" // auto-ask for local/LAN servers (for debugging)
- 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
- cl_ask_favorite_opt_out "0" // dont auto-ask to favorite servers
- cl_autoreload "1" // clip-using weapons will automatically be reloaded whenever theyre not being fired.
- cl_autorezoom "1" // sniper rifle will re-zoom after firing a zoomed shot.
- cl_backspeed "450"
- cl_blobbyshadows "0"
- cl_bobcycle "0"
- cl_bobup "0"
- cl_burninggibs "0" // A burning player that gibs has burning gibs.
- cl_chatfilters "63" // Stores the chat filter settings
- cl_class "0" // Default class when joining a game
- cl_clearhinthistory // Clear memory of client side hints displayed to the player.
- cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
- cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
- cl_clock_correction "1" // Enable/disable clock correction on the client.
- cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
- cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
- cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
- cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
- cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
- cl_cmdrate "100" // Max number of command packets sent to server per second
- cl_coach_find_coach // Request a coach for the current game
- cl_coach_toggle // Toggle coach status
- cl_crosshairalpha "200"
- cl_crosshaircolor "0"
- cl_crosshair_blue "0"
- cl_crosshair_file "0"
- cl_crosshair_green "0"
- cl_crosshair_red "255"
- cl_crosshair_scale "48"
- cl_customsounds "0" // Enable customized player sound playback
- cl_debugrumble "0" // Turn on rumble debugging spew
- cl_debug_player_perf "0"
- cl_decline_first_notification // Tries to decline/remove the first notification
- cl_demoviewoverride "0" // Override view during demo playback
- cl_detaildist "1200" // Distance at which detail props are no longer visible
- cl_detailfade "400" // Distance across which detail props fade in
- cl_detail_multiplier "1" // extra details to create
- cl_disablehtmlmotd "0" // Disable HTML motds.
- cl_disconnect_prompt // Prompt about disconnect
- cl_downloadfilter "0" // nosounds)
- cl_drawhud "1" // Enable the rendering of the hud
- cl_drawleaf "-1"
- cl_drawmaterial "0" // Draw a particular material over the frame
- cl_drawmonitors "1"
- cl_drawshadowtexture "0"
- cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
- cl_dynamiccrosshair "1"
- cl_ejectbrass "1"
- cl_entityreport "0" // draw entity states to console
- cl_entityreport_sorted "0" // 3 = peak
- cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
- cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
- cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
- cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
- cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
- cl_fastdetailsprites "1" // whether to use new detail sprite system
- cl_fasttempentcollision "5"
- cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
- cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
- cl_flag_return_height "82"
- cl_flag_return_size "20"
- cl_flipviewmodels "0" // Flip view models.
- cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
- cl_forcepreload "0" // Whether we should force preloading.
- cl_forwardspeed "450"
- cl_fullupdate // Forces the server to send a full update packet
- cl_gameserver_create_identity // Creates a new game server account associated with the currently logged in steam account
- cl_gameserver_list // List all the game server accounts owned by the currently logged in steam account
- cl_gameserver_reset_identity // Resets the identity token for a given game server
- cl_hudhint_sound "1" // Disable hudhint sounds.
- cl_hud_minmode "0" // Set to 1 to turn on the advanced minimalist HUD mode.
- cl_idealpitchscale "0"
- cl_ignorepackets "0" // Force client to ignore packets (for debugging).
- cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
- cl_interp_all "0" // Disable interpolation list optimizations.
- cl_interp_npcs "0" // if greater)
- cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
- cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
- cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
- cl_leveloverview "0"
- cl_leveloverviewmarker "0"
- cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
- cl_logofile "0" // Spraypoint logo decal.
- cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
- cl_mouseenable "1"
- cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
- cl_muzzleflash_dlight_1st "1"
- cl_new_impact_effects "0"
- cl_notifications_max_num_visible "3" // How many notifications are visible in-game.
- cl_notifications_move_time "0" // How long it takes for a notification to move.
- cl_notifications_show_ingame "1" // Whether notifications should show up in-game.
- cl_obj_fake_alert "0"
- cl_obj_test_building_damage "-1" // debug building damage
- cl_observercrosshair "1"
- cl_overdraw_test "0"
- cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
- cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
- cl_particle_batch_mode "1"
- cl_particle_retire_cost "0"
- cl_particle_scale_lower "20000"
- cl_particle_scale_upper "40000"
- cl_particle_show_bbox "0"
- cl_particle_show_bbox_cost "0" // Show # of particles: green->blue->red. Use a negative number to show ALL particles even cheap ones
- cl_particle_stats_start // Start or restart particle stats - also dumps to particle_stats.csv
- cl_particle_stats_stop // or snapshot this frame - also dumps to particle_stats.csv
- cl_particle_stats_trigger_count "0" // Dump stats if the particle count exceeds this number.
- cl_pclass "0" // Dump entity by prediction classname.
- cl_pdump "-1" // Dump info about this entity to screen.
- cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
- cl_phys_props_max "300" // Maximum clientside physic props
- cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
- cl_phys_props_respawnrate "60" // between clientside prop respawns.
- cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
- cl_pitchdown "89"
- cl_pitchspeed "225" // Client pitch speed.
- cl_pitchup "89"
- cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
- cl_playerspraydisable "0" // Disable player sprays.
- cl_precacheinfo // Show precache info (client).
- cl_predict "1" // Perform client side prediction.
- cl_predictionlist "0" // Show which entities are predicting
- cl_predictweapons "1" // Perform client side prediction of weapon effects.
- cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
- cl_pred_track // for field fieldname.
- cl_ragdoll_collide "0"
- cl_ragdoll_fade_time "15"
- cl_ragdoll_forcefade "0"
- cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
- cl_ragdoll_pronecheck_distance "64"
- cl_removedecals // Remove the decals from the entity under the crosshair.
- cl_resend "6" // Delay in seconds before the client will resend the connect attempt
- cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
- cl_scalecrosshair "1"
- cl_screenshotname "0" // Custom Screenshot name
- cl_SetupAllBones "0"
- cl_shadowtextureoverlaysize "256"
- 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
- cl_showbattery "0" // Draw current battery level at top of screen when on battery power
- cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
- cl_showdemooverlay "0" // -1 - show always)
- cl_showents // Dump entity list to console.
- cl_showerror "0" // 2 for above plus detailed field deltas.
- cl_showevents "0" // Print event firing info in the console
- cl_showfps "0" // 2 = smooth fps)
- cl_showhelp "1" // Set to 0 to not show on-screen help
- cl_showpausedimage "1" // Show the Paused image when game is paused.
- cl_showpluginmessages "1" // Allow plugins to display messages to you
- cl_showpos "0" // Draw current position at top of screen
- cl_ShowSunVectors "0"
- cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
- cl_show_market_data_on_items "1" // 0 = Never. 1 = Only when showing borders for Market-listable items. 2 = Always.
- cl_show_num_particle_systems "0" // Display the number of active particle systems.
- cl_show_splashes "1"
- cl_sidespeed "450"
- cl_smooth "1" // Smooth view/eye origin after prediction errors
- cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
- cl_software_cursor "0" // Switches the game to use a larger software cursor instead of the normal OS cursor
- cl_soundemitter_flush // Flushes the sounds.txt system (client only)
- cl_soundfile "0" // Jingle sound file.
- cl_soundscape_flush // Flushes the client side soundscapes
- cl_soundscape_printdebuginfo // print soundscapes
- cl_spec_carrieditems "1" // Show non-standard items being carried by player youre spectating.
- cl_spec_mode "6" // spectator mode
- cl_sporeclipdistance "512"
- cl_steamscreenshots "1" // Enable/disable saving screenshots to Steam
- cl_sun_decay_rate "0"
- cl_team "0" // Default team when joining a game
- cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
- cl_threaded_client_leaf_system "0"
- cl_timeout "30" // the client will disconnect itself
- cl_trade // Trade with a person by player name
- cl_trade_steamid // Trade with a person by steam id
- cl_trading_show_requests_from "3" // View trade requests from a certain group only.
- cl_training_class_unlock_all // Unlock all training
- cl_training_completed_with_classes "0" // Bitfield representing what classes have been used to complete training.
- cl_trigger_first_notification // Tries to accept/trigger the first notification
- cl_updaterate "100" // Number of packets per second of updates you are requesting from the server
- cl_upspeed "320"
- cl_use_tournament_specgui "0" // use the advanced tournament spectator UI.
- cl_view // Set the view entity index.
- cl_voice_filter "0" // Filter voice by name substring
- cl_vote_ui_active_after_voting "0"
- cl_vote_ui_show_notification "0"
- cl_winddir "0" // Weather effects wind direction angle
- cl_windspeed "0" // Weather effects wind speed scalar
- cl_yawspeed "210" // Client yaw speed.
- cmd // Forward command to server.
- collision_shake_amp "0"
- collision_shake_freq "0"
- collision_shake_time "0"
- collision_test // Tests collision system
- colorcorrectionui // Show/hide the color correction tools UI.
- commentary "0" // Desired commentary mode state.
- commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
- commentary_cvarsnotchanging
- commentary_finishnode
- commentary_firstrun "0"
- commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
- commentary_testfirstrun
- condump // dump the text currently in the console to condumpXX.log
- connect // Connect to specified server.
- connect_lobby // connecting to specified Steam lobby and joining the corresponding search party
- contimes "8" // Number of console lines to overlay for debugging.
- con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
- con_enable "1" // Allows the console to be activated.
- con_filter_enable "0" // 2 displays filtered text brighter than ot
- con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
- con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
- con_logfile "0" // Console output gets written to this file
- con_notifytime "8" // How long to display recent console text to the upper part of the game window
- con_nprint_bgalpha "50" // Con_NPrint background alpha.
- con_nprint_bgborder "5" // Con_NPrint border size.
- con_timestamp "0" // Prefix console.log entries with timestamps
- con_trace "0" // Print console text to low level printout.
- coop "0" // Cooperative play.
- CreateHairball
- create_flashlight
- creditsdone
- crosshair "1"
- currency_give // Have some in-game money.
- cvarlist // Show the list of convars/concommands.
- c_maxdistance "200"
- c_maxpitch "90"
- c_maxyaw "135"
- c_mindistance "30"
- c_minpitch "0"
- c_minyaw "-135"
- c_orthoheight "100"
- c_orthowidth "100"
- datacachesize "256" // Size in MB.
- dbghist_addline // Add a line to the debug history. Format: <category id> <line>
- dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
- dbg_spew_connected_players_level "0" // server will spew connected player GC updates
- deathmatch "1" // Running a deathmatch server.
- debugsystemui // Show/hide the debug system UI.
- debug_materialmodifycontrol "0"
- debug_materialmodifycontrol_client "0"
- debug_physimpact "0"
- debug_touchlinks "0" // Spew touch link activity
- decalfrequency "10"
- default_fov "75"
- demolist // Print demo sequence list.
- demos // Demo demo file sequence.
- demoui // Show/hide the demo player UI.
- demoui2 // Show/hide the advanced demo player UI (demoui2).
- demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
- demo_debug "0" // Demo debug info.
- demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
- demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
- demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
- demo_fov_override "0" // this value will be used to override FOV during demo playback.
- demo_gototick // Skips to a tick in demo.
- demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
- demo_interpolateview "1" // Do view interpolation during dem playback.
- demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
- demo_pause // Pauses demo playback.
- demo_pauseatservertick "0" // Pauses demo playback at server tick
- demo_quitafterplayback "0" // Quits game after demo playback.
- demo_recordcommands "1" // Record commands typed at console into .dem files.
- demo_resume // Resumes demo playback.
- demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
- demo_timescale // Sets demo replay speed.
- demo_togglepause // Toggles demo playback.
- developer "0" // Set developer message level
- devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
- devshots_screenshot // use the screenshot command instead.
- differences // Show all convars which are not at their default values.
- disconnect // Disconnect game from server.
- disguise // Disguises the spy.
- dispcoll_drawplane "0"
- displaysoundlist "0"
- disp_dynamic "0"
- dlight_debug // Creates a dlight in front of the player
- download_debug "0"
- drawcross // Draws a cross at the given location Arguments: x y z
- drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
- dropitem // Drop the flag.
- dsp_automatic "0"
- dsp_db_min "80"
- dsp_db_mixdrop "0"
- dsp_dist_max "1440"
- dsp_dist_min "0"
- dsp_enhance_stereo "1"
- dsp_facingaway "0"
- dsp_mix_max "0"
- dsp_mix_min "0"
- dsp_off "0"
- dsp_player "0"
- dsp_reload
- dsp_room "0"
- dsp_slow_cpu "0"
- dsp_spatial "40"
- dsp_speaker "50"
- dsp_volume "1"
- dsp_vol_2ch "1"
- dsp_vol_4ch "0"
- dsp_vol_5ch "0"
- dsp_water "14"
- dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
- dtwarning "0" // Print data table warnings?
- dtwatchclass "0" // Watch all fields encoded with this table.
- dtwatchent "-1" // Watch this entities data table encoding.
- dtwatchvar "0" // Watch the named variable.
- dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
- dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
- dumpentityfactories // Lists all entity factory names.
- dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
- dumpgamestringtable // Dump the contents of the game string table to the console.
- dumplongticks // Enables generating minidumps on long ticks.
- dumpsavedir // List the contents of the save directory in memory
- dumpstringtables // Print string tables to console.
- dump_entity_sizes // Print sizeof(entclass)
- dump_globals // Dump all global entities/states
- dump_panels // Dump Panel Tree
- dump_particlemanifest // Dump the list of particles loaded.
- dump_x360_cfg // Dump X360 config files to disk
- dump_x360_saves // Dump X360 save games to disk
- echo // Echo text to console.
- econ_show_items_with_tag // Lists the item definitions that have a specified tag.
- editdemo // Edit a recorded demo file (.dem ).
- editor_toggle // Disables the simulation and returns focus to the editor
- enable_debug_overlays "1" // Enable rendering of debug overlays
- endmovie // Stop recording movie frames.
- engine_no_focus_sleep "50"
- english "0" // running the english language set of assets.
- ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
- ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
- ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- ent_create // Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat
- ent_debugkeys "0"
- ent_dump // Usage: ent_dump <entity name>
- ent_fire // Usage: ent_fire <target> [action] [value] [delay]
- ent_info // Usage: ent_info <class name>
- ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <v
- ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
- ent_messages_draw "0" // Visualizes all entity input/output activity.
- ent_name
- ent_orient // only orients target entitys YAW. Use the allangles opt
- ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
- ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
- ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- ent_rotate // Rotates an entity by a specified # of degrees
- ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
- ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
- ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
- ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
- ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
- ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
- envmap
- escape // Escape key pressed.
- exec // Execute script file.
- exit // Exit the engine.
- explode // Kills the player with explosive damage
- explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- fast_fogvolume "0"
- filesystem_buffer_size "0" // Size of per file buffers. 0 for none
- find // Find concommands with the specified string in their name/help text.
- findflags // Find concommands by flags.
- find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
- find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
- firetarget
- fire_absorbrate "3"
- fire_dmgbase "1"
- fire_dmginterval "1"
- fire_dmgscale "0"
- fire_extabsorb "5"
- fire_extscale "12"
- fire_growthrate "1"
- fire_heatscale "1"
- fire_incomingheatscale "0"
- fire_maxabsorb "50"
- firstperson // Switch to firstperson camera.
- fish_debug "0" // Show debug info for fish
- fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
- flex_expression "0"
- flex_looktime "5"
- flex_maxawaytime "1"
- flex_maxplayertime "7"
- flex_minawaytime "0"
- flex_minplayertime "5"
- flex_rules "1" // Allow flex animation rules to run.
- flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
- flex_talk "0"
- flush // Flush unlocked cache memory.
- flush_locked // Flush unlocked and locked cache memory.
- fogui // Show/hide fog control UI.
- fog_color "-1"
- fog_colorskybox "-1"
- fog_enable "1"
- fog_enableskybox "1"
- fog_enable_water_fog "1"
- fog_end "-1"
- fog_endskybox "-1"
- fog_maxdensity "-1"
- fog_maxdensityskybox "-1"
- fog_override "0"
- fog_start "-1"
- fog_startskybox "-1"
- force_centerview
- fov // Change players FOV
- fov_desired "90" // Sets the base field-of-view.
- fps_max "300" // cannot be set while connected to a server.
- free_pass_peek_debug "0"
- fs_monitor_read_from_pack "0" // 2:Sync only
- fs_printopenfiles // Show all files currently opened by the engine.
- fs_report_sync_opens "0" // 2:Not during load
- fs_warning_level // Set the filesystem warning level.
- fs_warning_mode "0" // 2:Warn other threads
- func_breakdmg_bullet "0"
- func_breakdmg_club "1"
- func_breakdmg_explosive "1"
- func_break_max_pieces "15"
- func_break_reduction_factor "0"
- g15_dumpplayer // Spew player data.
- g15_reload // Reloads the Logitech G-15 Keyboard configs.
- g15_update_msec "250" // Logitech G-15 Keyboard update interval.
- gamemenucommand // Issue game menu command.
- gameui_activate // Shows the game UI
- gameui_allowescape // Escape key allowed to hide game UI
- gameui_allowescapetoshow // Escape key allowed to show game UI
- gameui_hide // Hides the game UI
- gameui_hide_dialog // asdf
- gameui_preventescape // Escape key doesnt hide game UI
- gameui_preventescapetoshow // Escape key doesnt show game UI
- gameui_show_dialog // Show an arbitrary Dialog.
- gameui_xbox "0"
- getpos // dump position and angles to the console
- ghost_spawn // Spawns a Ghost where the player is looking.
- give // Give item to player. Arguments: <item_name>
- givecurrentammo // Give a supply of ammo for current weapon..
- global_set // 2 = DEAD).
- glow_outline_effect_enable "1" // Enable entity outline glow effects.
- glow_outline_width "10" // Width of glow outline effect in screen space.
- gl_amd_occlusion_workaround "1"
- gl_clear "0"
- gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
- god // Toggle. Player becomes invulnerable.
- groundlist // Display ground entity list <index>
- g_debug_angularsensor "0"
- g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
- g_debug_doors "0"
- g_debug_npc_vehicle_roles "0"
- g_debug_ragdoll_removal "0"
- g_debug_ragdoll_visualize "0"
- g_debug_trackpather "0"
- 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
- g_debug_vehiclebase "0"
- g_debug_vehicledriver "0"
- g_debug_vehicleexit "0"
- g_debug_vehiclesound "0"
- g_Language "0"
- g_ragdoll_fadespeed "600"
- g_ragdoll_important_maxcount "2"
- g_ragdoll_lvfadespeed "100"
- g_ragdoll_maxcount "8"
- hammer_update_entity // Updates the entitys position/angles when in edit mode
- hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
- hap_damagescale_game "0"
- hap_HasDevice "0" // falcon is connected
- hap_melee_scale "0"
- hap_noclip_avatar_scale "0"
- hap_ui_vehicles "0"
- heartbeat // Force heartbeat of master servers
- help // Find help about a convar/concommand.
- hideconsole // Hide the console.
- hidehud "0"
- hidepanel // Hides a viewport panel <name>
- hide_server "0" // Whether the server should be hidden from the master server
- hl2_episodic "0"
- hostip "0" // Host game server ip
- hostname "0" // Hostname for server.
- hostport "27015" // Host game server port
- host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
- host_framerate "0" // Set to lock per-frame time elapse.
- host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
- host_map "0" // Current map name.
- host_profile "0"
- host_runofftime // Run off some time without rendering/updating sounds
- host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
- host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
- host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
- host_speeds "0" // Show general system running times.
- host_thread_mode "0" // 2 == force)
- host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
- host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only)
- host_timescale "1" // Prescale the clock by this amount.
- host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
- hud_achievement_count "8" // Max number of achievements that can be shown on the HUD
- hud_achievement_count_engineer "3" // Max number of achievements that can be shown on the HUD when youre an engineer
- hud_achievement_description "1" // Show full descriptions of achievements on the HUD
- hud_achievement_glowtime "2" // Duration of glow effect around incremented achievements
- hud_achievement_tracker "1" // Show or hide the achievement tracker
- hud_autoaim_method "1"
- hud_autoaim_scale_icon "0"
- hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
- hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
- hud_combattext "1"
- hud_combattext_batching "0" // numbers that are too close together are merged.
- hud_combattext_healing "1" // Shows health restored per-second over heal targets.
- hud_deathnotice_time "6"
- hud_drawhistory_time "5"
- hud_draw_active_reticle "0"
- hud_draw_fixed_reticle "0"
- hud_escort_interp "0"
- hud_escort_test_progress "-1"
- hud_escort_test_speed "-1"
- hud_fastswitch "1"
- hud_freezecamhide "0" // Hide the HUD during freeze-cam
- hud_magnetism "0"
- hud_medicautocallers "1"
- hud_medicautocallersthreshold "46"
- hud_medichealtargetmarker "1"
- hud_reloadscheme // Reloads hud layout and animation scripts.
- hud_reticle_alpha_speed "700"
- hud_reticle_maxalpha "255"
- hud_reticle_minalpha "125"
- hud_reticle_scale "1"
- hud_saytext_time "12"
- hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
- hurtme // Hurts the player. Arguments: <health to lose>
- ifm_basecamera_camerastate // Set camera state
- ifm_steadycam_2ddragconstant "11"
- ifm_steadycam_2dspringconstant "33"
- ifm_steadycam_armspeed "0"
- ifm_steadycam_mousefactor "1"
- ifm_steadycam_mousepower "1"
- ifm_steadycam_noise "0"
- ifm_steadycam_rotatedamp "0"
- ifm_steadycam_rotaterate "60"
- ifm_steadycam_sensitivity "1"
- ifm_steadycam_zoomdamp "0"
- ifm_steadycam_zoomspeed "1"
- impulse
- incrementvar // Increment specified convar value.
- inspect
- invnext
- invprev
- in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
- ip "0" // Overrides IP for multihomed hosts
- itemtest // Open the item testing panel.
- itemtest_botcontrols // Open the item testing bot control panel.
- item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
- join_class // Send a joinclass command
- join_class // Send a joinclass command
- joyadvancedupdate
- joystick "0"
- joy_accelmax "1"
- joy_accelscale "0"
- joy_accel_filter "0"
- joy_advanced "0"
- joy_advaxisr "0"
- joy_advaxisu "0"
- joy_advaxisv "0"
- joy_advaxisx "0"
- joy_advaxisy "0"
- joy_advaxisz "0"
- joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
- joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
- joy_autosprint "0" // Automatically sprint when moving with an analog joystick
- joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
- joy_diagonalpov "0" // too.
- joy_display_input "0"
- joy_forwardsensitivity "-1"
- joy_forwardthreshold "0"
- joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
- joy_inverty_default "0"
- joy_lowend "1"
- joy_lowmap "1"
- joy_movement_stick "0" // Which stick controls movement (0 is left stick)
- joy_movement_stick_default "0"
- joy_name "0"
- joy_pegged "0"
- joy_pitchsensitivity "1"
- joy_pitchsensitivity_default "-1"
- joy_pitchthreshold "0"
- joy_response_look "0" // 1=Acceleration Promotion
- joy_response_move "1" // 1/sensitivity
- joy_response_move_vehicle "6"
- joy_sidesensitivity "1"
- joy_sidethreshold "0"
- joy_vehicle_turn_lowend "0"
- joy_vehicle_turn_lowmap "0"
- joy_virtual_peg "0"
- joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
- joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
- joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
- joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
- joy_yawsensitivity "-1"
- joy_yawsensitivity_default "-1"
- joy_yawthreshold "0"
- jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
- jpeg_quality "90" // jpeg screenshot quality.
- kdtree_test // Tests spatial partition for entities queries.
- key_findbinding // Find key bound to specified command string.
- key_listboundkeys // List bound keys with bindings.
- key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
- kick // Kick a player by name.
- kickall // Kicks everybody connected with a message.
- kickid // with a message.
- kill // Kills the player with generic damage
- killserver // Shutdown the server.
- killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- lastdisguise // Disguises the spy as the last disguise.
- lastinv
- lightcache_maxmiss "2"
- lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
- light_crosshair // Show texture color at crosshair
- linefile // Parses map leak data from .lin file
- listdemo // List demo file contents.
- listid // Lists banned users.
- listip // List IP addresses on the ban list.
- listissues // List all the issues that can be voted on.
- listmodels // List loaded models.
- listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
- load // Load a saved game.
- loadcommentary
- loader_dump_table
- loader_spew_info "0" // -1:All
- loader_spew_info_ex "0" // (internal)
- load_itempreset // Equip all items for a given preset on the player.
- lod_TransitionDist "800"
- log // and udp < on | off >.
- logaddress_add // Set address and port for remote host <ip:port>.
- logaddress_del // Remove address and port for remote host <ip:port>.
- logaddress_delall // Remove all udp addresses being logged to
- logaddress_list // List all addresses currently being used by logaddress.
- log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
- log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
- lookspring "0"
- lookstrafe "0"
- lservercfgfile "0"
- map // Start playing on specified map.
- mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
- maps // Displays list of maps.
- map_background // Runs a map as the background to the main menu.
- map_commentary // on a specified map.
- map_edit
- map_noareas "0" // Disable area to area connection testing.
- map_showspawnpoints // draws for 60 seconds
- matchmakingport "27025" // Host Matchmaking port
- mat_aaquality "0"
- mat_accelerate_adjust_exposure_down "3"
- mat_alphacoverage "1"
- mat_antialias "4"
- mat_autoexposure_max "2"
- mat_autoexposure_min "0"
- mat_bloomamount_rate "0"
- mat_bloomscale "1"
- mat_bloom_scalefactor_scalar "1"
- mat_bufferprimitives "1"
- mat_bumpbasis "0"
- mat_bumpmap "1"
- mat_camerarendertargetoverlaysize "128"
- mat_clipz "1"
- mat_colcorrection_disableentities "0" // Disable map color-correction entities
- mat_colorcorrection "1"
- mat_color_projection "0"
- mat_compressedtextures "1"
- mat_configcurrent // show the current video control panel config for the material system
- mat_crosshair // Display the name of the material under the crosshair
- mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
- mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
- mat_crosshair_printmaterial // print the material under the crosshair
- mat_crosshair_reloadmaterial // reload the material under the crosshair
- mat_debugalttab "0"
- mat_debugdepth "0"
- mat_debugdepthmode "0"
- mat_debugdepthval "128"
- mat_debugdepthvalmax "256"
- mat_debug_autoexposure "0"
- mat_debug_bloom "0"
- mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
- mat_debug_process_halfscreen "0"
- mat_depthbias_decal "-262144"
- mat_depthbias_normal "0"
- mat_depthbias_shadowmap "0"
- mat_diffuse "1"
- mat_disablehwmorph "0" // Disables HW morphing for particular mods
- mat_disable_bloom "0"
- mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)
- mat_disable_fancy_blending "0"
- mat_disable_lightwarp "0"
- mat_disable_ps_patch "0"
- mat_drawflat "0"
- mat_drawTexture "0" // Enable debug view texture
- mat_drawTextureScale "1" // Debug view texture scale
- mat_drawTitleSafe "0" // Enable title safe overlay
- mat_drawwater "1"
- mat_dump_rts "0"
- mat_dxlevel "95"
- mat_dynamic_tonemapping "1"
- mat_edit // Bring up the material under the crosshair in the editor
- mat_envmapsize "128"
- mat_envmaptgasize "32"
- mat_excludetextures "0"
- mat_exposure_center_region_x "0"
- mat_exposure_center_region_x_flashlight "0"
- mat_exposure_center_region_y "0"
- mat_exposure_center_region_y_flashlight "0"
- mat_fastclip "0"
- mat_fastnobump "0"
- mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
- mat_fillrate "0"
- mat_filterlightmaps "1"
- mat_filtertextures "1"
- mat_forceaniso "8"
- mat_forcedynamic "0"
- mat_forcehardwaresync "1"
- mat_forcemanagedtextureintohardware "0"
- mat_force_bloom "0"
- mat_force_ps_patch "0"
- mat_force_tonemap_scale "0"
- mat_framebuffercopyoverlaysize "128"
- mat_frame_sync_enable "1"
- mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
- mat_fullbright "0"
- mat_hdr_enabled // Report if HDR is enabled for debugging
- mat_hdr_level "2" // and 2 for full HDR on HDR maps.
- mat_hdr_manual_tonemap_rate "1"
- mat_hdr_tonemapscale "1" // 16 = eyes wide open.
- mat_hdr_uncapexposure "0"
- mat_hsv "0"
- mat_info // Shows material system info
- mat_leafvis "0" // Draw wireframe of current leaf
- mat_levelflush "1"
- mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
- mat_loadtextures "1"
- mat_luxels "0"
- mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory
- mat_maxframelatency "1"
- mat_max_worldmesh_vertices "65536"
- mat_measurefillrate "0"
- mat_mipmaptextures "1"
- mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- mat_monitorgamma_tv_enabled "0"
- mat_monitorgamma_tv_exp "2"
- mat_monitorgamma_tv_range_max "255"
- mat_monitorgamma_tv_range_min "16"
- mat_morphstats "0"
- mat_motion_blur_enabled "1"
- mat_motion_blur_falling_intensity "1"
- mat_motion_blur_falling_max "20"
- mat_motion_blur_falling_min "10"
- mat_motion_blur_forward_enabled "0"
- mat_motion_blur_percent_of_screen_max "4"
- mat_motion_blur_rotation_intensity "1"
- mat_motion_blur_strength "1"
- mat_non_hdr_bloom_scalefactor "0"
- mat_norendering "0"
- mat_normalmaps "0"
- mat_normals "0"
- mat_parallaxmap "0"
- mat_picmip "0"
- mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
- mat_postprocess_x "4"
- mat_postprocess_y "1"
- mat_powersavingsmode "0" // Power Savings Mode
- mat_proxy "0"
- mat_queue_mode "-1" // 2=queued multithreaded
- mat_queue_report "0" // Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
- mat_reducefillrate "0"
- mat_reduceparticles "0"
- mat_reloadallmaterials // Reloads all materials
- mat_reloadmaterial // Reloads a single material
- mat_reloadtextures // Reloads all textures
- mat_remoteshadercompile "127"
- mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
- mat_report_queue_status "0"
- mat_reversedepth "0"
- mat_savechanges // saves current video configuration to the registry
- mat_setvideomode // windowed state of the material system
- mat_shadercount // display count of all shaders and reset that count
- mat_shadowstate "1"
- mat_showcamerarendertarget "0"
- mat_showenvmapmask "0"
- mat_showframebuffertexture "0"
- mat_showlightmappage "-1"
- mat_showlowresimage "0"
- mat_showmaterials // Show materials.
- mat_showmaterialsverbose // Show materials (verbose version).
- mat_showmiplevels "0" // 1: everything else
- mat_showtextures // Show used textures.
- mat_showwatertextures "0"
- mat_show_ab_hdr "0"
- mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
- mat_show_histogram "0"
- mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
- mat_slopescaledepthbias_decal "0"
- mat_slopescaledepthbias_normal "0"
- mat_slopescaledepthbias_shadowmap "5"
- mat_softwarelighting "0"
- mat_softwareskin "0"
- mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
- mat_software_aa_debug "0" // (2 - show anti-a
- 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
- mat_software_aa_quality "0" // (1 - 9-tap filter)
- 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
- mat_software_aa_strength_vgui "1" // but forced to this value when called by the post vgui AA pass.
- 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
- mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
- mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
- mat_stub "0"
- mat_supportflashlight "0" // 1 - flashlight is supported
- mat_surfaceid "0"
- mat_surfacemat "0"
- mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
- mat_texture_list "0" // show a list of used textures per frame
- mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
- mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
- mat_texture_list_txlod // -1 to dec resolution
- mat_texture_list_txlod_sync // save - saves all changes to material content files
- mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
- mat_texture_save_fonts // Save all font textures
- mat_tonemapping_occlusion_use_stencil "0"
- mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
- mat_tonemap_min_avglum "3"
- mat_tonemap_percent_bright_pixels "2"
- mat_tonemap_percent_target "60"
- mat_trilinear "1"
- mat_use_compressed_hdr_textures "1"
- mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
- mat_viewportupscale "1" // Scale the viewport back up
- mat_visualize_dof "0"
- mat_vsync "0" // Force sync to vertical retrace
- mat_wateroverlaysize "128"
- mat_wireframe "0"
- mat_yuv "0"
- maxplayers // Change the maximum number of players allowed on this server.
- memory // Print memory stats.
- memory_diff // show memory stats relative to snapshot
- memory_list // dump memory list (linux only)
- memory_mark // snapshot current allocation status
- memory_status // show memory stats (linux only)
- mem_compact
- mem_dump // Dump memory stats to text file.
- mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
- mem_dumpvballocs // Dump VB memory allocation stats.
- mem_eat
- mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
- mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
- mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
- mem_min_heapsize "144" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
- mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
- mem_test
- mem_test_each_frame "0" // Run heap check at end of every frame
- mem_test_every_n_seconds "0" // Run heap check at a specified interval
- mem_vcollide // Dumps the memory used by vcollides
- menuselect // menuselect
- minisave // Saves game (for current level only!)
- mission_list // List all available tactical missions
- mission_show // Show the given mission
- mm_add_item // Add a stats item
- mm_add_player // Add a player
- mm_max_spectators "4" // Max players allowed on the spectator team
- mm_message // Send a message to all remote clients
- mm_minplayers "2" // Number of players required to start an unranked game
- mm_select_session // Select a session
- mm_session_info // Dump session information
- mm_stats
- model_list // Dump model list to file
- mod_forcedata "1" // Forces all model file data into cache on model load.
- mod_forcetouchdata "1" // Forces all model file data into cache on model load.
- mod_load_anims_async "0"
- mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
- mod_load_mesh_async "0"
- mod_load_showstall "0" // 2 - show stalls
- mod_load_vcollide_async "0"
- mod_lock_mdls_on_load "0"
- mod_test_mesh_not_available "0"
- mod_test_not_available "0"
- mod_test_verts_not_available "0"
- mod_touchalldata "1" // Touch model data during level startup
- mod_trace_load "0"
- motdfile "0" // The MOTD file to load.
- motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
- movie_fixwave // etc.
- mp_allowNPCs "1"
- mp_allowspectators "1" // toggles whether the server allows spectator mode or not
- mp_autocrosshair "1"
- mp_autoteambalance "1"
- mp_bonusroundtime "15" // Time after round win until round restarts
- mp_chattime "10" // amount of time players can chat after the game is over
- mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
- mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
- mp_decals "50"
- mp_defaultteam "0"
- mp_disable_autokick // Prevents a userid from being auto-kicked
- mp_disable_respawn_times "0"
- mp_enableroundwaittime "1" // Enable timers to wait between rounds.
- mp_fadetoblack "0" // fade a players screen to black when he dies
- mp_falldamage "0"
- mp_flashlight "0"
- mp_footsteps "1"
- mp_forceautoteam "0" // Automatically assign players to teams when joining.
- mp_forcecamera "1" // Restricts spectator modes for dead players
- mp_forcerespawn "1"
- mp_forcerespawnplayers // Force all players to respawn.
- mp_forcewin // Forces team to win
- mp_fraglimit "0" // The number of kills at which the map ends
- mp_friendlyfire "0" // Allows team members to injure other members of their team
- mp_highlander "0" // Allow only 1 of each player class type.
- mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed.
- mp_humans_must_join_team "0" // spectator}
- mp_idledealmethod "1" // 2 = Kicks them out of the ga
- mp_idlemaxtime "3" // Maximum time a player is allowed to be idle (in minutes)
- 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
- 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.
- mp_maxrounds "0" // max number of rounds to play before server changes maps
- mp_respawnwavetime "10" // Time between respawn waves.
- mp_restartgame "0" // game will restart in the specified number of seconds
- mp_restartgame_immediate "0" // game will restart immediately
- mp_restartround "0" // the current round will restart in the specified number of seconds
- mp_scrambleteams // Scramble the teams and restart the game
- mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
- mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble.
- mp_showrespawntimes // Show the min respawn times for the teams
- mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking.
- mp_simulatemultiplecappers "1"
- mp_stalemate_enable "0" // Enable/Disable stalemate mode.
- mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.
- mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round.
- mp_switchteams // Switch teams and restart the game
- mp_teamlist "0"
- mp_teamoverride "1"
- mp_teamplay "0"
- mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
- mp_timelimit "0" // game time per map in minutes
- mp_time_between_capscoring "30" // Delay between scoring of owned capture points.
- mp_tournament "0"
- mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin.
- mp_tournament_restart // Restart Tournament Mode on the current level.
- mp_tournament_stopwatch "1"
- mp_tournament_whitelist "0" // Specifies the item whitelist file to use.
- mp_usehwmmodels "0" // 0 = based upon GPU)
- mp_usehwmvcds "0" // 0 = based upon GPU)
- mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
- mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
- mp_weaponstay "0"
- mp_windifference "0" // Score difference between teams before server changes maps
- mp_windifference_min "0" // Minimum score needed for mp_windifference to be applied
- mp_winlimit "0" // Max score one team can reach before server changes maps
- multvar // Multiply specified convar value.
- muzzleflash_light "1"
- m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
- m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
- m_customaccel_max "0" // 0 for no limit
- m_customaccel_scale "0" // Custom mouse acceleration value.
- m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
- m_forward "1" // Mouse forward factor.
- m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
- m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
- m_mousespeed "1" // 2 to enable secondary threshold
- m_pitch "0" // Mouse pitch factor.
- m_rawinput "0" // Use Raw Input for mouse input.
- m_side "0" // Mouse side factor.
- m_yaw "0" // Mouse yaw factor.
- name "0" // Current user name
- nav_add_to_selected_set // Add current area to the selected set.
- nav_add_to_selected_set_by_id // Add specified area id to the selected set.
- nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
- nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
- nav_area_max_size "50" // Max area size created in nav generation
- nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
- nav_begin_area // drag the opposite corner to the desired location and
- nav_begin_deselecting // Start continuously removing from the selected set.
- nav_begin_drag_deselecting // Start dragging a selection area.
- nav_begin_drag_selecting // Start dragging a selection area.
- nav_begin_selecting // Start continuously adding to the selected set.
- nav_begin_shift_xy // Begin shifting the Selected Set.
- nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
- nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
- nav_check_floor // Updates the blocked/unblocked status for every nav area.
- nav_check_stairs // Update the nav mesh STAIRS attribute
- nav_chop_selected // Chops all selected areas into their component 1x1 areas
- nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
- nav_clear_selected_set // Clear the selected set.
- nav_clear_walkable_marks // Erase any previously placed walkable positions.
- nav_compress_id // Re-orders area and ladder IDs so they are continuous.
- nav_connect // then invoke the connect command. Note that this creates a
- nav_coplanar_slope_limit "0"
- nav_coplanar_slope_limit_displacement "0"
- nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
- nav_corner_lower // Lower the selected corner of the currently marked Area.
- nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
- nav_corner_raise // Raise the selected corner of the currently marked Area.
- nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
- nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
- nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
- nav_crouch // Toggles the must crouch in this area flag used by the AI system.
- nav_debug_blocked "0"
- nav_delete // Deletes the currently highlighted Area.
- nav_delete_marked // Deletes the currently marked Area (if any).
- nav_disconnect // then invoke the disconnect command. This will remove all connec
- nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
- nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
- nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
- nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
- nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
- nav_draw_limit "500" // The maximum number of areas to draw in edit mode
- nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
- nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
- nav_end_deselecting // Stop continuously removing from the selected set.
- nav_end_drag_deselecting // Stop dragging a selection area.
- nav_end_drag_selecting // Stop dragging a selection area.
- nav_end_selecting // Stop continuously adding to the selected set.
- nav_end_shift_xy // Finish shifting the Selected Set.
- nav_flood_select // use this command again.
- nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
- nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
- nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_incremental_range "2000"
- nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
- nav_gen_cliffs_approx // post-processing approximation
- nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
- nav_ladder_flip // Flips the selected ladders direction.
- nav_load // Loads the Navigation Mesh for the current map.
- nav_lower_drag_volume_max // Lower the top of the drag select volume.
- nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
- nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
- nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- nav_mark_attribute // Set nav attribute for all areas in the selected set.
- nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
- nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
- nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- nav_max_vis_delta_list_length "64"
- nav_merge // and invoke the merge comm
- nav_merge_mesh // Merges a saved selected set into the current mesh.
- nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
- nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
- nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
- nav_place_list // Lists all place names used in the map.
- nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
- nav_place_replace // Replaces all instances of the first place with the second place.
- nav_place_set // Sets the Place of all selected areas to the current Place.
- nav_potentially_visible_dot_tolerance "0"
- nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
- nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
- nav_raise_drag_volume_max // Raise the top of the drag select volume.
- nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
- nav_recall_selected_set // Re-selects the stored selected set.
- nav_remove_from_selected_set // Remove current area from the selected set.
- nav_remove_jump_areas // replacing them with connections.
- nav_run // Toggles the traverse this area by running flag used by the AI system.
- nav_save // Saves the current Navigation Mesh to disk.
- nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
- nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
- nav_selected_set_color "255" // Color used to draw the selected set background while editing.
- nav_select_blocked_areas // Adds all blocked areas to the selected set
- nav_select_damaging_areas // Adds all damaging areas to the selected set
- nav_select_half_space // Selects any areas that intersect the given half-space.
- nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
- nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
- nav_select_obstructed_areas // Adds all obstructed areas to the selected set
- nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
- nav_select_overlapping // Selects nav areas that are overlapping others.
- nav_select_radius // Adds all areas in a radius to the selection set
- nav_select_stairs // Adds all stairway areas to the selected set
- nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
- nav_shift // Shifts the selected areas by the specified amount
- nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
- nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
- nav_show_compass "0"
- nav_show_continguous "0" // Highlight non-contiguous connections
- nav_show_danger "0" // Show current danger levels.
- nav_show_dumped_positions // z) coordinate positions of the given dump file.
- nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
- nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
- nav_show_light_intensity "0"
- nav_show_nodes "0"
- nav_show_node_grid "0"
- nav_show_node_id "0"
- nav_show_player_counts "0" // Show current player counts in each area.
- nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
- nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
- nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
- nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
- nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
- nav_solid_props "0" // Make props solid to nav generation/editing
- nav_splice // connected area between them.
- nav_split // align the split line using your cursor and invoke the split command.
- nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
- nav_stand // Toggles the stand while hiding flag used by the AI system.
- nav_stop // Toggles the must stop when entering this area flag used by the AI system.
- nav_store_selected_set // Stores the current selected set for later retrieval.
- nav_strip // and Encounter Spots from the current Area.
- nav_subdivide // Subdivides all selected areas.
- nav_test_node "0"
- nav_test_node_crouch "0"
- nav_test_node_crouch_dir "4"
- nav_test_stairs // Test the selected set for being on stairs
- nav_toggle_deselecting // Start or stop continuously removing from the selected set.
- nav_toggle_in_selected_set // Remove current area from the selected set.
- nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
- nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
- nav_toggle_selected_set // Toggles all areas into/out of the selected set.
- nav_toggle_selecting // Start or stop continuously adding to the selected set.
- nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
- nav_unmark // Clears the marked Area or Ladder.
- nav_update_blocked // Updates the blocked/unblocked status for every nav area.
- nav_update_lighting // Recomputes lighting values
- nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
- nav_use_place // the current Place is set.
- nav_walk // Toggles the traverse this area by walking flag used by the AI system.
- nav_warp_to_mark // Warps the player to the marked area.
- nav_world_center // Centers the nav mesh in the world
- nb_allow_avoiding "1"
- nb_allow_climbing "1"
- nb_allow_gap_jumping "1"
- nb_blind "0" // Disable vision
- nb_command // Sends a command string to all bots
- nb_debug // ERRORS.
- nb_debug_climbing "0"
- nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
- nb_debug_history "1" // each bot keeps a history of debug output in memory
- nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
- nb_delete_all // Delete all non-player NextBot entities.
- nb_force_look_at // Force selected bot to look at the local players position
- nb_goal_look_ahead_range "50"
- nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
- nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
- nb_head_aim_settle_duration "0"
- nb_head_aim_steady_max_rate "100"
- nb_ladder_align_range "50"
- nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
- nb_move_to_cursor // Tell all NextBots to move to the cursor position
- nb_path_draw_inc "100"
- nb_path_draw_segment_count "100"
- nb_path_segment_influence_radius "100"
- nb_player_crouch "0" // Force bots to crouch
- nb_player_move "1" // Prevents bots from moving
- nb_player_move_direct "0"
- nb_player_stop "0" // Stop all NextBotPlayers from updating
- nb_player_walk "0" // Force bots to walk
- nb_saccade_speed "1000"
- nb_saccade_time "0"
- nb_select // Select the bot you are aiming at for further debug operations.
- nb_shadow_dist "400"
- nb_speed_look_ahead_range "150"
- nb_stop "0" // Stop all NextBots
- nb_update_debug "0"
- nb_update_framelimit "15"
- nb_update_frequency "0"
- nb_update_maxslide "2"
- nb_warp_selected_here // Teleport the selected bot to your cursor position
- net_blockmsg "0" // Discards incoming message: <0|1|name>
- net_channels // Shows net channel info
- net_chokeloop "0" // Apply bandwidth choke to loopback packets
- net_compresspackets "1" // Use lz compression on game packets.
- net_compresspackets_minsize "128" // Dont bother compressing packets below this size.
- net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
- net_drawslider "0" // Draw completion slider during signon
- net_droppackets "0" // Drops next n packets on client
- net_fakejitter "0" // Jitter fakelag packet time
- net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
- net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
- net_graph "1" // = 3 draws payload legend.
- net_graphheight "64" // Height of netgraph panel
- net_graphmsecs "400" // The latency graph represents this many milliseconds.
- net_graphpos "1"
- net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
- net_graphshowinterp "1" // Draw the interpolation graph.
- net_graphshowlatency "1" // Draw the ping/packet loss graph.
- net_graphsolid "1"
- net_graphtext "1" // Draw text fields
- net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
- net_maxfilesize "16" // Maximum allowed file size for uploading in MB
- net_maxfragments "1260" // Max fragment bytes per packet
- net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit)
- net_maxroutable "1260" // Requested max packet size before packets are split.
- net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
- net_queue_trace "0"
- net_scale "5"
- net_showdrop "0" // Show dropped packets in console
- net_showevents "0" // 2=all).
- net_showfragments "0" // Show netchannel fragments
- net_showmsg "0" // Show incoming message: <0|1|name>
- net_showpeaks "0" // Show messages for large packets only: <size>
- net_showsplits "0" // Show info about packet splits
- net_showtcp "0" // Dump TCP stream summary to console
- net_showudp "0" // Dump UDP packets summary to console
- net_showudp_wire "0" // Show incoming packet information
- net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
- net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
- net_start // Inits multiplayer network sockets
- net_status // Shows current network status
- net_udp_rcvbuf "131072" // Default UDP receive buffer size
- net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
- next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
- nextdemo // Play next demo in sequence.
- nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
- noclip // Toggle. Player becomes non-solid and flies.
- notarget // Toggle. Player becomes hidden to NPCs.
- npc_ally_deathmessage "1"
- npc_height_adjust "1" // Enable test mode for ik height adjustment
- npc_sentences "0"
- npc_speakall // Force the npc to try and speak all their responses
- npc_vphysics "0"
- object_deterioration_time "30" // Time it takes for a fully-healed object to deteriorate.
- obj_capture_damage "0" // Captures all damage taken by objects for dumping later.
- obj_dump_damage
- obj_sapper_amount "25" // Amount of health inflicted by a Sapper object per second
- obj_show_damage "0" // Show all damage taken by objects.
- old_radiusdamage "0"
- OpenMatchmakingLobby // Activates the matchmaking lobby.
- OpenQuickplayDialog // Displays the quickplay dialog.
- OpenSteamWorkshopDialog
- opentf2options // Displays the TF2 Advanced Options dialog.
- open_charinfo // Open the character info panel
- open_charinfo_armory // Open the character info panel directly to armory.
- open_charinfo_backpack // Open the character info panel directly to backpack.
- open_charinfo_crafting // Open the character info panel directly to crafting screen.
- open_charinfo_direct // Open the character info panel directly to the class youre currently playing.
- open_replaybrowser // Open the replay browser.
- open_replayinputpanel // Open replay input panel test
- open_store // Open the in-game store
- option_duck_method "1"
- option_duck_method_default "1"
- opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.
- overview_alpha "1" // Overview map translucency.
- overview_health "1" // Show players health in map overview.
- overview_locked "1" // doesnt follow view angle.
- overview_mode // large: <0|1|2>
- overview_names "1" // Show players names in map overview.
- overview_tracks "1" // Show players tracks in map overview.
- overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
- panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
- particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
- particle_sim_alt_cores "2"
- particle_test_attach_attachment "0" // Attachment index for attachment mode
- particle_test_attach_mode "0" // follow_origin
- particle_test_file "0" // Name of the particle system to dynamically spawn
- particle_test_start // particle_test_attach_mode and particl
- particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
- password "0" // Current server access password
- path // Show the engine filesystem path.
- pause // Toggle the server pause state.
- perfui // Show/hide the level performance tools UI.
- perfvisualbenchmark
- perfvisualbenchmark_abort
- phonemedelay "0" // Phoneme delay to account for sound system latency.
- phonemefilter "0" // Time duration of box filter to pass over phonemes.
- phonemesnap "2" // regardless of duration.
- physicsshadowupdate_render "0"
- physics_budget // Times the cost of each active object
- physics_constraints // Highlights constraint system graph for an entity
- physics_debug_entity // Dumps debug info for an entity
- physics_highlight_active // Turns on the absbox for all active physics objects
- physics_report_active // Lists all active physics objects
- physics_select // Dumps debug info for an entity
- phys_impactforcescale "1"
- phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
- phys_pushscale "1"
- phys_speeds "0"
- phys_stressbodyweights "5"
- phys_timescale "1" // Scale time for physics
- phys_upimpactforcescale "0"
- picker // pivot and debugging text is displayed for whatever entity the play
- ping // Display ping to server.
- pipeline_static_props "1"
- pixelvis_debug // Dump debug info
- play // Play a sound.
- playdemo // Play a recorded demo file (.dem ).
- player_debug_print_damage "0" // print amount and type of all damage received by player to console.
- player_old_armor "0"
- player_ready_toggle // Toggle player ready state
- playflush // reloading from disk in case of changes.
- playgamesound // Play a sound from the game sounds txt file
- playsoundscape // Forces a soundscape to play
- playvideo // Plays a video: <filename> [width height]
- playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvol // Play a sound at a specified volume.
- plugin_load // plugin_load <filename> : loads a plugin
- plugin_pause // plugin_pause <index> : pauses a loaded plugin
- plugin_pause_all // pauses all loaded plugins
- plugin_print // Prints details about loaded plugins
- plugin_unload // plugin_unload <index> : unloads a plugin
- plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
- plugin_unpause_all // unpauses all disabled plugins
- print_colorcorrection // Display the color correction layer information.
- progress_enable
- props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
- props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
- prop_active_gib_limit "999999"
- prop_active_gib_max_fade_time "999999"
- prop_crosshair // Shows name for prop looking at
- prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
- prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- pwatchent "-1" // Entity to watch for prediction system changes.
- pwatchvar "0" // Entity variable to watch in prediction system for changes.
- pyro_dof "1"
- pyro_max_intensity "0"
- pyro_max_rate "0"
- pyro_max_side_length "0"
- pyro_max_side_width "0"
- pyro_min_intensity "0"
- pyro_min_rate "0"
- pyro_min_side_length "0"
- pyro_min_side_width "0"
- pyro_vignette "2"
- pyro_vignette_distortion "1"
- quit // Exit the engine.
- ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
- randommap // Changelevel to a random map in the mapcycle file
- rate "30000" // Max bytes/sec the host can receive data
- rcon // Issue an rcon command.
- rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
- rcon_password "0" // remote console password.
- recompute_speed // Recomputes clock speed (for debugging purposes).
- record // Record a demo.
- RefreshMatchmakingLobby // Refreshes the matchmaking lobby.
- refresh_options_dialog // Refresh the options dialog.
- reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
- reload_materials "0"
- removeid // Remove a user ID from the ban list.
- removeip // Remove an IP address from the ban list.
- replay_add_fake_replays // Adds a set of fake replays
- replay_block_dump_interval "10" // The server will write partial replay files at this interval when recording.
- replay_buffersize "32" // Maximum size for the replay memory buffer.
- replay_cache_client_ragdolls "0" // Record ragdolls on the client during.
- replay_clearqueuedtakes // Clear takes from render queue.
- 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
- replay_deathcammaxverticaloffset "150" // Vertical offset for player death camera
- replay_debug "0" // Show Replay debug info.
- replay_deleteclientreplays // as well as all files associated with each replay.
- replay_docleanup // Deletes stale session data from the fileserver. replay_docleanup force will remove all replay session data.
- replay_dofileserver_cleanup_on_start "1" // Cleanup any stale replay data (both locally and on fileserver) at startup.
- replay_dopublishtest // Do a replay publish test using the current setup.
- replay_editor_camera_length "15" // the more the actual posi
- replay_editor_fov_mousewheel_invert "0" // Invert FOV zoom/unzoom on mousewheel in the replay editor.
- replay_editor_fov_mousewheel_multiplier "5" // The multiplier on mousewheel input for adjusting camera FOV in the replay editor.
- replay_enable "0" // Enable Replay recording on server
- replay_enableeventbasedscreenshots "0"
- replay_enablerenderpreview "0" // Enable preview during replay render.
- replay_fileserver_autocleanup "0" // Automatically do fileserver cleanup in between rounds? This is the same as explicitly calling replay_docleanup.
- replay_fileserver_host "0" // e.g. 1.2.3.4 or www.myserver.com
- replay_fileserver_offload_aborttime "60" // The time after which publishing will be aborted for a session block or session info file.
- replay_fileserver_offload_enable "0" // offload session blocks to a secondary machine using the replay_offload_* convars.
- replay_fileserver_offload_hostname "0" // Hostname for FTP server where session blocks will be offloaded.
- replay_fileserver_offload_login "0" // Login for session block offloading.
- replay_fileserver_offload_maxuploads "1" // The maximum number of concurrent uploads allowed.
- replay_fileserver_offload_password "0" // Login for session block offloading.
- replay_fileserver_offload_port "21" // Port number for FTP server where session blocks will be offloaded.
- replay_fileserver_offload_protocol "0" // Must be ftp
- replay_fileserver_offload_proxy_host "0" // The hostname of the proxy server.
- replay_fileserver_offload_proxy_port "8080" // The port of the proxy server.
- replay_fileserver_offload_remotepath "0" // Remote path where blocks will be stored on the FTP server for session block offloading.
- replay_fileserver_offload_useproxy "0" // a proxy will be used for FTP connections.
- replay_fileserver_path "0" // replay_fileserver_path should be set to /tf/replays
- replay_fileserver_port "80" // if your replays are stored at http://123.123.123.123:4567/tf/replay
- replay_fileserver_protocol "0" // Can be http or https
- replay_flushinterval "15" // Replay system will flush to disk a maximum of every replay_flushinterval seconds.
- replay_forcereconstruct "0" // Force the reconstruction of replays each time.
- replay_hidebrowser // Hides replay browser
- replay_ignorereplayticks "0"
- replay_local_fileserver_path "0" // c:MyWebServerhtdocsreplays or /MyWebServer/htdocs/replays.
- replay_maxconcurrentdownloads "3" // The maximum number of concurrent downloads allowed.
- replay_maxscreenshotsperreplay "8" // The maximum number of screenshots that can be taken for any given replay.
- replay_max_publish_threads "4" // e.g. FTP threads.
- replay_mintimebetweenscreenshots "5" // The minimum time (in seconds) that must pass between screenshots being taken.
- replay_msgduration_connectrecording "8" // Duration for the message that pops up when you connect to a server already recording replays.
- replay_msgduration_error "6" // Duration for replays available message.
- replay_msgduration_misc "5" // Duration for misc replays messages (server errors and such).
- replay_msgduration_replaysavailable "6" // Duration for replays available message.
- replay_msgduration_startrecord "6" // Duration for start record message.
- replay_msgduration_stoprecord "6" // Duration for stop record message.
- replay_name "0" // Replay bot name
- replay_playerdeathscreenshotdelay "2" // Amount of time to wait after player is killed before taking a screenshot
- replay_postdeathrecordtime "5" // The amount of time (seconds) to be recorded after you die for a given replay.
- replay_postwinreminderduration "5" // post-win/lose.
- replay_printclientreplays // Prints out all client replay info
- replay_printqueuedtakes // Print a list of takes queued for rendering.
- replay_printsessioninfo // Print session info
- replay_publish_simulate_delay_ftp "0" // Simulate a delay (in seconds) when publishing replay data via FTP.
- replay_publish_simulate_delay_local_http "0" // Simulate a delay (in seconds) when publishing replay data via local HTTP.
- replay_publish_simulate_rename_fail "0" // which will force a manual copy & delete.
- replay_quitmsg_dontaskagain "0" // unless this cvar is 1.
- replay_ragdoll_dbg "0" // Display replay ragdoll debugging information.
- replay_record // Starts Replay demo recording.
- replay_record_voice "1" // voice data is recorded into the replay files.
- replay_reloadbrowser // Reloads replay data and display replay browser
- replay_removeclientreplay // Remove the replay at the given index.
- replay_renderpause // Pause Replay rendering.
- replay_rendersetting_encodingquality "100" // the larger the resulting movie file size.
- replay_rendersetting_exportraw "0" // instead of encoding a movie file.
- replay_rendersetting_motionblurenabled "1" // Motion blur enabled/disabled.
- replay_rendersetting_motionblurquality "0" // Motion blur quality.
- replay_rendersetting_motionblur_can_toggle "0"
- replay_rendersetting_quitwhendone "0" // Quit after rendering is completed.
- replay_rendersetting_renderglow "1" // Glow effect enabled/disabled.
- replay_renderunpause // Unpause Replay rendering.
- replay_screenshotkilldelay "0" // in seconds.
- replay_screenshotresolution "0" // 1 for hi-res (width=1024)
- replay_screenshotsentrykilldelay "0" // in seconds.
- replay_sentrycammaxverticaloffset "10" // Vertical offset from a sentry on sentry kill
- replay_sentrycamoffset_frontback "-50" // Front/back offset for sentry POV screenshot
- replay_sentrycamoffset_leftright "-25" // Left/right offset for sentry POV screenshot
- replay_sentrycamoffset_updown "22" // Up/down offset for sentry POV screenshot
- replay_sessioninfo_updatefrequency "5" // the replay browser will update the status of a given replay on the server based on this cv
- replay_stoprecord // Stop Replay demo recording.
- replay_test_take_save_dlg // Open replay save take dlg
- replay_voice_during_playback "0" // Play player voice chat during replay playback
- report_entities // Lists all entities
- report_simthinklist // Lists all simulating/thinking entities
- report_soundpatch // reports sound patch count
- report_soundpatch // reports sound patch count
- report_touchlinks // Lists all touchlinks
- resetplayerstats
- respawn_entities // Respawn all the entities in the map.
- restart // Restart the game on the same level (add setpos to jump to current view position on restart).
- retry // Retry connection to last server.
- room_type "0"
- rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
- rope_collide "1" // Collide rope with the world
- rope_rendersolid "1"
- rope_shake "0"
- rope_smooth "1" // Do an antialiasing effect on ropes
- rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
- rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
- rope_smooth_maxalphawidth "1"
- rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
- rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
- rope_solid_maxalpha "1"
- rope_solid_maxwidth "1"
- rope_solid_minalpha "0"
- rope_solid_minwidth "0"
- rope_subdiv "2" // Rope subdivision amount
- rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
- rr_debugresponses "0" // it will only show response success/failure for np
- rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
- rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
- rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
- rr_reloadresponsesystems // Reload all response system scripts.
- r_3dnow // Enable/disable 3DNow code
- r_3dsky "1" // Enable the rendering of 3d sky boxes
- r_AirboatViewDampenDamp "1"
- r_AirboatViewDampenFreq "7"
- r_AirboatViewZHeight "0"
- r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
- r_ambientfactor "5" // Boost ambient cube by no more than this factor
- r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting
- r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
- r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
- r_aspectratio "0"
- r_avglight "1"
- r_avglightmap "0"
- r_bloomtintb "0"
- r_bloomtintexponent "2"
- r_bloomtintg "0"
- r_bloomtintr "0"
- r_cheapwaterend
- r_cheapwaterstart
- r_cleardecals // Usage r_cleardecals <permanent>.
- r_ClipAreaPortals "1"
- r_colorstaticprops "0"
- r_debugcheapwater "0"
- r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
- r_decals "2048"
- r_decalstaticprops "1" // Decal static props test
- r_decal_cover_count "4"
- r_decal_cullsize "1"
- r_decal_overlap_area "0"
- r_decal_overlap_count "3"
- r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
- r_DispBuildable "0"
- r_DispDrawAxes "0"
- r_DispWalkable "0"
- r_dopixelvisibility "1"
- r_drawbatchdecals "1" // Render decals batched.
- r_DrawBeams "1" // 2=Wireframe
- r_drawbrushmodels "1" // 2=Wireframe
- r_drawclipbrushes "0" // purple=NPC)
- r_drawdecals "1" // Render decals.
- r_drawdetailprops "1" // 2=Wireframe
- r_DrawDisp "1" // Toggles rendering of displacment maps
- r_drawentities "1"
- r_drawflecks "1"
- r_drawfuncdetail "1" // Render func_detail
- r_drawleaf "-1" // Draw the specified leaf.
- r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
- r_drawlightinfo "0"
- r_drawlights "0"
- r_drawmodeldecals "1"
- r_DrawModelLightOrigin "0"
- r_drawmodelstatsoverlay "0"
- r_drawmodelstatsoverlaydistance "500"
- r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
- r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
- r_drawopaquerenderables "1"
- r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs
- r_drawopaqueworld "1"
- r_drawothermodels "1" // 2=Wireframe
- r_drawparticles "1" // Enable/disable particle rendering
- r_drawpixelvisibility "0" // Show the occlusion proxies
- r_DrawPortals "0"
- r_DrawRain "1" // Enable/disable rain rendering.
- r_drawrenderboxes "0"
- r_drawropes "1"
- r_drawskybox "1"
- r_DrawSpecificStaticProp "-1"
- r_drawsprites "1"
- r_drawstaticprops "1" // 2=Wireframe
- r_drawtranslucentrenderables "1"
- r_drawtranslucentworld "1"
- r_drawvgui "1" // Enable the rendering of vgui panels
- r_drawviewmodel "1"
- r_drawworld "1" // Render the world.
- r_dscale_basefov "90"
- r_dscale_fardist "2000"
- r_dscale_farscale "4"
- r_dscale_neardist "100"
- r_dscale_nearscale "1"
- r_dynamic "1"
- r_dynamiclighting "1"
- r_entityclips "1"
- r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
- r_eyegloss "1"
- r_eyemove "1"
- r_eyes "1"
- r_eyeshift_x "0"
- r_eyeshift_y "0"
- r_eyeshift_z "0"
- r_eyesize "0"
- r_eyewaterepsilon "10"
- r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
- 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
- r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
- r_flashlightambient "0"
- r_flashlightclip "0"
- r_flashlightconstant "0"
- r_flashlightculldepth "1"
- r_flashlightdepthres "1024"
- r_flashlightdepthtexture "1"
- r_flashlightdrawclip "0"
- r_flashlightdrawdepth "0"
- r_flashlightdrawfrustum "0"
- r_flashlightdrawfrustumbbox "0"
- r_flashlightdrawsweptbbox "0"
- r_flashlightfar "750"
- r_flashlightfov "45"
- r_flashlightladderdist "40"
- r_flashlightlinear "100"
- r_flashlightlockposition "0"
- r_flashlightmodels "1"
- r_flashlightnear "4"
- r_flashlightnodraw "0"
- r_flashlightoffsetx "10"
- r_flashlightoffsety "-20"
- r_flashlightoffsetz "24"
- r_flashlightquadratic "0"
- r_flashlightrender "1"
- r_flashlightrendermodels "1"
- r_flashlightrenderworld "1"
- r_flashlightscissor "1"
- r_flashlightshadowatten "0"
- r_flashlightupdatedepth "1"
- r_flashlightvisualizetrace "0"
- r_flex "1"
- r_flushlod // Flush and reload LODs.
- r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
- r_frustumcullworld "1"
- r_glint_alwaysdraw "0"
- r_glint_procedural "0"
- r_hunkalloclightmaps "1"
- r_hwmorph "1"
- r_itemblinkmax "0"
- r_itemblinkrate "4"
- r_JeepFOV "90"
- r_JeepViewBlendTo "1"
- r_JeepViewBlendToScale "0"
- r_JeepViewBlendToTime "1"
- r_JeepViewDampenDamp "1"
- r_JeepViewDampenFreq "7"
- r_JeepViewZHeight "10"
- r_lightaverage "1" // Activates/deactivate light averaging
- r_lightcachecenter "1"
- r_lightcachemodel "-1"
- r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
- r_lightcache_zbuffercache "0"
- r_lightinterp "5" // 0 turns off interpolation
- r_lightmap "-1"
- r_lightstyle "-1"
- r_lightwarpidentity "0"
- r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
- r_lod "-1"
- r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
- r_maxdlights "32"
- r_maxmodeldecal "50"
- r_maxnewsamples "6"
- r_maxsampledist "128"
- r_minnewsamples "3"
- r_modelwireframedecal "0"
- r_newflashlight "1"
- r_nohw "0"
- r_norefresh "0"
- r_nosw "0"
- r_novis "0" // Turn off the PVS.
- 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.
- 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.
- r_occludermincount "0" // no matter how big they are.
- r_occlusion "1" // Activate/deactivate the occlusion system.
- r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
- r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
- r_overlayfadeenable "0"
- r_overlayfademax "2000"
- r_overlayfademin "1750"
- r_overlaywireframe "0"
- r_particle_sim_spike_threshold_ms "5"
- r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
- r_PhysPropStaticLighting "1"
- r_pixelfog "1"
- r_pixelvisibility_partial "1"
- r_pixelvisibility_spew "0"
- r_pix_recordframes "0"
- r_pix_start "0"
- r_portalsopenall "0" // Open all portals
- r_PortalTestEnts "1" // Clip entities against portal frustums.
- r_printdecalinfo
- r_proplightingfromdisk "1" // 2=Show Errors
- r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
- r_propsmaxdist "1200" // Maximum visible distance
- r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
- r_queued_post_processing "0"
- r_queued_ropes "1"
- r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
- r_rainalpha "0"
- r_rainalphapow "0"
- r_raindensity "0"
- r_RainHack "0"
- r_rainlength "0"
- r_RainProfile "0" // Enable/disable rain profiling.
- r_RainRadius "1500"
- r_RainSideVel "130" // How much sideways velocity rain gets.
- r_RainSimulate "1" // Enable/disable rain simulation.
- r_rainspeed "600"
- r_RainSplashPercentage "20"
- r_rainwidth "0"
- r_randomflex "0"
- r_renderoverlayfragment "1"
- r_rimlight "1"
- r_rootlod "0" // Root LOD
- r_ropes_holiday_light_color // Set each lights color: [light0-3] [r0-255] [g0-255] [b0-255]
- r_ropetranslucent "1"
- r_screenfademaxsize "0"
- r_screenfademinsize "0"
- r_screenoverlay // Draw specified material as an overlay
- r_sequence_debug "0"
- r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
- r_shadowangles // Set shadow angles
- r_shadowblobbycutoff // some shadow stuff
- r_shadowcolor // Set shadow color
- r_shadowdir // Set shadow direction
- r_shadowdist // Set shadow distance
- r_shadowids "0"
- r_shadowmaxrendered "32"
- r_shadowrendertotexture "1"
- r_shadows "1"
- r_shadows_gamecontrol "-1"
- r_shadowwireframe "0"
- r_showenvcubemap "0"
- r_ShowViewerArea "0"
- r_showz_power "1"
- r_skin "0"
- r_skybox "1" // Enable the rendering of sky boxes
- r_snapportal "-1"
- r_SnowColorBlue "200" // Snow.
- r_SnowColorGreen "175" // Snow.
- r_SnowColorRed "150" // Snow.
- r_SnowDebugBox "0" // Snow Debug Boxes.
- r_SnowEnable "1" // Snow Enable
- r_SnowEndAlpha "255" // Snow.
- r_SnowEndSize "0" // Snow.
- r_SnowFallSpeed "1" // Snow fall speed scale.
- r_SnowInsideRadius "256" // Snow.
- r_SnowOutsideRadius "1024" // Snow.
- r_SnowParticles "500" // Snow.
- r_SnowPosScale "1" // Snow.
- r_SnowRayEnable "1" // Snow.
- r_SnowRayLength "8192" // Snow.
- r_SnowRayRadius "256" // Snow.
- r_SnowSpeedScale "1" // Snow.
- r_SnowStartAlpha "25" // Snow.
- r_SnowStartSize "1" // Snow.
- r_SnowWindScale "0" // Snow.
- r_SnowZoomOffset "384" // Snow.
- r_SnowZoomRadius "512" // Snow.
- r_spray_lifetime "2" // Number of rounds player sprays are visible
- r_sse2 // Enable/disable SSE2 code
- r_sse_s "1" // sse ins for particle sphere create
- r_staticpropinfo "0"
- r_staticprop_lod "-1"
- r_studio_stats "0"
- r_studio_stats_lock "0" // Lock the current studio stats entity selection
- 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
- r_swingflashlight "1"
- r_teeth "1"
- r_threaded_client_shadow_manager "0"
- r_threaded_particles "1"
- r_threaded_renderables "0"
- r_unloadlightmaps "0"
- r_updaterefracttexture "1"
- r_vehicleBrakeRate "1"
- r_VehicleViewClamp "1"
- r_VehicleViewDampen "1"
- r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
- r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
- r_visualizelighttraces "0"
- r_visualizelighttracesshowfulltrace "0"
- r_visualizeproplightcaching "0"
- r_visualizetraces "0"
- r_WaterDrawReflection "1" // Enable water reflection
- r_WaterDrawRefraction "1" // Enable water refraction
- r_waterforceexpensive "1"
- r_waterforcereflectentities "0"
- r_worldlightmin "0"
- r_worldlights "4" // number of world lights to use per vertex
- r_worldlistcache "1"
- save // Saves current game.
- save_async "1"
- save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
- save_console "0" // Autosave on the PC behaves like it does on the consoles.
- save_disable "0"
- save_finish_async
- save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
- save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
- save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
- save_noxsave "0"
- save_replay // Save a replay of the current life if possible.
- save_screenshot "1" // 2 = always
- save_spew "0"
- say // Display player message
- say_team // Display player message to team
- sb_close_browser_on_connect "1"
- sb_dontshow_maxplayer_warning "1"
- sb_mod_suggested_maxplayers "24"
- sb_quick_list_bit_field "-1"
- sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
- scene_async_prefetch_spew "0" // Display async .ani file loading info.
- scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think.
- scene_clientflex "1" // Do client side flex animation.
- scene_flatturn "1"
- scene_flush // Flush all .vcds from the cache and reload from disk.
- scene_forcecombined "0" // force use of combined .wav files even in english.
- scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
- scene_print "0" // print timing and event info to console.
- scene_showfaceto "0" // show the directions of faceto events.
- scene_showlook "0" // show the directions of look events.
- scene_showmoveto "0" // show the end location.
- scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
- screenshot // Take a screenshot.
- scr_centertime "5"
- sensitivity "1" // Mouse sensitivity.
- servercfgfile "0"
- server_game_time // Gives the game time in seconds (servers curtime)
- setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- setinfo // Adds a new user info value
- setmodel // Changess players model
- setpause // Set the pause state of the server.
- setpos // Move player to specified origin (must have sv_cheats).
- setpos_exact // Move player to an exact specified origin (must have sv_cheats).
- shake // Shake the screen.
- shake_show "0" // Displays a list of the active screen shakes.
- shake_stop // Stops all active screen shakes.
- showbudget_texture "0" // Enable the texture budget panel.
- showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
- showbudget_texture_global_sum "0"
- showconsole // Show the console.
- showhitlocation "0"
- showinfo // Shows a info panel: <type> <title> <message> [<command number>]
- showmapinfo // Show map info panel
- showpanel // Shows a viewport panel <name>
- showparticlecounts "0" // Display number of particles drawn per frame
- showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res
- showstatsdlg // Shows the player stats dialog
- showtriggers "0" // Shows trigger brushes
- showtriggers_toggle // Toggle show triggers
- simple_bot_add // Add a simple bot.
- singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
- sixense_aim_1to1_heading_multiplier "3"
- sixense_aim_1to1_pitch_multiplier "3"
- sixense_aim_1to1_ratchet_vertical "1"
- sixense_aim_freeaim_accel_band_exponent "1"
- sixense_aim_freeaim_accel_band_size "15"
- sixense_aim_freeaim_auto_level_rate "1"
- sixense_aim_freeaim_dead_zone_radius "0"
- sixense_aim_freeaim_heading_multiplier "1"
- sixense_aim_freeaim_max_speed "12"
- sixense_aim_freeaim_pitch_multiplier "1"
- sixense_aim_freeaim_spin_disabled
- sixense_aim_freeaim_switch_blend_time_enter "0"
- sixense_aim_freeaim_switch_blend_time_exit "0"
- sixense_aim_scope_heading_multiplier "0"
- sixense_aim_scope_pitch_multiplier "0"
- sixense_always_draw_crosshair "1"
- sixense_base_offset_x "0"
- sixense_base_offset_y "0"
- sixense_base_offset_z "-20"
- sixense_bind // Bind a concommand to a button.
- sixense_clear_bindings // Clear all sixense bindings.
- sixense_controller_angle_mode "0"
- sixense_create_default_bindings // Erase all current bindings and load the default bindings for this game.
- sixense_crosshair_horiz_multiplier "1"
- sixense_crosshair_vert_multiplier "1"
- sixense_crouch_sensitivity "1"
- sixense_delete_binding // Delete a single binding by index.
- sixense_disable_gestures
- sixense_enabled "0"
- sixense_exit_metroid_blend "0"
- sixense_exit_one_to_one_dot "0"
- sixense_features_enabled "0"
- sixense_feet_angles_offset_stick_spin_exponent "1"
- sixense_feet_angles_offset_stick_spin_horiz_multiplier "7"
- sixense_feet_angles_offset_stick_spin_invert_pitch "1"
- sixense_feet_angles_offset_stick_spin_vert_multiplier "4"
- sixense_filter_level "0"
- sixense_jump_sensitivity "1"
- sixense_left_handed "0"
- sixense_list_bindings // List the sixense bindings.
- sixense_max_charge_spin "3"
- sixense_melee_pitch_blend_val "0"
- sixense_mode "0"
- sixense_mouse_enabled "1"
- sixense_mouse_sensitivity "1"
- sixense_point_gesture_angle_threshold "15"
- sixense_reload_sensitivity "1"
- sixense_roll_correct_blend "0"
- sixense_select_grenade
- sixense_select_machinegun
- sixense_select_melee
- sixense_select_pistol
- sixense_sensitivity_level "2"
- sixense_set_base_offset
- sixense_set_filter_params
- sixense_show_frame // Show/hide Sixense UI.
- sixense_spring_view_enabled "1"
- sixense_spring_view_max_angle "45"
- sixense_spring_view_max_spring "0"
- sixense_spring_view_min_angle "1"
- sixense_spring_view_min_spring "0"
- sixense_teleport_metroid_blend_time "3"
- sixense_teleport_wait_to_blend_time "0"
- sixense_tilt_gesture_angle_threshold "35"
- sixense_trigger_threshold "0"
- sixense_walking_dead_zone_percent "10"
- sixense_walking_exponent "1"
- sixense_weapon_select_sensitivity "1"
- sixense_write_bindings // Save the sixense bindings to a file.
- sixense_zoom_momentary_time "500"
- skill "1" // Game skill level (1-3).
- skip_next_map // Skips the next map in the map rotation for the server.
- sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
- sk_autoaim_mode "1"
- sk_npc_arm "1"
- sk_npc_chest "1"
- sk_npc_head "2"
- sk_npc_leg "1"
- sk_npc_stomach "1"
- sk_player_arm "1"
- sk_player_chest "1"
- sk_player_head "2"
- sk_player_leg "1"
- sk_player_stomach "1"
- sk_plr_dmg_grenade "0"
- slot0
- slot1
- slot10
- slot11
- slot12
- slot2
- slot3
- slot4
- slot5
- slot6
- slot7
- slot8
- slot9
- smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
- snapto
- sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
- snd_async_flush // Flush all unlocked async audio data
- snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives).
- snd_async_minsize "262144"
- snd_async_showmem // Show async memory stats
- snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
- snd_async_stream_spew "0" // 2=buffers
- snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
- snd_defer_trace "1"
- snd_delay_sound_shift "0"
- snd_disable_mixer_duck "0"
- snd_duckerattacktime "0"
- snd_duckerreleasetime "2"
- snd_duckerthreshold "0"
- snd_ducktovolume "0"
- snd_dumpclientsounds // Dump sounds to VXConsole
- snd_foliage_db_loss "4"
- snd_gain "1"
- snd_gain_max "1"
- snd_gain_min "0"
- snd_legacy_surround "0"
- snd_lockpartial "1"
- snd_mixahead "0"
- snd_mix_async "0"
- snd_musicvolume "0" // Music volume
- snd_mute_losefocus "1"
- snd_noextraupdate "0"
- snd_obscured_gain_dB "-2"
- snd_pitchquality "1"
- snd_profile "0"
- snd_rebuildaudiocache // level caches) from reslists
- snd_refdb "60"
- snd_refdist "36"
- snd_restart // Restart sound system.
- snd_show "0" // Show sounds info
- snd_showclassname "0"
- snd_showmixer "0"
- snd_showstart "0"
- snd_ShowThreadFrameTime "0"
- snd_soundmixer "0"
- snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
- snd_surround_speakers "0"
- snd_visualize "0" // Show sounds location in world
- snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
- snd_vox_globaltimeout "300"
- snd_vox_sectimetout "300"
- snd_vox_seqtimetout "300"
- snd_writemanifest // outputs the precache manifest for the current level
- soundfade // Fade client volume.
- soundinfo // Describe the current sound device.
- soundlist // List all known sounds.
- soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
- soundscape_debug "0" // red lines show soundscapes that ar
- soundscape_dumpclient // Dumps the clients soundscape data.
- soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
- soundscape_flush // Flushes the server & client side soundscapes
- speak // Play a constructed sentence.
- spec_autodirector "1" // Auto-director chooses best view modes while spectating
- spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_time "4" // Time spend frozen in observer freeze cam.
- spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
- spec_mode // Set spectator mode
- spec_next // Spectate next player
- spec_player // Spectate player by name
- spec_pos // dump position and angles to the console
- spec_prev // Spectate previous player
- spec_scoreboard "0"
- spec_track "0" // Tracks an entity in spec mode
- spike // generates a fake spike
- startdemos // Play demos in demo sequence.
- startmovie // Start recording movie frames.
- startupmenu // and were not in developer
- star_memory // Dump memory stats
- stats // Prints server performance variables
- status // Display map and connection status.
- step_spline "0"
- stop // Finish recording demo.
- stopdemo // Stop playing back a demo.
- stopsound
- stopsoundscape // Stops all soundscape processing and fades current looping sounds
- studio_queue_mode "1"
- stuffcmds // Parses and stuffs command line + commands to command buffer.
- suitvolume "0"
- surfaceprop // Reports the surface properties at the cursor
- sv_allowdownload "1" // Allow clients to download files
- sv_allowupload "1" // Allow clients to upload customizations files
- sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.
- sv_allow_voice_from_file "1" // Allow or disallow clients from using voice_inputfromfile on this server.
- sv_allow_votes "1" // Allow voting?
- sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
- sv_alltalk "0" // no team restrictions
- sv_alternateticks "0" // server only simulates entities on even numbered ticks.
- sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
- sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
- sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
- sv_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
- sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
- sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
- sv_bonus_map_challenge_update // Updates a bonus map challenge score.
- sv_bonus_map_complete // Completes a bonus map.
- sv_bonus_map_unlock // Locks a bonus map.
- sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
- sv_cheats "0" // Allow cheats on server
- sv_clearhinthistory // Clear memory of server side hints displayed to the player.
- 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
- 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_
- 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
- 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
- sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
- sv_consistency "1" // Whether the server enforces file consistency for critical files
- sv_contact "0" // Contact email for server sysop
- sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
- sv_debugtempentities "0" // Show temp entity bandwidth usage.
- sv_debug_player_use "0" // Green box=radius success
- sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
- sv_deltatime "0" // Enable profiling of CalcDelta calls
- sv_disable_querycache "0" // debug - disable trace query cache
- sv_downloadurl "0" // Location from which clients can download missing files
- sv_dumpstringtables "0"
- sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
- sv_filterban "1" // Set packet filtering by IP mode
- sv_forcepreload "0" // Force server side preloading.
- sv_gravity "800" // World gravity.
- sv_hudhint_sound "1"
- sv_lan "0" // no non-class C addresses )
- sv_logbans "0" // Log server bans in the server logs.
- sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
- sv_logdownloadlist "1"
- sv_logecho "1" // Echo log information to the console.
- sv_logfile "1" // Log server information in the log file.
- sv_logflush "0" // Flush the log file to disk on each write (slow).
- sv_logsdir "0" // Folder in the game directory where server logs will be stored.
- sv_logsecret "0" // not usual 0x52)
- sv_log_onefile "0" // Log server information to only one file.
- sv_lowedict_action "0" // 4 - go to the next ma
- sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action.
- sv_massreport "0"
- sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
- sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.
- sv_maxrate "0" // 0 == unlimited
- sv_maxreplay "0" // Maximum replay time in seconds
- sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.
- sv_maxupdaterate "66" // Maximum updates per second that the server will allow
- sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address.
- sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere.
- sv_max_connects_window "4" // Window over which to average connections per second averages.
- sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
- sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.
- sv_max_queries_window "30" // Window over which to average queries per second averages.
- sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
- sv_memlimit "0" // the server wi
- sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
- sv_minrate "3500" // 0 == unlimited
- sv_minupdaterate "10" // Minimum updates per second that the server will allow
- sv_mumble_positionalaudio "1" // Allows players using Mumble to have support for positional audio.
- sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change
- sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow
- sv_noclipaccelerate "5"
- sv_noclipduringpause "0" // etc.).
- sv_noclipspeed "5"
- sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
- sv_parallel_packentities "1"
- sv_parallel_sendsnapshot "1"
- sv_password "0" // Server password for entry into multiplayer games
- sv_pausable "0" // Is the server pausable.
- sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history
- sv_precacheinfo // Show precache info.
- sv_pure // Show user data.
- sv_pure_kick_clients "1" // it will issue a warning to the client.
- sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
- sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
- sv_querycache_stats // Display status of the query cache (client only)
- sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
- sv_rcon_log "1" // Enable/disable rcon logging.
- sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
- sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
- sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet
- sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
- sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
- sv_region "-1" // The region of the world to report this server in.
- 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
- sv_runcmds "1"
- sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
- sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
- sv_shutdown // Sets the server to shutdown next time its empty
- sv_shutdown_timeout_minutes "360" // wait at most N minutes for server to drain before forcing shutdown.
- sv_skyname "0" // Current name of the skybox texture
- sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
- sv_specaccelerate "5"
- sv_specnoclip "1"
- sv_specspeed "3"
- sv_stats "1" // Collect CPU usage stats
- sv_steamblockingcheck "0" // 3 >= dr
- sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
- sv_stickysprint_default "0"
- sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
- sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
- sv_teststepsimulation "1"
- 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
- sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
- sv_timeout "65" // the client is dropped
- sv_turbophysics "0" // Turns on turbo physics
- sv_unlockedchapters "99" // Highest unlocked game chapter.
- sv_use_steam_voice "1" // voice_inputfromfile will no longer function).
- sv_vehicle_autoaim_scale "8"
- sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
- sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
- sv_voiceenable "1"
- sv_vote_allow_spectators "0" // Allow spectators to vote?
- sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
- sv_vote_failure_timer_mvm "120" // A vote that fails in MvM cannot be re-submitted for this long
- sv_vote_issue_changelevel_allowed "0" // Can people hold votes to change levels?
- sv_vote_issue_changelevel_allowed_mvm "0" // Can people hold votes to change levels in MvM?
- sv_vote_issue_kick_allowed "0" // Can people hold votes to kick players from the server?
- sv_vote_issue_kick_allowed_mvm "1" // Can people hold votes to kick players from the server in MvM?
- sv_vote_issue_kick_min_connect_time_mvm "0" // How long a player must be connected before they can be kicked (in seconds).
- sv_vote_issue_kick_spectators_mvm "0" // Allow players to kick spectators in MvM.
- sv_vote_issue_mvm_challenge_allowed "1" // Can people hold votes to set the challenge level?
- sv_vote_issue_nextlevel_allowed "1" // Can people hold votes to set the next level?
- sv_vote_issue_nextlevel_allowextend "1" // Allow players to extend the current map?
- sv_vote_issue_nextlevel_choicesmode "0" // Present players with a list of lowest playtime maps to choose from?
- sv_vote_issue_nextlevel_prevent_change "1" // Not allowed to vote for a nextlevel if one has already been set.
- sv_vote_issue_restart_game_allowed "1" // Can people hold votes to restart the game?
- sv_vote_issue_scramble_teams_allowed "1" // Can people hold votes to scramble the teams?
- sv_vote_kick_ban_duration "20" // How long should a kick vote ban someone from the server? (in minutes)
- sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
- systemlinkport "27030" // System Link port
- sys_minidumpexpandedspew "1"
- sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
- telemetry_demoend "0" // stop telemetry on tick #
- telemetry_demostart "0" // start telemetry on tick #
- telemetry_filtervalue "500" // Set Telemetry ZoneFilterVal (MicroSeconds)
- telemetry_framecount "0" // Set Telemetry count of frames to capture
- telemetry_level "0" // Set Telemetry profile level: 0 being off. Hight bit set for mask: 0x8#######
- telemetry_pause "0" // Pause Telemetry
- telemetry_resume "0" // Resume Telemetry
- telemetry_server "0" // Set Telemetry server
- template_debug "0"
- testhudanim // Test a hud element animation. Arguments: <anim name>
- testscript_debug "0" // Debug test scripts.
- Test_CreateEntity
- test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
- Test_EHandle
- test_entity_blocker // Test command that drops an entity blocker out in front of the player.
- test_freezeframe // Test the freeze frame code.
- test_giveawayitem // Debugging tool to test the item giveaway panel. Usage: test_giveawayitem <weapon name> <weapon id>: 0 = primary, 1 = seconda
- Test_InitRandomEntitySpawner
- Test_ProxyToggle_EnableProxy
- Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
- Test_ProxyToggle_SetValue
- Test_RandomizeInPVS
- Test_RandomPlayerPosition
- Test_RemoveAllRandomEntities
- Test_SpawnRandomEntities
- texture_budget_background_alpha "128" // how translucent the budget panel is
- texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- texture_budget_panel_global "0" // Show global times in the texture budget panel.
- texture_budget_panel_height "284" // height in pixels of the budget panel
- texture_budget_panel_width "512" // width in pixels of the budget panel
- texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
- tf_allow_player_use "0" // Allow players to execute +use while playing.
- tf_allow_taunt_switch "0" // 1 - players can switch weapons at the start of a taunt (old bug b
- tf_always_deathanim "0" // Force death anims to always play.
- tf_always_loser "0" // Force loserstate to true.
- tf_archer_proxy_fire_rate "1"
- tf_arena_first_blood "1" // Rewards the first player to get a kill each round.
- tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak
- tf_arena_override_cap_enable_time "-1" // -1 uses the level designer specified time.
- 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.
- tf_arena_preround_time "10" // Length of the Pre-Round time
- tf_arena_round_time "0"
- tf_arena_use_queue "1" // Enables the spectator queue system for Arena.
- tf_avoidteammates_pushaway "1" // Whether or not teammates push each other away when occupying the same space
- tf_backstab_detection_method "0" // 1 = new).
- tf_base_boss_max_turn_rate "25"
- tf_base_boss_speed "75"
- tf_birthday "0"
- tf_birthday_ball_chance "100" // Percent chance of a birthday beach ball spawning at each round start
- tf_bot_add // Add a bot.
- tf_bot_always_full_reload "0"
- tf_bot_ammo_search_range "5000" // How far bots will search to find ammo around them
- tf_bot_arrow_elevation_rate "0" // this is the degree/range slope to raise our aim
- tf_bot_auto_vacate "1" // bots will automatically leave to make room for human players.
- tf_bot_ballistic_elevation_rate "0" // this is the degree/range slope to raise our aim
- tf_bot_capture_seek_and_destroy_max_duration "30" // this is the max duration he will hunt for before reconsidering
- tf_bot_capture_seek_and_destroy_min_duration "15" // this is the min duration he will hunt for before reconsidering
- tf_bot_cart_push_radius "60"
- tf_bot_choose_target_interval "0" // a TFBot can reselect his target
- tf_bot_debug_ammo_scavenging "0"
- tf_bot_debug_destroy_enemy_sentry "0"
- tf_bot_debug_payload_guard_vantage_points "0"
- tf_bot_debug_retreat_to_cover "0"
- tf_bot_debug_seek_and_destroy "0"
- tf_bot_debug_sentry_placement "0"
- tf_bot_debug_sniper "0"
- tf_bot_debug_spy "0"
- tf_bot_debug_stuck_log // visually display bot stuck locations.
- tf_bot_debug_stuck_log_clear // Clear currently loaded bot stuck data
- tf_bot_defend_owned_point_percent "0" // Stay on the contested point we own until enemy cap percent falls below this
- tf_bot_defense_debug "0"
- tf_bot_defense_must_defend_time "300" // bots will stay near point and guard
- tf_bot_difficulty "1" // 3=expert.
- tf_bot_engineer_building_health_multiplier "2"
- tf_bot_engineer_exit_near_sentry_range "2500" // Maximum travel distance between a bots Sentry gun and its Teleporter Exit
- tf_bot_engineer_max_sentry_travel_distance_to_point "2500" // Maximum travel distance between a bots Sentry gun and the currently contested point
- tf_bot_engineer_mvm_hint_min_distance_from_bomb "1300"
- tf_bot_engineer_mvm_sentry_hint_bomb_backward_range "3000"
- tf_bot_engineer_mvm_sentry_hint_bomb_forward_range "0"
- tf_bot_engineer_retaliate_range "750" // retreat
- tf_bot_escort_range "300"
- 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
- tf_bot_fire_weapon_allowed "1" // TFBots will not pull the trigger of their weapons (but will act like they did)
- tf_bot_fire_weapon_min_time "1"
- tf_bot_flag_escort_give_up_range "1000"
- tf_bot_flag_escort_max_count "4"
- tf_bot_flag_escort_range "500"
- tf_bot_flag_kill_on_touch "0" // any bot that picks up the flag dies. For testing.
- tf_bot_force_class "0" // all TFBots will respawn as that class
- tf_bot_force_jump "0" // Force bots to continuously jump
- tf_bot_formation_debug "0"
- tf_bot_health_critical_ratio "0"
- tf_bot_health_ok_ratio "0"
- tf_bot_health_search_far_range "2000"
- tf_bot_health_search_near_range "1000"
- tf_bot_hitscan_range_limit "1800"
- tf_bot_join_after_player "1" // bots wait until a player joins before entering the game.
- tf_bot_keep_class_after_death "0"
- tf_bot_kick // or all bots (all).
- tf_bot_kill // or all bots (all).
- tf_bot_max_grenade_launch_at_sentry_range "1500"
- tf_bot_max_point_defend_range "1250" // How far (in travel distance) from the point defending bots will take up positions
- tf_bot_max_setup_gate_defend_range "2000" // How far from the setup gate(s) defending bots can take up positions
- tf_bot_max_sticky_launch_at_sentry_range "1500"
- tf_bot_max_teleport_entrance_travel "1500" // Dont plant teleport entrances farther than this travel distance from our spawn room
- tf_bot_max_teleport_exit_travel_to_point "2500" // destroy it
- tf_bot_medic_cover_test_resolution "8"
- tf_bot_medic_debug "0"
- tf_bot_medic_max_call_response_range "1000"
- tf_bot_medic_max_heal_range "600"
- tf_bot_medic_start_follow_range "250"
- tf_bot_medic_stop_follow_range "75"
- tf_bot_melee_attack_abandon_range "500" // bot will switch back to its primary weapon and attack
- tf_bot_melee_only "0" // TFBots will only use melee weapons
- 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.
- tf_bot_min_setup_gate_sniper_defend_range "1500" // How far from the setup gate(s) a defending sniper will take up position
- tf_bot_min_teleport_travel "3000" // Minimum travel distance between teleporter entrance and exit before engineer bot will build one
- tf_bot_mvm_show_engineer_hint_region // Show the nav areas MvM engineer bots will consider when selecting sentry and teleporter hints
- tf_bot_near_point_travel_distance "750" // bot is near it
- tf_bot_notice_backstab_chance "25"
- tf_bot_notice_backstab_max_range "750"
- tf_bot_notice_backstab_min_range "100"
- tf_bot_notice_gunfire_range "3000"
- tf_bot_notice_quiet_gunfire_range "500"
- tf_bot_npc_archer_arrow_damage "75"
- tf_bot_npc_archer_health "100"
- tf_bot_npc_archer_shoot_interval "2"
- tf_bot_npc_archer_speed "100"
- tf_bot_offense_must_push_time "120" // bots will push hard to cap
- tf_bot_offline_practice "0" // Tells the server that it is in offline practice mode.
- tf_bot_path_lookahead_range "300"
- tf_bot_payload_guard_range "1000"
- tf_bot_prefix_name_with_difficulty "0" // Append the skill level of the bot to the bots name
- tf_bot_pyro_always_reflect "0" // Pyro bots will always reflect projectiles fired at them. For tesing/debugging purposes.
- tf_bot_pyro_deflect_tolerance "0"
- tf_bot_pyro_shove_away_range "250" // compression blast them away
- tf_bot_quota "0" // Determines the total number of tf bots in the game.
- 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
- tf_bot_retreat_to_cover_range "1000"
- tf_bot_sniper_aim_error "0"
- tf_bot_sniper_aim_steady_rate "10"
- tf_bot_sniper_allow_opportunistic "1" // Snipers will stop on their way to their preferred lurking spot to snipe at opportunistic targets
- tf_bot_sniper_choose_target_interval "3" // a zoomed-in Sniper can reselect his target
- tf_bot_sniper_flee_range "400" // retreat
- tf_bot_sniper_goal_entity_move_tolerance "500"
- tf_bot_sniper_linger_time "5" // How long Sniper will wait around after losing his target before giving up
- tf_bot_sniper_melee_range "200" // attack with melee weapon
- tf_bot_sniper_patience_duration "10" // How long a Sniper bot will wait without seeing an enemy before picking a new spot
- tf_bot_sniper_personal_space_range "1000" // Enemies beyond this range dont worry the Sniper
- tf_bot_sniper_spot_epsilon "100"
- tf_bot_sniper_spot_max_count "10" // Stop searching for sniper spots when each side has found this many
- tf_bot_sniper_spot_min_range "1000"
- tf_bot_sniper_spot_point_tolerance "750"
- tf_bot_sniper_spot_search_count "10" // Search this many times per behavior update frame
- tf_bot_sniper_target_linger_duration "2" // How long a Sniper bot will keep toward at a target it just lost sight of
- tf_bot_spy_change_target_range_threshold "300"
- tf_bot_spy_knife_range "300" // prefer our knife
- tf_bot_squad_escort_range "500"
- tf_bot_stickybomb_density "0" // Number of stickies to place per square inch
- tf_bot_sticky_base_range "800"
- tf_bot_sticky_charge_rate "0" // Seconds of charge per unit range beyond base
- tf_bot_suicide_bomb_range "300"
- tf_bot_taunt_victim_chance "20"
- tf_bot_teleport_build_surface_normal_limit "0" // Engineer bots wont place their entrance teleporter
- tf_bot_wait_in_cover_max_time "2"
- tf_bot_wait_in_cover_min_time "1"
- tf_bot_warp_team_to_me
- tf_build_menu_controller_mode "0" // 0 = OFF.
- tf_chargedfriends "4500155"
- tf_clamp_airducks "1"
- tf_clear_attribute // Remove given attribute from all areas in the selected set.
- tf_clientsideeye_lookats "1" // players will turn their pupils to look at nearby players.
- tf_colorblindassist "0" // Setting this to 1 turns on colorblind mode.
- tf_ctf_bonus_time "10" // Length of team crit time for CTF capture.
- tf_damage_disablespread "0" // Toggles the random damage spread applied to all player damage.
- tf_damage_multiplier_blue "1" // All incoming damage to a blue player is multiplied by this value
- tf_damage_multiplier_red "1" // All incoming damage to a red player is multiplied by this value
- tf_debug_damage "0"
- tf_debug_flamethrower "0" // Visualize the flamethrower damage.
- tf_debug_placement_failure "0"
- tf_decoy_lifetime "5" // in seconds
- tf_dingalingaling "1" // play a sound everytime you injure an enemy. The sound can be customized by replacing the tf/sound/ui/hitsound.wav
- 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.
- tf_dingaling_pitchmaxdmg "100" // Desired pitch of the hit sound when a maximum damage hit (>= 150 health) is done.
- tf_dingaling_pitchmindmg "100" // Desired pitch of the hit sound when a minimal damage hit (<= 10 health) is done.
- tf_dingaling_volume "0" // Desired volume of the hit sound.
- tf_disguise_menu_controller_mode "0" // 0 = OFF.
- tf_escort_recede_time "30"
- tf_escort_recede_time_overtime "5"
- tf_escort_score_rate "1" // in points per second
- tf_explanations_backpackpanel "1" // Whether the user has seen explanations for this panel.
- tf_explanations_charinfopanel "1" // Whether the user has seen explanations for this panel.
- tf_explanations_charinfo_armory_panel "0" // Whether the user has seen explanations for this panel.
- tf_explanations_craftingpanel "1" // Whether the user has seen explanations for this panel.
- tf_explanations_discardpanel "0" // Whether the user has seen explanations for this panel.
- tf_explanations_store "1" // Whether the user has seen explanations for this panel.
- tf_explanations_tradingpanel "1" // Whether the user has seen explanations for this panel.
- tf_eyeball_boss_acceleration "500"
- tf_eyeball_boss_attack_range "750"
- tf_eyeball_boss_debug "0"
- tf_eyeball_boss_debug_orientation "0"
- tf_eyeball_boss_health_at_level_2 "17000"
- tf_eyeball_boss_health_base "8000"
- tf_eyeball_boss_health_per_level "3000"
- tf_eyeball_boss_health_per_player "400"
- tf_eyeball_boss_horiz_damping "2"
- tf_eyeball_boss_hover_height "200"
- tf_eyeball_boss_lifetime "120"
- tf_eyeball_boss_speed "250"
- tf_eyeball_boss_vert_damping "1"
- tf_flag_caps_per_round "3" // Number of flag captures per round on CTF maps. Set to 0 to disable.
- tf_flamethrower_boxsize "12" // Size of flame damage entities.
- tf_forced_holiday "0" // Birthday = 1 Halloween = 2
- tf_halloween_boss_spawn_interval "480" // in seconds
- tf_halloween_boss_spawn_interval_variation "60" // Variation of spawn interval +/-
- tf_halloween_bot_attack_range "200"
- tf_halloween_bot_chase_duration "30"
- tf_halloween_bot_chase_range "1500"
- tf_halloween_bot_health_base "3000"
- tf_halloween_bot_health_per_player "200"
- tf_halloween_bot_min_player_count "10"
- tf_halloween_bot_quit_range "2000"
- tf_halloween_bot_speed "400"
- tf_halloween_bot_speed_recovery_rate "100" // Movement units/second
- tf_halloween_bot_terrify_radius "500"
- tf_halloween_eyeball_boss_spawn_interval "180" // in seconds
- tf_halloween_eyeball_boss_spawn_interval_variation "30" // Variation of spawn interval +/-
- tf_halloween_force_boss_spawn // For testing.
- tf_halloween_zombie_damage "10" // How much damage a zombie melee hit does.
- tf_halloween_zombie_mob_enabled "0" // spawn zombie mobs on non-Halloween Valve maps
- tf_halloween_zombie_mob_spawn_count "20" // How many zombies to spawn
- tf_halloween_zombie_mob_spawn_interval "480" // in seconds
- tf_halloween_zombie_speed "300" // How fast zombies move.
- tf_highfive_debug "0" // Turns on some console spew for debugging high five issues.
- tf_highfive_hintcount "3" // Counts the number of times the high five hint has been displayed
- tf_hud_notification_duration "3" // How long to display hud notification panels before fading them
- tf_hud_no_crosshair_on_scope_zoom "0"
- tf_hud_num_building_alert_beeps "2" // Number of times to play warning sound when a new alert displays on building hud objects
- tf_impactwatertime "1" // Draw impact debris effects.
- tf_impactwatertimeenable "0" // Draw impact debris effects.
- tf_invite_debug // Prints local invite objects
- tf_lobby_debug // Prints local lobby objects
- tf_mark // Set attribute of selected area.
- tf_matchgroups "0" // Bit masks of match groups to search in for matchmaking
- tf_matchmaking_goodenough_count_end "5" // Good enough count at end of search
- tf_matchmaking_goodenough_count_start "20" // Good enough count at start of search
- tf_matchmaking_goodenough_score_end "7" // Good enough score at end of search
- tf_matchmaking_goodenough_score_start "8" // Good enough score at start of search
- tf_matchmaking_join_in_progress "1" // Saved preference for if the player wants to join games in progress.
- tf_matchmaking_max_search_time "45"
- tf_matchmaking_noob_hours_played "8" // Number of hours played to determine noob status for quickplay scoring purposes
- 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
- tf_matchmaking_numbers_increase_maxplayers_penalty "0" // Max scoring penalty to servers that have increased the max number of players
- tf_matchmaking_numbers_serverfull_headroom "1" // Scoring will consider the server full when this many slots are available
- tf_matchmaking_numbers_valve_bonus_hrs_a "8" // Valve server scoring bonus: hours played A
- tf_matchmaking_numbers_valve_bonus_hrs_b "16" // Valve server scoring bonus: hours played B
- tf_matchmaking_numbers_valve_bonus_pts_a "0" // Valve server scoring bonus: bonus points A
- tf_matchmaking_numbers_valve_bonus_pts_b "0" // Valve server scoring bonus: bonus points B
- tf_matchmaking_ping_a "50" // Quickplay scoring ping time data point A
- tf_matchmaking_ping_a_score "0" // Quickplay scoring ping score data point A
- tf_matchmaking_ping_b "150" // Quickplay scoring ping time data point B
- tf_matchmaking_ping_b_score "0" // Quickplay scoring ping score data point B
- tf_matchmaking_ping_c "300" // Quickplay scoring ping time data point C
- tf_matchmaking_ping_c_score "-1" // Quickplay scoring ping score data point C
- tf_matchmaking_retry_cooldown_seconds "300" // and apply scoring penalty to rejoin the same server
- tf_matchmaking_retry_max_penalty "1" // Max scoring penalty to rejoin a server previously matched. (Decays linearly over the cooldown period)
- tf_matchmaking_spew_level "1" // Set to 1 for basic console spew of quickplay-related decisions. 4 for maximum verbosity.
- tf_medieval "0" // Enable Medieval Mode.
- tf_medieval_autorp "1" // Enable Medieval Mode auto-roleplaying.
- tf_medieval_cam_idealdist "125"
- tf_medieval_cam_idealdistright "25"
- tf_medieval_cam_idealdistup "-10"
- tf_medieval_cam_idealpitch "0"
- tf_medieval_thirdperson "0" // Turns on third-person camera in medieval mode.
- 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.
- tf_merasmus_attack_range "200"
- tf_merasmus_bomb_head_duration "15"
- tf_merasmus_bomb_head_per_team "1"
- tf_merasmus_chase_duration "7"
- tf_merasmus_chase_range "2000"
- tf_merasmus_disguise_debug "0"
- tf_merasmus_health_base "67500"
- tf_merasmus_health_per_player "5000"
- tf_merasmus_health_regen_rate "0" // Percentage of Max HP per sec that merasmus will regenerate while in disguise
- tf_merasmus_lifetime "120"
- tf_merasmus_min_player_count "10"
- tf_merasmus_min_props_to_reveal "0" // Percentage of total fake props players have to destroy before Merasmus reveal himself
- tf_merasmus_prop_health "150"
- tf_merasmus_should_disguise_threshold "0"
- tf_merasmus_spawn_interval "180" // in seconds
- tf_merasmus_spawn_interval_variation "30" // Variation of spawn interval +/-
- tf_merasmus_speed "600"
- tf_merasmus_speed_recovery_rate "100" // Movement units/second
- tf_merasmus_stun_duration "2"
- tf_mm_player_reservation_timeout_seconds "30" // after notification from the backend that we should expect him.
- tf_mm_servermode "0" // Activates / deactivates Lobby-based hosting mode. 0 = not active 1 = Put in quickplay pool (based on current map) 2 =
- tf_mm_strict "0" // and allow ad-hoc joins 1 = Hide from server browser and only allow joins coordinated through
- tf_mvm_bot_allow_flag_carrier_to_fight "1"
- tf_mvm_bot_flag_carrier_health_regen "45"
- tf_mvm_bot_flag_carrier_interval_to_1st_upgrade "5"
- tf_mvm_bot_flag_carrier_interval_to_2nd_upgrade "15"
- tf_mvm_bot_flag_carrier_interval_to_3rd_upgrade "15"
- tf_mvm_bot_flag_carrier_movement_penalty "0"
- tf_mvm_checkpoint // Save a checkpoint snapshot
- tf_mvm_checkpoint_clear // Clear the saved checkpoint
- tf_mvm_debugstats // Dumpout MvM Data
- tf_mvm_disconnect_on_victory "0" // Enable to Disconnect Players after completing MvM
- tf_mvm_engineer_teleporter_uber_duration "5"
- tf_mvm_force_victory // Force immediate victory.
- tf_mvm_jump_to_wave // Jumps directly to the given Mann Vs Machine wave number
- tf_mvm_miniboss_scale "1" // Full body scale for minibosses.
- tf_mvm_min_players_to_start "3" // Minimum number of players connected to start a countdown timer
- tf_mvm_missioncyclefile "0" // Name of the .res file used to cycle mvm misisons
- tf_mvm_nextmission // Load the next mission
- tf_mvm_popfile // Change to a target popfile for MvM
- tf_mvm_skill "3" // 5 = hardest
- tf_mvm_tabs_discovered "3" // Remember how many times players have clicked tabs.
- tf_mvm_tank_health
- tf_mvm_tank_kill
- 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.)
- 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.)
- tf_nav_combat_build_rate "0" // Gunfire/second increase (combat caps at 1.0)
- tf_nav_combat_decay_rate "0" // Decay/second toward zero
- tf_nav_in_combat_duration "30" // How long after gunfire occurs is this area still considered to be in combat
- tf_nav_in_combat_range "1000"
- tf_nav_show_bomb_target_distance "0" // Display travel distances to bomb target (MvM mode)
- tf_nav_show_incursion_distance "0" // 2=blue)
- tf_nav_show_turf_ownership "0" // Color nav area by smallest incursion distance
- tf_overtime_nag "0" // Announcer overtime nag.
- tf_particles_disable_weather "0" // Disable particles related to weather effects.
- tf_party_debug // Prints local party objects
- tf_playergib "1" // 2: always
- tf_populator_active_buffer_range "3000" // and this far behind last raider
- tf_populator_damage_multiplier "1"
- tf_populator_debug "0"
- tf_populator_health_multiplier "1"
- tf_pressandhold_minduration "2" // The minimum amount of time to spend in the press-and-hold taunts pose.
- tf_quickplay_beta_ask_percentage "100" // Percentage of people who will be prompted to participate in beta quickplay.
- tf_quickplay_beta_preference "-1" // 1 = opt in
- tf_quickplay_lastviewedmode "2"
- tf_recent_achievements "2329"
- tf_remember_activeweapon "1" // Setting this to 1 will make the active weapon persist between lives.
- tf_remember_lastswitched "1" // Setting this to 1 will make the last weapon persist between lives.
- tf_replay_pyrovision "0" // replays will be seen with Pyrovision active
- tf_resolve_stuck_players "1"
- tf_respawn_on_loadoutchanges "1" // you will automatically respawn whenever you change loadouts inside a respawn zone.
- tf_select_ambush_areas // Add good ambush spots to the selected set. For debugging.
- tf_select_ambush_areas_close_range "300"
- tf_select_ambush_areas_max_enemy_exposure_area "500000"
- tf_select_ambush_areas_radius "750"
- tf_select_with_attribute // Selects areas with the given attribute.
- tf_server_identity_account_id "0" // used to authenticate with the TF2 Game Coordinator.
- tf_server_identity_disable_quickplay "0" // Disable this server from being chosen by the quickplay matchmaking.
- tf_server_identity_token "0" // used to authenticate with the TF2 Game Coordinator.
- tf_server_lobby_debug // Prints server lobby object
- tf_show_actor_potential_visibility "0"
- tf_show_blocked_areas "0" // Highlight areas that are considered blocked for TF-specific reasons
- tf_show_bomb_drop_areas "0"
- tf_show_control_points "0"
- tf_show_enemy_invasion_areas "0" // Highlight areas where the enemy team enters the visible environment of the local player
- tf_show_gate_defense_areas "0"
- tf_show_incursion_flow "0"
- tf_show_incursion_flow_gradient "0" // 2 = blue
- tf_show_incursion_flow_range "150" // 2 = blue
- tf_show_incursion_range "0" // 2 = blue
- tf_show_incursion_range_max "0" // Highlight areas with incursion distances between min and max cvar values
- tf_show_incursion_range_min "0" // Highlight areas with incursion distances between min and max cvar values
- tf_show_in_combat_areas "0"
- tf_show_mesh_decoration "0" // Highlight special areas
- tf_show_mesh_decoration_manual "0" // Highlight special areas marked by hand
- tf_show_point_defense_areas "0"
- tf_show_sentry_danger "0"
- tf_show_sniper_areas "0"
- tf_show_sniper_areas_safety_range "1000"
- tf_show_train_path "0"
- tf_simple_disguise_menu "1" // Use a more concise disguise selection menu.
- tf_sniper_fullcharge_bell "1"
- tf_spectate_pyrovision "0" // spectator will see the world with Pyrovision active
- tf_spectator_target_location "0" // Determines the location of the spectator targetID panel.
- tf_stats_nogameplaycheck "0" // send stats regardless.
- tf_steam_workshop_import_icon_path "0" // Default location to load backpack icons from
- tf_steam_workshop_import_material_path "0" // Default location to load materials from
- tf_steam_workshop_import_model_path "0" // Default location to load models from
- tf_steam_workshop_query_timeout "10" // Time in seconds to allow communication with the Steam Workshop server.
- tf_teamtalk "0" // Teammates can always chat with each other while alive or dead.
- tf_testitem_recent "0"
- tf_testrr // or tf_testrr <player nam
- tf_testvcd // Run a vcd on the player currently under your crosshair. Optional parameter is the .vcd name (default is scenes/heavy_test.vcd
- tf_test_hat_bodygroup "0" // For testing bodygroups on hats.
- tf_test_teleport_home_fx "0"
- tf_tournament_classlimit_demoman "-1" // Tournament mode per-team class limit for Demomenz.
- tf_tournament_classlimit_engineer "-1" // Tournament mode per-team class limit for Engineers.
- tf_tournament_classlimit_heavy "-1" // Tournament mode per-team class limit for Heavies.
- tf_tournament_classlimit_medic "-1" // Tournament mode per-team class limit for Medics.
- tf_tournament_classlimit_pyro "-1" // Tournament mode per-team class limit for Pyros.
- tf_tournament_classlimit_scout "-1" // Tournament mode per-team class limit for Scouts.
- tf_tournament_classlimit_sniper "-1" // Tournament mode per-team class limit for Snipers.
- tf_tournament_classlimit_soldier "-1" // Tournament mode per-team class limit for Soldiers.
- tf_tournament_classlimit_spy "-1" // Tournament mode per-team class limit for Spies.
- tf_tournament_hide_domination_icons "0" // Tournament mode server convar that forces clients to not display the domination icons above players dominating them.
- tf_training_client_message "0" // A simple way for the training client to communicate with the server.
- tf_training_has_prompted_for_forums "1" // Whether the user has been prompted to view the new user forums.
- tf_training_has_prompted_for_loadout "1" // Whether the user has been prompted to equip something in their loadout.
- tf_training_has_prompted_for_offline_practice "1" // Whether the user has been prompted to try offline practice.
- tf_training_has_prompted_for_options "1" // Whether the user has been prompted to view the TF2 advanced options.
- tf_training_has_prompted_for_training "1" // Whether the user has been prompted for training
- tf_use_fixed_weaponspreads "0" // weapons that fire multiple pellets per shot will use a non-random pellet distribution.
- tf_weapon_criticals "1"
- tf_weapon_select_demo_start_delay "1" // Delay after spawning to start the weapon bucket demo.
- tf_weapon_select_demo_time "0" // Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off.
- tf_wipe_attributes // Clear all TF-specific attributes of selected area.
- think_limit "10" // warning is printed if this is exceeded.
- thirdperson // Switch to thirdperson camera.
- thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
- thirdperson_platformer "0" // Player will aim in the direction they are moving.
- thirdperson_screenspace "0" // eg: left means screen-left
- threadpool_affinity "1" // Enable setting affinity
- timedemo // Play a demo and report performance info.
- timedemoquit // and then exit
- timedemo_runcount "0" // Runs time demo X number of times.
- timerefresh // Profile the renderer.
- toggle // or cycles through a set of values.
- toggleconsole // Show/hide the console.
- togglescores // Toggles score panel
- toggle_duck
- tracer_extra "1"
- trace_report "0"
- TrackerAnim // Test animation of the achievement tracker. Parameter is achievement number on HUD to flash
- training_can_build_dispenser "1" // Player can build dispenser as engineer.
- training_can_build_sentry "1" // Player can build sentry as engineer.
- training_can_build_tele_entrance "1" // Player can build teleporter entrance as engineer.
- training_can_build_tele_exit "1" // Player can build teleporter exit as engineer.
- training_can_destroy_buildings "1" // Player can destroy buildings as engineer.
- training_can_pickup_dispenser "1" // Player can pickup dispenser as engineer.
- training_can_pickup_sentry "1" // Player can pickup sentry gun as engineer.
- training_can_pickup_tele_entrance "1" // Player can pickup teleporter entrance as engineer.
- training_can_pickup_tele_exit "1" // Player can pickup teleporter entrance as engineer.
- training_can_select_weapon_building "1" // In training player select building tool.
- training_can_select_weapon_item1 "1" // In training player select item 1.
- training_can_select_weapon_item2 "1" // In training player select item 2.
- training_can_select_weapon_melee "1" // In training player select melee weapon.
- training_can_select_weapon_pda "1" // In training player select pda.
- training_can_select_weapon_primary "1" // In training player select primary weapon.
- training_can_select_weapon_secondary "1" // In training player select secondary weapon.
- training_class "3" // Class to use in training.
- training_continue // Tells training that it should continue.
- training_map_video "0" // Video to show for training
- training_showdlg // Displays the training dialog.
- tv_allow_camera_man "1" // Auto director allows spectators to become camera man
- tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
- tv_autorecord "0" // Automatically records all games as SourceTV demos.
- tv_autoretry "1" // Relay proxies retry connection after network timeout
- tv_chatgroupsize "0" // Set the default chat group size
- tv_chattimelimit "8" // Limits spectators to chat only every n seconds
- tv_clients // Shows list of connected SourceTV clients.
- tv_debug "0" // SourceTV debug info.
- tv_delay "30" // SourceTV broadcast delay in seconds
- tv_delaymapchange "0" // Delays map change until broadcast is complete
- tv_deltacache "2" // Enable delta entity bit stream cache
- tv_dispatchmode "1" // 2=always
- tv_enable "0" // Activates SourceTV on server.
- tv_maxclients "128" // Maximum client number on SourceTV server.
- tv_maxrate "8000" // 0 == unlimited
- tv_msg // Send a screen message to all clients.
- tv_name "0" // SourceTV host name
- tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
- tv_overridemaster "0" // Overrides the SourceTV master root address.
- tv_password "0" // SourceTV password for all clients
- tv_port "27020" // Host SourceTV port
- tv_record // Starts SourceTV demo recording.
- tv_relay // Connect to SourceTV server and relay broadcast.
- tv_relaypassword "0" // SourceTV password for relay proxies
- tv_relayvoice "1" // 1=on
- tv_retry // Reconnects the SourceTV relay proxy.
- tv_snapshotrate "16" // Snapshots broadcasted per second
- tv_status // Show SourceTV server status.
- tv_stop // Stops the SourceTV broadcast.
- tv_stoprecord // Stops SourceTV demo recording.
- tv_timeout "30" // SourceTV connection timeout in seconds.
- tv_title "0" // Set title for SourceTV spectator UI
- tv_transmitall "0" // Transmit all entities (not only director view)
- ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
- ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
- unbind // Unbind a key.
- unbindall // Unbind all keys.
- unbind_mac // Unbind a key on the Mac only.
- unpause // Unpause the game.
- use // Use a particular weapon Arguments: <weapon_name>
- user // Show user data.
- users // Show user info for players on server.
- user_context // Set a Rich Presence Context: user_context <context id> <context value>
- user_context // Set a Rich Presence Context: user_context <context id> <context value>
- user_property // Set a Rich Presence Property: user_property <property id>
- user_property // Set a Rich Presence Property: user_property <property id>
- vcollide_wireframe "0" // Render physics collision models in wireframe
- vcr_verbose "0" // Write extra information into .vcr file.
- vehicle_flushscript // Flush and reload all vehicle scripts
- version // Print version info string.
- vgui_drawfocus "0" // Report which panel is under the mouse.
- vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
- vgui_drawtree_bounds "0" // Show panel bounds.
- vgui_drawtree_clear
- vgui_drawtree_draw_selected "0" // Highlight the selected panel
- vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
- vgui_drawtree_hidden "0" // Draw the hidden panels.
- vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
- vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
- vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
- vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
- vgui_drawtree_visible "1" // Draw the visible panels.
- vgui_message_dialog_modal "1"
- vgui_spew_fonts
- vgui_togglepanel // show/hide vgui panel by name.
- 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
- 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
- viewanim_addkeyframe
- viewanim_create // viewanim_create
- viewanim_load // load animation from file
- viewanim_reset // reset view angles!
- viewanim_save // Save current animation to file
- viewanim_test // test view animation
- viewmodel_fov "70"
- viewmodel_fov_demo "54"
- violence_ablood "1" // Draw alien blood
- violence_agibs "1" // Show alien gib entities
- violence_hblood "1" // Draw human blood
- violence_hgibs "1" // Show human gib entities
- voice_avggain "0"
- voice_clientdebug "0"
- voice_debugfeedback "0"
- voice_debugfeedbackfrom "0"
- voice_enable "1"
- voice_fadeouttime "0"
- voice_forcemicrecord "1"
- voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
- voice_loopback "0"
- voice_maxgain "10"
- voice_menu_1 // Opens voice menu 1
- voice_menu_2 // Opens voice menu 2
- voice_menu_3 // Opens voice menu 3
- voice_modenable "1" // Enable/disable voice in this mod.
- voice_overdrive "2"
- voice_overdrivefadetime "0"
- voice_printtalkers // voice debug.
- voice_profile "0"
- voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
- voice_scale "1"
- voice_serverdebug "0"
- voice_showchannels "0"
- voice_showincoming "0"
- voice_steal "2"
- voice_writevoices "0" // Saves each speakers voice data into separate .wav files
- volume "0" // Sound volume
- voxeltree_box // Vector(max)>.
- voxeltree_playerview // View entities in the voxel-tree at the player position.
- voxeltree_sphere // float(radius)>.
- voxeltree_view // View entities in the voxel-tree.
- vox_reload // Reload sentences.txt file
- vprof // Toggle VProf profiler
- vprof_adddebuggroup1 // add a new budget group dynamically for debugging
- vprof_cachemiss // Toggle VProf cache miss checking
- vprof_cachemiss_off // Turn off VProf cache miss checking
- vprof_cachemiss_on // Turn on VProf cache miss checking
- vprof_child
- vprof_collapse_all // Collapse the whole vprof tree
- vprof_counters "0"
- vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
- vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
- vprof_dump_spikes "0" // negative to reset after dump
- vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
- vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
- vprof_expand_all // Expand the whole vprof tree
- vprof_expand_group // Expand a budget group in the vprof tree by name
- vprof_generate_report // Generate a report to the console.
- vprof_generate_report_AI // Generate a report to the console.
- vprof_generate_report_AI_only // Generate a report to the console.
- vprof_generate_report_budget // Generate a report to the console based on budget group.
- vprof_generate_report_hierarchy // Generate a report to the console.
- vprof_generate_report_map_load // Generate a report to the console.
- vprof_graph "0" // Draw the vprof graph.
- vprof_graphheight "256"
- vprof_graphwidth "512"
- vprof_nextsibling
- vprof_off // Turn off VProf profiler
- vprof_on // Turn on VProf profiler
- vprof_parent
- vprof_playback_average // Average the next N frames.
- vprof_playback_start // Start playing back a recorded .vprof file.
- vprof_playback_step // step to the next tick.
- vprof_playback_stepback // step to the previous tick.
- vprof_playback_stop // Stop playing back a recorded .vprof file.
- vprof_prevsibling
- vprof_record_start // Start recording vprof data for playback later.
- vprof_record_stop // Stop recording vprof data
- vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
- vprof_remote_stop // Stop an existing remote VProf data request
- vprof_reset // Reset the stats in VProf profiler
- vprof_reset_peaks // Reset just the peak time in VProf profiler
- vprof_scope "0" // Set a specific scope to start showing vprof tree
- vprof_scope_entity_gamephys "0"
- vprof_scope_entity_thinks "0"
- vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
- vprof_verbose "1" // Set to one to show average and peak times
- vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
- vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
- vtune // Controls VTunes sampling.
- v_centermove "0"
- v_centerspeed "500"
- wc_air_edit_further // moves position of air node crosshair and placement location further away from play
- wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
- wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
- wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
- wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
- wc_destroy_undo // When in WC edit mode restores the last deleted node
- wc_link_edit
- weapon_showproficiency "0"
- windows_speaker_config "1"
- wipe_nav_attributes // Clear all nav attributes of selected area.
- writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
- writeip // Save the ban list to banned_ip.cfg.
- x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
- x360_resolution_height "480" // This is only used for reference. Changing this value does nothing
- x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing
- x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing
- x360_resolution_width "640" // This is only used for reference. Changing this value does nothing
- xbox_autothrottle "1"
- xbox_steering_deadzone "0"
- xbox_throttlebias "100"
- xbox_throttlespoof "200"
- xc_crouch_debounce "0"
- xload // Load a saved game from a 360 storage device.
- xlook
- xmove
- xsave // Saves current game to a 360 storage device.
- youtube_http_proxy "0" // HTTP proxy. Specify if you have have problems uploading to YouTube.
- youtube_username "0" // Username for YouTube.
- zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
- _autosave // Autosave
- _autosavedangerous // AutoSaveDangerous
- _bugreporter_restart // Restarts bug reporter .dll
- _cl_classmenuopen "0" // internal cvar used to tell server when class menu is open
- _fov "0" // Automates fov command to server.
- _resetgamestats // Erases current game stats and writes out a blank stats file
- _restart // Shutdown and restart the engine.