Design by Leo & Ruzhda

cstrike-kosova

CS-CMDS

Client Side Commands Description
fps_max Frame rate limiter.
cl_allowdownload <0/1> Client downloads customization files. Default: 1
cl_allowupload <0/1> Client uploads customization files. Default: 1
cl_autowepswitch <0/1> Automatically switch to picked up weapons (if more powerful) Default: 1
cl_c4dynamiclight <0/1> Draw dynamic light when planted c4 flashes. Default: 0
cl_c4progressbar <0/1> Draw progress bar when defusing the C4. Default: 1
cl_cmdrate Max number of command packets sent to server per second. Default: 0
cl_updaterate Number of packets per second of updates you are requesting from the server. Default: 20
cl_crosshaircolor Color of crosshair. 0=green, 1=red, 2=blue, 3=yellow, 4=skyblue Default: 0
cl_crosshairscale Size of the crosshair. Lower value=Larger, Higher value=smaller Default: 768
cl_crosshairusealpha <0/1> Make crosshair translucent against similar colors. Default: 0
cl_customsounds <0/1> Enable customized player sound playback. Default: 0
cl_demoviewoverride <0/1> Override view during demo playback. Default: 0
cl_drawhud <0/1> Enable the rendering of the hud. sv_cheats must be enabled to disable hud. Default: 1
cl_showtextmsg <0/1> Enable/disable text messages printing on the screen. Default: 1

 

Server Side Commands Description
hostname The name of the server.
sv_password Set server password. Leave blank to disable.
mp_friendlyfire <0/1> Turn on/off friendlyfire. Default: off
mp_footsteps <0/1> Turn on/off footsteps. Default: on
mp_autoteambalance <0/1> Force clients to auto-join the opposite team if they are not balanced. Default: on
mp_autokick <0/1> Kick idle/team-killing players. Default: off
mp_flashlight <0/1> Turn on/off the ability for clients to use flashlight. Default: off
mp_tkpunish <0/1> Punish TK'ers on next round? Default: on
mp_forcecamera <0/1> Force dead players to first person mode, effectively disabling freelook. Default: off
sv_alltalk <0/1> Players can hear all other players, no team restrictions. Default: off
sv_pausable <0/1> Can the server be paused Default: 0
sv_consistency <0/1> Force cleints to pass consistency check for critical files before joining server? Default: 0
sv_cheats <0/1> Allow cheats on server. Default: 0
sv_gravity <0/1> World Gravity Default: 800
sv_maxvelocity Maximum speed any ballistically moving object is allowed to attain per axis. Default: 3500
sv_unlag <0/1> Enables player lag compensation. Default: 1
sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.. Default: vaudio_miles
sv_allowupload <0/1> Allow clients to upload their custom decals to the server. Default: 1
sv_allowdownload <0/1> Allow clients to downnload files. Default: 1
sv_maxspeed Maximum speed a player can move. Default: 320
mp_limitteams <0-20> Max # of players 1 team can have over another. Default: 2
mp_hostagepenalty <##> How many hostages a Terrorist can kill before being kicked, 0 to disable. Default: 5
sv_voiceenable <0/1> Allow clients to use mic. Default: 1
mp_allowspectators <0/1> Allow spectators on the server. Default: 1
mp_chattime <0-120> amount of time in seconds players can chat after the game is over. Lower value = faster map load change. Default: 10
sv_timeout <##> After this many seconds without a message from a client, the client is dropped. Default: 65

Rcon Cvars
rcon_password Set rcon passsword. Leave blank to disable rcon
sv_rcon_banpenalty <mins> Number of minutes to ban users who fail rcon authentication. Default: 0
sv_rcon_maxfailures <0-20> Max number of times a user can fail rcon authentication before being banned. Default: 10
sv_rcon_minfailures <0-20> Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned. Default: 5
sv_rcon_minfailuretime <1-seconds> Number of seconds to track failed rcon authentications. Default: 30

Round Cvars
mp_freezetime <0-60> Time in seconds to keep players frozen when the round starts. Default: 6
mp_roundtime <1-9> How much time in minutes does a round last. Default: 5
mp_startmoney <800-16000> Amount of money each player gets when they reset (16000 max) Default: 800
mp_c4timer <10-90> The amount of time in seconds before bomb explodes after planted. Default: 45
mp_fraglimit <##> Amount of frags a player can exceed before changing maps. Default: 0
mp_maxrounds <##> Amount of round to play before server changes maps. Default: 0
mp_winlimit <0-20> Max number of rounds one team can win before server changes maps. Default: 0
mp_playerid <0/1/2> Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names. Default: 0
mp_spawnprotectiontime Time in seconds to Kick players who team-kill after round restart. Default: 5

Bandwidth Rates
sv_minrate <0-25000> Min bandwidth rate allowed on server. Default: 0 (unlimited)
sv_maxrate <0-25000> Max bandwidth rate allowed on server. Default: 0 (unlimited)
decalfrequency Amount of time in seconds a player can spray their decal. Default: 10
sv_maxupdaterate Maximum updates per second that the server will allow. Default: 60
sv_minupdaterate Minimum updates per second that the server will allow. Default: 10


Server logging
log <on/off> Enable server logging? Default: off
sv_logbans <0/1> Log server bans in the server logs. Default: 0
sv_logecho <0/1> Echo log information to the console. Default: 1
sv_logfile <0/1> Log server information in the log file. Default: 1
sv_log_onefile <0/1> Log server information to only one file. Default: 0
sv_logsdir Folder in the game directory where server logs will be stored.

SourceTV
tv_enable <0|1> Activates SourceTV on local game server, SourceTV bot will appear as spectator client after next changelevel (master only).
tv_name <name> Sets SourceTV name as it appears in server browser and scoreboard (master only).
tv_title <text> Sets a SourceTV broadcast title shown in the spectator GUI
tv_maxclients <0..255> Sets maximum client number for local SourceTV server/proxy (default 128).
tv_stop Stops broadcasting the game via SourceTV.
tv_status Shows SourceTV specific information.
tv_clients Shows a list of all spectator clients connect to local SourceTV server
tv_msg <text> Send a HUD message to all connected SourceTV spectator clients
tv_retry Reconnects the SourceTV relay proxy to last known address (relay only).
tv_autoretry <0|1> If enabled, SourceTV relay proxies try to reconnect to last known server after connection was lost.
tv_timeout <seconds> Sets SourceTV relay proxy connection timeout in seconds. If a connection times out, the relay proxy tries to reconnect automatically.
tv_delay <seconds> Source TV broadcast delay in seconds (master only).
tv_delaymapchange <0|1> Delays the map change on game server until rest of buffered game has been broadcasted
tv_port <port> Set the SourceTV host port (default 27020). Must be set as srcds start parameter.
tv_maxrate <bytes> Sets the maximum bandwidth spend per client in bytes/second (default 5000)
tv_snapshotrate <n> Sets world snapshots broadcasted per second by SourceTV (master only).
tv_password <password> Sets required password for connecting spectators.
tv_relaypassword <password> Sets required password for connecting relay proxies.
tv_record <filename> Starts a SourceTV demo recording that records all entities & events (master only)
tv_stoprecord Stops SourceTV demo recording (master only)
tv_autorecord <0|1> Automatically records every game, demo file name format is auto-YYYYMMDD-hhmm-map.dem
tv_debug <0|1> Shows additional debugging messages
tv_dispatchmode <0|1|2> Sets Source client dispatch mode for connecting clients: 0=never, 1=if appropriate, 2=always
tv_overrideroot <0|1> Overrides the master IP broadcast to spectators with a local IP.
tv_relayvoice <0|1> If enabled, allow player voice chat if broadcasted (master only)
tv_transmitall <0|1> By default entities and events outside of the auto-director view are removed from SourceTV broadcasts to save bandwidth. If tv_transmitall is enabled, the whole game is transmitted and spectators can switch their view to any player they want. This option increases bandwidth requirement per spectator client by factor 2 to 3.
tv_chattimelimit <seconds> Limits spectators to chat only every n seconds
tv_chatgroupsize <n> Set chat group size to n spectators. Only spectators in the same chat group can speak to each other. Chat groups are turned off with "tv_chatgroupsize 0" and everybody can speak to everybody. Setting chat groups helps reducing chatter noise and saves some bandwidth.
tv_chatgroup <name> Allows spectators to choose their chat group. If no name if given the current chat group is shown (client only)
tv_nochat <0|1> Disables other spectators chat lines (client only)
tv_allow_static_shots <0|1> Allows auto-director to choose fixed camera shots (master only)
tv_allow_camera_man <0|1> Allows spectator clients on game server to become SourceTV camera men (master only)
-nohltv (Command Line Variable)
-tvdisable Disables all SourceTV features on this game server. (Command Line Variable)
-tvmasteronly SourceTV can only serve one client and can't be used as relay proxy. (Command Line Variable)

Operation
sv_lan <0/1> 0=Public/LAN, 1=LAN Default: 0
sv_region Geographic location of the server.
-1 World
 0 US East coast
 1 US West coast
 2 South America
 3 Europe
 4 Asia
 5 Australia
 6 Middle East
 7 Africa
sv_contact Contact email for server sysop

 

 



Other Variables Description
_fov
 
Automates fov command to server.
_restart
 
Shutdown and restart the engine.
addip
 
Add an IP address to the ban list.
adsp_alley_min
 
 
adsp_courtyard_min
 
 
adsp_debug
 
 
adsp_door_height
 
 
adsp_duct_min
 
 
adsp_hall_min
 
 
adsp_low_ceiling
 
 
adsp_opencourtyard_min
 
 
adsp_openspace_min
 
 
adsp_openstreet_min
 
 
adsp_openwall_min
 
 
adsp_room_min
 
 
adsp_street_min
 
 
adsp_tunnel_min
 
 
adsp_wall_height
 
 
ai_auto_contact_solver
 
 
ai_clear_bad_links
 
Clears bits set on nav links indicating link is unusable
ai_debug_assault
 
 
ai_debug_directnavprobe
 
 
ai_debug_doors
 
 
ai_debug_dyninteractions
 
Debug the NPC dynamic interaction system.
ai_debug_efficiency
 
 
ai_debug_enemies
 
 
ai_debug_expressions
 
Show random expression decisions for NPCs.
ai_debug_follow
 
 
ai_debug_loners
 
 
ai_debug_looktargets
 
 
ai_debug_los
 
NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l
ai_debug_nav
 
 
ai_debug_node_connect
 
Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets
 
 
ai_debug_shoot_positions
 
 
ai_debug_speech
 
 
ai_debug_squads
 
 
ai_debug_think_ticks
 
 
ai_debugscriptconditions
 
 
ai_disable
 
Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines
 
 
ai_dump_hints
 
 
ai_efficiency_override
 
 
ai_follow_use_points
 
 
ai_follow_use_points_when_movi
ng
 
ai_lead_time
 
 
ai_LOS_mode
 
 
ai_moveprobe_debug
 
 
ai_moveprobe_jump_debug
 
 
ai_moveprobe_usetracelist
 
 
ai_next_hull
 
Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_no_local_paths
 
 
ai_no_node_cache
 
 
ai_no_select_box
 
 
ai_no_steer
 
 
ai_no_talk_delay
 
 
ai_nodes
 
Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_norebuildgraph
 
 
ai_path_adjust_speed_on_immedi
ate_turns
 
ai_path_insert_pause_at_est_en
d
 
ai_path_insert_pause_at_obstru
ction
 
ai_reaction_delay_alert
 
 
ai_reaction_delay_idle
 
 
ai_rebalance_thinks
 
 
ai_reloadresponsesystems
 
Reload all response system scripts.
ai_report_task_timings_on_limi
t
 
ai_resume
 
If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug
 
 
ai_set_move_height_epsilon
 
Set how high AI bumps up ground walkers when checking steps
ai_shot_bias
 
 
ai_shot_bias_max
 
 
ai_shot_bias_min
 
 
ai_shot_stats
 
 
ai_shot_stats_term
 
 
ai_show_connect
 
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_connect_fly
 
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_connect_jump
 
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_graph_connect
 
Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid
 
Draw a grid on the floor where looking.
ai_show_hints
 
Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull
 
Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows
ai_show_hull_attacks
 
 
ai_show_node
 
Highlight the specified node
ai_show_think_tolerance
 
 
ai_show_visibility
 
Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_simulate_task_overtime
 
 
ai_spread_cone_focus_time
 
 
ai_spread_defocused_cone_multi
plier
 
ai_spread_pattern_focus_time
 
 
ai_step
 
NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no
ai_think_limit_label
 
 
ai_use_clipped_paths
 
 
ai_use_efficiency
 
 
ai_use_frame_think_limits
 
 
ai_use_think_optimizations
 
 
ainet_generate_report
 
Generate a report to the console.
ainet_generate_report_only
 
Generate a report to the console.
air_density
 
Changes the density of air for drag computations.
alias
 
Alias a command.
+alt1
 
 
-alt1
 
 
ammo_338mag_max
 
 
ammo_357sig_max
 
 
ammo_45acp_max
 
 
ammo_50AE_max
 
 
ammo_556mm_box_max
 
 
ammo_556mm_max
 
 
ammo_57mm_max
 
 
ammo_762mm_max
 
 
ammo_9mm_max
 
 
ammo_buckshot_max
 
 
ammo_flashbang_max
 
 
ammo_hegrenade_max
 
 
ammo_smokegrenade_max
 
 
async_mode
 
Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous
async_simulate_delay
 
Simulate a delay of up to a set msec per file operation
async_simulate_mixed_mode
 
Simulate a mix of async load styles
+attack
 
 
-attack
 
 
+attack2
 
 
-attack2
 
 
autobuy
 
Attempt to purchase items with the order listed in cl_autobuy
autosave
 
 
+back
 
 
-back
 
 
banid
 
Add a user ID to the ban list.
banip
 
Add an IP address to the ban list.
bench_end
 
Ends gathering of info.
bench_showstatsdialog
 
Shows a dialog displaying the most recent benchmark results.
bench_start
 
Starts gathering of info. Arguments
bench_upload
 
Uploads most recent benchmark stats to the Valve servers.
benchframe
 
Takes a snapshot of a particular frame in a time demo.
bgmvolume
 
CD sound playback volume.
bind
 
Bind a key.
BindToggle
 
 
blink_duration
 
How many seconds an eye blink will last.
bloodspray
 
blood
bot_add
 
bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
bot_add_ct
 
bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t
 
bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
bot_all_weapons
 
Allows the bots to use all weapons
bot_allow_grenades
 
If nonzero, bots may use grenades.
bot_allow_machine_guns
 
If nonzero, bots may use the machine gun.
bot_allow_pistols
 
If nonzero, bots may use pistols.
bot_allow_rifles
 
If nonzero, bots may use rifles.
bot_allow_rogues
 
If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
bot_allow_shotguns
 
If nonzero, bots may use shotguns.
bot_allow_snipers
 
If nonzero, bots may use sniper rifles.
bot_allow_sub_machine_guns
 
If nonzero, bots may use sub-machine guns.
bot_auto_follow
 
If nonzero, bots with high co-op may automatically follow a nearby human player.
bot_auto_vacate
 
If nonzero, bots will automatically leave to make room for human players.
bot_chatter
 
Control how bots talk. Allowed values
bot_crouch
 
 
bot_debug
 
For internal testing purposes.
bot_debug_target
 
For internal testing purposes.
bot_defer_to_human
 
If nonzero and there is a human on the team, the bots will not do the scenario tasks.
bot_difficulty
 
Defines the skill of bots joining the game. Values are
bot_dont_shoot
 
If nonzero, bots will not fire weapons (for debugging).
bot_eco_limit
 
If nonzero, bots will not buy if their money falls below this amount.
bot_freeze
 
 
bot_goto_mark
 
Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_join_after_player
 
If nonzero, bots wait until a player joins before entering the game.
bot_join_delay
 
Prevents bots from joining the server for this many seconds after a map change.
bot_join_team
 
Determines the team bots will join into. Allowed values
bot_kick
 
bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
bot_kill
 
bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
bot_knives_only
 
Restricts the bots to only using knives
bot_loadout
 
bots are given these items at round start
bot_mimic
 
 
bot_mimic_yaw_offset
 
 
bot_pistols_only
 
Restricts the bots to only using pistols
bot_prefix
 
This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <w
bot_profile_db
 
The filename from which bot profiles will be read.
bot_quota
 
Determines the total number of bots in the game.
bot_quota_mode
 
Determines the type of quota. Allowed values
bot_show_battlefront
 
Show areas where rushing players will initially meet.
bot_show_nav
 
For internal testing purposes.
bot_show_occupy_time
 
Show when each nav area can first be reached by each team.
bot_snipers_only
 
Restricts the bots to only using sniper rifles
bot_stop
 
If nonzero, immediately stops all bot processing.
bot_traceview
 
For internal testing purposes.
bot_walk
 
If nonzero, bots can only walk, not run.
bot_zombie
 
If nonzero, bots will stay in idle mode and not attack.
box
 
Draw a debug box.
+break
 
 
-break
 
 
breakable_disable_gib_limit
 
 
breakable_multiplayer
 
 
buddha
 
Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window
 
number of frames to look at when figuring out average frametimes
budget_background_alpha
 
how translucent the budget panel is
budget_bargraph_background_alp
ha
how translucent the budget panel is
budget_bargraph_range_ms
 
budget bargraph range in milliseconds
budget_history_numsamplesvisib
le
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
 
budget history range in milliseconds
budget_panel_bottom_of_history
_fraction
number between 0 and 1
budget_panel_height
 
height in pixels of the budget panel
budget_panel_width
 
width in pixels of the budget panel
budget_panel_x
 
number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y
 
number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window
 
number of frames to look at when figuring out peak frametimes
budget_show_averages
 
enable/disable averages in the budget panel
budget_show_history
 
turn history graph off and on. . good to turn off on low end
budget_show_peaks
 
enable/disable peaks in the budget panel
bug
 
Show/hide the bug reporting UI.
bug_swap
 
Automatically swaps the current weapon for the bug bait and back again.
bugreporter_includebsp
 
Include .bsp for internal bug submissions.
buildcubemaps
 
Rebuild cubemaps.
building_cubemaps
 
 
buyequip
 
Show equipment buy menu
buymenu
 
Show main buy menu
c_maxdistance
 
 
c_maxpitch
 
 
c_maxyaw
 
 
c_mindistance
 
 
c_minpitch
 
 
c_minyaw
 
 
c_orthoheight
 
 
c_orthowidth
 
 
cache_print
 
Print out contents of cache memory. Optionally use cache_set_print_section
cache_print_lru
 
Print out contents of cache memory. Optionally use cache_set_print_section
cache_print_summary
 
Print out a summary contents of cache memory.
cache_set_print_section
 
 
cam_command
 
 
cam_idealdist
 
 
cam_idealpitch
 
 
cam_idealyaw
 
 
cam_snapto
 
 
+camdistance
 
 
-camdistance
 
 
+camin
 
 
-camin
 
 
+cammousemove
 
 
-cammousemove
 
 
camortho
 
Switch to orthographic camera.
+camout
 
 
-camout
 
 
+campitchdown
 
 
-campitchdown
 
 
+campitchup
 
 
-campitchup
 
 
+camyawleft
 
 
-camyawleft
 
 
+camyawright
 
 
-camyawright
 
 
cancelselect
 
 
cast_hull
 
Tests hull collision detection
cast_ray
 
Tests collision detection
cc_captiontrace
 
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit
 
Emits a closed caption
cc_lang
 
Current close caption language (emtpy = use game UI language)
cc_linger_time
 
Close caption linger time.
cc_lookup_crc
 
For tracking down missing CC token strings
cc_predisplay_time
 
Close caption delay before showing caption.
cc_sentencecaptionnorepeat
 
How often a sentence can repeat.
cc_subtitles
 
If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
cd
 
Play or stop a cd track.
centerview
 
 
ch_createairboat
 
Spawn airboat in front of the player.
ch_createjeep
 
Spawn jeep in front of the player.
changelevel
 
Change server to the specified map
changelevel2
 
Transition to the specified map in single player
chooseteam
 
Choose a new team
cl_anglespeedkey
 
 
cl_animationinfo
 
Hud element to examine.
cl_autobuy
 
The order in which autobuy will attempt to purchase items
cl_autohelp
 
Auto-help
cl_backspeed
 
 
cl_bob
 
 
cl_bobcycle
 
 
cl_bobup
 
 
cl_buy_favorite
 
Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn
 
Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet
 
Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset
 
Reset favorite loadouts to the default
cl_buy_favorite_set
 
Saves the current loadout as a favorite
cl_class
 
Default class when joining a game
cl_clock_correction
 
Enable/disable clock correction on the client.
cl_clock_correction_adjustment
_max_amount
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
As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
cl_clock_correction_adjustment
_min_offset
If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_serv
er_tick
Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo
 
Show debugging info about the clock drift.
cl_clockdrift_max_ms
 
Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup
 
For each command packet, how many additional history commands are sent ( helps in case of packet loss )
cl_crosshairalpha
 
 
cl_detail_avoid_force
 
force with which to avoid players ( in units, percentage of the width of the detail sprite )
cl_detail_avoid_radius
 
radius around detail sprite to avoid players
cl_detail_avoid_recover_speed
 
how fast to recover position after avoiding players
cl_detail_max_sway
 
Amplitude of the detail prop sway
cl_detaildist
 
 
cl_detailfade
 
 
cl_downloadfilter
 
Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawleaf
 
 
cl_drawmaterial
 
Draw a particular material over the frame
cl_drawmonitors
 
 
cl_drawshadowtexture
 
 
cl_dynamiccrosshair
 
 
cl_ejectbrass
 
 
cl_ent_absbox
 
Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox
 
Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox
 
Displays the client's render box for the entity under the crosshair.
cl_entityreport
 
For debugging, draw entity states to console
cl_extrapolate
 
Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount
 
Set how many seconds the client will extrapolate entities for.
cl_flushentitypacket
 
For debugging. Force the engine to flush an entity packet.
cl_forcepreload
 
Whether we should force preloading.
cl_forwardspeed
 
 
cl_fullupdate
 
Forces the server to send a full update packet
cl_idealpitchscale
 
 
cl_ignorepackets
 
Force client to ignore packets (for debugging).
cl_interp
 
Interpolate object positions starting this many seconds in past
cl_interp_all
 
Disable interpolation list optimizations.
cl_interp_npcs
 
Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate
 
Interpolate entities on the client.
cl_lagcomp_errorcheck
 
Player index of other player to check for position errors.
cl_lagcompensation
 
Perform server side lag compensation of weapon firing events.
cl_left_hand_ik
 
Attach player's left hand to rifle with IK.
cl_leveloverview
 
 
cl_leveloverviewmarker
 
 
cl_localnetworkbackdoor
 
Enable network optimizations for single player games.
cl_locationalpha
 
 
cl_logofile
 
Spraypoint logo decal.
cl_maxrenderable_dist
 
Max distance from the camera at which things will be rendered
cl_min_ct
 
Controls which CT model is used when cl_minmodels is set.
cl_min_t
 
Controls which Terrorist model is used when cl_minmodels is set.
cl_minmodels
 
Uses one player model for each team.
cl_mouseenable
 
 
cl_mouselook
 
Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair
 
 
cl_overdraw_test
 
 
cl_panelanimation
 
Shows panel animation variables
cl_particleeffect_aabb_buffer
 
Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft
cl_pclass
 
Dump entity by prediction classname.
cl_pdump
 
Dump info about this entity to screen.
cl_phys_props_enable
 
Disable clientside physics props (must be set before loading a level).
cl_phys_props_max
 
Maximum clientside physic props
cl_phys_timescale
 
Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown
 
 
cl_pitchspeed
 
 
cl_pitchup
 
 
cl_precacheinfo
 
Show precache info (client).
cl_pred_optimize
 
Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_predict
 
Perform client side prediction.
cl_predictionlist
 
Show which entities are predicting
cl_predictweapons
 
Perform client side prediction of weapon effects.
cl_radaralpha
 
 
cl_radartype
 
 
cl_ragdoll_collide
 
 
cl_ragdoll_physics_enable
 
Enable/disable ragdoll physics.
cl_rebuy
 
The order in which rebuy will attempt to repurchase items
cl_removedecals
 
Remove the decals from the entity under the crosshair.
cl_resend
 
Delay in seconds before the client will resend the 'connect' attempt
cl_righthand
 
Use right-handed view models.
cl_scalecrosshair
 
 
cl_SetupAllBones
 
 
cl_show_splashes
 
 
cl_showanimstate
 
Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log
 
1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_ShowBoneSetupEnts
 
Show which entities are having their bones setup each frame.
cl_showents
 
Dump entity list to console.
cl_showerror
 
Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents
 
Print event firing info in the console
cl_showfps
 
Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
cl_showpausedimage
 
Show the 'Paused' image when game is paused.
cl_showpluginmessages
 
Allow plugins to display messages to you
cl_showpos
 
Draw current position at top of screen
cl_ShowSunVectors
 
 
cl_sidespeed
 
 
cl_slist
 
Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth
 
Smooth view/eye origin after prediction errors
cl_smoothtime
 
Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush
 
Flushes the sounds.txt system (client only)
cl_soundfile
 
Jingle sound file.
cl_soundscape_flush
 
Flushes the client side soundscapes
cl_soundscape_printdebuginfo
 
print soundscapes
cl_spec_mode
 
spectator mode
cl_sun_decay_rate
 
 
cl_team
 
Default team when joining a game
cl_timeout
 
After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_upspeed
 
 
cl_view
 
Set the view entity index.
cl_winddir
 
Weather effects wind direction angle
cl_windspeed
 
Weather effects wind speed scalar
cl_wpn_sway_interp
 
 
cl_wpn_sway_scale
 
 
cl_yawspeed
 
 
clear
 
Clear all console output.
clear_debug_overlays
 
clears debug overlays
clientport
 
Host game client port
closecaption
 
Enable close captioning.
cmd
 
Forward command to server.
collision_shake_amp
 
 
collision_shake_freq
 
 
collision_shake_time
 
 
colorcorrectionui
 
Show/hide the color correction tools UI.
+commandermousemove
 
 
-commandermousemove
 
 
commentary
 
Desired commentary mode state.
commentary_available
 
Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging
 
 
commentary_finishnode
 
 
commentary_firstrun
 
 
commentary_testfirstrun
 
 
con_drawnotify
 
Disables drawing of notification area (for taking screenshots).
con_enable
 
Allows the console to be activated.
con_notifytime
 
How long to display recent console text to the upper part of the game window
con_nprint_bgalpha
 
Con_NPrint background alpha.
con_nprint_bgborder
 
Con_NPrint border size.
con_trace
 
Print console text to low level printout.
condump
 
dump the text currently in the console to condumpXX.log
connect
 
Connect to specified server.
contimes
 
Number of console lines to overlay for debugging.
coop
 
Cooperative play.
CreateHairball
 
 
CreatePredictionError
 
Create a prediction error
creditsdone
 
 
crosshair
 
 
cs_make_vip
 
Marks a player as the VIP
cs_ShowStateTransitions
 
cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
cvarlist
 
Show the list of convars/concommands.
deathmatch
 
Running a deathmatch server.
debug_physimpact
 
 
default_fov
 
 
demo_debug
 
Demo debug info.
demo_fastforwardfinalspeed
 
Go this fast when starting to hold FF button.
demo_fastforwardramptime
 
How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed
 
Go this fast when starting to hold FF button.
demo_gototick
 
Skips to a tick in demo.
demo_interpolateview
 
Do view interpolation during dem playback.
demo_pause
 
Pauses demo playback.
demo_pauseatservertick
 
Pauses demo playback at server tick
demo_quitafterplayback
 
Quits game after demo playback.
demo_recordcommands
 
Record commands typed at console into .dem files.
demo_resume
 
Resumes demo playback.
demo_timescale
 
Sets demo replay speed.
demo_togglepause
 
Toggles demo playback.
demolist
 
Print demo sequence list.
demos
 
Demo demo file sequence.
demoui
 
Show/hide the demo player UI.
developer
 
Show developer messages.
devshots_nextmap
 
Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot
 
Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.
differences
 
Show all convars which are not at their default values.
disconnect
 
Disconnect game from server.
disp_dynamic
 
 
disp_modlimit
 
 
disp_modlimit_down
 
 
disp_modlimit_up
 
 
disp_numiterations
 
 
dispcoll_drawplane
 
 
displaysoundlist
 
 
drawcross
 
Draws a cross at the given location Arguments
drawline
 
Draws line between two 3D Points. Green if no collision Red is collides with something Arguments
drawradar
 
Draws HUD radar
dsp_automatic
 
 
dsp_db_min
 
 
dsp_db_mixdrop
 
 
dsp_dist_max
 
 
dsp_dist_min
 
 
dsp_enhance_stereo
 
 
dsp_facingaway
 
 
dsp_mix_max
 
 
dsp_mix_min
 
 
dsp_off
 
 
dsp_player
 
 
dsp_reload
 
 
dsp_room
 
 
dsp_slow_cpu
 
 
dsp_spatial
 
 
dsp_speaker
 
 
dsp_vol_2ch
 
 
dsp_vol_4ch
 
 
dsp_vol_5ch
 
 
dsp_volume
 
 
dsp_water
 
 
dti_flush
 
Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning
 
Print data table warnings?
dtwatchent
 
Watch this entities data table encoding.
dtwatchvar
 
Watch the named variable.
+duck
 
 
-duck
 
 
dump_globals
 
Dump all global entities/states
dump_panels
 
Dump Panel Tree
dump_terrain
 
Dump physics info about virtual terrains
dump_terrain
 
Dump physics info about virtual terrains
dumpstringtables
 
Print string tables to console.
echo
 
Echo text to console.
editdemo
 
Edit a recorded demo file (.dem ).
editor_toggle
 
Disables the simulation and returns focus to the editor
endmovie
 
Stop recording movie frames.
endround
 
End the current round.
english
 
If set to 1, 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
ent_bbox
 
Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_debugkeys
 
 
ent_dump
 
Usage
ent_fire
 
Usage
ent_info
 
Usage
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
 
Visualizes all entity input/output activity.
ent_name
 
 
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
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
ent_remove_all
 
Removes all entities of the specified type Arguments
ent_setname
 
Sets the targetname of the given entity(s) Arguments
ent_show_response_criteria
 
Print, to the console, an entity's current criteria set used to select responses. Arguments
ent_step
 
When 'ent_pause' is set this will step through one waiting input / output message at a time.
ent_text
 
Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments
envmap
 
 
escape
 
Escape key pressed.
exec
 
Execute script file.
exit
 
Exit the engine.
fadein
 
fadein {time r g b}
fadeout
 
fadeout {time r g b}
filesystem_buffer_size
 
Size of per file buffers. 0 for none
find
 
Find concommands with the specified string in their name/help text.
fire_absorbrate
 
 
fire_dmgbase
 
 
fire_dmginterval
 
 
fire_dmgscale
 
 
fire_extabsorb
 
 
fire_extscale
 
 
fire_growthrate
 
 
fire_heatscale
 
 
fire_incomingheatscale
 
 
fire_maxabsorb
 
 
firetarget
 
 
firstperson
 
Switch to firstperson camera.
fish_debug
 
Show debug info for fish
fish_dormant
 
Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression
 
 
flex_looktime
 
 
flex_maxawaytime
 
 
flex_maxplayertime
 
 
flex_minawaytime
 
 
flex_minplayertime
 
 
flex_rules
 
Allow flex animation rules to run.
flex_smooth
 
Applies smoothing/decay curve to flex animation controller changes.
flex_talk
 
 
flush
 
Flush cache memory.
flush_unlocked
 
Flush unlocked cache memory.
fog_color
 
 
fog_colorskybox
 
 
fog_enable
 
 
fog_enable_water_fog
 
 
fog_enableskybox
 
 
fog_end
 
 
fog_endskybox
 
 
fog_override
 
 
fog_start
 
 
fog_startskybox
 
 
force_centerview
 
 
+forward
 
 
-forward
 
 
fov
 
Change players FOV
free_pass_peek_debug
 
 
fs_printopenfiles
 
Show all files currently opened by the engine.
fs_warning_level
 
Set the filesystem warning level.
func_break_max_pieces
 
 
func_breakdmg_bullet
 
 
func_breakdmg_club
 
 
func_breakdmg_explosive
 
 
g_debug_angularsensor
 
 
g_debug_doors
 
 
g_debug_ragdoll_removal
 
 
g_debug_ragdoll_visualize
 
 
g_debug_trackpather
 
 
g_debug_transitions
 
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
 
 
g_debug_vehicledriver
 
 
g_debug_vehicleexit
 
 
g_debug_vehiclesound
 
 
g_jeepexitspeed
 
 
g_Language
 
 
g_ragdoll_fadespeed
 
 
g_ragdoll_lvfadespeed
 
 
g_ragdoll_maxcount
 
 
gameui_activate
 
 
gameui_allowescape
 
 
gameui_hide
 
 
gameui_preventescape
 
 
getpos
 
dump position and angles to the console
give
 
Give item to player. Arguments
gl_clear
 
 
global_set
 
global_set <globalname> <state>
god
 
Toggle. Player becomes invulnerable.
+graph
 
 
-graph
 
 
-grenade1
 
 
+grenade1
 
 
-grenade2
 
 
+grenade2
 
 
groundlist
 
Display ground entity list <index>
heartbeat
 
 
help
 
Find help about a convar/concommand.
hideconsole
 
Hide the console.
hidehud
 
 
hidepanel
 
Hides a viewport panel <name>
hideradar
 
Hides HUD radar
hl2_episodic
 
 
host_framerate
 
Set to lock per-frame time elapse.
host_limitlocal
 
Apply cl_cmdrate and cl_updaterate to loopback connection
host_map
 
Current map name.
host_profile
 
 
host_runofftime
 
Run off some time without rendering/updating sounds
host_showcachemiss
 
Print a debug message when the client or server cache is missed.
host_sleep
 
Force the host to sleep a certain number of milliseconds each frame.
host_speeds
 
Show general system running times.
host_timescale
 
Prescale the clock by this amount.
host_writeconfig
 
Store current settings to config.cfg (or specified .cfg file).
hostage_debug
 
Show hostage AI debug information
hostport
 
Host game server port
hud_autoreloadscript
 
Automatically reloads the animation script each time one is ran
hud_centerid
 
 
hud_classautokill
 
Automatically kill player after choosing a new playerclass.
hud_deathnotice_time
 
 
hud_drawhistory_time
 
 
hud_fastswitch
 
 
hud_jeephint_numentries
 
 
hud_reloadscheme
 
Reloads hud layout and animation scripts.
hud_saytext_time
 
 
hud_showtargetid
 
 
hurtme
 
Hurts the player. Arguments
impulse
 
 
incrementvar
 
Increment specified convar value.
invnext
 
 
invprev
 
 
ip
 
Overrides IP for multihomed hosts
+jlook
 
 
-jlook
 
 
joy_advanced
 
 
joy_advaxisr
 
 
joy_advaxisu
 
 
joy_advaxisv
 
 
joy_advaxisx
 
 
joy_advaxisy
 
 
joy_advaxisz
 
 
joy_autosprint
 
Automatically sprint when moving with an analog joystick
joy_diagonalpov
 
POV manipulator operates on diagonal axes, too.
joy_forwardsensitivity
 
 
joy_forwardthreshold
 
 
joy_name
 
 
joy_pitchsensitivity
 
 
joy_pitchthreshold
 
 
joy_sidesensitivity
 
 
joy_sidethreshold
 
 
joy_wingmanwarrier_centerhack
 
Wingman warrior centering hack.
joy_wingmanwarrier_turnhack
 
Wingman warrior hack related to turn axes.
joy_yawsensitivity
 
 
joy_yawthreshold
 
 
joyadvancedupdate
 
 
joystick
 
 
jpeg
 
Take a jpeg screenshot
jpeg_quality
 
jpeg screenshot quality.
+jump
 
 
-jump
 
 
kdtree_test
 
Tests spatial partition for entities queries.
key_findbinding
 
Find key bound to specified command string.
key_listboundkeys
 
List bound keys with bindings.
key_updatelayout
 
Updates game keyboard layout to current windows keyboard setting.
kick
 
Kick a player by name.
kickid
 
Kick a player by userid or uniqueid, with a message.
kill
 
kills the player
killserver
 
Shutdown the server.
+klook
 
 
-klook
 
 
lastinv
 
 
+left
 
 
-left
 
 
light_crosshair
 
Show texture color at crosshair
linefile
 
Parses map leak data from .lin file
list
 
List cached servers.
listdemo
 
List demo file contents.
listid
 
Lists banned users.
listip
 
List IP addresses on the ban list.
listmodels
 
List loaded models.
load
 
Load a saved game.
lod_Enable
 
 
lod_TransitionDist
 
 
log
 
Enables logging to file, console, and udp < on | off >.
logaddress_add
 
Set address and port for remote host <ip
logaddress_del
 
Remove address and port for remote host <ip
logaddress_delall
 
Remove all udp addresses being logged to
logaddress_list
 
List all addresses currently being used by logaddress.
+lookdown
 
 
-lookdown
 
 
lookspring
 
 
lookstrafe
 
 
+lookup
 
 
-lookup
 
 
lservercfgfile
 
 
m_customaccel
 
Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula
m_customaccel_exponent
 
Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max
 
Max mouse move scale factor, 0 for no limit
m_customaccel_scale
 
Custom mouse acceleration value.
m_filter
 
Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward
 
Mouse forward factor.
m_mouseaccel1
 
Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2
 
Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed
 
Windows mouse speed factor (range 1 to 20).
m_pitch
 
Mouse pitch factor.
m_side
 
Mouse side factor.
m_yaw
 
Mouse yaw factor.
map
 
Start playing on specified map.
map_background
 
Runs a map as the background to the main menu.
map_commentary
 
Start playing, with commentary, on a specified map.
map_edit
 
 
map_noareas
 
Disable area to area connection testing.
map_setbombradius
 
Sets the bomb radius for the map.
map_showbombradius
 
Shows bomb radius from the center of each bomb site and planted bomb.
map_showspawnpoints
 
Shows player spawn points (red=invalid)
mapcyclefile
 
 
maps
 
Displays list of maps.
mat_antialias
 
 
mat_autoexposure_max
 
 
mat_autoexposure_min
 
 
mat_bloomamount_rate
 
 
mat_bloomscale
 
 
mat_bufferprimitives
 
 
mat_bumpbasis
 
 
mat_bumpmap
 
 
mat_camerarendertargetoverlays
ize
 
mat_clipz
 
 
mat_compressedtextures
 
 
mat_configcurrent
 
show the current video control panel config for the material system
mat_crosshair
 
 
mat_debug
 
 
mat_debug_autoexposure
 
 
mat_debug_postprocessing_effec
ts
 
mat_debug_process_halfscreen
 
 
mat_debugalttab
 
 
mat_debugdepth
 
 
mat_debugdepthmode
 
 
mat_debugdepthval
 
 
mat_debugdepthvalmax
 
 
mat_depthbias_decal
 
 
mat_depthbias_normal
 
 
mat_diffuse
 
 
mat_disable_bloom
 
 
mat_drawflat
 
 
mat_drawwater
 
 
mat_dxlevel
 
 
mat_dynamic_tonemapping
 
 
mat_edit
 
 
mat_envmapsize
 
 
mat_envmaptgasize
 
 
mat_fastnobump
 
 
mat_fastspecular
 
Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate
 
 
mat_filterlightmaps
 
 
mat_filtertextures
 
 
mat_force_bloom
 
 
mat_force_tonemap_scale
 
 
mat_forceaniso
 
 
mat_forcedynamic
 
 
mat_forcehardwaresync
 
 
mat_forcemanagedtextureintohar
dware
 
mat_frame_sync_enable
 
 
mat_frame_sync_force_texture
 
Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize
 
 
mat_fullbright
 
 
mat_hdr_enabled
 
 
mat_hdr_level
 
Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_hdr_manual_tonemap_rate
 
 
mat_hdr_tonemapscale
 
 
mat_hdr_tonemapscale_max
 
 
mat_hdroverbrightrange
 
 
mat_hsv
 
 
mat_info
 
Shows material system info
mat_leafvis
 
Draw wireframe of current leaf
mat_levelflush
 
 
mat_loadtextures
 
 
mat_luxels
 
 
mat_maxframelatency
 
 
mat_measurefillrate
 
 
mat_mipmaptextures
 
 
mat_monitorgamma
 
monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_norendering
 
 
mat_normalmaps
 
 
mat_normals
 
 
mat_parallaxmap
 
 
mat_picmip
 
 
mat_proxy
 
 
mat_reducefillrate
 
 
mat_reloadallmaterials
 
 
mat_reloadmaterial
 
 
mat_reloadtextures
 
 
mat_reversedepth
 
 
mat_savechanges
 
saves current video configuration to the registry
mat_setvideomode
 
sets the width, height, windowed state of the material system
mat_shadowstate
 
 
mat_show_ab_hdr
 
 
mat_show_histogram
 
 
mat_show_texture_memory_usage
 
Display the texture memory usage on the HUD.
mat_showcamerarendertarget
 
 
mat_showenvmapmask
 
 
mat_showframebuffertexture
 
 
mat_showlightmapcomponent
 
0
mat_showlightmappage
 
 
mat_showlowresimage
 
 
mat_showmaterials
 
Show materials.
mat_showmaterialsverbose
 
 
mat_showmiplevels
 
 
mat_showtextures
 
Show textures.
mat_showwatertextures
 
 
mat_slopescaledepthbias_decal
 
 
mat_slopescaledepthbias_normal
 
 
mat_softwarelighting
 
 
mat_softwareskin
 
 
mat_specular
 
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
 
 
mat_suppress
 
Supress a material from drawing
mat_surfaceid
 
 
mat_surfacemat
 
 
mat_texture_limit
 
If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
-mat_texture_list
 
 
+mat_texture_list
 
 
mat_texture_list
 
For debugging, show a list of used textures per frame
mat_texture_list_all
 
If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories
 
 
mat_texturelist_files
 
 
mat_tonemapping_occlusion_use_
stencil
 
mat_trilinear
 
 
mat_viewportscale
 
 
mat_vsync
 
Force sync to vertical retrace
mat_wateroverlaysize
 
 
mat_wireframe
 
 
mat_yuv
 
 
maxplayers
 
Change the maximum number of players allowed on this server.
mem_dumpstats
 
Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_force_flush
 
Force cache flush of unlocked resources on every alloc
memory
 
Print memory stats.
menuselect
 
 
minisave
 
Saves game (for current level only!)
mod_forcedata
 
Forces all model file data into cache on model load.
mod_load_async
 
 
mod_test_mesh_not_available
 
 
mod_test_not_available
 
 
mod_test_verts_not_available
 
 
mod_trace_load
 
 
motdfile
 
The MOTD file to load.
+movedown
 
 
-movedown
 
 
+moveleft
 
 
-moveleft
 
 
+moveright
 
 
-moveright
 
 
+moveup
 
 
-moveup
 
 
mp3
 
Show/hide mp3 player UI.
mp_allowNPCs
 
 
mp_autocrosshair
 
 
mp_buytime
 
How many minutes after round start players can buy items for.
mp_decals
 
 
mp_defaultteam
 
 
mp_disable_autokick
 
Prevents a userid from being auto-kicked
mp_facefronttime
 
After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_fadetoblack
 
fade a player's screen to black when he dies
mp_falldamage
 
 
mp_feetyawrate
 
How many degrees per second that we can turn our feet or upper body.
mp_forcerespawn
 
 
mp_humanteam
 
Restricts human players to a single team {any, CT, T}
mp_ik
 
Use IK on in-place turns.
mp_logdetail
 
Logs attacks. Values are
mp_playerid_delay
 
Number of seconds to delay showing information in the status bar
mp_playerid_hold
 
Number of seconds to keep showing old information in the status bar
mp_restartgame
 
If non-zero, game will restart in the specified number of seconds
mp_teamlist
 
 
mp_teamoverride
 
 
mp_teamplay
 
 
mp_timelimit
 
game time per map in minutes
mp_weaponstay
 
 
muzzleflash_light
 
 
name
 
Current user name
nav_analyze
 
Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor
 
RGBA color to draw as the background color for nav areas while editing.
nav_avoid
 
Toggles the 'avoid this area when possible' flag used by the AI system.
nav_begin_area
 
Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and
nav_build_ladder
 
Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity
 
Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
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_clear_walkable_marks
 
Erase any previously placed walkable positions.
nav_compress_id
 
Re-orders area and ladder ID's so they are continuous.
nav_connect
 
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit
 
 
nav_corner_adjust_adjacent
 
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_place_on_ground
 
If true, 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_delete
 
Deletes the currently highlighted Area.
nav_disconnect
 
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
nav_dont_hide
 
Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_edit
 
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_generate
 
Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental
 
Generate a Navigation Mesh for the current map and save it to disk.
nav_jump
 
Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_ladder_flip
 
Flips the selected ladder's direction.
nav_load
 
Loads the Navigation Mesh for the current map.
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_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_merge
 
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm
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
 
Sets the Place of the Area under the cursor to the curent Place, 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_precise
 
Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_quicksave
 
Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_remove_unused_jump_areas
 
Removes jump areas with at most 1 connection to a ladder or non-jump area.
nav_restart_after_analysis
 
When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for increm
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_set_place_mode
 
Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_show_approach_points
 
Show Approach Points in the Navigation Mesh.
nav_show_area_info
 
Duration in seconds to show nav area ID and attributes while editing
nav_show_danger
 
Show current 'danger' levels.
nav_show_ladder_bounds
 
Draws the bounding boxes of all func_ladders in the map.
nav_show_nodes
 
 
nav_show_player_counts
 
Show current player counts in each area.
nav_slope_limit
 
The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_snap_to_grid
 
Snap to the nav generation grid when creating new nav areas
nav_splice
 
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split
 
To split an Area into two, align the split line using your cursor and invoke the split command.
nav_split_place_on_ground
 
If true, 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_strip
 
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
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
 
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
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_use_place
 
If used without arguments, all available Places will be listed. If a Place argument is given, 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.
net_blockmsg
 
Discards incoming message
net_channels
 
Shows net channel info
net_chokeloop
 
Apply bandwidth choke to loopback packets
net_drawslider
 
Draw completion slider during signon
net_droppackets
 
Drops next n packets on client
net_fakelag
 
Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss
 
Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph
 
Draw the network usage graph
net_graphheight
 
 
net_graphpos
 
 
net_graphsolid
 
 
net_maxfilesize
 
Maximum allowed file size for uploading in MB
net_maxfragments
 
Max fragment bytes per packet
net_scale
 
 
net_showdrop
 
Show dropped packets in console
net_showevents
 
Dump game events to console (1=client only, 2=all).
net_showfragments
 
Show netchannel fragments
net_showmsg
 
Show incoming message
net_showpeaks
 
Show messages for large packets only
net_showsplits
 
Show info about packet splits
net_showtcp
 
Dump TCP stream summary to console
net_showudp
 
Dump UPD packets summary to console
net_start
 
Inits multiplayer network sockets
next
 
Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo
 
Play next demo in sequence.
nextlevel
 
If set, 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_ammo_deplete
 
Subtracts half of the target's ammo
npc_bipass
 
Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s
npc_combat
 
Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments
npc_conditions
 
Displays all the current AI conditions that an NPC has in the overlay text. Arguments
npc_create
 
Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that
npc_create_aimed
 
Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
npc_create_equipment
 
 
npc_destroy
 
Removes the given NPC(s) from the universe Arguments
npc_destroy_unselected
 
Removes all NPCs from the universe that aren't currently selected
npc_enemies
 
Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable
npc_focus
 
Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments
npc_freeze
 
Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments
npc_gameendally_deathmessage
 
 
npc_go
 
Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments
npc_go_do_run
 
Set whether should run on NPC go
npc_go_random
 
Sends all selected NPC(s) to a random node. Arguments
npc_heal
 
Heals the target back to full health
npc_height_adjust
 
Enable test mode for ik height adjustment
npc_kill
 
Kills the given NPC(s) Arguments
npc_nearest
 
Draw's a while box around the NPC(s) nearest node Arguments
npc_relationships
 
Displays the relationships between this NPC and all others. Arguments
npc_reset
 
Reloads schedules for all NPC's from their script files Arguments
npc_route
 
Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
npc_select
 
Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arg
npc_sentences
 
 
npc_speakall
 
Force the npc to try and speak all thier responses
npc_squads
 
Obsolete. Replaced by npc_combat
npc_steering
 
Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments
npc_steering_all
 
Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text
 
Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
npc_tasks
 
Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
npc_teleport
 
Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments
npc_thinknow
 
Trigger NPC to think
npc_viewcone
 
Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments
npc_vphysics
 
 
old_radiusdamage
 
 
overview_alpha
 
Overview map translucency.
overview_health
 
Show player's health in map overview.
overview_locked
 
Locks map angle, doesn't follow view angle.
overview_mode
 
Sets overview map mode off,small,large
overview_names
 
Show player's names in map overview.
overview_tracks
 
Show player's tracks in map overview.
overview_zoom
 
Sets overview map zoom
particle_simulateoverflow
 
Used for stress-testing particle systems. Randomly denies creation of particles.
password
 
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
 
Phoneme delay to account for sound system latency.
phonemefilter
 
Time duration of box filter to pass over phonemes.
phonemesnap
 
Don't force visemes to always consider two phonemes, regardless of duration.
phys_impactforcescale
 
 
phys_penetration_error_time
 
Controls the duration of vphysics penetration error boxes.
phys_pushscale
 
 
phys_speeds
 
 
phys_stressbodyweights
 
 
phys_swap
 
Automatically swaps the current weapon for the physcannon and back again.
phys_timescale
 
Scale time for physics
phys_upimpactforcescale
 
 
physics_budget
 
Times the cost of each active object
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
physicsshadowupdate_render
 
 
picker
 
Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
ping
 
Display ping to server.
pixelvis_debug
 
Dump debug info
play
 
Play a sound.
playdemo
 
Play a recorded demo file (.dem ).
player_old_armor
 
 
playflush
 
Play a sound, reloading from disk in case of changes.
playgamesound
 
Play a sound from the game sounds txt file
playsoundscape
 
Forces a soundscape to play
playvol
 
Play a sound at a specified volume.
plugin_load
 
plugin_load <filename>
plugin_pause
 
plugin_pause <index>
plugin_pause_all
 
pauses all loaded plugins
plugin_print
 
Prints details about loaded plugins
plugin_unload
 
plugin_unload <index>
plugin_unpause
 
plugin_unpause <index>
plugin_unpause_all
 
unpauses all disabled plugins
progress_enable
 
 
prop_crosshair
 
Shows name for prop looking at
prop_debug
 
Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
props_break_max_pieces
 
 
props_break_max_pieces_perfram
e
Maximum prop breakable piece count per frame (-1 = model default)
pwatchent
 
Entity to watch for prediction system changes.
pwatchvar
 
Entity variable to watch in prediction system for changes.
quit
 
Exit the engine.
quti
 
Exit the engine.
r_3dnow
 
 
r_3dsky
 
Enable the rendering of 3d sky boxes
r_AirboatViewDampenDamp
 
 
r_AirboatViewDampenFreq
 
 
r_AirboatViewZHeight
 
 
r_ambientlightingonly
 
Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio
 
 
r_avglight
 
 
r_avglightmap
 
 
r_cheapwaterend
 
 
r_cheapwaterstart
 
 
r_cleardecals
 
Usage r_cleardecals <permanent>.
r_ClipAreaPortals
 
 
r_colorstaticprops
 
 
r_debugcheapwater
 
 
r_debugrandomstaticlighting
 
Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize
 
Decals under this size in pixels are culled
r_decals
 
 
r_decalstaticprops
 
Decal static props test
r_DispBuildable
 
 
r_DispDrawAxes
 
 
r_DispWalkable
 
 
r_DoCovertTransitions
 
 
r_dopixelvisibility
 
 
r_drawbatchdecals
 
Render decals batched.
r_DrawBeams
 
 
r_drawbrushmodels
 
Render brush models.
r_drawclipbrushes
 
Draw clip brushes
r_drawdecals
 
Render decals.
r_drawdetailprops
 
 
r_DrawDisp
 
Toggles rendering of displacment maps
r_drawentities
 
 
r_drawflecks
 
 
r_drawfullskybox
 
 
r_drawleaf
 
Draw the specified leaf.
r_drawlightcache
 
0
r_drawlightinfo
 
 
r_drawlights
 
 
r_drawmodeldecals
 
 
r_DrawModelLightOrigin
 
 
r_drawmodelstatsoverlay
 
 
r_drawmodelstatsoverlaydistanc
e
 
r_drawmodelstatsoverlaymax
 
time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin
 
time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables
 
 
r_drawopaqueworld
 
 
r_drawothermodels
 
 
r_drawparticles
 
Enable/disable particle rendering
r_drawpixelvisibility
 
Show the occlusion proxies
r_DrawPortals
 
 
r_DrawRain
 
Enable/disable rain rendering.
r_drawrenderboxes
 
 
r_drawropes
 
 
r_drawskybox
 
 
r_DrawSpecificStaticProp
 
 
r_drawsprites
 
 
r_drawstaticprops
 
 
r_drawtranslucentrenderables
 
 
r_drawtranslucentworld
 
 
r_drawvgui
 
Enable the rendering of vgui panels
r_drawviewmodel
 
 
r_drawworld
 
Render the world.
r_dscale_basefov
 
 
r_dscale_fardist
 
 
r_dscale_farscale
 
 
r_dscale_neardist
 
 
r_dscale_nearscale
 
 
r_dynamic
 
 
r_eyeglintlodpixels
 
The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss
 
 
r_eyemove
 
 
r_eyes
 
 
r_eyeshift_x
 
 
r_eyeshift_y
 
 
r_eyeshift_z
 
 
r_eyesize
 
 
r_eyewaterepsilon
 
 
r_farz
 
Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject
 
Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_flashlightconstant
 
 
r_flashlightdrawfrustum
 
 
r_flashlightdrawfrustumbbox
 
 
r_flashlightdrawsweptbbox
 
 
r_flashlightfar
 
 
r_flashlightfov
 
 
r_flashlightlinear
 
 
r_flashlightlockposition
 
 
r_flashlightmodels
 
 
r_flashlightnear
 
 
r_flashlightnodraw
 
 
r_flashlightoffsetx
 
 
r_flashlightoffsety
 
 
r_flashlightoffsetz
 
 
r_flashlightquadratic
 
 
r_flashlightvisualizetrace
 
 
r_flex
 
 
r_flushlod
 
Flush and reload LODs.
r_ForceRestore
 
 
r_ForceWaterLeaf
 
Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld
 
 
r_JeepFOV
 
 
r_JeepViewBlendTo
 
 
r_JeepViewBlendToScale
 
 
r_JeepViewBlendToTime
 
 
r_JeepViewDampenDamp
 
 
r_JeepViewDampenFreq
 
 
r_JeepViewZHeight
 
 
r_lightaverage
 
Activates/deactivate light averaging
r_lightcache_numambientsamples
 
number of random directions to fire rays when computing ambient lighting
r_lightcachecenter
 
 
r_lightinterp
 
Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap
 
 
r_lightstyle
 
 
r_lockpvs
 
Lock the PVS so you can fly around and inspect what is being drawn.
r_lod
 
 
r_lod_noupdate
 
 
r_mapextents
 
Set the max dimension for the map. This determines the far clipping plane
r_maxdlights
 
 
r_maxmodeldecal
 
 
r_maxnewsamples
 
 
r_maxsampledist
 
 
r_minnewsamples
 
 
r_mmx
 
 
r_modellodscale
 
1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal
 
 
r_newflashlight
 
 
r_newproplighting
 
 
r_nohw
 
 
r_norefresh
 
 
r_nosw
 
 
r_novis
 
Turn off the PVS.
r_occludeemaxarea
 
Prevents occlusion testing for entities that take up more than X42447600f the screen. 0 means use whatever the level said to use.
r_occluderminarea
 
Prevents this occluder from being used if it takes up less than X42447600f the screen. 0 means use whatever the level said to use.
r_occludermincount
 
At least this many occluders will be used, no matter how big they are.
r_occlusion
 
Activate/deactivate the occlusion system.
r_occlusionspew
 
Activate/deactivates spew about what the occlusion system is doing.
r_overlayfadeenable
 
 
r_overlayfademax
 
 
r_overlayfademin
 
 
r_overlaywireframe
 
 
r_PhysPropStaticLighting
 
 
r_pixelvis_partial
 
 
r_portalscloseall
 
 
r_portalsopenall
 
 
r_PortalTestEnts
 
Clip entities against portal frustums.
r_printdecalinfo
 
 
r_propsmaxdist
 
Maximum visible distance
r_radiosity
 
0
r_rainalpha
 
 
r_rainalphapow
 
 
r_raindensity
 
 
r_RainHack
 
 
r_rainlength
 
 
r_RainProfile
 
Enable/disable rain profiling.
r_RainRadius
 
 
r_RainSideVel
 
How much sideways velocity rain gets.
r_RainSimulate
 
Enable/disable rain simulation.
r_rainspeed
 
 
r_RainSplashPercentage
 
 
r_rainwidth
 
 
r_renderoverlayfragment
 
 
r_rootlod
 
Root LOD
r_ropebatch
 
 
r_ropetranslucent
 
 
r_screenfademaxsize
 
 
r_screenfademinsize
 
 
r_screenoverlay
 
 
r_sequence_debug
 
 
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
 
 
r_shadowmaxrendered
 
 
r_shadowrendertotexture
 
 
r_shadows
 
 
r_shadowwireframe
 
 
r_showenvcubemap
 
 
r_ShowViewerArea
 
 
r_skin
 
 
r_skybox
 
Enable the rendering of sky boxes
r_snapportal
 
 
r_spray_lifetime
 
Number of rounds player sprays are visible
r_sse
 
 
r_sse2
 
 
r_staticpropinfo
 
 
r_teeth
 
 
r_TransitionSensitivity
 
Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture
 
 
r_vehicleBrakeRate
 
 
r_vehicleDrawDebug
 
 
r_VehicleViewClamp
 
 
r_VehicleViewDampen
 
 
r_visocclusion
 
Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces
 
 
r_visualizelighttracesshowfull
trace
 
r_visualizeproplightcaching
 
 
r_visualizetraces
 
 
r_WaterDrawReflection
 
Enable water reflection
r_WaterDrawRefraction
 
Enable water refraction
r_waterforceexpensive
 
 
r_waterforcereflectentities
 
 
r_worldlightmin
 
 
r_worldlights
 
number of world lights to use per vertex
radio1
 
Opens a radio menu
radio2
 
Opens a radio menu
radio3
 
Opens a radio menu
rate
 
Max bytes/sec the host can receive data
rcon
 
Issue an rcon command.
rcon_address
 
Address of remote server if sending unconnected rcon commands (format x.x.x.x
rebuy
 
Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed
 
Recomputes clock speed (for debugging purposes).
record
 
Record a demo.
+reload
 
 
-reload
 
 
reload
 
Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid
 
Remove a user ID from the ban list.
removeip
 
Remove an IP address from the ban list.
report_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
restart
 
Restart the game on the same level (add setpos to jump to current view position on restart).
retry
 
Retry connection to last server.
revert
 
Revert convars to their default values.
+right
 
 
-right
 
 
room_type
 
 
rope_averagelight
 
Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide
 
Collide rope with the world
rope_drawlines
 
 
rope_shake
 
 
rope_smooth
 
Do an antialiasing effect on ropes
rope_smooth_enlarge
 
How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha
 
Alpha for rope antialiasing effect
rope_smooth_maxalphawidth
 
 
rope_smooth_minalpha
 
Alpha for rope antialiasing effect
rope_smooth_minwidth
 
When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv
 
Rope subdivision amount
rope_wind_dist
 
Don't use CPU applying small wind gusts to ropes when they're past this distance.
save
 
Saves current game.
say
 
Display player message
say_team
 
Display player message to team
scene_allowoverrides
 
When playing back a choreographed scene, allow per-model expression overrides.
scene_flatturn
 
 
scene_flush
 
Flush all .vcds from the cache and reload from disk.
scene_forcecombined
 
When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius
 
Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_print
 
When playing back a scene, print timing and event info to console.
scene_showfaceto
 
When playing back, show the directions of faceto events.
scene_showlook
 
When playing back, show the directions of look events.
scene_showmoveto
 
When moving, show the end location.
+score
 
 
-score
 
 
scr_centertime
 
 
screenshot
 
Take a screenshot.
sensitivity
 
Mouse sensitivity.
servercfgfile
 
 
setang
 
Snap player eyes to specified pitch yaw <roll
setinfo
 
Addes a new user info value
setmaster
 
 
setmodel
 
Changes's player's model
setpause
 
Set the pause state of the server.
setpos
 
Move player to specified origin (must have sv_cheats).
shake
 
Shake the screen.
shake_show
 
Displays a list of the active screen shakes.
shake_stop
 
Stops all active screen shakes.
-showbudget
 
 
+showbudget
 
 
-showbudget_texture
 
 
+showbudget_texture
 
 
showbudget_texture
 
Enable the texture budget panel.
-showbudget_texture_global
 
 
+showbudget_texture_global
 
 
showconsole
 
Show the console.
showhitlocation
 
 
showinfo
 
Shows a info panel
showpanel
 
Shows a viewport panel <name>
showparticlecounts
 
Display number of particles drawn per frame
+showscores
 
 
-showscores
 
 
showtriggers
 
Shows trigger brushes
showtriggers_toggle
 
Toggle show triggers
-showvprof
 
 
+showvprof
 
 
singlestep
 
Run engine in single step mode ( set next to 1 to advance a frame )
sk_ally_regen_time
 
Time taken for an ally to regenerate a point of health.
sk_npc_arm
 
 
sk_npc_chest
 
 
sk_npc_head
 
 
sk_npc_leg
 
 
sk_npc_stomach
 
 
sk_player_arm
 
 
sk_player_chest
 
 
sk_player_head
 
 
sk_player_leg
 
 
sk_player_stomach
 
 
skill
 
Game skill level (1-3).
slist
 
List servers on your LAN.
slot0
 
 
slot1
 
 
slot10
 
 
slot2
 
 
slot3
 
 
slot4
 
 
slot5
 
 
slot6
 
 
slot7
 
 
slot8
 
 
slot9
 
 
smoothstairs
 
Smooth player eye z coordinate when traversing stairs.
snapto
 
 
snd_async_fullyasync
 
All playback is fully async (sound doesn't play until data arrives).
snd_async_spew_blocking
 
Spew message to console any time async sound loading blocks on file i/o.
snd_digital_surround
 
 
snd_disable_mixer_duck
 
 
snd_duckerattacktime
 
 
snd_duckerreleasetime
 
 
snd_duckerthreshold
 
 
snd_ducktovolume
 
 
snd_flushasync
 
Flush all unlocked async .wav data
snd_foliage_db_loss
 
 
snd_gain
 
 
snd_gain_max
 
 
snd_gain_min
 
 
snd_memasync
 
Show async memory stats
snd_mixahead
 
 
snd_musicvolume
 
Music volume
snd_noextraupdate
 
 
snd_obscured_gain_dB
 
 
snd_pitchquality
 
 
snd_profile
 
 
snd_rebuildaudiocache
 
Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
snd_refdb
 
 
snd_refdist
 
 
snd_restart
 
Restart sound system.
snd_show
 
Show sounds info
snd_showclassname
 
 
snd_showmixer
 
 
snd_showstart
 
 
snd_soundmixer
 
 
snd_surround_speakers
 
 
snd_visualize
 
Show sounds location in world
snd_vox_captiontrace
 
Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout
 
 
snd_vox_sectimetout
 
 
snd_vox_seqtimetout
 
 
snd_writemanifest
 
If running a game, outputs the precache manifest for the current level
sndplaydelay
 
 
soundfade
 
Fade client volume.
soundinfo
 
Describe the current sound device.
soundlist
 
List all known sounds.
soundpatch_captionlength
 
How long looping soundpatch captions should display for.
soundscape_debug
 
When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
soundscape_fadetime
 
Time to crossfade sound effects between soundscapes
soundscape_flush
 
Flushes the server & client side soundscapes
speak
 
Play a constructed sentence.
spec_help
 
Show spectator help screen
spec_menu
 
Activates spectator menu
spec_mode
 
Set spectator mode
spec_next
 
Spectate next player
spec_player
 
Spectate player by name
spec_pos
 
dump position and angles to the console
spec_prev
 
Spectate previous player
spec_scoreboard
 
 
spec_track
 
Tracks an entity in spec mode
+speed
 
 
-speed
 
 
spike
 
generates a fake spike
startdemos
 
Play demos in demo sequence.
startmovie
 
Start recording movie frames.
startupmenu
 
Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer
stats
 
Prints server performance variables
status
 
Display map and connection status.
step_spline
 
 
stop
 
Finish recording demo.
stopdemo
 
Stop playing back a demo.
stopsound
 
 
stopsoundscape
 
Stops all soundscape processing and fades current looping sounds
+strafe
 
 
-strafe
 
 
stuffcmds
 
Parses and stuffs command line + commands to command buffer.
suitvolume
 
 
surfaceprop
 
Reports the surface properties at the cursor
sv_accelerate
 
 
sv_airaccelerate
 
 
sv_alternateticks
 
 
sv_autosave
 
Set to 1 to save game on level transition. Does not affect autosave triggers.
sv_backspeed
 
How much to slow down backwards motion
sv_bounce
 
Bounce multiplier for when physically simulated objects collide with other objects.
sv_cacheencodedents
 
If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_debug_player_use
 
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debugmanualmode
 
Make sure entities correctly report whether or not their network data has changed.
sv_debugresponses
 
Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np
sv_deltaprint
 
Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime
 
Enable profiling of CalcDelta calls
sv_downloadurl
 
Location from which clients can download missing files
sv_dumpresponses
 
Dump all response_rules.txt and rules (requires restart)
sv_enableoldqueries
 
Enable support for old style (HL1) server queries
sv_filterban
 
Set packet filtering by IP mode
sv_findsoundname
 
Find sound names which reference the specified wave files.
sv_footsteps
 
Play footstep sound for players
sv_forcepreload
 
Force server side preloading.
sv_friction
 
World friction.
sv_instancebaselines
 
Enable instanced baselines. Saves network overhead.
sv_lagflushbonecache
 
Flushes entity bone cache on lag compensation
sv_logblocks
 
If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist
 
 
sv_massreport
 
 
sv_max_queries_sec
 
Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global
 
Maximum queries per second to respond to from anywhere.
sv_max_queries_window
 
Window over which to average queries per second averages.
sv_max_usercmd_future_ticks
 
Prevents clients from running usercmds too far in the future. Prevents speed hacks.
sv_maxreplay
 
Maximum replay time in seconds
sv_maxunlag
 
Maximum lag compensation in seconds
sv_netvisdist
 
Test networking visibility distance
sv_noclipaccelerate
 
 
sv_noclipduringpause
 
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed
 
 
sv_npc_talker_maxdist
 
NPCs over this distance from the player won't attempt to speak.
sv_precacheinfo
 
Show precache info.
sv_pushaway_clientside
 
Clientside physics push away (0=off, 1=only localplayer, 1=all players)
sv_pushaway_clientside_size
 
Minimum size of pushback objects
sv_pushaway_force
 
How hard physics objects are pushed away from the players on the server.
sv_pushaway_hostage_force
 
How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_force
 
Maximum amount of force applied to physics objects by players.
sv_pushaway_max_hostage_force
 
Maximum of how hard the hostage is pushed away from physics objects.
sv_pushaway_max_player_force
 
Maximum of how hard the player is pushed away from physics objects.
sv_pushaway_min_player_speed
 
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
sv_pushaway_player_force
 
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
sv_rollangle
 
Max view roll angle
sv_rollspeed
 
 
sv_runcmds
 
 
sv_secure
 
Server is using Valve Anti-Cheat
sv_sendtables
 
Force full sendtable sending path.
sv_showhitboxes
 
Send server-side hitboxes for specified entity to client (NOTE
sv_showimpacts
 
Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
sv_showladders
 
Show bbox and dismount points for all ladders (must be set before level load.)
sv_skyname
 
Current name of the skybox texture
sv_soundemitter_filecheck
 
Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush
 
Flushes the sounds.txt system (server only)
sv_soundemitter_trace
 
Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfo
 
print soundscapes
sv_specaccelerate
 
 
sv_specnoclip
 
 
sv_specspeed
 
 
sv_stats
 
Collect CPU usage stats
sv_stepsize
 
 
sv_stopspeed
 
Minimum stopping speed when on ground.
sv_stressbots
 
If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget
 
If set, notarget will cause entities to never think they are in the pvs
sv_suppress_viewpunch
 
 
sv_teststepsimulation
 
 
sv_thinktimecheck
 
Check for thinktimes all on same timestamp.
sv_turbophysics
 
Turns on turbo physics
sv_unlag_debug
 
 
sv_unlag_fixstuck
 
Disallow backtracking a player for lag compensation if it will cause them to become stuck
sv_unlockedchapters
 
Highest unlocked game chapter.
sv_visiblemaxplayers
 
Overrides the max players reported to prospective clients
sv_wateraccelerate
 
 
sv_waterdist
 
Vertical view fixup when eyes are near water plane.
sv_waterfriction
 
 
template_debug
 
 
Test_CreateEntity
 
 
test_dispatcheffect
 
Test a clientside dispatch effect. Usage
Test_EHandle
 
 
test_entity_blocker
 
Test command that drops an entity blocker out in front of the player.
Test_InitRandomEntitySpawner
 
 
Test_Loop
 
Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount
 
Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds
 
Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_nav_opt
 
 
Test_ProxyToggle_EnableProxy
 
 
Test_ProxyToggle_EnsureValue
 
 
Test_ProxyToggle_SetValue
 
 
Test_RandomChance
 
Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS
 
 
Test_RandomPlayerPosition
 
 
Test_RemoveAllRandomEntities
 
 
Test_RunFrame
 
 
Test_SendKey
 
 
Test_SpawnRandomEntities
 
 
Test_StartLoop
 
Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript
 
Start a test script running..
Test_Wait
 
 
Test_WaitForCheckPoint
 
 
testhudanim
 
Test a hud element animation. Arguments
testscript_debug
 
Debug test scripts.
texture_budget_background_alph
a
how translucent the budget panel is
texture_budget_panel_bottom_of
_history_fraction
number between 0 and 1
texture_budget_panel_global
 
Show global times in the texture budget panel.
texture_budget_panel_height
 
height in pixels of the budget panel
texture_budget_panel_width
 
width in pixels of the budget panel
texture_budget_panel_x
 
number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y
 
number of pixels from the top side of the game screen to draw the budget panel
think_limit
 
Maximum think time in milliseconds, warning is printed if this is exceeded.
thirdperson
 
Switch to thirdperson camera.
timedemo
 
Play a demo and report performance info.
timedemoquit
 
Play a demo, report performance info, and then exit
timeleft
 
prints the time remaining in the match
timerefresh
 
Profile the renderer.
toggleconsole
 
Show/hide the console.
togglescores
 
Toggles score panel
trace_report
 
 
tracer_extra
 
 
unbind
 
Unbind a key.
unbindall
 
Unbind all keys.
unpause
 
Unpause the game.
+use
 
 
-use
 
 
use
 
Use a particular weapon Arguments
user
 
Show user data.
users
 
Show user info for players on server.
v_centermove
 
 
v_centerspeed
 
 
vcollide_wireframe
 
 
vcollide_wireframe_axes
 
 
vcr_verbose
 
Write extra information into .vcr file.
version
 
Print version info string.
vgui_drawfocus
 
Report which panel is under the mouse.
-vgui_drawtree
 
 
+vgui_drawtree
 
 
vgui_drawtree
 
Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds
 
Show panel bounds.
vgui_drawtree_clear
 
 
vgui_drawtree_freeze
 
Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden
 
Draw the hidden panels.
vgui_drawtree_panelalpha
 
Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr
 
Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly
 
Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order
 
List the vgui_drawtree panels in render order.
vgui_drawtree_visible
 
Draw the visible panels.
vgui_togglepanel
 
show/hide vgui panel by name.
viewanim_addkeyframe
 
 
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
 
 
violence_ablood
 
Draw alien blood
violence_agibs
 
Show alien gib entities
violence_hblood
 
Draw human blood
violence_hgibs
 
Show human gib entities
voice_avggain
 
 
voice_clientdebug
 
 
voice_dsound
 
 
voice_enable
 
 
voice_fadeouttime
 
 
voice_forcemicrecord
 
 
voice_inputfromfile
 
Get voice input from 'voice_input.wav' rather than from the microphone.
voice_loopback
 
 
voice_maxgain
 
 
voice_modenable
 
Enable/disable voice in this mod.
voice_overdrive
 
 
voice_overdrivefadetime
 
 
voice_profile
 
 
voice_recordtofile
 
Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
voice_scale
 
 
voice_serverdebug
 
 
voice_showchannels
 
 
voice_showincoming
 
 
voice_steal
 
 
-voicerecord
 
 
+voicerecord
 
 
volume
 
Sound volume
vox_reload
 
Reload sentences.txt file
voxeltree_box
 
View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview
 
View entities in the voxel-tree at the player position.
voxeltree_sphere
 
View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view
 
View entities in the voxel-tree.
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
 
 
vprof_dump_groupnames
 
Write the names of all of the vprof groups to the console.
vprof_dump_spikes
 
Framerate at which vprof will begin to dump spikes to the console. 0 = disabled.
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_hierarch
y
Generate a report to the console.
vprof_generate_report_map_load
 
Generate a report to the console.
vprof_graph
 
Draw the vprof graph.
vprof_graphheight
 
 
vprof_graphwidth
 
 
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
 
While playing back a .vprof file, step to the next tick.
vprof_playback_stepback
 
While playing back a .vprof file, step to the previous tick.
vprof_playback_stop
 
 
vprof_prevsibling
 
 
vprof_record_start
 
Start recording vprof data for playback later.
vprof_record_stop
 
 
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
 
Set a specific scope to start showing vprof tree
vprof_unaccounted_limit
 
number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose
 
Set to one to show average and peak times
vprof_vtune_group
 
enable vtune for a particular vprof group ('disable' to disable)
vprof_warningmsec
 
Above this many milliseconds render the label red to indicate slow code.
vtune
 
Controls VTune's sampling.
wait
 
Stop command parsing until next frame.
+walk
 
 
-walk
 
 
wc_air_edit_further
 
When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from play
wc_air_edit_nearer
 
When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit
 
When in WC edit mode, toggles laying down or air nodes instead of ground nodes
wc_create
 
When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select
wc_destroy
 
When in WC edit mode, 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
 
 
wc_update_entity
 
Updates the entity's position/angles when in edit mode
weapon_showproficiency
 
 
writeid
 
Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip
 
Save the ban list to banned_ip.cfg.
+zoom
 
 
-zoom
 
 
zoom_sensitivity_ratio
 
Additional mouse sensitivity scale factor applied when FOV is zoomed in.

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